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GHOST: An Evaluated Competence Developing Game for Cybersecurity Awareness Training

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To train end users how to interact with digital systems is indispensable to ensure a strong computer security. 'Competence Developing Game'-based approaches are particularly suitable for this purpose because of their motivation-and simulation-aspects. In this paper the Competence Developing Game 'GHOST' for cybersecurity awareness trainings and its underlying patterns are described. Accordingly, requirements for an 'Competence Developing Game' based training are discussed. Based on these requirements it is shown how a game can fulfill these requirements. A supplementary game interaction design and a corresponding evaluation study is shown. The combination of training requirements and interaction design is used to create a 'Competence Developing Game'-based training concept. A part of these concept is implemented into a playable prototype that serves around one hour of play respectively training time. This prototype is used to perform an evaluation of the game and training aspects of the awareness training. Thereby, the quality of the game aspect and the effectiveness of the training aspect are shown. http://www.iariajournals.org/security/sec_v11_n34_2018_paged.pdf
Options after touching the "Show shutdown menu" button (Button translation inserted) Quest 3 serious content: During the chat the camera suddenly moves onto the main screen of the bridge. Depending on whether the player locked his screen in Quest 2 or not there is a different email-like message on the screen. If he forgot to lock his screen the participant is addressed directly by his name and the mail is sent from his terminal. But if he locked his screen in Quest 2 the message is addressed to a crew member and sent from the crew member's terminal. In both cases the captain points out that someone made a joke and that it is important to lock the screen always. (Serious goal: more frequent screen locking) (see Figure 6) Quest 4 gameplay: The participant will be requested to the security chef. They chat about the infected ghost-drive and the security chef points out that he needs help to generate new passwords that are good to remember. Quest 4 serious content: The password generation is wrapped in a mini-game. During the game, the participant has to shot on eight words that will be the long enough to be a good base for the password generation. If the participant shoots a short word he loses one of the already collected long words. However, after the collection of words the player modifies the words to passwords. For that, he selects a character he wants to change or add (e.g., a 1 for an i, etc.) and tries to shoot down the wished character. As he makes the changes, he sees a constantly changing display indicating how secure the password currently is. By that, the participant gets a feel for what makes a password secure. (Serious goal: teach how to build a safe password) (see Figure 7).
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GHOST: An Evaluated Competence Developing Game for Cybersecurity
Awareness Training
Johannes A. König and Martin R. Wolf
Lab for IT Organization and Management
Aachen University of Applied Sciences
Aachen, Germany
email: koenig@fh-aachen.de, m.wolf@fh-aachen.de
AbstractTo train end users how to interact with digital
systems is indispensable to ensure a strong computer security.
‘Competence Developing Game’-based approaches are
particularly suitable for this purpose because of their
motivation- and simulation- aspects. In this paper the
Competence Developing Game ‘GHOST’ for cybersecurity
awareness trainings and its underlying patterns are described.
Accordingly, requirements for an ‘Competence Developing
Game’ based training are discussed. Based on these
requirements it is shown how a game can fulfill these
requirements. A supplementary game interaction design and a
corresponding evaluation study is shown. The combination of
training requirements and interaction design is used to create a
‘Competence Developing Game’ -based training concept. A part
of these concept is implemented into a playable prototype that
serves around one hour of play respectively training time. This
prototype is used to perform an evaluation of the game and
training aspects of the awareness training. Thereby, the quality
of the game aspect and the effectiveness of the training aspect
are shown.
Keywords-Cybersecurity; Awareness; CDG; Serious Game;
tablet game; business simulation; evaluation.
I. INTRODUCTION
The use of digital systems is crucial in modern companies
and one effort of digitization is to use these digital systems
more efficiently. Through these efforts, more and more analog
processes are no longer available. By that, nowadays almost
all relevant records are stored in databases or on cloud based
file servers. Accordingly, the analog data management will be
reduced to minimum, if that has not already happened.
Of course, a well-functioning digital working environment
is required to ensure that the data are always available. If data
are accessible everywhere and always for employees, then
assailants are able to use these infrastructure, too. This issue
is getting worse because nowadays, in modern digitalized
systems, employees are owners of the keys necessary for data
access. Consequently, it is no longer necessary for an assailant
to attack the IT-infrastructure (IT = Information technology)
or the IT-department. He can focus his attack directly on the
data-using persons, e.g., with fishing-mails, social attacks,
manipulated flash drives, etc. Despite this issue, this kind of
always available data management is indispensable for
modern companies.
An “Competence Developing Game”-concept (CDG) to
train non-IT employs was presented by König and Wolf [1] in
a shorter version of these paper on the ACHI 2018 conference.
In that paper, however, it has remained at the concept level, a
prototype was not presented. Supplementary to the old paper,
in this contribution it is shown how the CDG prototype exactly
looks like. That includes all prototype quests with their serious
and entertaining aspects. Further, based on the prototype, an
empirical study is presented. The study is used to evaluate the
serious and the entertainment aspects of the CDG.
Regardless of the chosen approach, it is essential to train
non-IT personnel how to avoid cybersecurity risks arising
within their daily digitalized work [2]. Already today,
employees are often the biggest threat in the cybersecurity
chain [3]. To offer an effective cybersecurity awareness
training, it is important to establish a continuous training cycle
to establish a long term behavior change (req. 7 (see Section
II)). It should be noted that too many topics in too short time
increase the risk to overwhelm the exercisers which is also a
reason for a long training cycle. Basically, a successful
cybersecurity awareness training has to solve two tasks. On
one hand, it has to attract the attention of the participants for a
defined time period. On the other hand it has to convey the
training content as efficiently as possible. Unfortunately, most
of today’s trainings solutions show weaknesses in dealing
with both aspects. A very suitable solutions to address both
aspects is the use of interactive computer-based training
methods (req. 6 (see Section II)) [2]. The use of gaming
concepts in serious situations provides the possibility to
transfer the motivation of a gaming situation into a serious
learning context. In addition, games provide an environment
which allows to choose risky or intentional wrong strategies
just to figure out what will happen. Generally, there are three
major kinds of games with a serious approach: Serious
Games, Business Simulation/Games and the approach of
Gamification. Further, there are different gradations of, e.g.,
serious games, which are not consistently defined [4].
However, instead of questioning What defines a
particular game kind?’ König and Wolf suggest focussing on
the question ‘What characteristics of which game kind are
well suited for a specific application’ [5]. For this, they
provide the umbrella term CDG that encompasses all serious
game types (digital and analog):
‘A Competence Developing Game (CDG) is a game that
has the primary purpose to teach [how to use] knowledge,
skills and personal, social and/or methodological abilities, in
work or study situations and in professional and personal
development of the game player, by retaining the motivation
of a gaming situation’ [4] (Note: The ‘how to use’ was
accidently missing in the original source).
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Accordingly, this paper examines what features a digital
CDG must have in order to enable a cybersecurity awareness
training for (German) business users. Further, it shows a
specific CDG-design, in which these features are adressed.
The CDG is called GHOST: Gamified Hacking Offence
Simulation-based Training. In addition, a prototype will be
introduced that contains a sample of the game ideas. Further,
using this prototype an empiric evaluation study will be
performed, analyzed and interpreted to prove the game’s
concepts. In detail, this paper is structured as follows:
In Section II, the target audience is determined in more
detail, to understand their preferences and requirements.
Section III addresses these requirements to determine a
suitable CDG game kind. In Section IV, it is explained, how a
game interaction interface design for a huge audience group
like, ‘business users’, could look like. In addition, in Section
V, a study that examines game interaction systems is briefly
presented. Section VI describes the CDG GHOST which
results from all previous considerations. In Section VII a
prototype of the GHOST game and a corresponding
evaluation study is presented. In addition, in Section VIII the
study results are shown and interpreted. Finally, Section IX
offers a conclusion and an overview about future work and
use.
II. FINDING REQUIREMENTS BY UNDERSTANDING THE
AUDIENCE
A study in German enterprises determined that the three
most common reasons for employee related trainings are: the
development of employee skills, increasing employee
motivation and job satisfaction, and strengthening the
employee-company relation (req. 1). The study also
determined the obstacles that inhibit employee trainings. The
identified top-two reasons not to train although there is a need
are: no time available to dispense employees (43.8%) and
missing internal capacity to organize a training (42.6%) [6].
A second study in German companies identified training
costs and also the time issue as main reasons not to train
employees. The three most common training methods are
learning at the place of work (46%), external courses (28%)
and in-house courses (<28%) [7].
In the case of learning at the place of work, the time an
employee needs to be dispensed is limited to the actual
duration of the training, because there is no traveling time
(obstacle: no dispense time available) (req. 2.a.). The absence
of traveling time is linked to the absence of traveling costs
(obstacle: training costs) (req. 2.c.). By that, the
organizational complexity of the training is also reduced, as
employees must be covered shorter, and they are more easily
accessible in crisis situations, etc. (obstacle: organizational
capacity) (req. 2.b.). Accordingly, in the case of a continuous
training cycle, as needed for a cybersecurity awareness
training and therefore for GHOST, learning at the place of
work seems particularly advantageous. These considerations
clarify why learning at the place of work is the most popular
training method and therefore it should be the method of
choice for GHOST (req. 2).
In addition to these employer-focused considerations, the
CDG GHOST is after all played by employees. As explained
in Section I, more or less every employee who uses digital
systems for work reasons should participate in a
cybersecurity awareness training. By that, the target audience
is broad (req. 3). Since the GHOST-Research-Project is
granted by a German ministry (Federal Ministry of Education
and Research), the German employee sector was considered
in first place. According to a report by the Federal Institute
for Vocational Education and Training, the average German
trainee is 19.7 years old. The report shows the first grouping
called "16-year-olds and younger". The average age of all
employees was 43 years in 2016, with a relatively balanced
distribution between women (~ 47%) and men (~ 53%) [8].
In summary, it can be stated that the vast majority of the
target group is > = 16 years and <67 years old, the average
age is 43, and women and men are similarly distributed.
As already mentioned, the use of a CDG as a training
instrument has the advantage that the motivation of a game
situation can be transferred in a serious context. In order to
use this advantage a CDG must entertain players in a fun way
while keeping the serious content in focus. This aspect
requires a CDG that matches the tastes and abilities of the
target audience. But because of the diversified target group,
it is nearly impossible to construct a CDG that fulfills the
individual game taste of each subject. On the other hand, the
development of many games that meet the individual taste of
each player would be expensive and it would stand in
opposite to the obstacle: ‘costs’. Following these remarks, a
CDG that addresses a broad audience always represents a
compromise in game design.
To find the major common denominator of each CDG-
Player the ‘Pyramid Assessment Framework for
‘Competence Developing Games’’ ('PACDG-Framework')
was studied with this objective. The PACDG-Framework
represents a tool that delivers the capability to analyze
different game kinds in a standardized way. To do so, the
framework covers, among other things, the entire player
perspective of a CDG [5], as it was proposed (also) in the
well-known MDA-framework for conventional
entertainment games [9]. However, the PACDG-Framework
covers the CDG-Player perspective in the three steps:
“Experience”, “Aftereffect” and “Impact”. The last two steps
refer to the same idea: A CDG should lead to competence
acquisition, where the competences should help to solve at
least one real life problem (req. 4). The step “Experience” is
all about the player’s claim to participate in an emphatic and
positive gaming experience. In order to meet this claim, a
high, entertainment game equivalent, quality must be
delivered (req. 5).
Therefore, a CDG-based training that is accessible for all
employees who use digital systems for work reasons
should:
Req. 1. …develop skills, increasing motivation /
satisfaction, strengthening the job relation.
Req. 2. …take place at the place of work to reduce
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a. time expense and release time,
b. organizational overhead and by that
c. costs.
Req. 3. …be accessible for every target group member.
Req. 4. …help to solve a real life problem.
Req. 5. …be similar in quality to an entertainment game.
Additionally a CDG for a cybersecurity awareness training
should…: (see Section I)
Req. 6. …use interactive computer based training
methods.
Req. 7. …occur in a continuous training cycle.
III. GAME TYPE SELECTION
As discussed in Sections I and II, the use of interactive
computer-based training methods is suitable for a
cybersecurity awareness training. By that, a serious game, a
business simulation (supported by a computer based
simulation model) or a gamified work environment could be
used (fulfill req. 6). Furthermore, it is of course possible to
develop a CDG in one of the named kinds with an
entertainment game comparable quality (fulfill req. 5).
However, every well designed cybersecurity awareness
training will match the requirements 1 and 4, too. It is because
the main CDG purpose would be to lead to competence
acquisition, where these competence acquisition refers to the
ability to perceive possible IT-Security threats (fulfill req. 1).
As IT-Security issues are a real life problem, of course, such
competences would support to solve a real life problem (fulfill
req. 4). Therefore, it can be assumed that a capable
development team has the ability to develop a CDG from one
of the named game kinds that has the potential to fulfill the
requirements 1, 4, 5 and 6.
So, to choose the most suitable CDG game kind it is
necessary to determine whether the requirements 2, 3 and 7
can be fulfilled.
’’Gamification’ is the use of game design elements in non-
game contexts“ [10]. As a result, for the gamification solution
a deeply integration of game elements into the computer
environment of the employees would be necessary. Based on
such integration, e.g., correct behavior such as scanning a
flash drive or locking the screen during a longer period of
inactivity could be rewarded with points (fulfill req. 2a-b).
This solution would enable a permanent and time neutral
training without the need of learning to handle the training
instrument (fulfill req. 3 and 7). However, the necessary
development effort would be high (game element integration
in every used program and operating system) and the privacy
protection question would need clarification (not fulfill req.
2c). In addition, the extensive system intervention could have
unforeseeable consequences on the IT security of the
manipulated operating systems and programs. For these
reasons a gamification solutions does not seem suitable for a
cybersecurity awareness training.
A closed ‘Business Simulation is characterized by the
participants being placed into a well-defined and prepared
action situation. A model calculation (the simulation) assesses
the decision effects on the game environment. Further the
model communicates the success of each action to the players
[11]. Since a business simulation is similar to a board game
the majority of the employees should not have any problem to
handle the game (fulfill req. 3). In addition, many simulation
games are turn-based anyway and thus predestined for a long
continuous game cycle (fulfill req. 7). The problem here is that
even if it is possible to organize multiple business game
session at the work (fulfill req. 2a), fixed dates have to be
coordinated between different employees plus the necessary
setup and dismantling of the business game have to be
organized in time (not fulfill req. 2b-c). That means, a
business simulation can also not fulfill all requirements.
The third alternative are Serious Games. Serious Games
are video games where the primary purpose is not
entertainment, enjoyment or fun, which does not mean that
Serious Games are not entertaining. They just have another
primary purpose, in kind of an ulterior motive [12]. A video
game has the advantage of being fully flexible in terms of
time. Further no coordination is required between employees
nor an organization of the game setup and it can also take
place at work (fulfill req. 2a-c) However, it is difficult to
realize a continuous training cycle without a turn-based design
and such a design is not intended for Serious Games (not
fulfill req. 7). But indeed it is the only approach that has the
potential to fulfill requirement 2.
At this point, a CDG reveals its strength. The solution is
to mix up the game kinds. Serious Games are the only game
type that fulfills the requirements 2a-c, but the turn-based
design of business simulations supports a continuous game
cycle. Accordingly the solution is to develop a Serious Game
with Business Simulation (turn-based) game mechanics (see
Section VI). Therefore, only the mix out of a Serious Game
and a Business Simulation has the potential to fulfill
requirements 1 to 7.
Due to this design choice, the biggest problem with
meeting the requirements will be requirement 3 in which a
CDG is demanded that is playable for every target group
member. In requirement 5, the demand for a quality which is
similar to an entertainment game is formulated. It needs to be
kept in mind that not all members of the target group have
experience with video games. It must therefore be ensured that
requirement 3 can be met without losing number 5. Therefore,
it is necessary to find an interaction-interface for a high quality
video game that does not require any video game experience.
Section V will introduce a case study that was performed to
evaluate how a game interface has to be designed to meet
requirement 3 even when the game uses a 3D-Environment to
fulfill requirement 5. Section IV explains the game interface
development and the case study design.
IV. DEALING WITH THE GAME INTERACTION ISSUE
Germany is on of the largest video game markets in
Europe with sales of 2.8 billion euros in 2015. Overall, the
video game players are distributed as follows: PC / laptop 18.4
million players, smartphone 17.2 million players, console 15.6
million players, tablet 11.5 million players, handheld 8.3
million players. It should be noted that smartphones and
tablets both use gaming apps, which means gaming apps with
23 million players in total have the largest player community
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[13]. Accordingly to that information even in the aimed target
group the amount of people who have experience with gaming
apps should be higher than with other video game mediums.
In addition, it can be stated that touchscreens as used in
smartphones and tablets have significantly changed the world
of games in a short period of time. Modern touchscreen
devices show a very intuitive interaction design that allows
even children to use such a device successfully.
To explain why touchscreen devices are intuitive to such
strong extend, a look at the three-layered brain model is
helpful. To use a tool (in a computer context a tool means a
device like a keyboard, a mouse, a game controller, etc.)
humans have to make use of their neocortex. The cerebrum
represents the highest layer in the brain model. In contrast, for
touches, as needed during the use of a touchscreen device,
humans only need to use the reptilian brain, which is
represented in the lowest layer in the three-layered brain
model [14]. Both aspects, (a) the widely use of gaming apps
and (b) the intuitive aspect of modern touchscreen devices
lead to the conclusion that a gaming app based CDG is the
right choice for GHOST. Considering the broad target
audience it is further reasonable to use a tablet based gaming
app because of the larger screen size compared to a
smartphone.
According to the last section, a CDG should be similar in
quality to an entertainment game (req. 5). Modern gaming
apps with the scope to be played over a longer period of time
(as it is planned in GHOST) implement a three-dimensional,
high quality looking game environment regardless of the
genre (see e.g., Lara Croft Go, Lego Star Wars, Jam League,
Modern Combat, Asphalt, Bothers: a tale of two sons, etc.).
By that, GHOST has to be a three-dimensional tablet based
CDG. On the other hand, GHOST has to be accessible for
every target group member (req. 3). Thus, an appropriate
game interaction system has to be found, that allows three-
dimensional tablet based playing even for people who have
never played a video game in their live. However, there are
well established interaction systems for videogames that are
also adapted for touchscreen devices.
The three most common used are 1st-Person, 3rd-Person
and God view. The idea behind the 1st-Person perspective is
that the player sees through the eyes of his player-character
(PC) [15]. In conventional video games, the player controls
the PC with mouse and keyboard [16]. Touchscreen based 1st-
Person games are usually implemented in landscape mode. To
control the PC the left and right thumb are used. The left
thumb is used in the lower left area of the screen to control the
movement of the PC. The right thumb is used in the lower
right area of the screen to control the viewing direction [17].
In games that implement a 3rd-person perspective, a
camera is used, which is aligned to the top of the PC to show
him completely. Sometimes 3rd-person is implemented with
„Trailing” option, then the camera is anchored at head height
behind the PC. In classic video games, the control is similar to
1st-person games [16] the same applies to the touch screen
control.
A God View perspective, also referred to by the terms
'overhead', 'top down' and 'God Eye', provides a perspective in
which the game map is shown from above. Usually, the
control is realized with the mouse [15]. Touchscreen-based
God View games are often implemented by touching directly
on the device. In such case the 'touch' on the device is
equivalent to a mouse click. Additionally, manipulations of
the camera perspective are done by the usual multi-touch
gestures (e.g., two-finger zoom). Consequently, any 3D
gaming interaction system known from the Computer/Laptop
can be adapted for touch screen based games.
It has to be noted that the 1st-person and 3rd-person
solution only replace mouse and keyboard through two
equivalent virtual generated tools. By that, according to Schell
[14], neocortex participation is still needed and whereby the
advantage of a touchscreen solution is not exploited. Only the
'God View' interaction systems provide a solution that’s
natively transforms touch into interaction. As a result, this
kind of game interaction should be manageable for
inexperienced players and therefore is the right solutions for a
touchscreen based CDG and GHOST.
However, this question cannot be clarified for the intended
target audience based on the state of scientific research. There
is a lack of empirical research that investigates the suitability
of existing touch screen-based control and camera tracking
paradigms for 3D serious games. However, since a well-
functioning interaction system is elemental for the CDG
success, a corresponding study has been carried out that will
be briefly discussed in the next section.
V. INTERACTION SYSTEM FOR A TOUCHSCREEN BASED CDG
In the following different interaction systems are
discussed and the study results are presented.
A. Discussion of possible interaction systems
The main objective of the study is to investigate wheatear
it is possible to find an interaction-interface for a high quality
tablet based video games that does not require any video game
experience. Such an interaction-interface would connect
requirements 3 and 5 that seem as if they exclude each other.
The presence of such an interface would open the possibility
to develop a cybersecurity awareness training that fulfills all
seven requirements in the first place.
From a theoretical point of view, a game that responds as
intuitive as possible on touch screen input should be
advantageous for the players. As shown in the last section
even the ‘God View’ interaction system relies on not intuitive
multi-touch gestures for camera control. For that reason, a
new interaction system for the GHOST prototype was
designed.
These ‘optimized’ called interaction system provides the
PC control via finger touch. The PC automatically moves to
the location of the map where the map was touched. Even the
interaction with game objects or non-player characters (NPC)
works this way. If a player, e.g., touches a game object his PC
will automatically move to the point next to the object. After
arriving at this point an interaction dialog opens
automatically. To remove the maybe not intuitive camera
control the whole game map is divided in different camera
zones (partly multiple zones in one room). Each zone provides
its own static camera perspective. If the player controls his
avatar from one camera zone to another, the camera angle
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changes automatically. The player is not aware of where the
zone boundaries are, the camera angle change just happens.
To help the CDG-Player’s orientation, there is also a second
‘optimized+’ called interaction system where the camera
change from one position to the next one appears in a smooth
move. Additionally, to the three mentioned interactions
systems (1st-Person, 3rd-Person, God View) both versions
were examined in a blind study. For this purpose, a small
game was designed where the participant had to find six game
objects or NPCs to interact with. At the beginning of the test
a participant is set in a game environment with six rooms and
two corridors. The participant does not get any map because
the study also refers to the orientation ability. Finally, the time
needed to complete the interaction tasks was measured.
A total of five mini games (demo versions) were
developed:
Demo1: 1st-Person
Demo2: 3rd-Person
Demo3: God View
Demo4: optimized+
Demo5: optimized
Deviating from the previous explanation of 3rd-Person
interaction-systems the 3rd-Person PC control was changed.
Usually the PC is controlled with the left and right thumb as
in a 1st-Person tablet game.
Indeed, the interaction system in Demo2 uses a touch
based PC movement control as in the ‘optimized’ demo
versions. In addition, camera rotation was enabled by
integrating a two-finger-rotate gesture for camera rotation.
The classic two thumb control is still used in Demo1. Figures
1 to 4 are screenshots made of each demo version,
respectively.
Figure 1. 1st-Person interaction system with dynamic appearing
‘activate’-button for object interaction (Demo1).
Figure 2. 3rd-Person interaction system before and after two-finger-rotate
(Demo2).
Figure 3. Good-View before and after gesture based camera rotation
(Demo3).
Figure 4. Adjacent camera zones in the optimized(+) interaction system
(Demo4&5).
B. Summary of Study Results
TABLE I. SUBJECT DISTRIBUTION
subject distribution
Demo1
Demo2
Demo3
Demo4
Demo5
age<=37
7
7
7
7
6
age>37
6
6
6
6
6
 age
39
38
40
41
41
SD age
17
16
16
15
15
n woman
6
6
6
6
6
n men
7
7
7
7
6
n
13
13
13
13
12
Figure 5. Average play time and 95% confidence interval.
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In total 64 participants participated in the study. Table I
provides information about the exact distribution of the test
subjects to the individual demo versions.
An ANOVA was calculated and, by that, proved that the
playtime differences are statistically significant  
      . Figure 5 shows the
average playtime for each demo version. It can be seen, that
the playing time of the demo versions 4 and 5 are the shortest
ones. As a result, the assumption that an intuitive interaction
system simplifies the access to the game can be confirmed. By
that, the ‘optimizedor ‘optimized+’ interaction systems are
the most suitable solutions for the GHOST-Prototype.
Moreover, the results show that there are performance
differences between the groups <=37 and >37 and that demo
version 4 and 5 minimize these differences.
VI. GHOST: A CDG BASED CYBERSECURITY AWARENESS
TRAINING
Following the remarks of this paper, GHOST is a turn-
based, tablet-based, serious game like, Competence
Developing Game, which provides a cybersecurity awareness
training for end users in companies. Furthermore, in GHOST
a new intuitive interaction systems was implemented. By that,
it has the potential to fulfill the seven requirements which
were derived in section two.
Whether GHOST meets these requirements depends on
the game design. First of all the game design tracks two
aspects. It creates the space to experience which personal
actions are positive respectively negative for the
cybersecurity. Second, it demonstrates which and why IT-
department activities are necessary and meaningful. By that,
it allows the end user to notice missing activities in his/her
company and in addition it will increase the employee’s
acceptance for such activities.
In case of a cybersecurity training too many topics in a
short time period increase the risk to overwhelm the exercisers
[2]. Therefore, in the beginning each game round treats only
one serious topic. The IT risks are hidden between other tasks
and rarely occur, as in reality. In order to evaluate which
serious content should find its way into the GHOST CDG,
Annex A of ISO 27001 was analyzed (ISO/IEC 27001:
Information technology Security techniques Information
security management systems requirements, see [18]). In
Table II, the serious topic of each game round is presented.
The idea behind GHOSTs game design is to minimize the
organizational effort. By a trick, GHOST still provides player
the illusion of playing together. Every GHOST training is
designed for 8 players in two groups at the same time. The
training consists of 16 units (game rounds) in total. However,
each round gets a specific time period in which the round is
active and ready for play. In this period each player can choose
the moment to play the round individually. At the end of the
time period the GHOST-System calculates, based on each
individual result in a group, a common group result which is
the starting point for the next round. If, e.g., a player misses to
participate in one round the whole group result will be
weakened. This kind of game design uses the business
simulation advantages like group motivation and the
enforcing of a specific continuous training cycle without the
disadvantages of complicated appointment organization.
Nevertheless, GHOST allows even real multiplayer
experience. The Round 7&8 as 15&16 require all 8 players to
participate the training at the same time. Each group has to be
in one physical room, the merging of the groups takes place
via internet. These real multiplayer rounds serve as highlights
of the complete training cycle. However, since two
multiplayer rounds are played at one appointment,
accordingly only two appointments must be arranged. As a
result GHOST provides 16 play rounds and only requires the
coordination of two appointments, which results in a huge
reduction of the organizational effort compared to business
simulations. Table II shows the assignment between serious
content and game rounds.
As already mentioned, the serious content in GHOST is
hidden between other tasks. To assure a simple knowledge
transfer between the game environment and the real world it
seems to be obvious to build an office environment inside the
game. Accordingly, the player would solve every day work
tasks inside the game world to come across serious content
from time to time. This would result in a game that simulates
an office for a game player whose position is currently an
office, means playing-office in the office.
TABLE II. GAME ROUNDS
Round
Serious topic
1
Screen lock
2
Handling of foreign flash drives
3
Phishing-Mails
4
Backups
5
Mobile Devices (especially Smartphones)
6
Websites, software installation, own IT infrastructure
7&8
(MP)
Passwords, Information encoding, Emergency response,
Environmental Security, Backups
9
Access rights
10
Environmental Security, safe workplace
11
Virus prevention, Keylogger, Work delegation
12
Network Devices, Audits,
13
Log files, Access Right Management
14
Quiz Round
15&16
(MP)
Flash drive, Information encoding, Phishing-Mails, Malware,
Passwords, Emergency response
MP = Multiplayer
This would most likely ruin the fun aspect of the game,
what would gamble away the main advantage of a CDG, the
transfer of the motivation of a game situation to a serious
context. For this reason, the game was moved 50 years into
the future. The players find themselves in a science fiction
scenario on a space ship named GHOST. They experience a
journey of sixteen laps (one lap one round) and figure out
quickly that someone tries to sabotage the mission by
infiltrating the ship's computer systems.
As a crew member each player has to handle a lot of day-
to-day tasks, which are intentionally similar to 2018 tasks in a
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normal office. Nevertheless, a player has to be constantly on
guard while interacting with the computer systems or other
aspects in his environment. The assailant could start the next
cyber-attack in any moment, with any strategy.
VII. PROTOTYPE FOR EVALUATION
As shown in Section II, the awareness training should
fulfill at least seven requirements to match employer and
employee expectations. Most of them can be fulfilled through
design decisions described in this paper: A GHOST training
can take place at the place of work to reduce the time expense.
Since an extensive preparation is not needed the
organizational overhead is reduced. This helps to reduce the
training costs (req. 2a-c). Because of its sophisticated
empirical evaluated (see Section V) interaction system even
employees without any game experience can participate the
training (req. 3). In addition, this interaction system helps
GHOST to have an entertainment game look and feel (req. 5).
The turn-based, business game inspired, game design allows
further a continuous training cycle, that is made possible with
a computer-based training (req. 6 and 7). Moreover, the social
significance of - and the increased attacks on- IT systems
leave no doubt on the real-life relevance of the underlying
problem (req. 4). Therefore, on to this point only requirement
1 is left unmentioned. Requirement 1 demands a CDG to help
an employee to develop skills, to increase his motivation and
satisfaction and to strengthen the job relation. The last both
aspects of requirement 1 can presumably only be evaluated
when the GHOST CDG is completely developed (as described
in Table II) and used in practice. But the first aspect of
requirement 1 -to develop skills- can be evaluated with a
prototype. Therefore, a prototype was developed that follows
the principles shown in this paper (for an overview see Section
VI). To provide a game situation to the participants with
proper length to gain an intense impression the prototype
should cover around one hour of gaming. Accordingly, to
develop just one game round would not be purposeful. Instead
four serious topics: “Screen lock”, “Handling of foreign flash
drives”, “Network Devices” and “Passwords” were combined
to one large gaming round that is implemented for evaluation
reasons only.
In the beginning of the prototype an introduction video is
presented to the participants. The video covers the control
elements of the game and explains them. The whole
interaction system is equal to the optimized+ interaction
system as shown before. The camera moves automatically in
a smooth way and for the game objects interaction the
participant in every case needs a one finger touch to start
interaction.
A. Storyline overview
During the gameplay the participant finds out that he is on
a space ship called GHOST on a mission to find a new
discovered high energy element: Industrium. Overall, the
participant has to pass eight quests. He deals with the sabotage
of the crew's mission. In the beginning, the participant is
presented with the conundrum of what to do with an
unfamiliar flash drive prompting an investigation by the chief
of security into its origins. This is the first of several attacks
that are made on the ship's security. As the game progresses,
the crew becomes more nervous and the participant must
assist in improving the ship's security. However, all efforts are
too late as just after industrium collection is concluded the
main systems of the ship suddenly shut down. The chief
engineer explains that the systems responsible for keeping
them alive and creating fuel from the harvested industrium are
failing due to the disturbance. The participant is tasked with
finding the devices that are causing the disturbance and
restarting the system. Once he has finished this task, the crew
is saved and prepares for a leap through space.
B. Game play and serious content
Quest 1 gameplay: The participant must activate the ships
systems and he must find the ghost-drive of the quartermaster
(a device that looks like a flash-drive). In doing so the
participant has to find his way through the ship to find a
computer console that is marked with an arrow. After that, the
ships lights are activated, and the participant will find the
ghost-drive nearby. In the end of the quest the participant is
told to keep the found ghost-drive because he needs one for
his next task anyway.
Quest 1 serious content: The ghost-drive is infected with a
virus (what the participant does not know about). From the
moment the participant finds the drive he has the possibility
to visit the security chief to get the problem fixed. (Serious
goal: Flash-Drive security awareness) (see Figure 5)
Quest 2 gameplay: The participant gets the task to collect
status reports from five crew members who are in the rear
sections of the ship. The crew members will transfer their
reports to his ghost-drive. At the quest end the participant will
merge the reports by using his terminal and sent them to the
captain (only a few clicks needed).
Figure 5. Finding the lost ghost-drive after activating the ship systems
(cropped)
Quest 2 serious content: The participant still has the
opportunity to find and fix the virus problem by visiting the
security chef. When the participant speaks to one of the five
crew members and if his drive is still infected he can choose
if he wants to do “something else” or if he gives his ghost-
drive to the person he is speaking with. If the participant
infects a crew member's computer, the security chef will
arrive in seconds, detect the problem, explain the problem and
hand over a ghost-drive that is safe to use. The negative
consequences are that the report is lost and that every other
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crew member mentions the incident later in quest 2. However,
close to the quest end and after the participant sends the
merged report away he has two options to leave the terminal:
The more obvious option is to touch on “leave the terminal”.
This is equal to leave a PC unlocked. Second, the participant
can touch the “Show shutdown menu” Button that reveals the
“lock” Button for leaving the terminal in a safe way. (Serious
goals: Flash-Drive security awareness)
Quest 3 gameplay: The participant is requested to the
bridge. On the bridge the participant and the captain have a
small talk about the ship systems and the merged report.
Figure 6. Options after touching the “Show shutdown menu” button
(Button translation inserted)
Quest 3 serious content: During the chat the camera
suddenly moves onto the main screen of the bridge.
Depending on whether the player locked his screen in Quest 2
or not there is a different email-like message on the screen. If
he forgot to lock his screen the participant is addressed
directly by his name and the mail is sent from his terminal.
But if he locked his screen in Quest 2 the message is addressed
to a crew member and sent from the crew member's terminal.
In both cases the captain points out that someone made a joke
and that it is important to lock the screen always. (Serious
goal: more frequent screen locking) (see Figure 6)
Quest 4 gameplay: The participant will be requested to the
security chef. They chat about the infected ghost-drive and the
security chef points out that he needs help to generate new
passwords that are good to remember.
Quest 4 serious content: The password generation is
wrapped in a mini-game. During the game, the participant has
to shot on eight words that will be the long enough to be a
good base for the password generation. If the participant
shoots a short word he loses one of the already collected long
words. However, after the collection of words the player
modifies the words to passwords. For that, he selects a
character he wants to change or add (e.g., a 1 for an i, etc.) and
tries to shoot down the wished character. As he makes the
changes, he sees a constantly changing display indicating how
secure the password currently is. By that, the participant gets
a feel for what makes a password secure. (Serious goal: teach
how to build a safe password) (see Figure 7).
Figure 7. Mini-Game for the password generation. Left: shoot long words;
right: modify words to passwords
Figure 8. Mini-Game for the industrium collection. Left: animated drone
start; right: industrium collection
Quest 5 gameplay: The participant gets a call that he has
to check the current industrium research reports that are send
as a message to his terminal.
Quest 5 serious content: After using his terminal the
participant has to remember to lock his screen comparable to
quest 2. If he remembers to lock his screen he gets a positive
feedback from the security chef after a while. If he forgets to
lock the screen he gets an equivalent negative feedback.
(Serious goal: more frequent screen locking)
Quest 6 gameplay: The participant has to collect
industrium with a remote-controlled drone. The drone-flight
is implemented as a mini game. The participant controls the
drone with his finger. He has to hit the pink asteroids for
collecting industrium while avoiding the other ones (see
Figure 8).
Quest 6 serious content: none.
Figure 9. Mini-Game: “Network-Devices”
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Quest 7 gameplay: There is a shipside system failure and
it is not possible to reactivate the ships systems. The
participant has to help to identify if there are any corrupt
devices on the ship. His search area is the communication
room and the mess. In the end of the quest the participant is
able to reactivate the systems in the same way as in quest 1.
Quest 7 serious content: The player has to check devices
that are similar to network devices like network switches or
repeaters. The checking is implemented as a mini game where
the player compares a device on the ship with the manual (e.g.,
number of free ports, picture, serial number, etc.). The player
has to decide if the device is safe or not. When he decided to
report a device, he has to choose which aspect is corrupted.
(Serious goal: Create awareness that new network devices
could leak the security chain) (see Figure 9).
Figure 10. Debriefing supported by drawings (current topic on screenshot:
screen lock)
Quest 8 gameplay: The quartermaster informs the
participant, that his leap capsule is ready. After entering the
capsule, the prototype finalizes.
Quest 8 serious content: Before the end a debriefing is
shown. The debriefing picks up all serious topics and explains
them one last time. The debriefing presentation is supported
by drawings (Serious goal: deepening and transfer) (see
Figure 10).
C. Experimental procedure
Each participant playing the prototype is supported by a
test leader. The test leader is allowed to offer help to the
participant whereby the amount of help is strictly regulated
through the test design. After playing the prototype the
participant has to fill out a questionnaire. In addition,
approximately two months after the prototype-based training
the participant gets a second short questionnaire via email.
The first questionnaire contains three objects of investigation:
“game experience”, “prototype review” and “competence
growth”. The second questionnaire is only about “competence
growth”.
To measure the “game experience” the core module of the
“The Game Experience Questionnaire” is used. The core
module assesses the game experience separated in seven
components [19]. The items of the questionnaire are translated
to the German language enabling the participants to use their
native language.
To receive a standardized game review from the
participants a cross section of the work from Vohwinkel is
used. Vohwinkel presents a well evaluated questionnaire for
standardized game reviews [20]. He takes a variety of
usability and game work into account and reorganizes them to
a full-scale measuring instrument for commercial video
games.
As part of the research project it is not possible to measure
the “competence growth” in a real-life work situation of the
participants. Instead the participants are asked three times
after a self-assessment. First, for each of the four serious
aspects they are asked how they handled the aspect before they
participated to the prototype-based training. In the end of the
long questionnaire they are asked again with a changed focus.
Now they should assess how they plan to act in the future.
Then, in the questionnaire that the participants received after
approximately two months, they are asked how they actually
acted in the last months. In total, this creates an overall picture
of the self-assessed competence situation. The self-assessment
questions are formulated as follows, each adapted to the
position in the questionnaire/s:
I locked my screen when leaving my place of
work
If I recognized new IT-Devices on my place of
work I was thinking about whether it is necessary
to report them to somebody.
Before using a flash-drive I was thinking about if
it is safe.
I knew exactly how to generate an easy to
remember and safe password.
As shown in the interaction system study there are
differences in the play times between the groups “age<=37”
and “age>37”. Other play time relevant factors were not
identified. It was shown that the interaction systems optimized
and optimized+ are able to reduce the play time differences.
To further reduce these play time differences to a minimum
an interactive map is added to the prototype. In addition, the
participant gets navigational help through the test leader if
necessary. In later implementations this kind of guiding
should be made automatically by the game itself.
However, one evaluation goal is to discover how
differently the play performance and the game impression
between the age groups still are. So, the described aspects of
investigation are evaluated for each age group separately.
Because there is approximately one year between the both
empirical studies the age groups for this study are defined as:
“age<=38” and “age>38”.
VIII. EVALUATION
In this section the game experience and the competence
growth are discussed.
A. Game experience & game review
Overall 31 participants take part in the study and
completed 1,777 minutes of play time. The follow-up
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questionnaire after two months got 14 responses. Table III
shows the distribution of participants and Figure 11 shows an
evaluation example.
TABLE III. SUBJECT DISTRIBUTION
Distribution
Age<=38
19
Age>38
12

35.7

15.3
n woman
9
n men
22
n
31
Figure 11. Evaluation
The participants evaluated the game experience and
reviewed the game on the same five-point scale (1 to 5).
During this analysis the averaged answers are interpreted as
school marks in the following way:
[>=1.0 E” <1.8] (worst grade),
[>=1.8 “D” <2.6],
[>=2.6 “C” <3.4],
[>=3.4 “B” <4.2],
[>=4.2 “A” <=5] (best grade)
On average the participants of both age groups assess the
game experience with an B (3.5). Thereby, only the game
experience “challenge got a bad rating (D). One possible
explanation is a too low level of difficulty. Nevertheless, the
data points out that both age groups had a similar positive
game experience with little weaknesses only. Table IV shows
the results of the seven components of the measured game
experiences in both age groups.
Beyond the game experience evaluation, the participants
reviewed the prototype using an adapted measuring
instrument for commercial video games. Again, both age
groups reviewed in a very similar way by giving an B mostly.
On detail, the participants who correspond to the group
“Age>38” rated minimal better. Table V shows the results in
detail.
TABLE IV. GAME EXPERIENCE
Age <= 38
Age >38
Component
mark
mark
Competence
3.6
B
3.8
B
Sensory and Imaginative
Immersion
3.0
C
3.2
C
Flow
3.2
C
3.0
C
Tension/
Annoyance
1.6
(4.4)
A
1,3
(4.7)
A
Challenge
2.2
D
1.9
D
Negative affect
1.9
(4.1)
B
1.7
(4.3)
A
Positive affect
3.9
B
3.7
B
Average
3.5
B
3.5
B
see [19]
TABLE V. PROTOTYPE REVIEW
Age <= 38
Age >38
Component
mark
mark
Graphics / Camera / Control
3.7
B
4.2
B
Narration / Avatar / NPCs
3.7
B
3.7
B
Help / easy game learning
3.9
B
4.1
B
Traceability / Game-Goals
4.1
B
4.3
A
Average
3.9
B
4.1
B
see [20]
In addition, the play time of each participant was
measured. The mean playing time of all participants was 57.4
minutes. Thereby, the mean playing time difference between
the both age groups was only about 5 minutes. The group
“age<=38” needed an average of 55.4 minutes to play the
prototype while the other group “age>38” needed with 60.4
minutes a little more time. Figure 12 represents a scatter plot
for the variables age and play time. A relationship between
age and play time is visible. A Pearson's correlation was
calculated with a result of 0.30, so a light correlation was
detected. With a p-value of .285 in the present sample the
correlation is not statistically significant. However, a five-
minute play time difference has no impact on the practical
usability of the concept.
The interpretation of the presented data indicates that the
combination between interaction system and game design
minimizes the differences between the age groups so far that
these are no longer significant. This can be seen in all the three
presented evaluation aspects. Further it can be determined that
the participants evaluated the prototype’s gaming aspects in a
positive way. This impression is strengthened through a
further item in the questionnaire. The participants were
directly asked about their overall impression and rated the
prototype in mean with 7.7 out of 10 points (B). Accordingly,
the differentiate review and the overall impression of the
prototype are consistent and both positive.
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Figure 12. Scatter plot: Age->Playing time
B. Competence growth
In the following the growing of the participant's
competences for each of the four serious aspects is evaluated.
Thereby, only records allowing a competence growth are
used. That means if a participant stated that he always locked
his screen or that he perfectly knew how to generate a
password even before he participated on the prototype-based
training his record regarding the specific serious content is not
used.
For the measurement of the three serious topics “Screen
lock”, “Handling of foreign flash drives” and “Network
Devices frequencies were queried (5-Point-Scale).
According to the scale the mean results are interpreted in the
following way:
[>=1.0 “Never” <1.8] (worst grade),
[>=1.8 “Rarely” <2.6],
[>=2.6 “Occasionally” <3.4],
[>=3.4 “Often” <4.2],
[>=4.2 “Always” <=5] (best grade)
Figure 13 shows the results of the participants self-assessment
regarding the serious content “Screen lock. Before
participating in the prototype usage, the group “age<=38” in
mean stated to often lock the screen (3.6) ( before). After the
training participation the average frequency value was 4.2
(often) ( after) whereby 6 of 10 people improved their
competences. The group “age>38” chose an average
frequency of occasionally (2.9) before participating in the
training. After the training they stated that they are planning
to lock their screens in future always (4.9). Overall, 7 of 8
participants were able to increase their performance.
Summarized the measurements for both groups show
satisfactory results after participating the prototype training. It
is noticeable, that the group with less previous competences
could leap higher, which results in a similar competence level
between both groups.
Figure 13. Screen Lock
The follow-up questionnaire (after two month) contained
6 relevant records for the younger and 3 records for the older
group. Overall, when asked how frequent they have locked
their screen since prototype testing, the younger group shows
two deviations in the size of: once -1 and once -2. That results
in comparison to  (   in a mean loss of -0.03
(  ) (Note: The differences are calculated precise with
15 digits). The records of the older group contained one
difference of -1, which results in a mean loss of -0.08. For the
present sample this leads to the conclusion that the prototype
has a long-lasting aftereffect regarding the serious content
"screen lock". The deviations can be neglected because of
their low severity. Table VI gives an overview about the
follow-up survey.
TABLE VI. SCREEN LOCK FOLLOW UP SURVEY
Group


Absolute change
AVG
change
-1
-2
age<=38
4.17
-0.03
1
1
-0.5
age>38
4.67
-0.08
1
-
-0.3
 = mean frequency in the relevant follow up records
Figure 14 shows the results of the “Flash Drives”
assessment. The members of the group “age<=38” stated that
they occasionally (2.4) think about whether the use of a flash-
drive is safe. After the training, the measured frequency-value
grew into the "often" area (3.8). A total of 14 participants had
the chance to increase their competence and 11 of them did
so. The average of the group “age>38” was 3.5 (often) before
the training. After participating in the training, the group
stated to think about flash-drive security always (4.5) in the
future. Overall, 6 of 8 participants were able to change their
awareness. However, both groups achieved a change, where
in this case the change for the younger group is more
pronounced. It seems, that the development-potential depends
on the individual foreknowledge and not on the group
membership.
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Figure 14. Flash-drive
The follow-up survey results in 8 relevant records for the
younger and 4 records for the older group. The group
“age<=38” shows 5 differences: three times -3, once -2 and
once +1 which results in a mean loss of -0.29 compared to
. The other group points 3 differences: once -1, once
-2 and once +1. This results in a mean loss of -0.50. By that,
for the present sample, the deviation can be neglected again.
The aftereffect is long-lasting too. It is noticeable, that two
participants have changed their behavior more than planned.
A possible explanation are exchanges with colleagues or
deepening thoughts in the aftermath of the training. This
emphasizes that the training’s serious topics remain in the
consciousness of the subjects even beyond the training. The
data are shown in Table VII.
TABLE VII. FLASH-DRIVE FOLLOW UP SURVEY
Group


Absolute change
AVG
change
-1
-2
+1
age<=38
3.5
-0.29
3
1
1
-0.5
age>38
4.0
-0.50
1
1
1
-0.3
Figure 15 shows the data related to the “Network devices
topic. The data indicates, that the competences before the
training were very low. In total the group “age<=38” contains
15 relevant records while the group “age>38” contains 8. The
mean data of the younger participants shows that they were
thinking rarely (1.9) about whether it could be necessary to
report new devices. With a value of 1.8 (rarely) the results of
the older participants are similar. Accordingly, a large
competence increase was achieved through the training. Both
groups stated that in future they will think always (4.5 and 4.9)
about whether new IT-devices are authorized or not.
Moreover, all 23 relevant participants achieved a competence
growth. By that, the assumption potential of development
depending on the individual foreknowledge and not on the
group membership seems to be confirmed. The GHOST-
based Training works out for the whole target audience.
Figure 15. Network Devices
At the follow-up survey, 12 relevant records were
recorded. Again, only small differences were found. The
group “age<=38” shows 8 relevant records whereby 5 records
show deviations. The mean difference is -0.22. In the other
group 4 records were registered whereby 2 of them show
differences. Overall, the average frequency in the group
“age>38” dropped by -0.38. Therefore, for the present data,
the deviation can be neglected again. A data overview is
presented in Table VIII.
TABLE VIII. NETWIRK DEVICES FOLLOW UP SURVEY
Group


Absolute change
AVG
change
-1
-2
-3
+1
age<=38
4.25
-0.22
1
1
1
2
-0.5
age>38
4..5
-0.38
2
-
-
-
-0.5
Based on the assumption that the importance of secure
passwords is common sense the password aspect of the
prototype is not a classic awareness training. Rather the focus
is to teach how to create a safe and simple to remember
password. As shown in Section VII, the password mini-game
represents an exception in the game design. Also, the mini-
game is controllable with one finger, its game mechanic
includes action elements that require a quick gameplay. By
that it is exploratory checked whether the older age group is
able to participate on CDGs that require an action gameplay.
Therefore, the participants were asked to self-assess their
ability to generate safe and easy to use passwords. A 4-Point-
Scale was used (from strongly disagree to strongly agree).
According to the scale, the ability to generate passwords are
interpreted in the following way:
[>=1.0 “D” <1.75] (no ability),
[>=1.75 C” <2.5],
[>=2.5 B” <3.25],
[>=3.25 A<4.0], (fully capable)
Figure 16 shows the evaluation results regarding the
password generation. It is noticeable that the ability before
training to generate passwords was already strong. Only 7
participants of the Group “age<=38” and 4 participants of the
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group “age>38” had the option to strengthen their ability. This
shows how well known the password security topic is
especially to the older participants. Maybe another sub-topic
of the password theme (e.g., sharing passwords or multiple
using of password) would had been more useful for this
evaluation to measure more results in the older group.
However, for the participants that are 38 or younger the results
shown that the measured mean ability to generate safe
passwords starts within the B (3.0) area. After the prototype
participation it growths into the A (3.9) area. Moreover, 6 of
7 participants were able to achieve a development. The group
“age>38” starts within the B (2.5) area and ends within the A
(3.5) area but only the half (2 of 4) of the participants
improved through the training the other half showed no
change. That may indicate that the needed quick game-play
required to solve the password mini game overwarm a part of
the participants in that group. But because there are only 4
relevant records in this sample that kind of assumption cannot
be proved with this study. A further investigation is needed.
Regardless to that, it could be shown that a calm-gameplay
works out to convey serious content to the whole target
audience.
An evaluation of the follow-up survey is not made because
of a lack of data.
Figure 16. Passwords
To determine whether the measured awareness (Screen
Lock, Flash-drive, Network Devices) or ability (Password
generation) changes statistically significant t-tests are
performed. It is assumed that the training increases the
awareness or ability. Therefore, one-tailed t-tests for
dependent samples were calculated. An overview of the
training effects and the corresponding t-test results are shown
in Table IX. The results show that with a    the changes
are statistically significant. There was only one exception
found. The group “Age>38” shows no statistic significant
change regarding the password generation topic. A possible
explanation can be found in two aspects. First, only the
password mini-game requires a quick gameplay because of its
action-based game mechanics. Second, there were only four
participants in that group that had the possibility to improve
their ability to generate passwords. Therefore, it is not
possible to select which of these both aspects were the crucial
one by studying the data. Nevertheless, the test leaders pointed
out that they noticed many participants of the older group
having trouble playing the password mini game. Such a
subjective impression was not reported for any of the other
training sections.
TABLE IX. OVERVIEW OF THE TRAINING EFFECTS
Age<=38
Age>38
before
after
p-
value
before
after
p-
value
Screen
Lock
3.6
4.2
.003
2.9
4.8
.001
Flash-
drive
2.4
3.8
.0004
3.5
4.5
.004
Network
Devices
1.9
4.5
<.0001
1.8
4.9
.0002
Password
3.0
3.9
.0005
2.5
3.5
.09
IX. CONCLUSION
GHOST is a new approach to perform a cybersecurity
awareness training for end users in companies. It was shown
how the serious game content was systematically developed
out of the well-known ISO 27001 and it was also elaborated
what kind of requirements a cybersecurity awareness training
should fulfill. Further it was shown that the majority of the
resulting seven requirements could be fulfilled through an
adequate game design. A GHOST training can take place at
the place of work to reduce the time expense. Since an
extensive preparation is not needed the organizational
overhead is reduced. Both aspects also reduce the training
costs (req. 2a-c). The turn-based, business game inspired
game design allows further a continuous training cycle, that is
made possible with a computer-based training (req. 6 and 7).
Moreover, the social significance of - and the increased
attacks on- IT systems leave no doubt on the real-life
relevance of the underlying problem (req. 4).
The requirements 1, 3 and 5 needed a further investigation.
Requirement 5 asks for a game quality that is similar to
entertainment games. It is shown that nowadays even mobile
entertainment games have a sophisticated game environment
often represented as a three-dimensional game world.
Requirement 3 asks to make the training accessible for every
target group member. To fulfill these both requirements a new
kind of interaction design for three-dimensional tablet games
is developed and evaluated through an empirical study.
Requirement 1 asks amongst other things for a training
that helps the participants to develop specific skills. To prove
this aspect a prototype that includes the four serious topics
Screen Lock, Flash-drive, Network Devices and Password is
implemented. The prototype is designed to fulfill the
awareness training requirements that are introduced in this
paper. By that, the prototype is suitable for an evaluation of
the GHOST concept. An appropriate evaluation was
performed through an empiric study. The results indicate that
the GHOST prototype leads to a grown cybersecurity
awareness and at the same time is enjoyable. Thereby, it can
be shown that the postulated requirements and the proposed
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implementation leads to a productive Competence
Developing Game for the Cybersecurity Awareness Training.
Future research could evaluate to what extend the GHOST
concept is usable for CDGs for other serios topic. To
considerate CDGs for related topics in first, could be a
meaningful approach. In this context, it is planned to examine
the usefulness of the GHOST concept for digitalization
education as a next step. Additionally, the implementation of
the whole 16 game round CDG in a commercial context is
intended.
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Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
Cyber Risk: People Are Often The Weakest Link In The Security Chain
  • S Culp
S. Culp, "Cyber Risk: People Are Often The Weakest Link In The Security Chain", Forbes, [Online]. Available: https://www.forbes.com/sites/steveculp/2016/05/10/cyberrisk-people-are-often-the-weakest-link-in-the-security-chain, Last access: 13.11.2017, 2016.
IW Continuous Vocational Training Survey 2014 -Companies Show In-creased Committed and Invest more in Enhancing their Employees' Skills
  • S Seyda
S. Seyda and Werner, "IW Continuous Vocational Training Survey 2014 -Companies Show In-creased Committed and Invest more in Enhancing their Employees' Skills", Cologne Institute for Economic Research, 2014.