During a period between 2011-2014, Gamification was the next big thing. Nowadays, however, Gamification has been established as a legitimate research topic with several dedicated conferences. This report aims to shed light on the existing literature within the area through a literature review and highlight existing gaps. Further, this paper strives towards showcasing some of the effects that Gamification could have on information security awareness to combat the vast amounts of security-related incidents in today's organizations. Moreover, that security incidents are frequent and often expensive, and sometimes occur due to employee negligence gives organizations incentives to educate its workforce in security training and awareness sessions. Existing empirical research within Gamification and information security delivers belief regarding its beneficial aspects to organizations and employees alike. Through training and education, the number of security-related incidents can be limited. However, research on how Gamification can help foster safe behavior in organizations is a path that remains to be explored in full.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:his-19115 |
Date | January 2020 |
Creators | Lindgren, Niclas |
Publisher | Högskolan i Skövde, Institutionen för informationsteknologi |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Page generated in 0.0015 seconds