Exploring Gamification Elements to Enhance User Motivation in a Cyber Security Learning Platform Through Focus Group Interviews

Rasmus Broholm, Michael Christensen, Lene Tolstrup Sorensen

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

5 Citations (Scopus)

Abstract

A rising demand for cyber security specialists, along with a wide selection of self-paced learning platforms available online, creates the ideal setting for pursuing a career in cyber security. A significant number of popular training platforms have implemented gamification theories to motivate and engage their users. The various approaches and strategies of implementing gamification elements in the most notable platforms, provide an interesting insight in relation to the effect of different procedures. The focus of this paper is to explore the impact of novel gamification elements discovered through design workshops involving participants with beginner or intermediate experience in the field. The workshops yielded interesting and unexpected new ideas with a high potential of eliciting a user response of higher motivation and retention.

Original languageEnglish
Title of host publication2022 IEEE European Symposium on Security and Privacy Workshops (EuroS&PW)
Number of pages7
PublisherIEEE (Institute of Electrical and Electronics Engineers)
Publication dateJun 2022
Pages470-476
Article number9799295
ISBN (Print)978-1-6654-9561-5
ISBN (Electronic)9781665495608
DOIs
Publication statusPublished - Jun 2022
Event7th IEEE European Symposium on Security and Privacy Workshops, Euro S and PW 2022 - Genoa, Italy
Duration: 6 Jun 202210 Jun 2022

Conference

Conference7th IEEE European Symposium on Security and Privacy Workshops, Euro S and PW 2022
Country/TerritoryItaly
CityGenoa
Period06/06/202210/06/2022
SeriesIEEE European Symposium on Security and Privacy Workshops (EuroS&PW)
ISSN2768-0657

Bibliographical note

Publisher Copyright:
© 2022 IEEE.

Keywords

  • Cyber Security
  • Design workshop
  • Focus Group Interviews
  • Gamification
  • Training platforms

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