2008 2nd IEEE International Conference on Digital Ecosystems and Technologies 2008
DOI: 10.1109/dest.2008.4635145
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Raising information security awareness in digital ecosystem with games - a pilot study in Thailand

Abstract: Abstract-Success of Digital Ecosystem depends on a reliablesupporting infrastructure that offers and transports services and information thereby empowers the business system to function properly. This implies the utmost importance to maintain the reliability, confidentiality and integrity of the network and communication systems. This paper reports an initial pilot study on the use of a simulation game called CyberCIEGE for raising the awareness and knowledge on Information Security among a small group of Thai… Show more

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Cited by 14 publications
(6 citation statements)
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References 7 publications
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“…He said the missing point in the ISA is comprehensive knowledge in understanding of security, privacy and safety risk to have activities through Internet that might be compromised in the wrong hands. Interestingly, he also suggested the use of graphical interface to catch the end user attention and encourage interactivity that have similar principle like previous study suggest as the solution [2][9] [13]. Furthermore, assessing the perception or expectation is important in analyzing the following issues like the way behaving on the works, actual habits which influences motivation towards improvement and user concerns of responsibility.…”
Section: Literature Reviewmentioning
confidence: 76%
“…He said the missing point in the ISA is comprehensive knowledge in understanding of security, privacy and safety risk to have activities through Internet that might be compromised in the wrong hands. Interestingly, he also suggested the use of graphical interface to catch the end user attention and encourage interactivity that have similar principle like previous study suggest as the solution [2][9] [13]. Furthermore, assessing the perception or expectation is important in analyzing the following issues like the way behaving on the works, actual habits which influences motivation towards improvement and user concerns of responsibility.…”
Section: Literature Reviewmentioning
confidence: 76%
“…Games encourage socialisation and, through them, people can learn new things and reinforce the knowledge acquired. According to [14], didactic games, together with digital ecosystems, produce reactions in participants to possible incidents that may occur in real life. The study was conducted primarily to strengthen the information security awareness among participants and prevent security incidents within healthcare environments.…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…And they found the game group provided more detailed answers to test questions, though that may have been due to the game group investing more time than did the video group. Fung et al [10] conducted a pilot study on the use of CyberCIEGE for raising awareness and knowledge on information security among a small group of Thai students, comparing the game with a traditional classroom lecture. Both studies were encouraging, though not definitive due to small sample sizes.…”
Section: Use Of Cyberciege Elsewherementioning
confidence: 99%