dc.contributor.advisor |
Eloff, M. M.
|
|
dc.contributor.advisor |
Leenen, Louise
|
|
dc.contributor.author |
Labuschagne, William Aubrey
|
|
dc.date.accessioned |
2016-09-20T14:18:26Z |
|
dc.date.available |
2016-09-20T14:18:26Z |
|
dc.date.issued |
2015-09 |
|
dc.identifier.citation |
Labuschagne, William Aubrey (2015) A study regarding the effectiveness of game play as part of an information security awareness program for novices, University of South Africa, Pretoria, <http://hdl.handle.net/10500/21519> |
en |
dc.identifier.uri |
http://hdl.handle.net/10500/21519 |
|
dc.description.abstract |
Technology has become intertwined into society daily life which is not only limited to personal life but also extending into the business world. Availability, integrity and confidentiality are critical information security factors to consider when interacting with technology. Conversely many unsuspecting users have fallen prey to cyber criminals. The
majority of threats encountered could have been prevented by the victims if they had sufficient knowledge to first identify and then mitigate the threat. The use of information security awareness programs provides a platform whereby users are informed about such
threats. The success of these programs is significantly reduced if the content is not transferred in the most effective method to improve understanding and result in a change of behaviour. This dissertation addresses the effectiveness of using a gaming platform within an
information security awareness program. The use of games allows for the users to apply knowledge within a potential scenario as seen with pilots using flight simulators. End users who have no information security background should have a safe platform where threats can be identified and methods taught to mitigate the threats. A wide selection of security awareness frameworks exist, the most appropriate framework should be considered first. The different phases of the framework would be applied within the dissertation with the main objective to ultimately determine the effectiveness of games within security awareness programs. Data was collected during the implemented information security awareness program using quantitative instruments. These included questionnaires and a developed online game designed from the literature reviewed during the study. The analysed data highlighted the effects of extrinsic motivation on knowledge transfer and validated the positive impact of
game play. |
en |
dc.format.extent |
1 electronic resources (xiii, 297 leaves) : color illustrations |
en |
dc.language.iso |
en |
en |
dc.subject.ddc |
005.8 |
|
dc.subject.lcsh |
Computer security -- Security measures -- Case studies |
en |
dc.subject.lcsh |
Data encryption (Computer science) |
en |
dc.subject.lcsh |
Data integrity |
en |
dc.subject.lcsh |
Computer crimes |
en |
dc.title |
A study regarding the effectiveness of game play as part of an information security awareness program for novices |
en |
dc.type |
Dissertation |
en |
dc.description.department |
Computing |
en |
dc.description.degree |
M. Tech. (Information Technology) |
en |