Abstract
Cybersecurity is becoming an overly critical issue in contemporary times. Cyberspace safety is declining, covering all sphere of humanity. Deterioration in cybersecurity knowledge and awareness has resulted to more cybercrime victimisation. The more novel security systems are being developed, the higher the innovativeness of cybercriminals techniques to attack cyber-users. Thus, investigating the stance of cybersecurity knowledge among general IT (Information Technology) users, especially in the 21st century is paramount. This paper designed a cybersecurity quiz based on adaptations from literature and past cybersecurity quizzes and conducted investigations to test the knowledge of random cyber-users. Results from investigations are instructive, thus serving as a propelling motivation to develop a cybersecurity game. Findings reveal that most cyber-users lack knowledge about network security. Also, respondents lacked knowledge on social engineering. Thus, it is important for upcoming innovations to consider aspects of network security, social engineering when designing cybersecurity gamification approaches. Gamification has been used as teaching aids for diverse learning fields, however its application in cybersecurity is still understudied. The result of this quiz is intended to further boost the development of a cybersecurity game, which can be age centric, thus developing suitable cybersecurity games for specific user groups. Interestingly, though females were not regular game players, however they were highly interested in playing a cybersecurity game, as majority of cyber-users (males inclusive), believed that a cybersecurity knowledge gamification approach can help enhance their cybersecurity knowledge and awareness. Conclusively, it is obvious that both the young and old still lack basic cybersecurity knowledge, thereby making them easy prey for cyberattacks. Gamification if applied properly into cybersecurity, could be an interactive learning platform that is both enjoyable, produces a high spirit of learning as well as help serve as a strong awareness tool that can boost cybersecurity user’s knowledge.
Author supplied keywords
Cite
CITATION STYLE
Boluwatife, F. F., Long, Z. A., Hamid, S., Fatokun, J. O., & Norman, A. (2025). Cybersecurity Knowledge Deterioration and the role of Gamification Intervention. Journal of Advanced Research in Applied Sciences and Engineering Technology, 43(1), 66–94. https://doi.org/10.37934/araset.43.1.6694
Register to see more suggestions
Mendeley helps you to discover research relevant for your work.