2016
DOI: 10.20533/ijisr.2042.4639.2016.0076
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A Review of Using Gaming Technology for Cyber-Security Awareness

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Cited by 59 publications
(36 citation statements)
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“…Some authors investigate gaming technologies to raise awareness broadly in cyber security. Alotaibi et al [10] review gaming applications and their efficiency to educate on cybersecurity. Tioh et al [9] review serious games approaches applied in cyber security.…”
Section: Gaming For Cybersecuritymentioning
confidence: 99%
See 1 more Smart Citation
“…Some authors investigate gaming technologies to raise awareness broadly in cyber security. Alotaibi et al [10] review gaming applications and their efficiency to educate on cybersecurity. Tioh et al [9] review serious games approaches applied in cyber security.…”
Section: Gaming For Cybersecuritymentioning
confidence: 99%
“…A new interesting potential in the 21st century to build such learning tools is called gamification [9]. It provides an immediate end-user's behavior change [10]. Gamification is an interactive mood for education on specific topic, engaging and keeping learner focuses on activities with fun, compared to the traditional methods like instructor-based, or email based message methods.…”
Section: Introductionmentioning
confidence: 99%
“…Even if 3D representations are useful in some cases highlighted by Cliquet et al [3], we have not seen much 3D visualizations for cybersecurity, apart from the 2012 Daedalus-viz project developed by Inoue et al [6]. Moreover, even if operator training is an important topic in cybersecurity, only few systems propose virtual environment for training, serious game-based scenarios and expert data analytics tools [1,10]. This is why we are currently working on an immersive collaborative system for cybersecurity called 3D CyberCOP: we propose a 3DCVE that can be fitted for collaborative cybersecurity investigations and reporting practices [7] (Figure 1).…”
Section: Collaborative Virtual Environments For Cybersecuritymentioning
confidence: 85%
“…Another interesting aspect of CVEs is that they are considered useful for learning [10,33], and they could be used to enhance existing cyber training tools which are still very technical or based on serious-gaming approaches [3,30].…”
Section: Virtual Environments For Cyber Securitymentioning
confidence: 99%