CySecEscape 2.0—A Virtual Escape Room To Raise Cybersecurity Awareness
An increasing number of small and medium-sized enterprises (SMEs) use the Internet to support and grow businesses. The application of new technologies comes with inherent risks of ever-changing cyberspace and increasing cybercrime. Previous research has shown that the human factor remains the core e...
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Format: | Article |
Language: | English |
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Serious Games Society
2021-03-01
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Series: | International Journal of Serious Games |
Subjects: | |
Online Access: | http://journal.seriousgamessociety.org/index.php/IJSG/article/view/413 |
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author | Emanuel Löffler Bettina Schneider Trupti Zanwar Petra Maria Asprion |
author_facet | Emanuel Löffler Bettina Schneider Trupti Zanwar Petra Maria Asprion |
author_sort | Emanuel Löffler |
collection | DOAJ |
description | An increasing number of small and medium-sized enterprises (SMEs) use the Internet to support and grow businesses. The application of new technologies comes with inherent risks of ever-changing cyberspace and increasing cybercrime. Previous research has shown that the human factor remains the core element in the cybersecurity chain. Therefore, it is paramount that employees receive effective training to acquire a security mindset. This study puts forward previous research that resulted in a portable escape room game to raise cybersecurity awareness. The purpose of the study is to elaborate the transformation of the physical game into a virtual learning experience to increase flexibility in times such as the Covid-19 lockdown. As main method, we applied the design science framework of Hevner et al. As main result, the research elaborates the design of the developed artifact—a virtual prototype of the escape room game addressing the cybersecurity challenges of SMEs. For the evaluation of the prototype, empirical data was collected in qualitative and quantitative form. As main conclusions, we have observed that a physical escape room can be transformed into a virtual setting with little means without sacrificing player immersion. A limitation was identified in teaching targeted social engineering attacks. |
first_indexed | 2024-12-23T10:42:07Z |
format | Article |
id | doaj.art-725d43bf30b44d2db6b191620ea37d9b |
institution | Directory Open Access Journal |
issn | 2384-8766 |
language | English |
last_indexed | 2024-12-23T10:42:07Z |
publishDate | 2021-03-01 |
publisher | Serious Games Society |
record_format | Article |
series | International Journal of Serious Games |
spelling | doaj.art-725d43bf30b44d2db6b191620ea37d9b2022-12-21T17:50:08ZengSerious Games SocietyInternational Journal of Serious Games2384-87662021-03-018110.17083/ijsg.v8i1.413CySecEscape 2.0—A Virtual Escape Room To Raise Cybersecurity AwarenessEmanuel LöfflerBettina Schneider0Trupti ZanwarPetra Maria AsprionFHNWAn increasing number of small and medium-sized enterprises (SMEs) use the Internet to support and grow businesses. The application of new technologies comes with inherent risks of ever-changing cyberspace and increasing cybercrime. Previous research has shown that the human factor remains the core element in the cybersecurity chain. Therefore, it is paramount that employees receive effective training to acquire a security mindset. This study puts forward previous research that resulted in a portable escape room game to raise cybersecurity awareness. The purpose of the study is to elaborate the transformation of the physical game into a virtual learning experience to increase flexibility in times such as the Covid-19 lockdown. As main method, we applied the design science framework of Hevner et al. As main result, the research elaborates the design of the developed artifact—a virtual prototype of the escape room game addressing the cybersecurity challenges of SMEs. For the evaluation of the prototype, empirical data was collected in qualitative and quantitative form. As main conclusions, we have observed that a physical escape room can be transformed into a virtual setting with little means without sacrificing player immersion. A limitation was identified in teaching targeted social engineering attacks.http://journal.seriousgamessociety.org/index.php/IJSG/article/view/413Cybersecurity Awareness;Escape Room GameSmall and Medium-sized Enterprises;Design-Science Research |
spellingShingle | Emanuel Löffler Bettina Schneider Trupti Zanwar Petra Maria Asprion CySecEscape 2.0—A Virtual Escape Room To Raise Cybersecurity Awareness International Journal of Serious Games Cybersecurity Awareness; Escape Room Game Small and Medium-sized Enterprises; Design-Science Research |
title | CySecEscape 2.0—A Virtual Escape Room To Raise Cybersecurity Awareness |
title_full | CySecEscape 2.0—A Virtual Escape Room To Raise Cybersecurity Awareness |
title_fullStr | CySecEscape 2.0—A Virtual Escape Room To Raise Cybersecurity Awareness |
title_full_unstemmed | CySecEscape 2.0—A Virtual Escape Room To Raise Cybersecurity Awareness |
title_short | CySecEscape 2.0—A Virtual Escape Room To Raise Cybersecurity Awareness |
title_sort | cysecescape 2 0 a virtual escape room to raise cybersecurity awareness |
topic | Cybersecurity Awareness; Escape Room Game Small and Medium-sized Enterprises; Design-Science Research |
url | http://journal.seriousgamessociety.org/index.php/IJSG/article/view/413 |
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