
 
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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