2024
DOI: 10.17083/ijsg.v11i1.719
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Gamification of Cybersecurity Awareness for Non-IT Professionals: A Systematic Literature Review

Anderson Kevin Gwenhure,
Flourensia Sapty Rahayu

Abstract: This literature review delves into research on the gamification of cybersecurity awareness for non-IT professionals, aiming to provide an accurate report on known and unknown information regarding three key questions: the impact of gamification on cybersecurity awareness interest and engagement, measurable results related to game elements and their connection to specific learning goals, and the long-term effectiveness of gamified cybersecurity. Examining five relevant papers, the findings confirm short-term ef… Show more

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Cited by 2 publications
(1 citation statement)
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“…The authors show that the game experience is felt original, enjoyable, and appealing for the user's target group. "Gamification of Cybersecurity Awareness for Non-IT Professionals: A Systematic Literature Review", by Gwenhure and Rahayu [5], examines five papers in the area, confirming short-term effectiveness and indicating that the incorporation of game elements results in increased knowledge, improved engagement, and positive behavior changes aligned with specific cybersecurity awareness learning goals. The review also identifies recurring gaps in evaluating individual game elements and customizing gamification strategies for non-IT professionals.…”
mentioning
confidence: 98%
“…The authors show that the game experience is felt original, enjoyable, and appealing for the user's target group. "Gamification of Cybersecurity Awareness for Non-IT Professionals: A Systematic Literature Review", by Gwenhure and Rahayu [5], examines five papers in the area, confirming short-term effectiveness and indicating that the incorporation of game elements results in increased knowledge, improved engagement, and positive behavior changes aligned with specific cybersecurity awareness learning goals. The review also identifies recurring gaps in evaluating individual game elements and customizing gamification strategies for non-IT professionals.…”
mentioning
confidence: 98%