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On the design of playful training material for information security awareness
Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Digital Services and Systems.ORCID iD: 0000-0002-0280-3160
Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Digital Services and Systems.ORCID iD: 0000-0002-5706-4588
Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Digital Services and Systems.ORCID iD: 0000-0003-1692-5721
Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Digital Services and Systems.ORCID iD: 0000-0003-3080-1354
2020 (English)In: Proceedings of The Sixth International Conference on Design Creativity: 26-28 August 2020 University of Oulu, Finland / [ed] Jean-François Boujut , Gaetano Cascini, Saeema Ahmed-Kristensen, Georgi V. Georgiev, Netta Iivari, The Design Society , 2020, p. 239-246Conference paper, Published paper (Refereed)
Abstract [en]

This paper presents the rationale for the design of a card deck game sustaining information security training. The efforts have followed design thinking, been inspired by an approach for problem-based learning, and used gamification. The card deck game primarily aims to support entrepreneurs in small and medium-sized manufacturing companies, heading towards the introduction of digital services, yet is also useful for anyone to practice risk awareness. Information security, here in short representing the efforts to protect information and mitigate risks to uphold confidentiality, integrity and availability, is by SMEs often seen as a technical problem, but is depending on human behaviour. Literature on security training, emphasises the relevance of interpersonal dialogues and reflection, such reflection is not supported by traditional education, as for instance reading theory and answering questions. The application of gamification has shown to increase awareness, where the play becomes an eye-opener to progress focused dialogues and learning.

Place, publisher, year, edition, pages
The Design Society , 2020. p. 239-246
Keywords [en]
Serious play, Gamification, Design thinking, Educational games, Digital service innovation
National Category
Information Systems
Research subject
Information systems; Centre - Centre for Critical Infrastructure and Societal Security (CISS)
Identifiers
URN: urn:nbn:se:ltu:diva-80734DOI: 10.35199/ICDC.2020.30Scopus ID: 2-s2.0-85094570012OAI: oai:DiVA.org:ltu-80734DiVA, id: diva2:1465134
Conference
The Sixth International Conference on Design Creativity (ICDC 2020), 26 - 28 August, 2020, Oulu, Finland
Projects
CYNIC
Funder
Interreg Nord
Note

ISBN för värdpublikation: 978-1-912254-07-01

Available from: 2020-09-08 Created: 2020-09-08 Last updated: 2023-09-05Bibliographically approved

Open Access in DiVA

fulltext(585 kB)397 downloads
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0a3b51f5f9df345d59b92801f1b7aff8729337499acc72f4e1bca2e866141212729e1c3c8baca520c5ced1dd500b27774458ca724839741098db5cac07d00a20
Type fulltextMimetype application/pdf

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Publisher's full textScopushttp://icdc2020.org/

Authority records

Lugnet, JohanEricson, ÅsaLundgren, MartinWenngren, Johan

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