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.

ADVANCES IN CYBER SECURITY
TRAINING & AWARENESS THROUGH
VIDEO GAMES
Literature Review
Introduction to Research
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.
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.

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
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
5
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
5

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.
6
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.
6

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.
7
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.
7
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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
8
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
8

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.
9
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.
9

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
10
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
10
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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
11
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
11

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.
12
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.
12

Hence, in order to identify other methods of increasing awareness regarding cyber
security this study is conducted which emphasise over a new method of providing training
regarding Cyber security i.e. video game-based learning. This method is consider better over the
traditional method of learning. It is so because the video based Cyber security training is quite
easier and helpful in spreading the information along with creating awareness regarding several
different manner through which cyber crimes are increasing continuously and manner in which
they are affecting the system, confidential information and person's life. In addition to this the
cyber security training through video game also support in providing people understanding
regarding ways through which they can avoid such fraudulent practices to their network as well
as system. Along with this it also focuses toward providing information regarding step by step
actions to be taken in order to deal with current Cyber issue. There are several other benefits
which video game based cyber security training provides and these are mentioned below:
It provide a real world implication of cyber security practices which superficially help
learner in understanding the concept by implementing practices within the video game
that also ensure long term understanding and quick memorisation of actions to be taken.
The game based learning also help in gaining attention of people toward these concepts
which help in making them more engaged and getting deep conceptual understanding of
topic that leads to quick implementation of security measure when any sort of fraud
practices found over internet.
Such cyber security training help in creating more and more awareness among people as
it is easier to spread among general public and also gain their attention which is not
possible with tradition method of training such as campaign arrangement for training or
class room learning.
This game based training support in providing more and more information to an
individual which support them to tackle such cyber issues by their own without taking
help from a IT specialist. It also contributed toward reducing the number of cyber issues
which is basically generating throughout the world due to lack of public awareness.
4.4 Method and innovation
Architecture or structure diagram of your proposed method (2 marks)
In the modern era, the need to ensure cyber security at all times is necessary. For the
fulfilment of this purpose, provision of training by way of video games is an effective measure.
13
security this study is conducted which emphasise over a new method of providing training
regarding Cyber security i.e. video game-based learning. This method is consider better over the
traditional method of learning. It is so because the video based Cyber security training is quite
easier and helpful in spreading the information along with creating awareness regarding several
different manner through which cyber crimes are increasing continuously and manner in which
they are affecting the system, confidential information and person's life. In addition to this the
cyber security training through video game also support in providing people understanding
regarding ways through which they can avoid such fraudulent practices to their network as well
as system. Along with this it also focuses toward providing information regarding step by step
actions to be taken in order to deal with current Cyber issue. There are several other benefits
which video game based cyber security training provides and these are mentioned below:
It provide a real world implication of cyber security practices which superficially help
learner in understanding the concept by implementing practices within the video game
that also ensure long term understanding and quick memorisation of actions to be taken.
The game based learning also help in gaining attention of people toward these concepts
which help in making them more engaged and getting deep conceptual understanding of
topic that leads to quick implementation of security measure when any sort of fraud
practices found over internet.
Such cyber security training help in creating more and more awareness among people as
it is easier to spread among general public and also gain their attention which is not
possible with tradition method of training such as campaign arrangement for training or
class room learning.
This game based training support in providing more and more information to an
individual which support them to tackle such cyber issues by their own without taking
help from a IT specialist. It also contributed toward reducing the number of cyber issues
which is basically generating throughout the world due to lack of public awareness.
4.4 Method and innovation
Architecture or structure diagram of your proposed method (2 marks)
In the modern era, the need to ensure cyber security at all times is necessary. For the
fulfilment of this purpose, provision of training by way of video games is an effective measure.
13
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This is so because application of traditional ways of providing training often get failed as they
are found to be rote and do not involve practical learning of cyber security concepts. The method
that has been proposed in this regard is to make use of video games for creating awareness
among people regarding the manner in which security can be maintained by people while
carrying out any activity online. It will be compatible with mobile, PC, Laptop, gaming console
etc. The diagram presented below shows the architecture of proposed method:-
(Source: Structure Diagram for Video Game based training, 2019)
The front end elements of the proposed architecture of the video game would be as given
below:-
Game Platform service which would give extra-gaming functionality.
Dedicated game server which would do hosting of the video game.
The back end elements of the proposed way of video game for provision of cyber security
training to people are described as follows:-
14
Ill
ustration 1: Structure Diagram for Video Game based training
are found to be rote and do not involve practical learning of cyber security concepts. The method
that has been proposed in this regard is to make use of video games for creating awareness
among people regarding the manner in which security can be maintained by people while
carrying out any activity online. It will be compatible with mobile, PC, Laptop, gaming console
etc. The diagram presented below shows the architecture of proposed method:-
(Source: Structure Diagram for Video Game based training, 2019)
The front end elements of the proposed architecture of the video game would be as given
below:-
Game Platform service which would give extra-gaming functionality.
Dedicated game server which would do hosting of the video game.
The back end elements of the proposed way of video game for provision of cyber security
training to people are described as follows:-
14
Ill
ustration 1: Structure Diagram for Video Game based training

Game state, prevailing within the systems of records and effectively stored within the
game database.
Analytics stack which would store and query analytics as well as game play events.
Such elements would be capable of being hosted on any of the following environments:-
public cloud, private cloud or on totally managed solutions. Till the time such a system would
meet the latent period requirements for the purpose of setting communication between end users
as well as elements, any among these would operate.
Front end
This would provide interface with the help of which clients would be able to carry out
interaction, either in a direct manner or by way of load balance layers. In relation to the proposed
video game for provision of cyber security training, the front end would consist of a match
making facility. This facilitate would be involved in distribution of information for dedicated
game server instance to users:-
A user transmits a request to the match making services
The match making facility transmits connection data to user
The users would then directly connect to the dedicated game server by making use of User
Datagram Protocol (UDP).
Front end facilities does not have to be taken into use only by external clients. It is
usually seen that front end facilities tend to interact with the back end as well as with each other.
Owing to the availability of front end facilities on internet, there is an additional risk of exposure
of these services to any kind of cyber attack. The video game would be designed with hardening
of front end facilities such that they will not be prone to any kind of issues such as denial-of-
service attack or malformed packet. This implies effective addressal of reliability as well as
security issues. It can be said that back end services are usually exclusively accessible to trusted
code and may thus be difficult to be attacked.
Game platform services
These are also referred to as online or platform services. These facilities are usually
linked to provision of interface for necessary meta-game functioning. In relation to the video
game for provision of training for cyber security, this allows players to join the game easily. The
platform services provide facilities like match making, online lobby, authorisation, analytics etc.
15
game database.
Analytics stack which would store and query analytics as well as game play events.
Such elements would be capable of being hosted on any of the following environments:-
public cloud, private cloud or on totally managed solutions. Till the time such a system would
meet the latent period requirements for the purpose of setting communication between end users
as well as elements, any among these would operate.
Front end
This would provide interface with the help of which clients would be able to carry out
interaction, either in a direct manner or by way of load balance layers. In relation to the proposed
video game for provision of cyber security training, the front end would consist of a match
making facility. This facilitate would be involved in distribution of information for dedicated
game server instance to users:-
A user transmits a request to the match making services
The match making facility transmits connection data to user
The users would then directly connect to the dedicated game server by making use of User
Datagram Protocol (UDP).
Front end facilities does not have to be taken into use only by external clients. It is
usually seen that front end facilities tend to interact with the back end as well as with each other.
Owing to the availability of front end facilities on internet, there is an additional risk of exposure
of these services to any kind of cyber attack. The video game would be designed with hardening
of front end facilities such that they will not be prone to any kind of issues such as denial-of-
service attack or malformed packet. This implies effective addressal of reliability as well as
security issues. It can be said that back end services are usually exclusively accessible to trusted
code and may thus be difficult to be attacked.
Game platform services
These are also referred to as online or platform services. These facilities are usually
linked to provision of interface for necessary meta-game functioning. In relation to the video
game for provision of training for cyber security, this allows players to join the game easily. The
platform services provide facilities like match making, online lobby, authorisation, analytics etc.
15

This would ensure that the video game runs successfully while generating proper awareness
among people about cyber security and is easily accessible for all the users.
Dedicated Game Servers
These provide the overall logic of game. To reduce the latency sensed by users, the video
game would directly communicate with dedicated game servers. This is why it is considered a
vital part of front end service architecture. The time of dedicated game server that would be used
in the video game for provision of training regarding cyber security to people is Real Time
Simulations. These are chosen as they run latency-sensitive, compute as well as bandwidth
intensive workload which need careful thinking about game server design together with the
compute platform that it would run upon.
Analytics Stacks
Analytics is one of the most elements of modern games. Data analytics allow gaming
organisations to get an overview of the manner in which users communicate with the games.
With the passage of time, a holistic profile for each of the players emerge which convey crucial
usage of information. This allows entities to provide specific items pertaining to gameplay. As
the complexity of the analytics that are being collected grows, so does the need to keep these
events in a format that can be easily and quickly queried.
Game Database
There are a number of scenarios that can make the players quit the video game and never
return to it again. Out of all, the most prevalent one of these scenarios is a non working server or
loss of progress of users. Both become probable to occur in case of usage of poor designed
database layers. Game database is regarded to be one of the most crucial element of the whole
infrastructure of game. Thus, the video game designed for stipulation of training regarding cyber
security to users would make use of an effective database so that none of the above recognised
issues are encountered by players while playing the game.
Any other implementation design (eg. flow charts, database design)
16
among people about cyber security and is easily accessible for all the users.
Dedicated Game Servers
These provide the overall logic of game. To reduce the latency sensed by users, the video
game would directly communicate with dedicated game servers. This is why it is considered a
vital part of front end service architecture. The time of dedicated game server that would be used
in the video game for provision of training regarding cyber security to people is Real Time
Simulations. These are chosen as they run latency-sensitive, compute as well as bandwidth
intensive workload which need careful thinking about game server design together with the
compute platform that it would run upon.
Analytics Stacks
Analytics is one of the most elements of modern games. Data analytics allow gaming
organisations to get an overview of the manner in which users communicate with the games.
With the passage of time, a holistic profile for each of the players emerge which convey crucial
usage of information. This allows entities to provide specific items pertaining to gameplay. As
the complexity of the analytics that are being collected grows, so does the need to keep these
events in a format that can be easily and quickly queried.
Game Database
There are a number of scenarios that can make the players quit the video game and never
return to it again. Out of all, the most prevalent one of these scenarios is a non working server or
loss of progress of users. Both become probable to occur in case of usage of poor designed
database layers. Game database is regarded to be one of the most crucial element of the whole
infrastructure of game. Thus, the video game designed for stipulation of training regarding cyber
security to users would make use of an effective database so that none of the above recognised
issues are encountered by players while playing the game.
Any other implementation design (eg. flow charts, database design)
16
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As per the above diagram, it can be said that owing to the combined efforts of game
designers, programmers, artists, instructional designers, sound designer, visual artists, technical
directors, subject matter experts, the video game to impart cyber security training was
successfully developed by the integration of coding. Post the integration, the video game will be
accessible in market for users. With the help of this video game, users will get knowledge about
the ways in which they can maintain cyber security while operating via online mode.
Preliminary study/proof of implementation
Description of typical scenarios
Scenario 1
The video game designed to impart training to people regarding maintenance of cyber
security at all times would be especially for millennial age group. The game would be interesting
but at the same time it would be difficult. The purpose behind this is to keep the users engrossed
while ensuring that they do not get bored at any point of time. There would be stages in the video
game which will keep the millennial section of society engrossed in completing the required to
make it to the next level.
Scenario 2
A particular version of the video game will also be available for people above the age
group of 40 years. The video games designed to impart training regarding cyber security to this
age group would be more of interactive and engrossing so that the older section of society is also
attracted towards these video games. This will ensure that the older section of population does
17
designers, programmers, artists, instructional designers, sound designer, visual artists, technical
directors, subject matter experts, the video game to impart cyber security training was
successfully developed by the integration of coding. Post the integration, the video game will be
accessible in market for users. With the help of this video game, users will get knowledge about
the ways in which they can maintain cyber security while operating via online mode.
Preliminary study/proof of implementation
Description of typical scenarios
Scenario 1
The video game designed to impart training to people regarding maintenance of cyber
security at all times would be especially for millennial age group. The game would be interesting
but at the same time it would be difficult. The purpose behind this is to keep the users engrossed
while ensuring that they do not get bored at any point of time. There would be stages in the video
game which will keep the millennial section of society engrossed in completing the required to
make it to the next level.
Scenario 2
A particular version of the video game will also be available for people above the age
group of 40 years. The video games designed to impart training regarding cyber security to this
age group would be more of interactive and engrossing so that the older section of society is also
attracted towards these video games. This will ensure that the older section of population does
17

not feel monotonous at any point of time. To keep them engaged, interactive quizzes would be
installed as a part of the game.
Expected improvements in outputs produced:-
These video games are basically formulated to provide training for several people in
order to increase awareness among them and make them clear about the actions that must be
taken to deal with cyber issues or fraudulent practices. But the training provided for performing
such practices are very complex and harder to remember which doesn't let the cyber security
maintained. Hence video game is considered to be most entertaining method through which
learning ability of people can be enhanced toward Cyber security tricks. The outcome of this
action will support in developing better understanding among people regarding the manner in
which Cyber issues must be tackled by learning to implementing it in several different situation.
Hence the result of implementing video game as a training for Cyber security it support in
making people learn quickly about process of securing their network from several threats that
may harm system and spreading awareness among as much people as possible.
5. CONCLUSION
As per the information gathered above it has been identified that cyber crimes are
increasing throughout the world and as a result of which it increases the need of awareness
among people regarding several kind of issues that are generated through cyber access. From this
investigation it has been found that cyber access with improper security options and lack of
knowledge among people is consider to be the main reason behind increasing cyber crimes and
issues. To over come this several organisation and federal government are maintaining more
concentration over providing security options as much as possible so that the cyber issues can be
reduced and improvement can be made over practices. For this video games are mainly
preferable in organisations where employees are being provided with Cyber Security Training in
order to create awareness among people as well as providing them understanding regarding
several actions that they must be taken in particular situation. This game based learning support
in creating awareness regarding Cyber security much quickly then other method of spreading
information.
18
installed as a part of the game.
Expected improvements in outputs produced:-
These video games are basically formulated to provide training for several people in
order to increase awareness among them and make them clear about the actions that must be
taken to deal with cyber issues or fraudulent practices. But the training provided for performing
such practices are very complex and harder to remember which doesn't let the cyber security
maintained. Hence video game is considered to be most entertaining method through which
learning ability of people can be enhanced toward Cyber security tricks. The outcome of this
action will support in developing better understanding among people regarding the manner in
which Cyber issues must be tackled by learning to implementing it in several different situation.
Hence the result of implementing video game as a training for Cyber security it support in
making people learn quickly about process of securing their network from several threats that
may harm system and spreading awareness among as much people as possible.
5. CONCLUSION
As per the information gathered above it has been identified that cyber crimes are
increasing throughout the world and as a result of which it increases the need of awareness
among people regarding several kind of issues that are generated through cyber access. From this
investigation it has been found that cyber access with improper security options and lack of
knowledge among people is consider to be the main reason behind increasing cyber crimes and
issues. To over come this several organisation and federal government are maintaining more
concentration over providing security options as much as possible so that the cyber issues can be
reduced and improvement can be made over practices. For this video games are mainly
preferable in organisations where employees are being provided with Cyber Security Training in
order to create awareness among people as well as providing them understanding regarding
several actions that they must be taken in particular situation. This game based learning support
in creating awareness regarding Cyber security much quickly then other method of spreading
information.
18

PART 2: RESEARCH METHODOLOGY
Research methodology is a kind of theoretical framework that represent the information
regarding several types of tools and techniques that are being used to perform a particular
research projects. This is consider to be the most crucial part of investigation which depict about
the techniques that are being considered by the researcher in order collect, analyse, evaluate,
interpret and conclude the findings to represent the better information with the help of
investigation (Kumar, 2019). The main aim behind using the research methodology section
within an investigation is to determine the relevance of tools and techniques that are used by
researcher which also support in ensuring that all the activities going to be performed within
investigation should bring appropriate outcome. This investigation is based on “To determine
the advances in cyber security training & awareness through video games”. Therefore, with the
help of research methodology it become easier to understand about techniques used in proposed
study. The tools and techniques involved within onion framework is mentioned below:
Research methods:- It is consider to be the essential part of research methodology that
support in completing the investigation in more efficient and reliable manner. Research methods
are of two type which are mentioned below: Qualitative research methods:- This research method is mainly used to gain
understanding regarding the underlying reasons and opinion. This help in getting insight
to issues which help in developing hypothesis for quantitative investigation.
Quantitative research method:- It is used to generate numerical data and hard facts by
implementing the statical, mathematical and logical techniques. This methods is basically
used to quantify the opinion as well as behaviour for generalising the outcome from large
size sample population (Mackey and Gass, 2015).
In this investigation the qualitative research method is used in which provide with
theoretical framework that help in gathering and representing information in detailed manner
along with graphs or charts and by considering the perception of several authors. In addition to
this for representing information effectively which is gathered through authors the
interpretivisim philosophy will be used. As it is based on human perception and their view point
that make it easier to critical evaluate the view point of several authors regarding the advances in
cyber security training & awareness through video games.
19
Research methodology is a kind of theoretical framework that represent the information
regarding several types of tools and techniques that are being used to perform a particular
research projects. This is consider to be the most crucial part of investigation which depict about
the techniques that are being considered by the researcher in order collect, analyse, evaluate,
interpret and conclude the findings to represent the better information with the help of
investigation (Kumar, 2019). The main aim behind using the research methodology section
within an investigation is to determine the relevance of tools and techniques that are used by
researcher which also support in ensuring that all the activities going to be performed within
investigation should bring appropriate outcome. This investigation is based on “To determine
the advances in cyber security training & awareness through video games”. Therefore, with the
help of research methodology it become easier to understand about techniques used in proposed
study. The tools and techniques involved within onion framework is mentioned below:
Research methods:- It is consider to be the essential part of research methodology that
support in completing the investigation in more efficient and reliable manner. Research methods
are of two type which are mentioned below: Qualitative research methods:- This research method is mainly used to gain
understanding regarding the underlying reasons and opinion. This help in getting insight
to issues which help in developing hypothesis for quantitative investigation.
Quantitative research method:- It is used to generate numerical data and hard facts by
implementing the statical, mathematical and logical techniques. This methods is basically
used to quantify the opinion as well as behaviour for generalising the outcome from large
size sample population (Mackey and Gass, 2015).
In this investigation the qualitative research method is used in which provide with
theoretical framework that help in gathering and representing information in detailed manner
along with graphs or charts and by considering the perception of several authors. In addition to
this for representing information effectively which is gathered through authors the
interpretivisim philosophy will be used. As it is based on human perception and their view point
that make it easier to critical evaluate the view point of several authors regarding the advances in
cyber security training & awareness through video games.
19
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Data collection methods:- It is refers to the process of measuring and collecting the
information over the targeted variable within a established system which enables one to gather
answer for relevant questions in order to achieve most positive outcome (Bresler and Stake,
2017). Research method basically consists of sources or methods which are used to gather
information required to fulfil a particular objective of investigation. Different methods used for
performing investigation are mentioned below: Primary data collection method:- It refers to the original observation that is gathered by
the investigator for the first time which not yet been investigated by nay other person
before. Primary data support in fresh, precise and complete information regarding
particular topic of concern in effective manner. There are several ways through which
primary information is gathered such as questionnaire, survey, observation, interview etc.
Secondary data collection method:- It includes data which is gathered from the
information that already get investigated by another person previously for own purpose
and now used by others to support information for current topic (Ledford and Gast,
2018). Secondary data is reasonable and quicker to collect from several sources like
articles, journals, books, internal sources etc.
For performing this investigation secondary information will be used that help in getting
in depth understanding over current topic of study by using data gathered by several authors and
then critically evaluating it to conclude the findings for supporting it with main objective of
current investigation.
Research ethics:- It is crucial for an investigator to consider ethical practices within its
investigation to represent more reliable information. Within this investigation, it is the
responsibility of investigator to keep the personal information of respondents confidential and
also respect their dignity. Despite of this, research must obtain full consent from the participants
before starting investigation by ensuring implication of informed consent y providing all the
required information to participants.
Research limitation:- The limitation of an investigation are those characteristics that
affects the findings and interpretation of particular investigation. The major limitation of this
investigation is that the topic is new to market and people don't have much information about the
concept and how much it is fruitful to the society. This make it difficult to collect information for
the investigation.
20
information over the targeted variable within a established system which enables one to gather
answer for relevant questions in order to achieve most positive outcome (Bresler and Stake,
2017). Research method basically consists of sources or methods which are used to gather
information required to fulfil a particular objective of investigation. Different methods used for
performing investigation are mentioned below: Primary data collection method:- It refers to the original observation that is gathered by
the investigator for the first time which not yet been investigated by nay other person
before. Primary data support in fresh, precise and complete information regarding
particular topic of concern in effective manner. There are several ways through which
primary information is gathered such as questionnaire, survey, observation, interview etc.
Secondary data collection method:- It includes data which is gathered from the
information that already get investigated by another person previously for own purpose
and now used by others to support information for current topic (Ledford and Gast,
2018). Secondary data is reasonable and quicker to collect from several sources like
articles, journals, books, internal sources etc.
For performing this investigation secondary information will be used that help in getting
in depth understanding over current topic of study by using data gathered by several authors and
then critically evaluating it to conclude the findings for supporting it with main objective of
current investigation.
Research ethics:- It is crucial for an investigator to consider ethical practices within its
investigation to represent more reliable information. Within this investigation, it is the
responsibility of investigator to keep the personal information of respondents confidential and
also respect their dignity. Despite of this, research must obtain full consent from the participants
before starting investigation by ensuring implication of informed consent y providing all the
required information to participants.
Research limitation:- The limitation of an investigation are those characteristics that
affects the findings and interpretation of particular investigation. The major limitation of this
investigation is that the topic is new to market and people don't have much information about the
concept and how much it is fruitful to the society. This make it difficult to collect information for
the investigation.
20

Research reliability and validity:- Within an investigation reliability is connected with
the consistency of measures which is based on application of testing instrument in effective
manner such as questionnaire. It means researcher must focuses toward gathering accurate and
true information from sources and for reliability of research, investigation must gather
information in a manner that are derived from several circumstances (Ledford and Gast, 2018).
On other side validity of research will be consider only when its outcome are corresponding to
real characteristics. For the reliability and validity of this investigation researcher focuses on
gathering information from authenticated sources.
21
the consistency of measures which is based on application of testing instrument in effective
manner such as questionnaire. It means researcher must focuses toward gathering accurate and
true information from sources and for reliability of research, investigation must gather
information in a manner that are derived from several circumstances (Ledford and Gast, 2018).
On other side validity of research will be consider only when its outcome are corresponding to
real characteristics. For the reliability and validity of this investigation researcher focuses on
gathering information from authenticated sources.
21

PART 3: ETHICS ISSUES
Project title:- “Advances in cyber security training & awareness through video games”
Project summary:-
This project report is based on the concept that cyber security is consider to be one of the
most crucial factor in term of minimising the increasing cyber crimes. For this it is crucial to
make people aware about the importance of getting cyber security training for reducing the
illegal practices or malfunctioning which is basically performed with the help of internet. In this
report information is presented regarding the method which is in trend now a days for providing
training to people regarding cyber security i.e. video game.
Objectives:-
The main objectives on which the proposed research of cyber security based are
mentioned below:
To determine the role of Cyber security Training & Awareness
To identify the approaches toward assessing Serious games for Cyber Security To ascertain several advancement made in Cyber security training within serious game
Methods:-
For gathering the more authenticated and reliable information regarding the topic
“Advances in cyber security training & awareness through video games”, it is crucial to choose
right method of investigation so that the objective of investigation can be accomplished
(Chambliss and Schutt, 2018). Hence, in order to perform this research qualitative mean of
investigation has been considered which ensures presentation of information in detailed manner
to make it more understandable for the readers. In addition to this, for gathering the information
there is basically two data collection methods used such as primary and secondary. This support
in ensuring that the information must be represented using appropriate evidences with
justification that supports the reader to understand information effectively.
Expected outcome:-
By performing this investigation the main emphasises has been put over providing
training in more effective manner to people with an aim to reduce the Cyber crimes that are
currently increasing (Dag and Arslantas, 2015). This is because there are number of training
campaigns which are being provided to IT specialised people that are working with particular
22
Project title:- “Advances in cyber security training & awareness through video games”
Project summary:-
This project report is based on the concept that cyber security is consider to be one of the
most crucial factor in term of minimising the increasing cyber crimes. For this it is crucial to
make people aware about the importance of getting cyber security training for reducing the
illegal practices or malfunctioning which is basically performed with the help of internet. In this
report information is presented regarding the method which is in trend now a days for providing
training to people regarding cyber security i.e. video game.
Objectives:-
The main objectives on which the proposed research of cyber security based are
mentioned below:
To determine the role of Cyber security Training & Awareness
To identify the approaches toward assessing Serious games for Cyber Security To ascertain several advancement made in Cyber security training within serious game
Methods:-
For gathering the more authenticated and reliable information regarding the topic
“Advances in cyber security training & awareness through video games”, it is crucial to choose
right method of investigation so that the objective of investigation can be accomplished
(Chambliss and Schutt, 2018). Hence, in order to perform this research qualitative mean of
investigation has been considered which ensures presentation of information in detailed manner
to make it more understandable for the readers. In addition to this, for gathering the information
there is basically two data collection methods used such as primary and secondary. This support
in ensuring that the information must be represented using appropriate evidences with
justification that supports the reader to understand information effectively.
Expected outcome:-
By performing this investigation the main emphasises has been put over providing
training in more effective manner to people with an aim to reduce the Cyber crimes that are
currently increasing (Dag and Arslantas, 2015). This is because there are number of training
campaigns which are being provided to IT specialised people that are working with particular
22
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organisation. But the major drawback of this is that it circulate information among the IT people
only and not in general audience which is also consider to be a reason of increasing cyber crime.
Hence the main focus of this investigation is to increase awareness regarding the cyber-crime
and requirement of security. This investigation is expected to support society in getting aware
regarding the medium of learning cyber security tricks with the help of video games so that such
issues can be reduced in effective manner (Demirtas and Akdogan, 2015). This report also
support in making people aware regarding number of video games that are formulated for
providing training regarding cyber security so that people within society be able to implement
these tricks for remaining safe from cyber crimes.
Data to be collected:-
In order to provide more effective information both primary as well as secondary
information is being collected. So that by taking secondary information as a base the primary
information can be collected by evidencing it through secondary information gathered. For
collecting secondary information several books and journals are considered that support in
getting information from authenticated sources. This act as a base for providing direction
regarding further proceeding of investigation on which the primary information is being
collected (Falco-Pegueroles and et. al., 2015). For gathering the primary information
questionnaire will be formulated which consists of several questions on the basis of research
topic for gathering information as per the view point of larger number of people. In this
questionnaire will be send with the help of e-mail to the respondents that are randomly get
selected.
How data will be proceed:-
The information for this project will be gathered through both the sources such as
primary as well as secondary. In order to represent secondary information data is gathered from
authenticated sources and then for evaluating this information to develop understanding through
critical evaluation of view point of several authors whose information is going to be presented
within the report (Lahey, Pepe and Nelson, 2017). Despite of this for primary information the
opinion analysis of different people will be performed for evaluating the information regarding
the current topic of investigation and providing the evidence regarding the study as per view
point of several people.
23
only and not in general audience which is also consider to be a reason of increasing cyber crime.
Hence the main focus of this investigation is to increase awareness regarding the cyber-crime
and requirement of security. This investigation is expected to support society in getting aware
regarding the medium of learning cyber security tricks with the help of video games so that such
issues can be reduced in effective manner (Demirtas and Akdogan, 2015). This report also
support in making people aware regarding number of video games that are formulated for
providing training regarding cyber security so that people within society be able to implement
these tricks for remaining safe from cyber crimes.
Data to be collected:-
In order to provide more effective information both primary as well as secondary
information is being collected. So that by taking secondary information as a base the primary
information can be collected by evidencing it through secondary information gathered. For
collecting secondary information several books and journals are considered that support in
getting information from authenticated sources. This act as a base for providing direction
regarding further proceeding of investigation on which the primary information is being
collected (Falco-Pegueroles and et. al., 2015). For gathering the primary information
questionnaire will be formulated which consists of several questions on the basis of research
topic for gathering information as per the view point of larger number of people. In this
questionnaire will be send with the help of e-mail to the respondents that are randomly get
selected.
How data will be proceed:-
The information for this project will be gathered through both the sources such as
primary as well as secondary. In order to represent secondary information data is gathered from
authenticated sources and then for evaluating this information to develop understanding through
critical evaluation of view point of several authors whose information is going to be presented
within the report (Lahey, Pepe and Nelson, 2017). Despite of this for primary information the
opinion analysis of different people will be performed for evaluating the information regarding
the current topic of investigation and providing the evidence regarding the study as per view
point of several people.
23

Ethical principle:-
It is very crucial for a researcher to perform investigation while considering the ethics
within the information collected, used and methods adopted to gather such data, as it crucial in
order to ensure that the reader get true information and don't get mislead in any manner.
Following are basic principles that are consider while performing this investigation:
Minimising the risk of harm:-
This is consider to be one of the most important ethical principle which must be consider
within an investigation. This ethical principle focuses on the fact that an investigation must
p[resent information in a manner that maximising the benefit and minimise the risk associated.
The investigation on “Advances in cyber security training & awareness through video games” is
basically performed to maximising the benefit of society by providing methods of learning
technique to reduce the risk of getting harm through cyber crimes (Lampard and Pole, 2015).
The major risk that can be found throughout this investigation are information provided by the
participants may be not correct which may miss-lead the readers. Hence in order to mitigate from
this risk the information will firstly full verified and evidenced using information gathered
through secondary sources and then send for final submission so that authenticity and reliability
of information can be ensured. Despite of this another possible harm can be performed through
this investigation is that by using video games as a medium for training people may get addicted
toward it which may affect their health and personal life too. Hence in order to ensure that it may
not harm individuals, instructions will be provided regarding the duration of playing games. In
order to mitigate from this risk, access to an individual will be blocked in case time duration of
playing get changed frequently.
Obtain informed consent:-
This is another crucial ethical principle which is required to be consider by individual
while performing investigation. The informed consent ethical principle has been followed within
investigation where the participants are being informed about the reason behind conducting
investigation. So that they would be able to present information in correct manner by considering
the aim or direction of the investigation (Liu and et. al., 2017). This help researcher in gaining
the trust and confidence of participants within the study in which they are involved. For
fulfilment of this requirement of informed consent two forms are bring attached in appendix that
are Information to participants form and Consent Form. In order to ensure the implication of
24
It is very crucial for a researcher to perform investigation while considering the ethics
within the information collected, used and methods adopted to gather such data, as it crucial in
order to ensure that the reader get true information and don't get mislead in any manner.
Following are basic principles that are consider while performing this investigation:
Minimising the risk of harm:-
This is consider to be one of the most important ethical principle which must be consider
within an investigation. This ethical principle focuses on the fact that an investigation must
p[resent information in a manner that maximising the benefit and minimise the risk associated.
The investigation on “Advances in cyber security training & awareness through video games” is
basically performed to maximising the benefit of society by providing methods of learning
technique to reduce the risk of getting harm through cyber crimes (Lampard and Pole, 2015).
The major risk that can be found throughout this investigation are information provided by the
participants may be not correct which may miss-lead the readers. Hence in order to mitigate from
this risk the information will firstly full verified and evidenced using information gathered
through secondary sources and then send for final submission so that authenticity and reliability
of information can be ensured. Despite of this another possible harm can be performed through
this investigation is that by using video games as a medium for training people may get addicted
toward it which may affect their health and personal life too. Hence in order to ensure that it may
not harm individuals, instructions will be provided regarding the duration of playing games. In
order to mitigate from this risk, access to an individual will be blocked in case time duration of
playing get changed frequently.
Obtain informed consent:-
This is another crucial ethical principle which is required to be consider by individual
while performing investigation. The informed consent ethical principle has been followed within
investigation where the participants are being informed about the reason behind conducting
investigation. So that they would be able to present information in correct manner by considering
the aim or direction of the investigation (Liu and et. al., 2017). This help researcher in gaining
the trust and confidence of participants within the study in which they are involved. For
fulfilment of this requirement of informed consent two forms are bring attached in appendix that
are Information to participants form and Consent Form. In order to ensure the implication of
24

informed consent it has been ensured that each individual to whom questionnaire has been sent
also make available with Information to participants form and Consent Form. This contains
detailed information regarding the issue on which the investigation is based, overview of
information, how the information provided by the respondents will be used (Mozzati, Gallesio
and Del Fabbro, 2015). Along with this it also includes the information regarding the risks as
well as benefits attached with this investigation and an information that respondents are free to
leave the investigation process whenever they want to as they are not bound to complete it fully.
Protect the anonymity and confidentiality:-
The anonymity is basically refer to as a condition within which the identity of the
individual subject is not known to the investigator. As under this the information collected from
the participants within the project are either not disclosed within the investigation or the
researcher doesn't connect the information provided by the respondents with their identical
information like name, address etc. On the other side ethical principle related with confidentiality
refers that only individuals or investigators are having authority to access the information which
is being collected (Rienhoff and et. al., 2015). Hence, for gathering information correctly about
the research project from respondents these two ethical principles are being considered.
In this the respondents are assured that they are free to provide their view point or
information they have over the current topic of investigation without getting worried about
disclosure of their personal information. As the respondents are assured that the information
provided by them will not be presented into the final research paper. Despite of this only they
investigation will have the authority to access the personal information which is provided by the
participants (Wundt, 2018). This help in keeping them relax about providing of information as
their personal information will not get misused in any manner.
How will data be de-identified?
◦ In order to kept the personal information of respondents secured and keeping it safe
from getting spread, hack or misused the data will be de-identified. For this the
gathered information will be kept safe in the personal computer of the researcher
along with privacy lock that can only be access by the researcher only.
How will data be kept?
◦ The data will be kept by sorting and managing it effectively within personal computer
of researcher along with keeping a copy of data save within pen-drive.
25
also make available with Information to participants form and Consent Form. This contains
detailed information regarding the issue on which the investigation is based, overview of
information, how the information provided by the respondents will be used (Mozzati, Gallesio
and Del Fabbro, 2015). Along with this it also includes the information regarding the risks as
well as benefits attached with this investigation and an information that respondents are free to
leave the investigation process whenever they want to as they are not bound to complete it fully.
Protect the anonymity and confidentiality:-
The anonymity is basically refer to as a condition within which the identity of the
individual subject is not known to the investigator. As under this the information collected from
the participants within the project are either not disclosed within the investigation or the
researcher doesn't connect the information provided by the respondents with their identical
information like name, address etc. On the other side ethical principle related with confidentiality
refers that only individuals or investigators are having authority to access the information which
is being collected (Rienhoff and et. al., 2015). Hence, for gathering information correctly about
the research project from respondents these two ethical principles are being considered.
In this the respondents are assured that they are free to provide their view point or
information they have over the current topic of investigation without getting worried about
disclosure of their personal information. As the respondents are assured that the information
provided by them will not be presented into the final research paper. Despite of this only they
investigation will have the authority to access the personal information which is provided by the
participants (Wundt, 2018). This help in keeping them relax about providing of information as
their personal information will not get misused in any manner.
How will data be de-identified?
◦ In order to kept the personal information of respondents secured and keeping it safe
from getting spread, hack or misused the data will be de-identified. For this the
gathered information will be kept safe in the personal computer of the researcher
along with privacy lock that can only be access by the researcher only.
How will data be kept?
◦ The data will be kept by sorting and managing it effectively within personal computer
of researcher along with keeping a copy of data save within pen-drive.
25
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Who will access the data?
◦ In order to maintain the anonymity and confidentiality over the information provided
by the participants, the access of personal information of respondents will not be
accessible by the researcher and participant itself. On the other side the information
regarding the investigation will be accessible by the researcher only.
How will results be published?
◦ The data gathered and arranged within the investigation, after evaluating, analysing
and sorting will then uploaded over the internet and it get published as an online
article.
Include deception of participants:-
It refers to a part of research methodology where deception is performed when an
investigator provides wrong information for the subject wither intentionally or unintentional
manner that have mislead the investigation about the key aspects of the research. This method
involves feedback to subject which involves creation of false belief or manipulation of one's self
concept. In this investigation the deception of participants will not be performed as it is time
consuming and also required to provide the scientific justification for the occurrence of
deception (Santos and et. al., 2016). In addition to this for avoiding the wrong information
through investigation, respondents will be selected that are specialised in the area over which
investigation has been performed i.e. cyber security. This will ensure that the information
gathered from respondents will be true and support in enhancing the knowledge of readers
regarding use of video game as a training method for learning techniques to deal with cyber
attacks and enhance the level of cyber security.
Provide rights to withdraw:-
Majority of ethical committees that work over reviewing the research protocols state that
the potential research participants have the absolute and unconditional right of withdrawing any
time from the investigation without providing any reason. This right of withdraw from
participant is recognized virtually in all the national as well as international guidelines of
investigation over human subject (Lahey, Pepe and Nelson, 2017). This investigation also
consider the right of withdrawal for participants where they can get step back from the
investigation whenever they want as per the right passed by ethical committees of research. This
26
◦ In order to maintain the anonymity and confidentiality over the information provided
by the participants, the access of personal information of respondents will not be
accessible by the researcher and participant itself. On the other side the information
regarding the investigation will be accessible by the researcher only.
How will results be published?
◦ The data gathered and arranged within the investigation, after evaluating, analysing
and sorting will then uploaded over the internet and it get published as an online
article.
Include deception of participants:-
It refers to a part of research methodology where deception is performed when an
investigator provides wrong information for the subject wither intentionally or unintentional
manner that have mislead the investigation about the key aspects of the research. This method
involves feedback to subject which involves creation of false belief or manipulation of one's self
concept. In this investigation the deception of participants will not be performed as it is time
consuming and also required to provide the scientific justification for the occurrence of
deception (Santos and et. al., 2016). In addition to this for avoiding the wrong information
through investigation, respondents will be selected that are specialised in the area over which
investigation has been performed i.e. cyber security. This will ensure that the information
gathered from respondents will be true and support in enhancing the knowledge of readers
regarding use of video game as a training method for learning techniques to deal with cyber
attacks and enhance the level of cyber security.
Provide rights to withdraw:-
Majority of ethical committees that work over reviewing the research protocols state that
the potential research participants have the absolute and unconditional right of withdrawing any
time from the investigation without providing any reason. This right of withdraw from
participant is recognized virtually in all the national as well as international guidelines of
investigation over human subject (Lahey, Pepe and Nelson, 2017). This investigation also
consider the right of withdrawal for participants where they can get step back from the
investigation whenever they want as per the right passed by ethical committees of research. This
26

help in ensuring respondents that they are free to answer and end the investigation process as per
their choice and are not bound to the investigation if they provide approval for investigation.
27
their choice and are not bound to the investigation if they provide approval for investigation.
27

REFERENCES
Books & Journals
Ashibani, Y. and Mahmoud, Q.H., 2017. Cyber physical systems security: Analysis, challenges
and solutions. Computers & Security. 68. pp.81-97.
Bassett, G., 2016. System and method for cyber security analysis and human behavior prediction.
U.S. Patent 9,292,695.
Ben-Asher, N. and Gonzalez, C., 2015. Effects of cyber security knowledge on attack detection.
Computers in Human Behavior. 48. pp.51-61.
Bresler, L. and Stake, R. E., 2017. Qualitative research methodology in music education.
In Critical Essays in Music Education (pp. 113-128). Routledge.
Chambliss, D. F. and Schutt, R. K., 2018. Making sense of the social world: Methods of
investigation. Sage Publications.
Cone, B. D. And et. al., 2007. A video game for cyber security training and awareness. computers
& security. 26(1). pp.63-72.
Dag, N. and Arslantas, H. A., 2015. Reasons Preventing Teachers from Acting within the
Framework of Ethical Principles. International Journal of Instruction. 8(2). pp.33-44.
Demirtas, O. and Akdogan, A. A., 2015. The effect of ethical leadership behavior on ethical
climate, turnover intention, and affective commitment. Journal of Business Ethics.
130(1). pp.59-67.
Drias, Z., Serhrouchni, A. and Vogel, O., 2015, August. Analysis of cyber security for industrial
control systems. In 2015 International Conference on Cyber Security of Smart Cities,
Industrial Control System and Communications (SSIC) (pp. 1-8). IEEE.
Falco-Pegueroles, A. and et. al., 2015. Ethical conflict in critical care nursing: Correlation
between exposure and types. Nursing ethics. 22(5). pp.594-607.
Freedman, K. and Wertheim, G., Comilion Mobile Ltd, 2015. Collaborative system for cyber
security analysis. U.S. Patent Application 14/571,035.
Kumar, R., 2019. Research methodology: A step-by-step guide for beginners. Sage Publications
Limited.
Lahey, T., Pepe, J. and Nelson, W., 2017. Principles of ethical leadership illustrated by
institutional management of Prion contamination of neurosurgical instruments.
Cambridge Quarterly of Healthcare Ethics. 26(1). pp.173-179.
Lampard, R. and Pole, C., 2015. Practical social investigation: Qualitative and quantitative
methods in social research. Routledge.
Le Compte, A., Elizondo, D. and Watson, T., 2015, May. A renewed approach to serious games
for cyber security. In 2015 7th International Conference on Cyber Conflict:
Architectures in Cyberspace (pp. 203-216). IEEE.
Ledford, J. R. and Gast, D. L., 2018. Single case research methodology: Applications in special
education and behavioral sciences. Routledge.
Liu, W. and et. al., 2017. Highly sensitive and selective uranium detection in natural water
systems using a luminescent mesoporous metal–organic framework equipped with
abundant Lewis basic sites: a combined batch, X-ray absorption spectroscopy, and first
principles simulation investigation. Environmental science & technology. 51(7).
pp.3911-3921.
Mackey, A. and Gass, S. M., 2015. Second language research: Methodology and design.
Routledge.
28
Books & Journals
Ashibani, Y. and Mahmoud, Q.H., 2017. Cyber physical systems security: Analysis, challenges
and solutions. Computers & Security. 68. pp.81-97.
Bassett, G., 2016. System and method for cyber security analysis and human behavior prediction.
U.S. Patent 9,292,695.
Ben-Asher, N. and Gonzalez, C., 2015. Effects of cyber security knowledge on attack detection.
Computers in Human Behavior. 48. pp.51-61.
Bresler, L. and Stake, R. E., 2017. Qualitative research methodology in music education.
In Critical Essays in Music Education (pp. 113-128). Routledge.
Chambliss, D. F. and Schutt, R. K., 2018. Making sense of the social world: Methods of
investigation. Sage Publications.
Cone, B. D. And et. al., 2007. A video game for cyber security training and awareness. computers
& security. 26(1). pp.63-72.
Dag, N. and Arslantas, H. A., 2015. Reasons Preventing Teachers from Acting within the
Framework of Ethical Principles. International Journal of Instruction. 8(2). pp.33-44.
Demirtas, O. and Akdogan, A. A., 2015. The effect of ethical leadership behavior on ethical
climate, turnover intention, and affective commitment. Journal of Business Ethics.
130(1). pp.59-67.
Drias, Z., Serhrouchni, A. and Vogel, O., 2015, August. Analysis of cyber security for industrial
control systems. In 2015 International Conference on Cyber Security of Smart Cities,
Industrial Control System and Communications (SSIC) (pp. 1-8). IEEE.
Falco-Pegueroles, A. and et. al., 2015. Ethical conflict in critical care nursing: Correlation
between exposure and types. Nursing ethics. 22(5). pp.594-607.
Freedman, K. and Wertheim, G., Comilion Mobile Ltd, 2015. Collaborative system for cyber
security analysis. U.S. Patent Application 14/571,035.
Kumar, R., 2019. Research methodology: A step-by-step guide for beginners. Sage Publications
Limited.
Lahey, T., Pepe, J. and Nelson, W., 2017. Principles of ethical leadership illustrated by
institutional management of Prion contamination of neurosurgical instruments.
Cambridge Quarterly of Healthcare Ethics. 26(1). pp.173-179.
Lampard, R. and Pole, C., 2015. Practical social investigation: Qualitative and quantitative
methods in social research. Routledge.
Le Compte, A., Elizondo, D. and Watson, T., 2015, May. A renewed approach to serious games
for cyber security. In 2015 7th International Conference on Cyber Conflict:
Architectures in Cyberspace (pp. 203-216). IEEE.
Ledford, J. R. and Gast, D. L., 2018. Single case research methodology: Applications in special
education and behavioral sciences. Routledge.
Liu, W. and et. al., 2017. Highly sensitive and selective uranium detection in natural water
systems using a luminescent mesoporous metal–organic framework equipped with
abundant Lewis basic sites: a combined batch, X-ray absorption spectroscopy, and first
principles simulation investigation. Environmental science & technology. 51(7).
pp.3911-3921.
Mackey, A. and Gass, S. M., 2015. Second language research: Methodology and design.
Routledge.
28
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Need help grading? Try our AI Grader for instant feedback on your assignments.

Mozzati, M., Gallesio, G. and Del Fabbro, M., 2015. Long-term (9–12 years) outcomes of
titanium implants with an oxidized surface: a retrospective investigation on 209
implants. Journal of Oral Implantology. 41(4). pp.437-443.
Rienhoff, R. and et. al., 2015. Focus of attention influences quiet-eye behavior: An exploratory
investigation of different skill levels in female basketball players. Sport, Exercise, and
Performance Psychology. 4(1). p.62.
Santos, P. L. and et. al., 2016. Docking, characterization and investigation of β-cyclodextrin
complexed with citronellal, a monoterpene present in the essential oil of Cymbopogon
species, as an anti-hyperalgesic agent in chronic muscle pain model. Phytomedicine.
23(9). pp.948-957.
Tioh, J. N., Mina, M. and Jacobson, D. W., 2017, October. Cyber security training a survey of
serious games in cyber security. In 2017 IEEE Frontiers in Education Conference (FIE)
(pp. 1-5). IEEE.
Wundt, W., 2018. Revival: Ethics: An Investigation of the Facts and Laws of the Moral Life
(1908): Volume I: Introduction: The Facts of Moral Life. Routledge.
29
titanium implants with an oxidized surface: a retrospective investigation on 209
implants. Journal of Oral Implantology. 41(4). pp.437-443.
Rienhoff, R. and et. al., 2015. Focus of attention influences quiet-eye behavior: An exploratory
investigation of different skill levels in female basketball players. Sport, Exercise, and
Performance Psychology. 4(1). p.62.
Santos, P. L. and et. al., 2016. Docking, characterization and investigation of β-cyclodextrin
complexed with citronellal, a monoterpene present in the essential oil of Cymbopogon
species, as an anti-hyperalgesic agent in chronic muscle pain model. Phytomedicine.
23(9). pp.948-957.
Tioh, J. N., Mina, M. and Jacobson, D. W., 2017, October. Cyber security training a survey of
serious games in cyber security. In 2017 IEEE Frontiers in Education Conference (FIE)
(pp. 1-5). IEEE.
Wundt, W., 2018. Revival: Ethics: An Investigation of the Facts and Laws of the Moral Life
(1908): Volume I: Introduction: The Facts of Moral Life. Routledge.
29

6. APPENDIX
Round 1
Keywords: “Cyber Security”
Number of results returned: 158,000 (Google Scholars)
Summarizing the first 21 results (Research Papers)
S.No
: Author Journal/Conference Title Year
1
Yulia Cherdansteva, Pete
Burnap, Andrew Blith,
Peter Eden, Kevin Jones,
Hugh Soulsby, Kristan
Stoddart
Computers & Security 56 (2016) 1–27 2015
Title A Review of Cyber Security Risk Assessment Methods for SCADA systems
Abstract
This Research paper examines 24 risk assessment methods applied for SCADA (Supervisory
Control & Data Acquisition) systems. SCADA is a kind of ICS (industrial control system) which
governs the assets (physical or electronic). Hence it is very important to safeguard these things
from cyber-attacks. Below are some of the risk assessment methods defined in the paper: 1.) Attack
Trees for detecting vulnerabilities in SCADA 2.) Quantitative cyber risk reduction estimation
methodology 3.) Vulnerability assessment of cyber security in power industry
S.No
: Author Journal/Conference Title Year
2 Shaari Lawrence Pfleeger,
Deanna D. Caputo Public Release 12-0499 2016
Title Leveraging Behavioural Science to Mitigate Cyber Security Risk
Abstract
We often tend to develop the cyber security techniques using new technologies, however, in this
paper, the authors studies & combines the human behaviour to derive the cyber security strategies.
This might be a prominent key in understanding and analysing the risks involved in cyber security.
This paper also studies some scenarios to analyse what could be the reasons, and furthermore, what
steps could be taken in such conditions to minimize the risk.
S.No
: Author Journal/Conference Title Year
3
Adam Hahn, Aditya Ashok,
Siddhart Sridhar,
Manimaran Govindarasu
IEEE Transactions on Smart Grid, Vol 4, No. 2,
June 2013 2013
Title Cyber-Physical Security Testbeds: Architecture, Application, and Evaluation for Smart Grid
30
Round 1
Keywords: “Cyber Security”
Number of results returned: 158,000 (Google Scholars)
Summarizing the first 21 results (Research Papers)
S.No
: Author Journal/Conference Title Year
1
Yulia Cherdansteva, Pete
Burnap, Andrew Blith,
Peter Eden, Kevin Jones,
Hugh Soulsby, Kristan
Stoddart
Computers & Security 56 (2016) 1–27 2015
Title A Review of Cyber Security Risk Assessment Methods for SCADA systems
Abstract
This Research paper examines 24 risk assessment methods applied for SCADA (Supervisory
Control & Data Acquisition) systems. SCADA is a kind of ICS (industrial control system) which
governs the assets (physical or electronic). Hence it is very important to safeguard these things
from cyber-attacks. Below are some of the risk assessment methods defined in the paper: 1.) Attack
Trees for detecting vulnerabilities in SCADA 2.) Quantitative cyber risk reduction estimation
methodology 3.) Vulnerability assessment of cyber security in power industry
S.No
: Author Journal/Conference Title Year
2 Shaari Lawrence Pfleeger,
Deanna D. Caputo Public Release 12-0499 2016
Title Leveraging Behavioural Science to Mitigate Cyber Security Risk
Abstract
We often tend to develop the cyber security techniques using new technologies, however, in this
paper, the authors studies & combines the human behaviour to derive the cyber security strategies.
This might be a prominent key in understanding and analysing the risks involved in cyber security.
This paper also studies some scenarios to analyse what could be the reasons, and furthermore, what
steps could be taken in such conditions to minimize the risk.
S.No
: Author Journal/Conference Title Year
3
Adam Hahn, Aditya Ashok,
Siddhart Sridhar,
Manimaran Govindarasu
IEEE Transactions on Smart Grid, Vol 4, No. 2,
June 2013 2013
Title Cyber-Physical Security Testbeds: Architecture, Application, and Evaluation for Smart Grid
30

Abstract
The development of smart grid technologies has the likelihood of increased cyber-attacks. Hence to
evaluate risks and create rigid cyber guidelines, "TESTBEDS" are used as a baseline. These
TESTBEDS ideally integrate both physical and cyber components for evaluation. Some of the
applications of testbeds are: 1.) Impact Analysis 2.) Cyber-Physical Metrics 3.) Cyber Forensics
S.No
: Author Journal/Conference Title Year
4 Mary Ellen O'Connell Journal of Conflict & Security Law, Oxford
University Press 2012 2012
Title Cyber Security without Cyber War
Abstract
Cyber-Space is an international and worldwide space and not just limited to the US military to
monitor. Most of the international countries believe that the general rules & laws cannot be
exercised on the Internet. This research paper concentrates on the militarizing cyber security. This
article also emphasises the espionage that has taken place in Estonia, Germany, Russia and the role
of NATO in all of these attacks.
S.No
: Author Journal/Conference Title Year
5 Anna L. Buczak, Erhan
Guven
IEEE Communications Surveys & Tutorials, Vol
18, No 2, Second Quarter 2016 2016
Title A Survey of Data Mining & Machine Learning Methods for Cyber Security Intrusion Detection
Abstract
This paper discusses about the Machine Learning (ML) & Data Mining (DM) methods of cyber
security analysis. Intrusion detection systems (IDS) is one of the major components of cyber
security. Some of these methods are: 1.) Learning Ensemble 2.) Sequential Pattern Mining 3.)
Hidden Markov Models 4.) Evolutionary Computation 5.) Decision trees & Clustering
S.No
: Author Journal/Conference Title Year
6
Benjamin D. Cone, Cynthia
E. Irvine, Michael F.
Thompson, Thuy D.
Nguyen
Computers & Security 26 (2007) 63-72 2007
Title A Video Game for Cyber Security Training & Awareness
Abstract
To Achieve the highest standards of cyber security in an organization, it is very important to
educate the staff. Most of the training techniques are purely theory and rote. The authors have
studies the game "cyberCIEGE" which is a fun, interactive & informative application that is being
deployed in the organizations. It talks about what are the major components of cyberCIEGE, what
are the detailed features of this game like application and how does it stand out from rest of the
cyber educational games. Some of the features of this are: 1.) Scenario Construction 2.)
Requirements Elicitation
S.No
:
Author Journal/Conference Title Year
31
The development of smart grid technologies has the likelihood of increased cyber-attacks. Hence to
evaluate risks and create rigid cyber guidelines, "TESTBEDS" are used as a baseline. These
TESTBEDS ideally integrate both physical and cyber components for evaluation. Some of the
applications of testbeds are: 1.) Impact Analysis 2.) Cyber-Physical Metrics 3.) Cyber Forensics
S.No
: Author Journal/Conference Title Year
4 Mary Ellen O'Connell Journal of Conflict & Security Law, Oxford
University Press 2012 2012
Title Cyber Security without Cyber War
Abstract
Cyber-Space is an international and worldwide space and not just limited to the US military to
monitor. Most of the international countries believe that the general rules & laws cannot be
exercised on the Internet. This research paper concentrates on the militarizing cyber security. This
article also emphasises the espionage that has taken place in Estonia, Germany, Russia and the role
of NATO in all of these attacks.
S.No
: Author Journal/Conference Title Year
5 Anna L. Buczak, Erhan
Guven
IEEE Communications Surveys & Tutorials, Vol
18, No 2, Second Quarter 2016 2016
Title A Survey of Data Mining & Machine Learning Methods for Cyber Security Intrusion Detection
Abstract
This paper discusses about the Machine Learning (ML) & Data Mining (DM) methods of cyber
security analysis. Intrusion detection systems (IDS) is one of the major components of cyber
security. Some of these methods are: 1.) Learning Ensemble 2.) Sequential Pattern Mining 3.)
Hidden Markov Models 4.) Evolutionary Computation 5.) Decision trees & Clustering
S.No
: Author Journal/Conference Title Year
6
Benjamin D. Cone, Cynthia
E. Irvine, Michael F.
Thompson, Thuy D.
Nguyen
Computers & Security 26 (2007) 63-72 2007
Title A Video Game for Cyber Security Training & Awareness
Abstract
To Achieve the highest standards of cyber security in an organization, it is very important to
educate the staff. Most of the training techniques are purely theory and rote. The authors have
studies the game "cyberCIEGE" which is a fun, interactive & informative application that is being
deployed in the organizations. It talks about what are the major components of cyberCIEGE, what
are the detailed features of this game like application and how does it stand out from rest of the
cyber educational games. Some of the features of this are: 1.) Scenario Construction 2.)
Requirements Elicitation
S.No
:
Author Journal/Conference Title Year
31
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7 Joseph S. Nye Jr. Strategic Studies Quarterly Winter 2011 2011
Title Nuclear Lessons for Cyber Security
Abstract The above paper emphasizes on the Internet and cyber revolution. The authors are trying to
compare the cyber revolution with the nuclear revolution sideways, about 7 decades ago.
S.No
: Author Journal/Conference Title Year
8 Wenye Wang, Zhuo Lu Computer Networks 57 (2013) 1344-1371 2013
Title Cyber Security in the Smart Grid: Survey & Challenges
Abstract
The mistakes that have been made in the past for cyber security of the power grids have been the
base of the new revised concepts of smart grid cyber security. This research defines the
architecture of the fundamental cyber laws, communication protocols for smart grid (DNP3, IEC
61850), Objectives & requirements, etc
S.No
: Author Journal/Conference Title Year
9 Marshall D. Abrams, Joe
Weiss 2008 The MITRE Corporation 2008
Title Malicious Control System Cyber Security Attack
Abstract
This is a case study of one of the ICS (Industrial Control System) NIST efforts in improving &
standardizing the cyber security strategies. It shows the current baseline and the imminent threat
situations.
S.No
: Author Journal/Conference Title Year
10
Yilin Mo, Tiffany Hyun-Jin
Kim, Kenneth Brancik,
Dona Dickinson,
Heejo Lee, Adrian Perrig,
and Bruno Sinopoli
Department of Electrical
and Computer Engineering, Carnegie Mellon
University, Pittsburgh, PA 15213 USA
2011
Title Cyber–Physical Security of a Smart Grid Infrastructure
Abstract
This paper describes about the smart grid that is replacing its incredibly successful and reliable
predecessor that involves a number of new security challenges which require novel approaches
within the field of cyber security.
S.No
: Author Journal/Conference Title Year
11 Myriam Dunn Cavelty British Library Cataloguing in Publication Data 2015
Title Cyber Security & Threat Politics: US Efforts to secure the Information Age
Abstract
This article analyses about the use done by government to deal with threat frames in order to make
the business continuation for individuals, corporate and locals given with the equal importance to
national as well as international security.
32
Title Nuclear Lessons for Cyber Security
Abstract The above paper emphasizes on the Internet and cyber revolution. The authors are trying to
compare the cyber revolution with the nuclear revolution sideways, about 7 decades ago.
S.No
: Author Journal/Conference Title Year
8 Wenye Wang, Zhuo Lu Computer Networks 57 (2013) 1344-1371 2013
Title Cyber Security in the Smart Grid: Survey & Challenges
Abstract
The mistakes that have been made in the past for cyber security of the power grids have been the
base of the new revised concepts of smart grid cyber security. This research defines the
architecture of the fundamental cyber laws, communication protocols for smart grid (DNP3, IEC
61850), Objectives & requirements, etc
S.No
: Author Journal/Conference Title Year
9 Marshall D. Abrams, Joe
Weiss 2008 The MITRE Corporation 2008
Title Malicious Control System Cyber Security Attack
Abstract
This is a case study of one of the ICS (Industrial Control System) NIST efforts in improving &
standardizing the cyber security strategies. It shows the current baseline and the imminent threat
situations.
S.No
: Author Journal/Conference Title Year
10
Yilin Mo, Tiffany Hyun-Jin
Kim, Kenneth Brancik,
Dona Dickinson,
Heejo Lee, Adrian Perrig,
and Bruno Sinopoli
Department of Electrical
and Computer Engineering, Carnegie Mellon
University, Pittsburgh, PA 15213 USA
2011
Title Cyber–Physical Security of a Smart Grid Infrastructure
Abstract
This paper describes about the smart grid that is replacing its incredibly successful and reliable
predecessor that involves a number of new security challenges which require novel approaches
within the field of cyber security.
S.No
: Author Journal/Conference Title Year
11 Myriam Dunn Cavelty British Library Cataloguing in Publication Data 2015
Title Cyber Security & Threat Politics: US Efforts to secure the Information Age
Abstract
This article analyses about the use done by government to deal with threat frames in order to make
the business continuation for individuals, corporate and locals given with the equal importance to
national as well as international security.
32

S.No
: Author Journal/Conference Title Year
12 Noam Ben Asher, Cleotilde
Gonzalez Computers in Human Behaviour 48 (2015) 51-61 2015
Title Effects of Cyber Security Knowledge on Attack Detection
Abstract
This includes information about the Intrusion Detection system which provides a medium to
examine the how individuals detect malicious events and get an attack based on sequence of
network event. It indicates more knowledge of cyber security that help in detecting the malicious
event.
S.No
: Author Journal/Conference Title Year
13
Mark Boddy, Johnathon
Gohde, Tom Haigh, Steven
Harp
ARDA NBCHC030080 2005
Title Course of Action Generation for Cyber Security Using Classical Planning
Abstract
This report is about application of classical planning techniques for analysing the computer
network vulnerabilities. It also involves the generation of attack plans for a realistic web-based
document controlling system.
S.No
: Author Journal/Conference Title Year
14 Radhakisan Baheti, Helen
Gill The Impact of Control Technology 2011 2011
Title Cyber Physical System
Abstract
This research aims toward integrating the engineering principles and knowledge throughout the
engineering and computational disciplines for developing a new CPS science and supporting the
technology. It represents the ability to interact and expanding the capability of physical world
through communication, computations and control to enable future technology development.
S.No
: Author Journal/Conference Title Year
15 Myriam Dunn Cavelty Internation Studies Review (2013) 15, 105-122 2014
Title From Cyber-Bombs to Political-Fallout: Threat Representation with an Impact
Abstract
This article explores details about constitutive effect of several threat representation within cyber
security discourse. It also put emphasis over the inside and outside of government shape a reservoir
of threat representation.
S.No
: Author Journal/Conference Title Year
16 Eric Byres, Justin Lowe
Title The Myths & Facts Behind Cyber Security Risks for Industrial Control Systems
Abstract It represents information about the Process control and SCADA systems with reliance on
proprietary network and hardware that consider immune to network attack which wreaked so much
33
: Author Journal/Conference Title Year
12 Noam Ben Asher, Cleotilde
Gonzalez Computers in Human Behaviour 48 (2015) 51-61 2015
Title Effects of Cyber Security Knowledge on Attack Detection
Abstract
This includes information about the Intrusion Detection system which provides a medium to
examine the how individuals detect malicious events and get an attack based on sequence of
network event. It indicates more knowledge of cyber security that help in detecting the malicious
event.
S.No
: Author Journal/Conference Title Year
13
Mark Boddy, Johnathon
Gohde, Tom Haigh, Steven
Harp
ARDA NBCHC030080 2005
Title Course of Action Generation for Cyber Security Using Classical Planning
Abstract
This report is about application of classical planning techniques for analysing the computer
network vulnerabilities. It also involves the generation of attack plans for a realistic web-based
document controlling system.
S.No
: Author Journal/Conference Title Year
14 Radhakisan Baheti, Helen
Gill The Impact of Control Technology 2011 2011
Title Cyber Physical System
Abstract
This research aims toward integrating the engineering principles and knowledge throughout the
engineering and computational disciplines for developing a new CPS science and supporting the
technology. It represents the ability to interact and expanding the capability of physical world
through communication, computations and control to enable future technology development.
S.No
: Author Journal/Conference Title Year
15 Myriam Dunn Cavelty Internation Studies Review (2013) 15, 105-122 2014
Title From Cyber-Bombs to Political-Fallout: Threat Representation with an Impact
Abstract
This article explores details about constitutive effect of several threat representation within cyber
security discourse. It also put emphasis over the inside and outside of government shape a reservoir
of threat representation.
S.No
: Author Journal/Conference Title Year
16 Eric Byres, Justin Lowe
Title The Myths & Facts Behind Cyber Security Risks for Industrial Control Systems
Abstract It represents information about the Process control and SCADA systems with reliance on
proprietary network and hardware that consider immune to network attack which wreaked so much
33

havoc over information system of corporate.
S.No
: Author Journal/Conference Title Year
17 Chung-Wei Lin, Alberto
Sangiovanni-Vencentelli Controller Area Network 2.0
Title Cyber-Security for the Controller Area Network (CAN) Communication Protocol
Abstract
The discussion about the issues of increasing cyber threats is also important. So, this article will
make its discussion on the development of mechanism in vehicles with architecture based on
Controller Area Network.
S.No
: Author Journal/Conference Title Year
18 Nathan Alexander Sales North Western Universirt Law Review Vol. 107,
No 4 2015
Title Regulating Cyber Security
Abstract This article argues about private companies that instead of considering them as a potential victim
of cybercrime and cyber conflict they must be consider in term of administrative law.
S.No
: Author Journal/Conference Title Year
19
Brij Gupta, Dharma P.
Agarwal, Shingo
Yamaguchi
A Volume in the Advances in Information
Security, Privacy & Ethics (AISPE) Book Series 2016
Title Handbook of Research on Modern Cryptographic Solutions for Computer & Cyber Security
Abstract
From the time of wired technology to the wireless technology, the process of hacking is still
continuing and developing with the passing of time. The focus of this article will comment on the
possibility of providing the users with complete security with the help of this wireless technology.
S.No
: Author Journal/Conference Title Year
20
Peng Xie, Jason H. Li,
Xinming Ou, Peng Liu,
Renato Levy
IEEE/IFIP International Conference on
Dependable Systems & Networks (DSN) 2010
Title Using Bayesian Networks for Cyber Security Analysis
Abstract
This paper represents the justification regarding uncertainty model regarding initial evidence and
cyber security which is indicating its usefulness. Its information revolves around the real time
security analysis such as intrusion response.
S.No
: Author Journal/Conference Title Year
21 Todd Baumeister North Western University Law Review Vol. 107,
No 4 2010
Title Literature Review on Smart Grid Cyber Security
34
S.No
: Author Journal/Conference Title Year
17 Chung-Wei Lin, Alberto
Sangiovanni-Vencentelli Controller Area Network 2.0
Title Cyber-Security for the Controller Area Network (CAN) Communication Protocol
Abstract
The discussion about the issues of increasing cyber threats is also important. So, this article will
make its discussion on the development of mechanism in vehicles with architecture based on
Controller Area Network.
S.No
: Author Journal/Conference Title Year
18 Nathan Alexander Sales North Western Universirt Law Review Vol. 107,
No 4 2015
Title Regulating Cyber Security
Abstract This article argues about private companies that instead of considering them as a potential victim
of cybercrime and cyber conflict they must be consider in term of administrative law.
S.No
: Author Journal/Conference Title Year
19
Brij Gupta, Dharma P.
Agarwal, Shingo
Yamaguchi
A Volume in the Advances in Information
Security, Privacy & Ethics (AISPE) Book Series 2016
Title Handbook of Research on Modern Cryptographic Solutions for Computer & Cyber Security
Abstract
From the time of wired technology to the wireless technology, the process of hacking is still
continuing and developing with the passing of time. The focus of this article will comment on the
possibility of providing the users with complete security with the help of this wireless technology.
S.No
: Author Journal/Conference Title Year
20
Peng Xie, Jason H. Li,
Xinming Ou, Peng Liu,
Renato Levy
IEEE/IFIP International Conference on
Dependable Systems & Networks (DSN) 2010
Title Using Bayesian Networks for Cyber Security Analysis
Abstract
This paper represents the justification regarding uncertainty model regarding initial evidence and
cyber security which is indicating its usefulness. Its information revolves around the real time
security analysis such as intrusion response.
S.No
: Author Journal/Conference Title Year
21 Todd Baumeister North Western University Law Review Vol. 107,
No 4 2010
Title Literature Review on Smart Grid Cyber Security
34
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Abstract
Current US electrical grid is outdated infrastructure and smart grid is considered as updated one
that includes several new functionality that is capable of meeting new power requirement. This is
because it is a large complex system which requires a lot of cyber security design work.
Round 2:
S.No:
Author
Journal/Conference Title
Year
1
Dupont, B.,
Circulation internationale de l’information et sécurité, Publisher: Les Éditions Thémis, Editors:
Karim Benyekhlef, Esther Mitjans, pp.67-80
2013
Title
The proliferation of cyber security strategies and their implications for privacy
Abstract
This article presents the information regarding spectre of cyber terrorism which is regularly
raising and it has been specified that computer is able to generate same amount of terror between
the opponents then other crudely assembled explosive devices which get donated among the
public area by suicide bombers.
S.No:
Author
Journal/Conference Title
Year
2
Brangetto, P. and Aubyn, M.K.S.,
35
Current US electrical grid is outdated infrastructure and smart grid is considered as updated one
that includes several new functionality that is capable of meeting new power requirement. This is
because it is a large complex system which requires a lot of cyber security design work.
Round 2:
S.No:
Author
Journal/Conference Title
Year
1
Dupont, B.,
Circulation internationale de l’information et sécurité, Publisher: Les Éditions Thémis, Editors:
Karim Benyekhlef, Esther Mitjans, pp.67-80
2013
Title
The proliferation of cyber security strategies and their implications for privacy
Abstract
This article presents the information regarding spectre of cyber terrorism which is regularly
raising and it has been specified that computer is able to generate same amount of terror between
the opponents then other crudely assembled explosive devices which get donated among the
public area by suicide bombers.
S.No:
Author
Journal/Conference Title
Year
2
Brangetto, P. and Aubyn, M.K.S.,
35

Tallinn 2015
2015
Title
Economic aspects of national
cyber security strategies
Abstract
This project is based on the findings of project which is launched by NATO CCDCOE in 2014
which aims over evaluating the underpinning economic elements for adoption and drafting of
NCSS worldwide. It also focuses toward addressing the questions from tackled matters and
public policy standpoint such as measuring of cyber insecurity.
S.No:
Author
Journal/Conference Title
Year
3
Alexis Le Compte
, Tim Watson, David Elizondo,
7th International Conference on Cyber Conflict
2015
Title
A Renewed Approach to
Serious Games for Cyber
Security
Abstract
This report contains a information regarding the use of gamification as a way to provide training
and education related with cyber security in order to deal with increasing cyber issues. These
games can be used as an informal context that achieve similar pedagogic results and it also have
a potential; to reach over potential larger number of audiences to spread up information.
S.No:
36
2015
Title
Economic aspects of national
cyber security strategies
Abstract
This project is based on the findings of project which is launched by NATO CCDCOE in 2014
which aims over evaluating the underpinning economic elements for adoption and drafting of
NCSS worldwide. It also focuses toward addressing the questions from tackled matters and
public policy standpoint such as measuring of cyber insecurity.
S.No:
Author
Journal/Conference Title
Year
3
Alexis Le Compte
, Tim Watson, David Elizondo,
7th International Conference on Cyber Conflict
2015
Title
A Renewed Approach to
Serious Games for Cyber
Security
Abstract
This report contains a information regarding the use of gamification as a way to provide training
and education related with cyber security in order to deal with increasing cyber issues. These
games can be used as an informal context that achieve similar pedagogic results and it also have
a potential; to reach over potential larger number of audiences to spread up information.
S.No:
36

Author
Journal/Conference Title
Year
4
Le, N.T. and Hoang, D.B.,
Performance, Computing and Communications (IPCCC), IEEE International Conference
2016
Title
Can maturity models support cyber security?
Abstract
This report put emphasis over cyber security which is vital for ensuring the security of cyber
space in which both are difficult to establish sound security model as well as mechanism for
protecting this space. This paper also investigates over security maturity model which focuses
over defining and identifying the strength or weaknesses along with the suggested measures for
application of cyber security model.
S.No:
Author
Journal/Conference Title
Year
5
Melissa E. Hathaway, Alexander Klimburg
The NATO Science for peace and Security Programme
2012
Title
National cyber Security Framework manual
Abstract
This report contains a description regarding the national cyber security and how it can be
conceived. It also involve the overview regarding the Manual as a whole and setting up of scenes
37
Journal/Conference Title
Year
4
Le, N.T. and Hoang, D.B.,
Performance, Computing and Communications (IPCCC), IEEE International Conference
2016
Title
Can maturity models support cyber security?
Abstract
This report put emphasis over cyber security which is vital for ensuring the security of cyber
space in which both are difficult to establish sound security model as well as mechanism for
protecting this space. This paper also investigates over security maturity model which focuses
over defining and identifying the strength or weaknesses along with the suggested measures for
application of cyber security model.
S.No:
Author
Journal/Conference Title
Year
5
Melissa E. Hathaway, Alexander Klimburg
The NATO Science for peace and Security Programme
2012
Title
National cyber Security Framework manual
Abstract
This report contains a description regarding the national cyber security and how it can be
conceived. It also involve the overview regarding the Manual as a whole and setting up of scenes
37
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for further sections in order to explore it in detailed manner. It measures the manner in which
various nations get integrated with their respective concepts of cyber and national security and
defined what national cyber security entails.
Round 3:
S.No
: Author Journal/Conference Title Year
1
Jin-Ning Tioh, Mani
Mina, Douglas W.
Jacobson,
IEEE Frontiers in Education Conference (FIE) 2017
Title Cyber security training a survey of serious games in cyber security
Abstract
This article will focus over the application of theory regarding security control as well as
mechanism of application, operating system, physical layer and network. The main reason behind
increasing cyber issues is due to undertaken of actions without thinking about its consequences
which includes ignorance of warning, communicating with unauthenticated entities and visiting
unsafe websites. To reduce this use of game-based learning has been showed which circulate
information regarding do's and dont's.
S.No
: Author Journal/Conference Title Year
2 Raghu Raman ; Athira Lal ;
Krishnashree Achuthan
International Conference on Green Computing
Communication and Electrical Engineering
(ICGCCEE)
2014
Title Serious games-based approach to cyber security concept learning: Indian context
38
various nations get integrated with their respective concepts of cyber and national security and
defined what national cyber security entails.
Round 3:
S.No
: Author Journal/Conference Title Year
1
Jin-Ning Tioh, Mani
Mina, Douglas W.
Jacobson,
IEEE Frontiers in Education Conference (FIE) 2017
Title Cyber security training a survey of serious games in cyber security
Abstract
This article will focus over the application of theory regarding security control as well as
mechanism of application, operating system, physical layer and network. The main reason behind
increasing cyber issues is due to undertaken of actions without thinking about its consequences
which includes ignorance of warning, communicating with unauthenticated entities and visiting
unsafe websites. To reduce this use of game-based learning has been showed which circulate
information regarding do's and dont's.
S.No
: Author Journal/Conference Title Year
2 Raghu Raman ; Athira Lal ;
Krishnashree Achuthan
International Conference on Green Computing
Communication and Electrical Engineering
(ICGCCEE)
2014
Title Serious games-based approach to cyber security concept learning: Indian context
38

Abstract
In today's technically advanced world there are computer-based gaming are more common and
generally present for the entertainment only, but recently some serious games are also emerging
that are aimed to circulate information regarding something. This study investigates about various
scenario designed to support cyber security concept learning using video games.
S.No
: Author Journal/Conference Title Year
3
Maurice Hendrix1
, Ali Al-Sherbaz2
, Victoria Bloom3
International Journal of Serious Games Volume 3,
Issue 1, January 2016
ISSN: 2384-8766
2016
Title Game Based Cyber Security Training: are Serious Games suitable for
cyber security training?
Abstract
This article will provide information regarding security research and training which attract lots of
investment as well as interest from government and private sector. Physical security is given more
preference instead of cyber security whose need has been increased. For cyber security, use of
serious games has been increased which leads to public engagement.
S.No
: Author Journal/Conference Title Year
4 Christopher Herr
Dennis Allen
ACM SIGMIS Conference on Computers and
People Research
Pages 23-29
2015
Title Video Games as a Training Tool to Prepare the Next Generation of Cyber Warriors
Abstract
There are limited skilled cyber security professional that can maintain the issues present over
internet and affecting the people over their cyber use. Hence the need to create, maintain and
defending computer resources is higher. In order to reduce cybersecurity workforce gap, cutting
edge video games has been formulated which grab attention, circulate information and inform
players of potential career path.
S.No
: Author Journal/Conference Title Year
5
Marc Olano, Alan Sherman,
Linda Oliva, Ryan Cox,
Deborah Firestone, Oliver
Kubik, Milind Patil, John
Seymour, Isaac Sohn, and
Donna Thomas,
University of Maryland, Baltimore County 2014
Title SecurityEmpire: Development and Evaluation of a Digital Game to Promote Cybersecurity
Education
39
In today's technically advanced world there are computer-based gaming are more common and
generally present for the entertainment only, but recently some serious games are also emerging
that are aimed to circulate information regarding something. This study investigates about various
scenario designed to support cyber security concept learning using video games.
S.No
: Author Journal/Conference Title Year
3
Maurice Hendrix1
, Ali Al-Sherbaz2
, Victoria Bloom3
International Journal of Serious Games Volume 3,
Issue 1, January 2016
ISSN: 2384-8766
2016
Title Game Based Cyber Security Training: are Serious Games suitable for
cyber security training?
Abstract
This article will provide information regarding security research and training which attract lots of
investment as well as interest from government and private sector. Physical security is given more
preference instead of cyber security whose need has been increased. For cyber security, use of
serious games has been increased which leads to public engagement.
S.No
: Author Journal/Conference Title Year
4 Christopher Herr
Dennis Allen
ACM SIGMIS Conference on Computers and
People Research
Pages 23-29
2015
Title Video Games as a Training Tool to Prepare the Next Generation of Cyber Warriors
Abstract
There are limited skilled cyber security professional that can maintain the issues present over
internet and affecting the people over their cyber use. Hence the need to create, maintain and
defending computer resources is higher. In order to reduce cybersecurity workforce gap, cutting
edge video games has been formulated which grab attention, circulate information and inform
players of potential career path.
S.No
: Author Journal/Conference Title Year
5
Marc Olano, Alan Sherman,
Linda Oliva, Ryan Cox,
Deborah Firestone, Oliver
Kubik, Milind Patil, John
Seymour, Isaac Sohn, and
Donna Thomas,
University of Maryland, Baltimore County 2014
Title SecurityEmpire: Development and Evaluation of a Digital Game to Promote Cybersecurity
Education
39

Abstract
The Security Empire is a new multiplayer computer-based game that teach about the concept of
cyber security to high school students. This report explains about how a video game teaches the
security concept, share preliminary information from teachers and students. This game provides
information regarding not clicking over unsafe links, authenticating software downloads, keeping
anti-virus updated etc.
40
The Security Empire is a new multiplayer computer-based game that teach about the concept of
cyber security to high school students. This report explains about how a video game teaches the
security concept, share preliminary information from teachers and students. This game provides
information regarding not clicking over unsafe links, authenticating software downloads, keeping
anti-virus updated etc.
40
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Appendix B. Ethics consent form and information to participants
CONSENT FORM FOR PARTICIPANTS INVOLVED IN RESEARCH
INFORMATION TO PARTICIPANTS:
You are invited to take part in a survey about Students’ Acceptance Learning Management Systems, VU
Collaborate in our University, are essential for the success of any universities in today’s environment. This
study is an attempt to explore factors that impact student’s use of VU Collaborate.
CERTIFICATION BY PARTICIPANT
I hereby certify that I am at least 18 years old* and that I am voluntarily giving my consent to participate
in the study:
“Improving Students’ Acceptance of Online Learning Management Systems” being conducted at Victoria
University by: “Dr Amir Ghapanchi”.
I certify that the objectives of the study, together with any risks and safeguards associated with the
procedures listed hereunder to be carried out in the research, have been fully explained to me through the
INFORMATION TO PARTICIPANTS INVOLVED IN RESEARCH form, and that I freely consent to
participation involving the following questionnaire.
I certify that I have had the opportunity to have any questions answered and that I understand that I can
withdraw from this study at any time and that this withdrawal will not jeopardise me in any way.
I have been informed that the information I provide will be kept confidential.
Any queries about your participation in this project may be directed to the researcher
41
CONSENT FORM FOR PARTICIPANTS INVOLVED IN RESEARCH
INFORMATION TO PARTICIPANTS:
You are invited to take part in a survey about Students’ Acceptance Learning Management Systems, VU
Collaborate in our University, are essential for the success of any universities in today’s environment. This
study is an attempt to explore factors that impact student’s use of VU Collaborate.
CERTIFICATION BY PARTICIPANT
I hereby certify that I am at least 18 years old* and that I am voluntarily giving my consent to participate
in the study:
“Improving Students’ Acceptance of Online Learning Management Systems” being conducted at Victoria
University by: “Dr Amir Ghapanchi”.
I certify that the objectives of the study, together with any risks and safeguards associated with the
procedures listed hereunder to be carried out in the research, have been fully explained to me through the
INFORMATION TO PARTICIPANTS INVOLVED IN RESEARCH form, and that I freely consent to
participation involving the following questionnaire.
I certify that I have had the opportunity to have any questions answered and that I understand that I can
withdraw from this study at any time and that this withdrawal will not jeopardise me in any way.
I have been informed that the information I provide will be kept confidential.
Any queries about your participation in this project may be directed to the researcher
41

INFORMATION TO PARTICIPANTS INVOLVED IN RESEARCH
You are invited to participate
You are invited to participate in a research project entitled “Improving Students’ Acceptance of Online
Learning Management Systems
Project explanation
Learning Management Systems, are essential for the success of any universities in today’s environment.
This study is an attempt to explore factors that impact student’s
What will I be asked to do?
If you agree to participate in this questionnaire, you need to answer a number of multiple choice questions
and few open-ended questions anonymously.
What will I gain from participating?
By participating in this study, you will allow us to uncover factors that facilitate students’ By managing
the identified factors, university can hopefully improve its learning management system for you to be able
to gain maximum benefit from it.
How will the information I give be used?
I am volunteering to have my thoughts regarding the use of the “
I understand that the data collected will be anonymous and I am not required any
information that could identify me.
I understand that the anonymous and aggregated feedback gained from this survey may be
published as academic articles.
What are the potential risks of participating in this project?
I understand that there is no risk associated with participating in this questionnaire.
How will this project be conducted?
This project intends to use survey as research method and to run a questionnaire with a number of multiple
choice as well as open-ended questions regarding students’ perceptions about collaborate. An online
42
You are invited to participate
You are invited to participate in a research project entitled “Improving Students’ Acceptance of Online
Learning Management Systems
Project explanation
Learning Management Systems, are essential for the success of any universities in today’s environment.
This study is an attempt to explore factors that impact student’s
What will I be asked to do?
If you agree to participate in this questionnaire, you need to answer a number of multiple choice questions
and few open-ended questions anonymously.
What will I gain from participating?
By participating in this study, you will allow us to uncover factors that facilitate students’ By managing
the identified factors, university can hopefully improve its learning management system for you to be able
to gain maximum benefit from it.
How will the information I give be used?
I am volunteering to have my thoughts regarding the use of the “
I understand that the data collected will be anonymous and I am not required any
information that could identify me.
I understand that the anonymous and aggregated feedback gained from this survey may be
published as academic articles.
What are the potential risks of participating in this project?
I understand that there is no risk associated with participating in this questionnaire.
How will this project be conducted?
This project intends to use survey as research method and to run a questionnaire with a number of multiple
choice as well as open-ended questions regarding students’ perceptions about collaborate. An online
42
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