CySecEscape 2.0 - A virtual escape room to raise cybersecurity awareness

Typ
01A - Beitrag in wissenschaftlicher Zeitschrift
Herausgeber:innen
Herausgeber:in (Körperschaft)
Betreuer:in
Übergeordnetes Werk
International Journal of Serious Games
Themenheft
DOI der Originalpublikation
Link
Reihe / Serie
Reihennummer
Jahrgang / Band
8
Ausgabe / Nummer
1
Seiten / Dauer
59-70
Patentnummer
Verlag / Herausgebende Institution
Serious Games Society
Verlagsort / Veranstaltungsort
Genova
Auflage
Version
Programmiersprache
Abtretungsempfänger:in
Praxispartner:in/Auftraggeber:in
Zusammenfassung
An increasing number of small and medium-sized enterprises (SMEs) use the Internet to support and grow businesses. The application of new technologies comes with inherent risks of ever-changing cyberspace and increasing cybercrime. Previous research has shown that the human factor remains the core element in the cybersecurity chain, so it is paramount to make sure the employees receive effective training to embrace a security mindset. This study puts forward previous research that resulted in a portable escape room game to raise cybersecurity awareness. The purpose of the study is to elaborate the transformation of the physical game into a virtual learning experience to increase flexibility in times such as the Covid-19 lockdown. As main method, we applied the design science framework of Hevner et al. As main result, the research elaborates the design of the developed artifact—a virtual prototype of the escape room game addressing the cybersecurity challenges of SMEs. For the evaluation of the prototype, empirical data was collected in a qualitative study. As main conclusions we have observed that a physical escape room setting can be transformed into a virtual setting with little means without sacrificing player immersion. A limitation was identified in teaching targeted social engineering attacks.
Schlagwörter
Fachgebiet (DDC)
330 - Wirtschaft
Projekt
Veranstaltung
Startdatum der Ausstellung
Enddatum der Ausstellung
Startdatum der Konferenz
Enddatum der Konferenz
Datum der letzten Prüfung
ISBN
ISSN
2384-8766
Sprache
Englisch
Während FHNW Zugehörigkeit erstellt
Ja
Publikationsstatus
Veröffentlicht
Begutachtung
Fachlektorat/Editorial Review
Open Access-Status
Diamond
Lizenz
'https://creativecommons.org/licenses/by-nc-nd/4.0/'
Zitation
LÖFFLER, Emanuel, Bettina SCHNEIDER, Petra ASPRION und Trupti ZANWAR, 2021. CySecEscape 2.0 - A virtual escape room to raise cybersecurity awareness. International Journal of Serious Games. 2021. Bd. 8, Nr. 1, S. 59–70. DOI 10.17083/ijsg.v8i1.413. Verfügbar unter: https://doi.org/10.26041/fhnw-7273