The Potential of Gaming to Ameliorate Human Factors in Information Security Compliance

The Potential of Gaming to Ameliorate Human Factors in Information Security Compliance

David Thornton
DOI: 10.4018/978-1-7998-8390-6.ch004
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Abstract

In this chapter, the author discusses the need for appropriate training to improve information security compliance and some of the human factors that lead to non-compliance. Following is a section on theories that attempt to model and predict compliance. The author discusses the use of serious games, games-based learning, and gamification as educational tools, and their strengths in providing some of the major training needs, including emotional engagement, intrinsic motivation, repetition, discussion, reflection, and self-efficacy. This is followed by a list of some prominent games and gamification tools in the field of information security. Finally, the author concludes with guidelines and considerations for information security professionals who may be considering the use of serious games and gamification to enhance their information security awareness training.
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Introduction

Information security professionals are always trying to manage risk. The four phases of security risk management are deterrence, prevention, detection, and recovery (Warkentin & Willison, 2009). A thorough, readable information security policy (ISP) can serve as both prevention and deterrence, and should include the following items (Sommestad et al., 2014):

  • descriptions of acceptable use of resources

  • security responsibilities

  • consequences for violations of the policy

  • required training types appropriate to each employee

However, the presence of a well-written ISP alone is not sufficient to prevent and deter security breaches caused by employee non-compliance, especially if they are written in a “technocratic” style (Vance et al., 2012).

Kirlappos et al. (2013) warn against long lists of prohibited actions and advocate for a higher-level set of awareness principles to support personal agency. Further, D’Arcy et al. (2014) found that security-related stress (SRS) caused by complex, ambiguous, and overlong ISPs can foster non-compliant behavior. Such policies must be paired with effective, engaging training that not only seeks to mitigate threats but to build a broader safety culture (Fagade & Tryfonas, 2016). Although the costs of recovery can be much higher than prevention, 75% of security awareness professionals reported spending less than half their time on awareness (SANS, 2021). Further, most report that time, not budget, is the limiting factor. It can be difficult to convince administration to commit more personnel, because it is much harder to estimate what security breaches were prevented versus those that actually occurred. Even so, more action must be taken to improve information security compliance, because the losses associated with security breaches are not only monetary, but reputational as well (Safa & Ismail, 2013).

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Background

Many scholars agree that the human element is the “weak link” in information security (Bulgurcu et al., 2010; Hu et al., 2012). According to the Verizon Data Breach Investigations Report, 85% of data breaches involved some form of human interaction, with the highest-ranking risks involving phishing and poor passwords (Verizon, 2021). IBM Security and the Ponemon Institute (2020) reported that 63% of security incidents in 2019 were related to negligence which cost companies over $300,000.

Other human factors that lead to non-compliance include ignorance, apathy, mischief, and resistance (Safa et al., 2016; Siponen et al., 2010). Combating these factors can be challenging because information security program leads tend to have a more technical background, and often lack the soft skills needed to communicate effectively with users about human factor risks. The aforementioned human factors leave employees vulnerable to a wide array of attacks, including phishing and social engineering. Credential phishing via email was by far the most common social engineering attack type of 2021, according to Proofpoint (2021). Social engineering attacks are especially effective because they exploit the abiding human vulnerabilities referred to by Scholl (2018) as “social gateways”, including stress, helpfulness, and curiosity.

Key Terms in this Chapter

Big Five: A collection of personality traits in psychology. They include extraversion, agreeableness, openness, conscientiousness, and neuroticism.

Gamification: The use of game mechanics in a non-game context in order to motivate desired behavior.

Normative Belief: An individual's belief about what behavior is expected of them by other people within their group.

Self-Efficacy: An individual's belief that they are capable of attaining their desired goals.

Flow: An intense, ego-free, hyper-focused state of attention brought about by compelling activities at the appropriate challenge level.

Serious Game: A game whose primary purpose is not to entertain, but to impart knowledge or persuade.

Autonomy: The perception of self-governance.

Electroencephalography: The measurement of the brain's electrical activity applied to a visual display or graph.

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