Gamification in cybersecurity education; a state of the art review and research agenda
Journal of Applied Research in Higher Education
ISSN: 2050-7003
Article publication date: 10 June 2024
Abstract
Purpose
The growth of the internet, access to technology and rapid digital transformations have paved the way for developing attack surfaces for individuals and organizations. There is a dire need to provide cybersecurity awareness most effectively. Gamification-based platforms have evolved to make cybersecurity education more engaging and effective. This study explores the gamification platforms available for cybersecurity training and awareness, the extent to which they are used and their benefits and challenges.
Design/methodology/approach
PRISMA 2020 was used to conduct the systematic literature review.
Findings
The study comprehends the game design elements and their role in the effectiveness of cybersecurity training and awareness. The study unveils that traditional education methodologies are insignificant in cybersecurity awareness, and gamification-based platforms are more beneficial. The paper summarizes the implications of the findings and further postulates future research directions.
Originality/value
This work comprehends the various forms of gamification platforms and frameworks available for cybersecurity training and will motivate further development of gamification platforms. This paper will help academia, private and public organizations and game designers enhance their gamification-based cybersecurity education interventions.
Keywords
Citation
Pramod, D. (2024), "Gamification in cybersecurity education; a state of the art review and research agenda", Journal of Applied Research in Higher Education, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/JARHE-02-2024-0072
Publisher
:Emerald Publishing Limited
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