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Increased connectivity, digitalization and emerging autonomous operations within the maritime sector are paving the road for new cybersecurity risks. Such risks are not just a technical concern, as effective awareness and training programs play an important role in increasing the knowledge of relevant cyberattacks and defences, thereby improving security practices among stakeholders. Serious games have emerged as an engaging method to train individuals, effectively communicate an understanding of emerging cybersecurity threats and promote cybersecurity culture and hygiene. This paper delves into the development process of an asymmetrical strategy game for the maritime sector. The game uses a red versus blue paradigm to educate players about critical assets of maritime operations and how they can be exploited. The novelty of this work has been to design a gameplay based on actual incidents that for instance shipping companies have been facing up until today and likely future events. We employ a design science research methodology to ensure problem relevance and utility for practitioners. The game has been designed towards a demography of students from maritime education and training institutions and professionals working in the maritime sector but should be appealing to others looking to expand their comprehension of the maritime cybersecurity intricacies as well. The game serves as a pedagogical learning tool for elevating cybersecurity awareness, preparedness and response in the maritime digitalization sphere.
Increased connectivity, digitalization and emerging autonomous operations within the maritime sector are paving the road for new cybersecurity risks. Such risks are not just a technical concern, as effective awareness and training programs play an important role in increasing the knowledge of relevant cyberattacks and defences, thereby improving security practices among stakeholders. Serious games have emerged as an engaging method to train individuals, effectively communicate an understanding of emerging cybersecurity threats and promote cybersecurity culture and hygiene. This paper delves into the development process of an asymmetrical strategy game for the maritime sector. The game uses a red versus blue paradigm to educate players about critical assets of maritime operations and how they can be exploited. The novelty of this work has been to design a gameplay based on actual incidents that for instance shipping companies have been facing up until today and likely future events. We employ a design science research methodology to ensure problem relevance and utility for practitioners. The game has been designed towards a demography of students from maritime education and training institutions and professionals working in the maritime sector but should be appealing to others looking to expand their comprehension of the maritime cybersecurity intricacies as well. The game serves as a pedagogical learning tool for elevating cybersecurity awareness, preparedness and response in the maritime digitalization sphere.
Addressing human trafficking is crucial due to its severe impact on human rights, dignity, and well-being. Serious games refer to digital games that are designed to entertain while also accomplishing at least one additional objective, such as learning or health promotion. Serious games play a significant role in raising awareness, training professionals, fostering empathy, and advocating for policy improvements related to human trafficking. In this study, we systematically examine and assess the current landscape of serious games addressing human trafficking to unveil the existing state, pinpoint gaps, and propose future research avenues. Our investigation encompassed academic publications, gray literature, and commercial games related to human trafficking. Furthermore, we conducted a thorough review of evaluation criteria and heuristics for the comprehensive assessment of serious games. Subsequently, incorporating these evaluation metrics and heuristics, the games were subjected to evaluation by both players and experts. Following a combined qualitative and quantitative analysis, the results were deliberated upon, and their implications were expounded. Five serious games related to human trafficking were identified and evaluated using the SGES and EGameFlow scales, along with both game-specific and serious game heuristics. Player and expert evaluations ranked “(Un)TRAFFICKED” and “Missing” as the best-performing games, while “SAFE Travel” received the lowest ratings. Players generally rated the games higher than experts, particularly in usability, feedback, and goal clarity, although the games scored poorly in audiovisual quality and relevance. Experts highlighted deficiencies in motivation, challenge, and learning outcomes. The lack of personalization and the absence of social gaming elements point to the need for more targeted human trafficking games adapted to different demographics, cultures, and player types.
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