ConGISATA: A Framework for Continuous Gamified Information Security Awareness Training and Assessment

Author:

Cohen OfirORCID,Bitton RonORCID,Shabtai AsafORCID,Puzis RamiORCID

Publisher

Springer Nature Switzerland

Reference33 articles.

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2. Kelly, R.: Almost 90% of cyber attacks are caused by human error or behavior. ChiefExecutive. Net (2017)

3. Bada, M., Sasse, A., Nurse, J.: Cyber security awareness campaigns: why do they fail to change behaviour? arXiv Preprint arXiv:1901.02672 (2019)

4. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining “gamification”. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15 (2011)

5. Hamari, J., Koivisto, J., Sarsa, H.: Does gamification work?–a literature review of empirical studies on gamification. In: 2014 47th Hawaii International Conference on System Sciences, pp. 3025–3034 (2014)

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