Social engineering awareness game (SEAG): an empirical evaluation of using game towards improving information security awareness

The sharp rise of social engineering attacks in recent years poses serious threats to technology consumers.This is due to the degree of damage that can be done through social engineering. This paper seeks to elaborate on the use of a Social Engineering Awareness Game (SEAG) to improve the rate of aw...

Full description

Saved in:
Bibliographic Details
Main Authors: Olanrewaju, Abdus-Samad Temitope, Zakaria, Nur Haryani
Format: Conference or Workshop Item
Language:English
Published: 2015
Subjects:
Online Access:http://repo.uum.edu.my/15544/1/PID080.pdf
http://repo.uum.edu.my/15544/
http://www.icoci.cms.net.my/proceedings/2015/TOC.html
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Universiti Utara Malaysia
Language: English
id my.uum.repo.15544
record_format eprints
spelling my.uum.repo.155442016-04-27T07:36:14Z http://repo.uum.edu.my/15544/ Social engineering awareness game (SEAG): an empirical evaluation of using game towards improving information security awareness Olanrewaju, Abdus-Samad Temitope Zakaria, Nur Haryani QA75 Electronic computers. Computer science The sharp rise of social engineering attacks in recent years poses serious threats to technology consumers.This is due to the degree of damage that can be done through social engineering. This paper seeks to elaborate on the use of a Social Engineering Awareness Game (SEAG) to improve the rate of awareness of social engineering.This game was tailored towards the needs of technology consumers that are intended to make use of it by ensuring that not only it is knowledgeable but also attractive and fun. In this paper we highlighted the objectives of this study and how it was done.A control laboratory experiment involving participants randomly assigned to either the experimental group or control group (using paper-based) to evaluate the outcome. The impact that the game had on the participants was recorded with an average of 71% improvement in their knowledge and awareness of social engineering, this made them to find the game beneficial and informative.The major drawback of the game is it needs to be more user-friendly and centered.We conclude by showing the need for more research to be put in place pertaining to the aspect of using games in the educational field especially in the network security field that has more threats growing rapidly. 2015-08-11 Conference or Workshop Item PeerReviewed application/pdf en http://repo.uum.edu.my/15544/1/PID080.pdf Olanrewaju, Abdus-Samad Temitope and Zakaria, Nur Haryani (2015) Social engineering awareness game (SEAG): an empirical evaluation of using game towards improving information security awareness. In: 5th International Conference on Computing and Informatics (ICOCI) 2015, 11-13 August 2015, Istanbul, Turkey. http://www.icoci.cms.net.my/proceedings/2015/TOC.html
institution Universiti Utara Malaysia
building UUM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Utara Malaysia
content_source UUM Institutionali Repository
url_provider http://repo.uum.edu.my/
language English
topic QA75 Electronic computers. Computer science
spellingShingle QA75 Electronic computers. Computer science
Olanrewaju, Abdus-Samad Temitope
Zakaria, Nur Haryani
Social engineering awareness game (SEAG): an empirical evaluation of using game towards improving information security awareness
description The sharp rise of social engineering attacks in recent years poses serious threats to technology consumers.This is due to the degree of damage that can be done through social engineering. This paper seeks to elaborate on the use of a Social Engineering Awareness Game (SEAG) to improve the rate of awareness of social engineering.This game was tailored towards the needs of technology consumers that are intended to make use of it by ensuring that not only it is knowledgeable but also attractive and fun. In this paper we highlighted the objectives of this study and how it was done.A control laboratory experiment involving participants randomly assigned to either the experimental group or control group (using paper-based) to evaluate the outcome. The impact that the game had on the participants was recorded with an average of 71% improvement in their knowledge and awareness of social engineering, this made them to find the game beneficial and informative.The major drawback of the game is it needs to be more user-friendly and centered.We conclude by showing the need for more research to be put in place pertaining to the aspect of using games in the educational field especially in the network security field that has more threats growing rapidly.
format Conference or Workshop Item
author Olanrewaju, Abdus-Samad Temitope
Zakaria, Nur Haryani
author_facet Olanrewaju, Abdus-Samad Temitope
Zakaria, Nur Haryani
author_sort Olanrewaju, Abdus-Samad Temitope
title Social engineering awareness game (SEAG): an empirical evaluation of using game towards improving information security awareness
title_short Social engineering awareness game (SEAG): an empirical evaluation of using game towards improving information security awareness
title_full Social engineering awareness game (SEAG): an empirical evaluation of using game towards improving information security awareness
title_fullStr Social engineering awareness game (SEAG): an empirical evaluation of using game towards improving information security awareness
title_full_unstemmed Social engineering awareness game (SEAG): an empirical evaluation of using game towards improving information security awareness
title_sort social engineering awareness game (seag): an empirical evaluation of using game towards improving information security awareness
publishDate 2015
url http://repo.uum.edu.my/15544/1/PID080.pdf
http://repo.uum.edu.my/15544/
http://www.icoci.cms.net.my/proceedings/2015/TOC.html
_version_ 1644281744296247296