A Intelligent Security Power Lab (SPL): The Ultimate Serious Game Training in Cybersecurity
Keywords:
Serious Game, Game Development, Cyber Security Awareness, Cyber Security TrainingAbstract
Traditional cybersecurity training methods are ineffective and lack engagement, leading to low retention and limited practical application. Serious games offer an interactive and promising solution to address these issues. However, the literature review reveals a shortage of diverse educational content that is customized to suit users' preferences and different types of learners, as well as a wide range of tasks that promote a diverse learning environment. To address this gap a serious game called Security Power Lab (SPL) is designed and implemented to provide an effective learning platform for individuals, including students and employees and to enhance their technical skills in cybersecurity. The SPL offers real-time feedback on users' performance, allowing them to practice and develop their skills efficiently. Additionally, the SPL offers a wide range of educational content that is customized based on users' preferences and takes into account their knowledge, skills, and abilities (KSAs). The SPL has implemented using the Godot engine, chosen for its essential tools and features that enhance the uniqueness and captivating experience of the game. The game has been evaluated to validate the design concept and objectives through testing the game among participants. Next, the System Usability Scale (SUS) is employed as a commonly used self-administered tool to ensure that products conform to specific quality and usability criteria. Finally, a comparison between the SPL game and the previous games has been presented and discussed. The results indicate that the proposed game serves as a crucial training tool for increasing cybersecurity knowledge and abilities. Furthermore, the game has strong system usability, with a good score of 74.09%. Finally, the SPL distinguishes itself from other serious games through its inclusive range of educational content, tailored to the individual user's knowledge, skills, and abilities (KSAs) as well as their personal preferences.
Downloads
References
Mishra, Alok, et al. "Cybersecurity enterprises policies: a Comparative study." Sensors 22.2 (2022): 538.
Triplett, William J. "Addressing human factors in cy-bersecurity leadership." Journal of Cybersecurity and Privacy 2.3 (2022): 573-586.
Ahmed G, Ragsdell G, Olphert W (2014) Knowledge sharing and information security: a paradox? In: 15th european conference on knowledge management (ECKM 2014), Polytechnic Institute of Santarém Portugal. pp. 1083–1090
singh, h., singh, b.p.: e-training: an assessment tool to measure business effectiveness in a business organi-zation. in: 2015 2nd international conference on computing for sustainable global development (in-diacom), new delhi, pp. 1229–1231 (2015).
Amin, Gulala Ali Hama, and Karzan Hussein Sharif. "Kurdish Language Learning Tool in Serious Game." Kurdistan Journal of Applied Re-search (2020): 13-23.
Sharif, Karzan H., and Siddeeq Y. Ameen. "A review of security awareness approaches with special emphasis on gamification." 2020 International Conference on Advanced Science and Engineering (ICOASE). IEEE, 2020.
Beckers, Kristian, and Sebastian Pape. "A serious game for eliciting social engineering security require-ments." 2016 IEEE 24th International Requirements Engineering Conference (RE). IEEE, 2016.
Sheng, Steve, et al. "Anti-phishing phil: the design and evaluation of a game that teaches people not to fall for phish." Proceedings of the 3rd symposium on Usable privacy and security. 2007.
Weanquoi, Patrickson, Jaris Johnson, and Jinghua Zhang. "Using a game to improve phishing aware-ness." Journal of Cybersecurity Education, Research and Practice 2018.2 (2018): 2.
Cone, Benjamin D., et al. "A video game for cyber security training and awareness." computers & secu-rity 26.1 (2007): 63-72.
Baldassarre, Maria Teresa, et al. "Teaching Cyber Security: The HACK-SPACE Integrated Mod-el." ITASEC. 2019.
Jian, Ng Jia, and Intan Farahana Binti Kamsin. "Cy-bersecurity Awareness Among the Youngs in Malaysia by Gamification." 3rd International Conference on Integrated Intelligent Computing Communication & Security (ICIIC 2021). Atlantis Press, 2021.
NOVA Labs. (2020). Cybersecurity lab. https://www.pbs.org/wgbh/nova/labs/lab/cyber
Giannakas, Filippos, et al. "A comprehensive cyber-security learning platform for elementary educa-tion." Information Security Journal: A Global Per-spective 28.3 (2019): 81-106.
Wen, Zikai Alex, et al. "What. hack: engaging an-ti-phishing training through a role-playing phishing simulation game." Proceedings of the 2019 CHI Conference on Human Factors in Computing Sys-tems. 2019.
Visoottiviseth, Vasaka, et al. "POMEGA: Security game for building security awareness." 2018 Seventh ICT International Student Project Conference (ICT-ISPC). IEEE, 2018.
Olsen, Tanner, Katelyn Procci, and Clint Bowers. "Serious games usability testing: How to ensure proper usability, playability, and effectiveness." Design, User Experience, and Usability. Theory, Methods, Tools and Practice: First International Conference, DUXU 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings, Part II 1. Springer Berlin Heidelberg, 2011.
A. Bangor, P. T. Kortum and J. T. Miller. An empirical evaluation of the System Usability Scale. Int. J. Hum. Comput. Interact, 2008, 24 (6), pp. 574-594.
Kaya, Aycan, Reha Ozturk, and Cigdem Altin Gumussoy. "Usability measurement of mobile applications with system usability scale (SUS)." Industrial Engineering in the Big Data Era: Selected Papers from the Global Joint Conference on Industrial Engineering and Its Application Areas, GJCIE 2018, June 21–22, 2018, Nevsehir, Turkey. Springer International Publishing, 2019.
J. Brooke. SUS - A quick and dirty usability scale. Usability Eval. Ind., 1996, 189 (194), pp. 4-7.
Brooke, J. "SUS: a retrospective. J Usability Stud. 2013; 8 (2): 29–40." (2021).
J. R. Lewis and J. Sauro. The Factor Structure of the System Usability Scale. Human Centered Design, Human Centered Design. Springer Berlin Heidelberg, 2009, pp. 94-103.
Binyamin, Sami, Malcolm Rutter, and Sally Smith. "The utilization of system usability scale in learning management systems: a case study of Jeddah Community College." (2016).
Lewis, James R., and Jeff Sauro. "Item benchmarks for the system usability scale." Journal of Usability Studies 13.3 (2018).
Yalamanchili, A. ., Venkatasekhar, D. ., & Kumar, G. V. . (2023). Iot Based Alzheimer’s Disease Diagnosis Model for Providing Security Using Light Weight Hybrid Cryptography. International Journal on Recent and Innovation Trends in Computing and Communication, 11(4), 148–159. https://doi.org/10.17762/ijritcc.v11i4.6398
Mwangi, J., Cohen, D., Costa, R., Min-ji, K., & Suzuki, H. Optimizing Neural Network Architecture for Time Series Forecasting. Kuwait Journal of Machine Learning, 1(3). Retrieved from http://kuwaitjournals.com/index.php/kjml/article/view/132
Downloads
Published
How to Cite
Issue
Section
License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
All papers should be submitted electronically. All submitted manuscripts must be original work that is not under submission at another journal or under consideration for publication in another form, such as a monograph or chapter of a book. Authors of submitted papers are obligated not to submit their paper for publication elsewhere until an editorial decision is rendered on their submission. Further, authors of accepted papers are prohibited from publishing the results in other publications that appear before the paper is published in the Journal unless they receive approval for doing so from the Editor-In-Chief.
IJISAE open access articles are licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. This license lets the audience to give appropriate credit, provide a link to the license, and indicate if changes were made and if they remix, transform, or build upon the material, they must distribute contributions under the same license as the original.