loading page

Gamification and Serious Games for Cybersecurity Awareness and First Responders Training: An overview
  • +13
  • Zisis Batzos ,
  • Theocharis Saoulidis ,
  • Dimitrios Margounakis ,
  • Eleftherios Fountoukidis ,
  • Elisavet Grigoriou ,
  • Achilleas Moukoulis ,
  • Antonios Sarigiannidis ,
  • Athanasios Liatifis ,
  • Paris-Alexandros Karypidis ,
  • Stamatia Bibi ,
  • Adam Filippidis ,
  • Ioannis Kazanidis ,
  • Sokratis Nifakos ,
  • Timo Kasig ,
  • Mohammad Heydari ,
  • Haralambos Mouratidis
Zisis Batzos
Author Profile
Theocharis Saoulidis
Author Profile
Dimitrios Margounakis
Author Profile
Eleftherios Fountoukidis
Author Profile
Elisavet Grigoriou
Author Profile
Achilleas Moukoulis
Author Profile
Antonios Sarigiannidis
Author Profile
Athanasios Liatifis
Author Profile
Paris-Alexandros Karypidis
Author Profile
Stamatia Bibi
Author Profile
Adam Filippidis
Author Profile
Ioannis Kazanidis
Author Profile
Sokratis Nifakos
Author Profile
Timo Kasig
Author Profile
Mohammad Heydari
Author Profile
Haralambos Mouratidis
Author Profile

Abstract

Gamification has been characterized as the usage of video game elements in non-game environments. Gamification in cybersecurity awareness training can lead to more engaging interactions, greater pleasure, and increased security. Serious games are becoming increasingly popular since they allow learning in a natural setting. Although many of the principles covered in cybersecurity awareness training are universal, many forms of training fail because they rely on rote learning and do not require users to think about security concepts. The primary goal of this research is to conduct a review of the literature on cybersecurity awareness training methodologies and frameworks, as well as serious games that may be used to raise awareness among people, organizations, and first responders.