Promoting Secure and Sustainable Behavior in Digital Ecosystems Through Gamification

Promoting Secure and Sustainable Behavior in Digital Ecosystems Through Gamification

Mazaher Kianpour, Stewart James Kowalski
ISBN13: 9781668442913|ISBN10: 1668442914|EISBN13: 9781668442920
DOI: 10.4018/978-1-6684-4291-3.ch009
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MLA

Kianpour, Mazaher, and Stewart James Kowalski. "Promoting Secure and Sustainable Behavior in Digital Ecosystems Through Gamification." Handbook of Research on Gamification Dynamics and User Experience Design, edited by Oscar Bernardes, et al., IGI Global, 2022, pp. 189-207. https://doi.org/10.4018/978-1-6684-4291-3.ch009

APA

Kianpour, M. & Kowalski, S. J. (2022). Promoting Secure and Sustainable Behavior in Digital Ecosystems Through Gamification. In O. Bernardes, V. Amorim, & A. Moreira (Eds.), Handbook of Research on Gamification Dynamics and User Experience Design (pp. 189-207). IGI Global. https://doi.org/10.4018/978-1-6684-4291-3.ch009

Chicago

Kianpour, Mazaher, and Stewart James Kowalski. "Promoting Secure and Sustainable Behavior in Digital Ecosystems Through Gamification." In Handbook of Research on Gamification Dynamics and User Experience Design, edited by Oscar Bernardes, Vanessa Amorim, and Antonio Carrizo Moreira, 189-207. Hershey, PA: IGI Global, 2022. https://doi.org/10.4018/978-1-6684-4291-3.ch009

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Abstract

While academic interest has grown in using gamification in training different aspects of cybersecurity, the research remains sparse on the design and development of games that focus on integrated concepts of security and sustainability. This chapter builds on a previously presented framework for designing serious games and develops and evaluates an instantiation of a game aimed to promote secure and sustainable behavior in digital ecosystems. It describes the theoretical foundation of the game, giving a detailed account of its game design process. Then, it provides the preliminary evaluation in which significant qualitative evidence of security and sustainable behavior is observed regarding progressive system thinking and anticipatory and problem-solving competencies. The results show that gamification facilitated learning the concepts and changing behavior towards sustainability transitions. Further investigation, with larger sample size, is required using other game elements that promote cooperation and critical thinking competencies.

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