JOURNAL ARTICLE

Improving the Cybersecurity Awareness of Young Adults through a Game-Based Informal Learning Strategy

Giorgia TempestiniSara MeràMarco Pietro PalangeAlexandra BucciarelliFrancesco Di Nocera

Year: 2024 Journal:   Information Vol: 15 (10)Pages: 607-607   Publisher: Multidisciplinary Digital Publishing Institute

Abstract

Knowing about a danger is not enough to avoid it. Our daily lives offer countless examples of occasions in which we act imprudently for various reasons, even though we know we are taking risks. Nevertheless, circumstances in which we lack the necessary knowledge can lead us to run into unpleasant or harmful situations without being aware of it. In cybersecurity, knowledge of the dangers (as well as the mechanics of a possible attack) makes a huge difference. This is why specific training is provided in organizations, along with awareness campaigns. However, security training is often generic, boring, and a mere fulfillment of obligations rather than a tool for behavioral change. Today, we can deliver content through various devices and platforms that people access for both work and leisure, so that learning can happen incidentally and with almost no effort. Distributing knowledge in small, dedicated units creates the conditions for lasting, effective learning and is more effective than teaching through traditional courses (whether delivered in-person or online). In this article, we present an ongoing project on cybersecurity informal learning, including the design of a small video game. The intervention is aimed at helping young adults (18–25 years) to understand the mechanics of cookies and their role in the dynamics of cyberattacks. Consistent with the idea that a comprehensive course may be unsuitable for delivering cybersecurity training, the game covers and deliberately limits itself to that topic only. We also provide detailed considerations related to the evaluation of its effectiveness, although this is outside the scope of the present paper.

Keywords:
Computer security Internet privacy Computer science Psychology Business

Metrics

3
Cited By
4.93
FWCI (Field Weighted Citation Impact)
63
Refs
0.91
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Educational Games and Gamification
Social Sciences →  Psychology →  Developmental and Educational Psychology
Impact of Technology on Adolescents
Social Sciences →  Social Sciences →  Sociology and Political Science
Technology Use by Older Adults
Social Sciences →  Social Sciences →  Demography

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