Gamified Provocations of Interest for Cybersecurity Awareness
DOI:
https://doi.org/10.34190/eccws.25.1.4643Keywords:
Cybersecurity Awareness, Security Education Training and Awareness, Gamification, Cyber Education, Game-based LearningAbstract
Cybersecurity awareness is important for all users of digital technology, but it can often be challenging to capture the attention of those that need it. Gamification can potentially contribute in provoking interest and engagement, but consideration still needs to be given to potential barriers to entry (in terms of the time required to understand and play the game, and any prior knowledge or support that players may need to do so). Many current cybersecurity games are well suited for use in settings where time has been set aside to play them. However, they are less applicable to being used as initial provocations of interest, or to attract and engage players on a more casual basis. With this in mind, the paper presents three game-based activities that have been specifically designed to support short-form cybersecurity engagement and awareness: Cyber Defence Dice, Hacker Whacker, and Password Enlightener. The discussion highlights how these activities offer an entry point for additional cybersecurity engagement, providing a foundation for further awareness and education activities or a reference point that can be used within them.
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