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Sample Assignment on Cyber security

   

Added on  2021-02-21

42 Pages14266 Words35 Views
ADVANCES IN CYBER SECURITYTRAINING & AWARENESS THROUGHVIDEO GAMESLiterature ReviewIntroduction to Research

1. ABSTRACTThis report based on Cyber security and strategies that are formulated for increasing thesecurity with an aim to reduce the cyber issues. From this investigation it has been found thatthere are number of methods present which support in providing training regarding cybersecurity practices so that basic need of people regarding safe cyber surfing getting morecomplicated to fulfil. The main reason behind changing security need is increase in terrorismattack and lack of knowledge among people in term of implementing security. For this severalsources of generating awareness has been formulated among them video game is more effectiveas it enhances knowledge much quickly. For performing this investigation qualitative method hasbeen used which support in presenting information in more detail and explanatory manner. It hasbeen expected to get appropriate information regarding the sources or methods that can beadopted to increase cyber security. This information will be helpful in generating awarenessamong people regarding the manner in which cyber security can be enhanced so that crime beminimized.

Table Of Contents1. ABSTRACT................................................................................................................................2PART 1: LITERATURE REVIEW.................................................................................................43. LITERATURE REVIEW – FOCUSED READING...................................................................54. PROPOSED RESEARCH...........................................................................................................94.1 Problem statement.................................................................................................................94.2 Aim of the research.............................................................................................................104.3 Expected outcome and significance....................................................................................114.4 Method and innovation.......................................................................................................125. CONCLUSION..........................................................................................................................17PART 2: RESEARCH METHODOLOGY...................................................................................18PART 3: ETHICS ISSUES............................................................................................................21Project summary:-.....................................................................................................................21Ethical principle:- .....................................................................................................................23REFERENCES..............................................................................................................................276. APPENDIX................................................................................................................................29

PART 1: LITERATURE REVIEW2.) Literature ReviewIn modern world, we are completely relying on the Internet for most of our daily activitiessuch as communication, entertainment, utilities, information gathering, education, banking,health care and much more. Even the public and private sectored organizations are usingICT and E-services more than ever for expansion, promotion and increased profits of theirbusinesses, making sure we can access their services with ease. Nonetheless, companies andindividuals have major challenges in keeping their assets and data secure fromvulnerabilities and system failures. These issues gave rise to different cyber security policiesand strategies to be formed, reformed and implemented. But the fact that most of us areunaware of these laws and regulations gives rise to the utmost need of training among oursociety including but not limited to company employees, university students & staff, etc.Round 1 is a broad scan of the general topic “Cyber security”. Round 2 investigates thedepths of various “cyber security strategies”. Round 3 is the main objective of this researchand deals with “Cyber Security Training & Awareness Through Video Games”.Round 1Keywords: “Cyber Security”Number of results returned: 724,000 (Google Scholars)Summarizing the first 21 results (Research Papers)Round 2:Keywords: “Cyber Security Strategies”Number of results returned: 254,000 (Google Scholar)Summarizing the first 5 results (Research Papers)Round 3:Keywords: “Cyber Security Training & Awareness Through Video Games”Number of results returned: 34,600 (Google Scholar)Summarizing the first 5 results (Research Papers)See appendix for research paper details 5

3. LITERATURE REVIEW – FOCUSED READINGArticle 1: A Video Game for Cyber Security Training & AwarenessAuthors: Benjamin D. Cone, Cynthia E. Irvine, Michael F. Thompson, Thuy D. Nguyen, 2007Journals title: Computers & Security 26 (2007) 63-72Abstract: - There are many concepts involved within the cyber security awareness training asthey are universal and formulated as per the policies as well as requirements that a particularorganisation have in terms of security. Several types of training programs get failed as they don'tget effectively implemented by the users as they are complex to understand. But a flexible aswell as highly interactive video game i.e. CyberCIEGE is considered as a security awareness toolthat aid into security training objective of an organisation while involving users into an engagingsecurity adventure. This game has now become successful as it utilises the information assuranceeducation and training with an aim to increase awareness regarding general computer use andmanner in which cyber security can be enhanced.This article is represented by Benjamin D. Cone, Cynthia E. Irvine, Michael F.Thompson, Thuy D. Nguyen, 2007 for increasing the awareness regarding cyber security. Theseall contribute toward gathering and evaluating information from several sources so that true andaccurate data can be presented in front of readers that aid in their knowledge. The main aimbehind conduction of this investigation is that cyber crimes are increasing continuously with theadvancement of technology and awareness regarding the factors that support in enhancing cybersecurity are required to be generate among people. Hence this report support in presenting theinformation regarding the manner in which Video Game support in Cyber Security Training &Awareness among the individuals.The main method used for performing this investigation is qualitative which support inpresenting information in detail by supporting it with appropriate theories and concept to make areader clear about a particular topic. However, researcher can also apply another method ofinvestigation i.e. quantitative which support them in presenting a particular information with realfacts and figure regarding the accuracy of happening of a particular event.The main achievement of this investigation is that researchers become able to clear theactual usage and benefits of using video game as a medium to provide training regarding thecyber security by clearing all the myths that people have toward it. This research is significant interm of enhancing the knowledge regarding the way cyber security can be improved.6

In this report information regarding video game as a training source for cyber security ispresented in context of federal government as well as Department of Navy, article can be furtherimproved by providing information regarding other area where video game can be used toenhance knowledge. The main problem found in this investigation is that it doesn't involvestatistical information which lack accuracy about particular facts that are presented in research. Article 2:A Renewed Approach to Serious Games for Cyber SecurityAuthors: Alexis Le Compte, Tim Watson, David Elizondo, 2015Journal/Conference Title:7th International Conference on Cyber ConflictAbstract: In today's world the conflicts have been moved toward the cyber domain with theincrease in crime rate. In year 2010, the NATO affirmed its involvement to reinforce the defenceagainst increasing cybercrime rate for formulating strategies top deal with these issues. For thesestrategies, gamification as a training and education sources is explained in this investigation forcyber security. As this is argued in report that serious games could be an effective decision thathelp in potentially approaching larger number of audiences while complying with the nationalcyber strategies.Alexis Le Compte, Tim Watson, David Elizondo are the authors of this article. They hadcontributed much in providing knowledge about this topic to the readers. By doing deep analysisof data and information collected from different sources, it has been presented in front of readersso that proper and accurate information could be provided to the readers and could be used forsome good purpose for bringing some new innovation or enhancing the knowledge as well. It hasalso been prepared with the motive of providing assistance to others as well in carrying outresearch on some related topic to this. The main reason behind the conduction of research on thistopic is to determine the impact of increasing cybercrime issues in UK and making an evaluationover the methods that can be used to increase awareness such as video game which support incirculating information in more interesting manner. In comparison to the other research conducted there is a lot of difference in this article.The author has focused over a single source that help in providing training to people regardingcyber security with the help of video game but in other research paper it involves more than onemeasures that can be adopted to increase cyber security.7

The topic chosen in this research is very important for the safety and security of a countryas the main focus is on the cyber security strategies where video game is used for providing itstraining. This awareness help in reducing the practices regarding eradicating data breach andcyber insecurity issues from UK. In the achievement of this research, it is related to thedisclosure of fact that in the current times it is not possible to make proper evaluation of thepolicies and strategies made for removing the cyber insecurity issues. Hence, in this regarding itbecome crucial to create awareness among people regarding cyber security which has been madeby the researcher in this investigation effectively that may support in reducing the crime rate. In this investigation the data is presented in theoretical manner and none of quantitativedata is presented. So, further improvement could be made is related to use of statistical data andfigures in this article which could provide information about number of cyber insecurity issuesand many more to increase the base of research. The main problem in this research is lack of datain term of views to be presented by people or organisations in relation to cyber insecurity issues. Article 3: Cyber security training a survey of serious games in cyber securityAuthors: Jin-Ning Tioh,Mani Mina,Douglas W. Jacobson, 2017Journal/Conference Title:IEEE Frontiers in Education Conference (FIE)Abstract: In the computer and information security field there are number of interesting topicshave been identified for study in which includes secure programming practices, algorithm andprotocols design, cryptography and ethics. In addition to these steps regarding the safe cybersecurity practices has been presented to general computer user which work toward overcomingthe propensity to act without worrying about the consequences of their actions. It also shows theimportance of game-based learning for the process of cognitive development as well as learningconcepts of students by representing about the current state of serious games that are dealingwith topic of cyber security.Authors in this article i.e. Jin-Ning Tioh,Mani Mina,Douglas W. Jacobson are focusedon providing the information regarding the increasing need of cyber security and ways throughwhich this can be fulfilled. Additionally, researcher also contributed toward showing theimportance of game-based learning for process of cognitive development or presenting the formsof assessing the potentials of these resources. The topic chosen in this article is important as itwill help in making aware about the way video game for cyber training is helpful for people to8

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