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Exploring The Role of Gamified Information Security Education Systems On Information Security Awareness and Protection Behavioral Intention Notes

This study examines the impact of a gamified information security education system (ISES) on users' awareness and behavioral intention regarding information security. Utilizing affordance theory and means-end chain theory, the research finds that gamification enhances awareness through emotional and cognitive pathways, with curiosity moderating key relationships. The findings suggest that implementing gamified ISES can significantly improve users' security awareness and protective behaviors.
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0% found this document useful (0 votes)
8 views1 page

Exploring The Role of Gamified Information Security Education Systems On Information Security Awareness and Protection Behavioral Intention Notes

This study examines the impact of a gamified information security education system (ISES) on users' awareness and behavioral intention regarding information security. Utilizing affordance theory and means-end chain theory, the research finds that gamification enhances awareness through emotional and cognitive pathways, with curiosity moderating key relationships. The findings suggest that implementing gamified ISES can significantly improve users' security awareness and protective behaviors.
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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“Exploring the Role of Gamified Information Security Education Systems on Information Security

Awareness and Protection Behavioral Intention” by Hao Chen, Yan Zhang, Song Zhang, and Tu Lyu

1. Objective:

o The study investigates the effect of a gamified information security education system
(ISES) on developing users’ information security awareness and protection behavioral
intention.

2. Theoretical Framework:

o The authors base their research model on affordance theory and means-end chain theory.

o Affordance theory explains how users perceive and interact with the features of a system.

o Means-end chain theory explores the cognitive processes that link product attributes to
personal values.

3. Methodology:

o The study employs a scenario-based experimental survey approach.

o They collect data from 220 valid samples.

o Partial Least Squares Structural Equation Modeling (PLS-SEM) is used to test the model.

4. Findings:

o Affordance of the gamified ISES enhances users’ information security awareness through
both emotional and cognitive paths.

o Information security awareness positively influences information security protection


behavioral intention.

o Curiosity moderates the relationship between enjoyment affordance and physical presence,
as well as knowledge affordance and information security knowledge growth.

5. Practical Implications:

o The gamified ISES can enhance users’ awareness and protection behavior intention.

o Curiosity plays a significant role in moderating the impact of gamification.

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