determined since it is a crucial factor for end-users
looking for games on cyber security. Finally, we
identified 48 available games for different target
groups (see Table 2) and educational contexts (see
Table 3).
In the next step, we discussed our two
hypotheses with respect to the results of our
analysis. At first, we falsified the first hypothesis
that there are not many games for end-users without
prior knowledge or skills in CS. More than 2/3 of the
available games are targeted at end-users, non-CS
students and employees.
Further, we hypothesized that available games
for end-users do not teach sustainable knowledge or
skills in CS. By presenting a few of the available
games we found indicators verifying our hypothesis.
First, the games mostly rely on factual knowledge
without proper context. Often relevance is missing.
Also, there is no emphasis on risks, adversary
models and the quality of security measures.
For future work we propose to further analyse
the result set of our two-fold retrieval process. As it
is our goal to establish the state of the art on game-
based learning applications and serious games on
cyber security for the target group of end-users, we
are interested in the results of studies made with
such games. Interesting aspects can also be the used
game mechanisms and themes.
Afterwards, we propose to design new game
prototypes for end-users and implement lessons
learned from available games. Incorporated in the
ERBSE project, we want to implement and evaluate
game-based approaches for cyber security education
to enable end-users in risk assessment and suitable
behaviour when using IT systems and the Internet.
As we already established, missing context,
relevance and information on risks, adversaries and
quality of security measures should be incorporate in
game prototypes in order to teach sustainable
knowledge and skills in CS. Otherwise we would
end up with another set of games not offering what
would be valuable for end-users. In other words, our
approaches would not last, like the teachers for
Defence against the Dark Arts.
ACKNOWLEDGEMENTS
This research was supported by the research training
group "Human Centered Systems Security"
sponsored by the state of North-Rhine Westphalia.
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The Problem with Teaching Defence against the Dark Arts: A Review of Game-based Learning Applications and Serious Games for Cyber
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