Purpose For a good number of Indians, their smartphone is their first digital computing device. They have less experience in dealing with the Internet-enabled device and hence less experience in handling security threats like malware as compared to users of other countries who have gone through the learning curve of handling such security threats using other Internet-enabled devices such as laptop and desktop. Because of this, the inexperienced Indian smartphone user may be vulnerable to Internet-related security breaches, as compared to the citizens of developed economies. Hence, it is essential to understand the attitude, behaviour and security practices of smartphone users in India. Limited research is available about the security behaviour of smartphone users in India as the majority of research in this domain is done outside India. Design/methodology/approach In this empirical study, the researchers identified 28 cybersecurity behaviours and practices through a survey of relevant literature. An online survey of identified cybersecurity behaviours and practices was administered to 300 smartphone users. Frequency analysis of the respondent data was done to understand the adoption of recommended cybersecurity behaviours and practices. Pearson’s chi-square with 5% level of significance has been used to test the hypotheses. Post hoc analysis with Bonferroni correction was conducted for statistically significant associations. Findings Overall, the respondents did not exhibit good cybersecurity behaviour. Respondents have adopted some of the most popular security features of the smartphone such as the use of screen lock. However, respondents have not adopted or are not aware of the technical security controls such as encryption and remote wipe. Statistically significant differences were found between the cybersecurity behaviour and practices and independent variables such as gender, age, mobile operating system (OS) and mother tongue. Respondents reported high level of motivation to protect their device and data, whereas they reported moderate level of threat awareness and the ability to protect to their device and data. Results of the comparative analysis with a similar study in China and the USA are also reported in this study. Research limitations/implications The main limitations of this study are as follows: the respondents' perceptions about their cybersecurity behaviours and practices were measured as opposed to their actual behaviours and practices and the generalizability of the study is limited because the sample size is small as compared to the total number of smartphone users in India. Practical implications The findings of this study may be useful for the design of effective cybersecurity prevention and intervention programs for general smartphone users of India. Originality/value This study provides an insight about cybersecurity behaviour of smartphone users in India. To the knowledge of the researchers, this is the first study to collect such quantitative data of smartphone users in India for a better understanding of the cybersecurity behaviours and practices. This study identified 28 cybersecurity behaviours and practices, which smartphone users should follow to improve cybersecurity.
Purpose The frequency and sophistication of cybercrimes are increasing. These cybercrimes are impacting government and private organizations as well as individuals. One of the countermeasures is to improve the cyber hygiene of the end-users. Serious games or game-based learning has emerged as a promising approach for implementing security education, training and awareness program. In this paper, the researchers propose a tabletop card game called Cyber Suraksha to increase threat awareness and motivate users to adopt recommended security controls for smartphone users. Cyber Suraksha provides an active learning environment for the players. This paper aims to provide the details of the design and evaluation of the game using a between-subjects design. Design/methodology/approach The researchers have used constructive learning theory and the Fogg behaviour model (FBM) to design a tabletop card game called Cyber Suraksha. The researchers evaluated the game using a between-subjects design. The participants' responses in the control and intervention groups were collected using the risk behaviour diagnosis scale. Pearson’s Chi-Square test with a 5% significance level was used to test the hypotheses. Findings The results indicate that the game is enjoyable and fun. Cyber Suraksha game effectively motivates users to adopt the recommended security control for the targeted behaviour. The results indicate that the participants in the intervention group are 2.65 times more likely to adopt recommended behaviour. The findings of this study provide evidence for the effectiveness of hope and fear appeals in improving cybersecurity awareness. Research limitations/implications The generalizability of the study is limited because the sample size is small compared to the total number of smartphone users in India, and only students from computer/IT UG programs in India are used as participants in this study. Practical implications This study uses hope and a fear appeal to design an effective serious game. It also demonstrates using the FBM and constructive learning principles for effective serious game design. Cyber Suraksha is effective for the student group and may be tested with other age groups. Originality/value To the researchers' knowledge, there are no serious games for cybersecurity awareness focusing on the threats faced by smartphone users based on FBM and constructive learning theory. This research used hope along with a fear appeal to motivate smartphone users to adopt recommended security controls.
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