Literature Review: Advances in Cybersecurity Training with Video Games

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Literature Review
AI Summary
This literature review examines the growing use of video games in cybersecurity training and awareness programs. The research explores various strategies and methods, including the use of interactive video games like CyberCIEGE, to enhance user understanding of cyber threats and improve security practices. The review analyzes multiple research papers, including those by Cone et al. (2007), Le Compte et al. (2015), and Tioh et al. (2017), to assess the effectiveness of gamification in cybersecurity education. It highlights the benefits of serious games in engaging users, promoting cognitive development, and addressing the increasing need for cyber security awareness in both public and private sectors. The review also identifies limitations in current research, such as the lack of statistical data and the need for broader studies on various types of cybercrimes, suggesting areas for future research and improvements in training methodologies. The paper concludes by proposing further investigation into the use of video games as a tool for enhancing cyber security training and awareness among individuals and organizations, with the aim of minimizing cybercrime and improving overall security.
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ADVANCES IN CYBER SECURITY
TRAINING & AWARENESS THROUGH
VIDEO GAMES
Literature Review
Introduction to Research
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1. ABSTRACT
This report based on Cyber security and strategies that are formulated for increasing the
security with an aim to reduce the cyber issues. From this investigation it has been found that
there are number of methods present which support in providing training regarding cyber
security practices so that basic need of people regarding safe cyber surfing getting more
complicated to fulfil. The main reason behind changing security need is increase in terrorism
attack and lack of knowledge among people in term of implementing security. For this several
sources of generating awareness has been formulated among them video game is more effective
as it enhances knowledge much quickly. For performing this investigation qualitative method has
been used which support in presenting information in more detail and explanatory manner. It has
been expected to get appropriate information regarding the sources or methods that can be
adopted to increase cyber security. This information will be helpful in generating awareness
among people regarding the manner in which cyber security can be enhanced so that crime be
minimized.
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Table Of Contents
1. ABSTRACT................................................................................................................................2
PART 1: LITERATURE REVIEW.................................................................................................4
3. LITERATURE REVIEW – FOCUSED READING...................................................................5
4. PROPOSED RESEARCH...........................................................................................................9
4.1 Problem statement.................................................................................................................9
4.2 Aim of the research.............................................................................................................10
4.3 Expected outcome and significance....................................................................................11
4.4 Method and innovation.......................................................................................................12
5. CONCLUSION..........................................................................................................................17
PART 2: RESEARCH METHODOLOGY...................................................................................18
PART 3: ETHICS ISSUES............................................................................................................21
Project summary:-.....................................................................................................................21
Ethical principle:- .....................................................................................................................23
REFERENCES..............................................................................................................................27
6. APPENDIX................................................................................................................................29
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PART 1: LITERATURE REVIEW
2.) Literature Review
In modern world, we are completely relying on the Internet for most of our daily activities
such as communication, entertainment, utilities, information gathering, education, banking,
health care and much more. Even the public and private sectored organizations are using
ICT and E-services more than ever for expansion, promotion and increased profits of their
businesses, making sure we can access their services with ease. Nonetheless, companies and
individuals have major challenges in keeping their assets and data secure from
vulnerabilities and system failures. These issues gave rise to different cyber security policies
and strategies to be formed, reformed and implemented. But the fact that most of us are
unaware of these laws and regulations gives rise to the utmost need of training among our
society 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 the
depths of various “cyber security strategies”. Round 3 is the main objective of this research
and deals with “Cyber Security Training & Awareness Through Video Games”.
Round 1
Keywords: “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
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3. LITERATURE REVIEW – FOCUSED READING
Article 1: A Video Game for Cyber Security Training & Awareness
Authors: Benjamin D. Cone, Cynthia E. Irvine, Michael F. Thompson, Thuy D. Nguyen, 2007
Journals title: Computers & Security 26 (2007) 63-72
Abstract: - There are many concepts involved within the cyber security awareness training as
they are universal and formulated as per the policies as well as requirements that a particular
organisation have in terms of security. Several types of training programs get failed as they don't
get effectively implemented by the users as they are complex to understand. But a flexible as
well as highly interactive video game i.e. CyberCIEGE is considered as a security awareness tool
that aid into security training objective of an organisation while involving users into an engaging
security adventure. This game has now become successful as it utilises the information assurance
education and training with an aim to increase awareness regarding general computer use and
manner 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. These
all contribute toward gathering and evaluating information from several sources so that true and
accurate data can be presented in front of readers that aid in their knowledge. The main aim
behind conduction of this investigation is that cyber crimes are increasing continuously with the
advancement of technology and awareness regarding the factors that support in enhancing cyber
security are required to be generate among people. Hence this report support in presenting the
information 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 in
presenting information in detail by supporting it with appropriate theories and concept to make a
reader clear about a particular topic. However, researcher can also apply another method of
investigation i.e. quantitative which support them in presenting a particular information with real
facts and figure regarding the accuracy of happening of a particular event.
The main achievement of this investigation is that researchers become able to clear the
actual usage and benefits of using video game as a medium to provide training regarding the
cyber security by clearing all the myths that people have toward it. This research is significant in
term of enhancing the knowledge regarding the way cyber security can be improved.
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In this report information regarding video game as a training source for cyber security is
presented in context of federal government as well as Department of Navy, article can be further
improved by providing information regarding other area where video game can be used to
enhance knowledge. The main problem found in this investigation is that it doesn't involve
statistical information which lack accuracy about particular facts that are presented in research.
Article 2: A Renewed Approach to Serious Games for Cyber Security
Authors: Alexis Le Compte, Tim Watson, David Elizondo, 2015
Journal/Conference Title: 7th International Conference on Cyber Conflict
Abstract: In today's world the conflicts have been moved toward the cyber domain with the
increase in crime rate. In year 2010, the NATO affirmed its involvement to reinforce the defence
against increasing cybercrime rate for formulating strategies top deal with these issues. For these
strategies, gamification as a training and education sources is explained in this investigation for
cyber security. As this is argued in report that serious games could be an effective decision that
help in potentially approaching larger number of audiences while complying with the national
cyber strategies.
Alexis Le Compte, Tim Watson, David Elizondo are the authors of this article. They had
contributed much in providing knowledge about this topic to the readers. By doing deep analysis
of data and information collected from different sources, it has been presented in front of readers
so that proper and accurate information could be provided to the readers and could be used for
some good purpose for bringing some new innovation or enhancing the knowledge as well. It has
also been prepared with the motive of providing assistance to others as well in carrying out
research on some related topic to this. The main reason behind the conduction of research on this
topic is to determine the impact of increasing cybercrime issues in UK and making an evaluation
over the methods that can be used to increase awareness such as video game which support in
circulating 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 regarding
cyber security with the help of video game but in other research paper it involves more than one
measures that can be adopted to increase cyber security.
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The topic chosen in this research is very important for the safety and security of a country
as the main focus is on the cyber security strategies where video game is used for providing its
training. This awareness help in reducing the practices regarding eradicating data breach and
cyber insecurity issues from UK. In the achievement of this research, it is related to the
disclosure of fact that in the current times it is not possible to make proper evaluation of the
policies and strategies made for removing the cyber insecurity issues. Hence, in this regarding it
become crucial to create awareness among people regarding cyber security which has been made
by 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 quantitative
data is presented. So, further improvement could be made is related to use of statistical data and
figures in this article which could provide information about number of cyber insecurity issues
and many more to increase the base of research. The main problem in this research is lack of data
in 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 security
Authors: Jin-Ning Tioh, Mani Mina, Douglas W. Jacobson, 2017
Journal/Conference Title: IEEE Frontiers in Education Conference (FIE)
Abstract: In the computer and information security field there are number of interesting topics
have been identified for study in which includes secure programming practices, algorithm and
protocols design, cryptography and ethics. In addition to these steps regarding the safe cyber
security practices has been presented to general computer user which work toward overcoming
the propensity to act without worrying about the consequences of their actions. It also shows the
importance of game-based learning for the process of cognitive development as well as learning
concepts of students by representing about the current state of serious games that are dealing
with topic of cyber security.
Authors in this article i.e. Jin-Ning Tioh, Mani Mina, Douglas W. Jacobson are focused
on providing the information regarding the increasing need of cyber security and ways through
which this can be fulfilled. Additionally, researcher also contributed toward showing the
importance of game-based learning for process of cognitive development or presenting the forms
of assessing the potentials of these resources. The topic chosen in this article is important as it
will help in making aware about the way video game for cyber training is helpful for people to
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get a better cyber security so that their operations remain safe from any sort of illegal or fraud
practices.
Difference is related to the chosen approach for the completion of this research of
observing behaviour of students. Mostly research includes the use of questionnaire or other
methods to collect data but in this research, the secondary information has been observed and on
the very basis conclusion has been drawn. Hence, if the other methods used for arguing over the
issue then it would be more effective to represent outcome by comparing both kind of
information. The main achievement of this investigation is that researcher has explained the use
of gamification strategy for providing cyber security training by taking the concept of
networking, programming and protocols which validate the facts presented in investigation.
Further improvements are related to increasing the base of study as it is limited to cryptography
and financial fraud related cybercrime it must also focuses toward presenting other kind of
cyber-crime that are increasing on regular bases and frequency of their growth. This can be
explore using questionnaires or other means to know about type of cyber-crime people are facing
and manner in which they are dealing with it. The issues in this research are related to narrow
base of study and improper use of methods in conducting the research in order to get accurate
outcome.
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4. PROPOSED RESEARCH
Title: “Advances in cyber security training & awareness through video games”
4.1 Problem statement
The proposed research is based on the cyber security which is one of the most popular
topic among people in today's world as the cyber-crimes and issues are increasing at a rapid
pace. These issues mainly seen in term of internet bomb threat, financial extortion, harassment,
data hacking etc. which left over a negative influence over the victims as it affects their day to
day life. In addition to this, cyber access also become a major weapon to increase the terrorism
activities throughout the world. These are required to be controlled in order to work toward the
safety of humanity. But the major problem found under this issue is that people are not much
aware about the cyber crimes and manner in which they become a victim to particular crime and
their life get affected. Hence this investigation is performed to determine the ways through which
awareness among people can be generated and training can be provided to them so that they
become able to maintain cyber security at their end remain secure from such crimes. Hence an
investigation performed over several methods that are used to increase awareness about
cybercrimes and manner in people can be protected from such fraudulent practices. From this it
has been found that federal government also uses video game as a major source for providing
training and increasing awareness regarding the cyber security among people that belong to navy
department.
But there are some area that lack behind and required improvement which includes there
is lack of statistical information for representing the accuracy of fact and on other information
was limited i.e. in article 1 information is limited to navy department which is required to further
explored so that information regarding use of video games for other areas can be further
identified.
In the following research, the researcher will make use of qualitative data in order to
provide information and accurate data to the readers. This will help in making correct
recommendations to the research. In the previous research, qualitative data and observations are
applied which does not provide accurate outcome. In this research, the focus is to provide
enhanced knowledge about the research topic and significance is related to be knowing main
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issues and ways to overcome. With the help of this human research, it will be possible to provide
the readers with some unknown facts about cyber security.
4.2 Aim of the research
The main aim behind conducting this investigation is “To determine the advances in
cyber security training & awareness through video games”. This help in determining the manner
in which video game training support in creating awareness among people about increasing
cyber security issue ad manner in which they can either avoid such issues or deal with them
when it occurs. This aims can be achieved while working over following objectives,
To determine the role of Cyber security Training & Awareness:- As per the
information presented by Benjamin D. Cone, Cynthia E. Irvine, Michael F. Thompson,
Thuy D. Nguyen, 2007 it has been specified that cyber security awareness through
training is universal in order to eliminate the issues and crimes arises from the medium of
cyber. The cyber security training is usually tailored for addressing the policies as well as
requirement of particular organisation in term of maintaining security while using
internet for business transaction. In addition to this cyber security training support a
business to generate awareness among its employees regarding several ways through
which cyber threats may affect the business practices performed with the help of internet.
Hence by providing regular training to employees such risk or issues can be avoided by
the company and the confidential data can be secured.
To identify the approaches toward assessing Serious games for Cyber Security:-
According to the view point of Alexis Le Compte, Tim Watson, David Elizondo, 2015 it
has been found that the modern conflicts has moved toward the cyber domain which
make it crucial for improving the defence as well as deterrence of society to save them
from any sort of cyber crime. For creating awareness in this field, the gamification
training method can be used so that people would be able to learn things which help them
in avoiding such practices. These games could be potentially reach to larger number of
audience much quickly by complying it with national cyber strategies. The main
approach of video game as cyber training is for those who are having a little or no
knowledge of subject. This framework and methodologies is accompanied with set of
cyber security skills which is based on content that is extracted from several campaigns
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that are being organised by the government. These are the approaches which is generally
used for spreading the awareness among the people with the help of interesting method.
To ascertain several advancement made in Cyber security training within serious
game:- As per the information presented by Jin-Ning Tioh, Mani Mina, Douglas W.
Jacobson, 2017 it has been determined that within the era of computer and information
security the need regarding secure programming practices, algorithm design to
cryptography and protocols. This is because there is advancement in sources used for
protection system as well as data from Cyber threat by maintaining security at operating
system, physical layer, network and mechanism at application. For generating awareness
in this regard game learning considered to be best medium that help in creating awareness
among people regarding cyber threat in more interactive manner. Several advancement
made within video game to make it more meaningful such as Cyber threat defender,
learning project configuration, Pivots & Payloads and many other practising game that
help generating awareness among them. In addition to this, technology also divides up
the game stages in several parts which provide information from all the segments so that
overall understanding of individuals can be raised up to provide better cyber security.
4.3 Expected outcome and significance
As per the investigation performed over “To determine the advances in cyber security
training & awareness through video games” it has been found that this is one of the most popular
concept around the world. With the increase in online practices and performance of transactions
several benefits are being enjoyed by the society in term of improving the communication among
two people living in different part of world, easy of shopping and transmission of several
information with the help of internet much quickly and easily. But these online practices also
brings up several issues to the businesses, government and to society at larger as this contributed
toward increasing the cyber crime practices which harm the humanity. Hence it is crucial to stop
such practices and for this several type of security software or measure are being created so that
proper protection to people can be provided from such issues. In addition to this several training
programs like campaigns are being provided to IT specialist in order to develop proper
understanding among them. But such practices create awareness regarding cyber crime and its
related security among the IT specialised people only and not on general public which is also
consider one of the main reason that increases the rate of cyber crime.
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