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The Use of Story-based Gamification in USB-based Attack Prevention

Rikkers, Vasco (2022) The Use of Story-based Gamification in USB-based Attack Prevention.

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Abstract:Human error is one of the major causes of security incidents and data breaches in companies. An example of an attack type that relies on human error is USB-based attacks. A possible solution is gamification, as it has shown promise in influencing people’s behavior. The goal of this study will be to test the effectiveness of story-based gamification in the prevention of USB-based attacks. To do this, an application has been developed that gamified USB-based attack prevention training. An empirical case study has been done to assess the effectiveness by analyzing participants’ experiences with the gamified approach. Overall, they were positive and showed that it successfully educated them on USB-based attacks.
Item Type:Essay (Bachelor)
Faculty:EEMCS: Electrical Engineering, Mathematics and Computer Science
Subject:54 computer science
Programme:Computer Science BSc (56964)
Link to this item:https://purl.utwente.nl/essays/91882
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