Five dimensions of information security awareness
ACM SIGCAS Computers and Society
Digital Game-Based Learning
Computer Security: 20 Things Every Employee Should Know
Computer Security: 20 Things Every Employee Should Know
Communications of the ACM - Creating a science of games
Anti-Phishing Phil: the design and evaluation of a game that teaches people not to fall for phish
Proceedings of the 3rd symposium on Usable privacy and security
Educational game design for online education
Computers in Human Behavior
Implicit learning as a design strategy for learning games: Alert Hockey
Computers in Human Behavior
Enhancing the educational value of video games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Usability evaluation for history educational games
Proceedings of the 2nd International Conference on Interaction Sciences: Information Technology, Culture and Human
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Employees of companies are often unable to work securely, because they lack knowledge in the field of Information Security. This paper is based on the premise that a computer game could be used to educate employees about Information Security. A game was developed with the aim of educating employees in this field of study. If people were motivated to play the game, without external motivation from an organisation, then these people would also be motivated to learn about information security. Therefore, a secondary aim of this game was to be self-motivating. An experiment was conducted in order to test whether or not these aims were met. The experiment was conducted on a play test group and a control group. The play test group played the game before completing a questionnaire, while the control group, simply, completed the questionnaire. This paper discusses the research design of the experiment and also provides an initial analysis of the results. The game design will be discussed which also provides guidelines for future game designers to follow.