15,814 research outputs found

    Stakeholders’ forum general report

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    THE QUEST GAME-FRAME: BALANCING SERIOUS GAMES FOR INVESTIGATING PRIVACY DECISIONS

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    Digitalisation permeates all areas of social life. The use of digital games in research settings to analyse social phenomena is thereby no exception. However, games that can successfully achieve research ob- jectives and at the same time create an engaging experience require thoughtful balancing. When inves- tigating decision-making, for example, asking players directly about their reasoning in the game is breaking the game flow and prone to distorting influences from the game experience. This paper presents the design science (DS) process of a quest-based game-frame (QGF) oriented on the investigation of privacy decision-making. The design-empirical cycle of the QGF is outlined and applied to design two privacy decision scenarios for investigating reflection tendencies. The conducted binational experiment reflects the behaviour of 78 educators, university students and high-school students from Austria and Norway in online ordering security and fake news sharing while monitoring the game flow. Results demonstrate the potential of the QGF for unobtrusively investigating privacy decisions while maintaining high fluency of performance. Significant differences between educators and high-school students are found in time spent for reflection before making online security decisions. Additionally, Norwegian high-school students show a low awareness when deciding on real/fake news sharing

    Game based cyber security training: are serious games suitable for cyber security training?

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    Security research and training is attracting a lot of investment and interest from governments and the private sector. Most efforts have focused on physical security, while cyber security or digital security has been given less importance. With recent high-profile attacks it has become clear that training in cyber security is needed. Serious Games have the capability to be effective tools for public engagement and behavioural change and role play games, are already used by security professionals. Thus cyber security seems especially well-suited to Serious Games. This paper investigates whether games can be effective cyber security training tools. The study is conducted by means of a structured literature review supplemented with a general web search. While there are early positive indications there is not yet enough evidence to draw any definite conclusions. There is a clear gap in target audience with almost all products and studies targeting the general public and very little attention given to IT professionals and managers. The products and studies also mostly work over a short period, while it is known that short-term interventions are not particularly effective at affecting behavioural change

    Emerging technologies for learning (volume 2)

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    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Digital and Media Literacy: A Plan of Action

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    Outlines a community education movement to implement Knight's 2009 recommendation to enhance digital and media literacy. Suggests local, regional, state, and national initiatives such as teacher education and parent outreach and discusses challenges

    A Systematic Review of Multimedia Tools for Cybersecurity Awareness and Education

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    © {Leah Zhang-Kennedy, Sonia Chiasson ​| ACM} {2021}. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in {ACM Computing Surveys}, https://doi.org/10.1145/3427920.We conduct a comprehensive review covering academic publications and industry products relating to tools for cybersecurity awareness and education aimed at non-expert end-users developed in the past 20 years. Through our search criteria, we identified 119 tools that we cataloged into five broad media categories. We explore current trends, assess their use of relevant instructional design principles, and review empirical evi dence of the tools’ effectiveness. From our review, we provide an evaluation checklist and suggest that a more systematic approach to the design and evaluation of cybersecurity educational tools would be beneficial
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