Cyber Suraksha A Card Game Fo
Cyber Suraksha A Card Game Fo
https://www.emerald.com/insight/2056-4961.htm
ICS
31,5 Cyber Suraksha: a card game for
smartphone security awareness
Pintu Shah
Department of Information Technology,
576 Narsee Monjee Institute of Management Studies, Mumbai, India, and
Received 14 May 2022 Anuja Agarwal
Revised 26 November 2022
2 February 2023
Department of Technology Management,
24 April 2023 Narsee Monjee Institute of Management Studies, Mumbai, India
16 May 2023
16 May 2023
Accepted 17 May 2023
Abstract
Purpose – The frequency and sophistication of cybercrimes are increasing. These cybercrimes are
impacting government and private organizations as well as individuals. One of the countermeasures is to
improve the cyber hygiene of the end-users. Serious games or game-based learning has emerged as a
promising approach for implementing security education, training and awareness program. In this paper, the
researchers propose a tabletop card game called Cyber Suraksha to increase threat awareness and motivate
users to adopt recommended security controls for smartphone users. Cyber Suraksha provides an active
learning environment for the players. This paper aims to provide the details of the design and evaluation of
the game using a between-subjects design.
Design/methodology/approach – The researchers have used constructive learning theory and the
Fogg behaviour model (FBM) to design a tabletop card game called Cyber Suraksha. The researchers
evaluated the game using a between-subjects design. The participants’ responses in the control and
intervention groups were collected using the risk behaviour diagnosis scale. Pearson’s Chi-Square test with a
5% significance level was used to test the hypotheses.
Findings – The results indicate that the game is enjoyable and fun. Cyber Suraksha game effectively
motivates users to adopt the recommended security control for the targeted behaviour. The results indicate
that the participants in the intervention group are 2.65 times more likely to adopt recommended behaviour.
The findings of this study provide evidence for the effectiveness of hope and fear appeals in improving
cybersecurity awareness.
Research limitations/implications – The generalizability of the study is limited because the sample
size is small compared to the total number of smartphone users in India, and only students from computer/IT
UG programs in India are used as participants in this study.
Practical implications – This study uses hope and a fear appeal to design an effective serious game. It
also demonstrates using the FBM and constructive learning principles for effective serious game design.
Cyber Suraksha is effective for the student group and may be tested with other age groups.
Originality/value – To the researchers’ knowledge, there are no serious games for cybersecurity
awareness focusing on the threats faced by smartphone users based on FBM and constructive learning
theory. This research used hope along with a fear appeal to motivate smartphone users to adopt
recommended security controls.
Keywords Cybersecurity awareness, Serious games, Game-based learning, Smartphone user,
Fogg behaviour model, Constructive learning theory
Paper type Research paper
Section 2 provides a literature review on serious games for cybersecurity. Section 3 presents
the design principles of Cyber Suraksha. This section discusses the FBM, constructive
learning principles and how they are used in game design. Section 4 describes game
components, game mechanics and play rules. Section 5 describes the research methodology.
Section 6 presents the results and analysis of the experiment to evaluate the game. Section 7
discusses the lessons learned during the design and evaluation of the game. Section 8
concludes the paper with future work.
2. Literature review
Recently, many security games have been reported in the literature (Coenraad et al., 2020).
These increasing numbers indicate that game-based learning is gaining attention in
cybersecurity. Researchers are hopeful about the effectiveness of such games in creating
cybersecurity awareness and better cyber hygiene among the end-users.
There are many ways in which security games may be classified. Lope and Medina
(2016) identified 16 criteria grouped into six blocks for the serious games’ classification.
Some popular criteria for game classification are based on genre, target audience,
application area, gameplay and game platform. For example, based on genre, games may be
classified as action, adventure, fight, logic, simulation, sport and strategy (Lope and Medina,
2016). Security games have been designed for various objectives like secure software
development, security awareness, training and education. These games have different target
users like general users, software developers, computer and allied engineering students and
cybersecurity professionals. In this study, the researchers classified cybersecurity games
based on the game’s objective as security awareness games, secure software development Cyber
games and security education and training games. The main goal of security awareness Suraksha
games is to improve cyber hygiene by motivating players to adopt recommended security
controls. Poor coding practices lead to many vulnerabilities that the attackers exploit. The
software developer should follow secure coding practices to prevent these vulnerabilities.
Many researchers have proposed serious games focusing on threat modelling, risk
assessment, security requirements elicitation and secure coding. Such games are classified 579
as secure software development games in this research. These games are targeted at IT
professionals associated with software development. The cybersecurity education and
training games focus on improving the cybersecurity knowledge and skills of the players.
They are more technical as compared to cybersecurity awareness games. Table 1 shows
some of the selected games that fall into these categories.
Below are details of a few serious cybersecurity games from the literature focussing on
cybersecurity awareness.
Visoottiviseth et al. (2018) designed a security game called POMEGA for security
awareness. The game is targeted at the age group of 15–25 years. It contains quiz-based
games on passwords, social networks, phishing, physical security, and mobile security. The
researchers used pre and post-test methods to evaluate the game with 105 student
participants. The results indicate that the game was effective as the post-test scores
exceeded the pre-test scores.
Cyber Air-Strike is an interactive cybersecurity awareness game (Bhardwaj, 2019). The
game focuses on the importance of firewalls, anti-virus, and strong password and how to
avoid phishing, adware and spyware attacks. The game incorporates revised Bloom’s
Taxonomy. However, the game is not evaluated by actual users.
What.Hack is an anti-phishing online simulation game (Wen et al., 2019). The players are
required to evaluate whether the email is phishing or not based on the rulebook. The game
was tested with 39 participants. The study reported a 36.7% improvement in players’
correctness in identifying phishing emails.
Another computer game, PERSUADED, also focuses on social engineering attacks
(Aladawy et al., 2018). Players learn the countermeasures against the most common social
Categories Games
Cybersecurity Pomega (Visoottiviseth et al., 2018), Cyber Air-Strike (Bhardwaj, 2019), What.
awareness games Hack (Wen et al., 2019), What Could Go Wrong (Zargham et al., 2019), Make My
Phone Secure! (Bahrini et al., 2019), PERSUADED (Aladawy et al., 2018), Bird’s
Life (Weanquoi et al., 2018), Anti-Phishing Educational Game (Arachchilage
and Hameed, 2017)
Secure software Hacker (Thinkfun, 2022), Data-Driven Security Game (Løvgren et al., 2019),
development Security Requirement Education Game (Yasin et al., 2018), social engineering
games security requirements game (Beckers and Pape, 2016), OWASP Cornucopia
(OWASP, 2012), Protection Poker (Williams et al., 2010), Elevation of Privilege
(EoP) (Shostack, 2010)
Cybersecurity CybAR (Alqahtani and Kavakli-Thorne, 2020), Cyber Wargame (Haggman,
education and 2019), Cyber Detective (Lopes et al., 2018), Jail, Hero or Drug Lord? (Chothia
training games et al., 2017a, 2017b), Play 2 Prepare (Graffer et al., 2015), [d0x3d!] (Gondree and
Peterson, 2013), Control-Alt-Hack (Denning et al., 2013), CyberCIEGE
(Thompson and Irvine, 2011a, 2011b) Table 1.
Cybersecurity games
Source: Created by authors in categories
ICS engineering attacks. The researchers conducted the study with 21 participants in the age
31,5 range of 19–35 years.
What could go wrong is a humorous decision-making game (Zargham et al., 2019). The
game encourages users to make informed decisions about mobile device security and
privacy settings. The game provides feedback about the impact of the decision to the user in
a humorous way. The authors evaluated three different scenarios using a between-subject
580 design with 21 participants. They reported a positive effect of games and humour on raising
security and privacy awareness.
Make my phone secure! is a game for learning how to grant and change Android
permissions (Bahrini et al., 2019). The researchers used a within-subject design with three
different ways of conveying information related to the mobile application permission
system. The study reported the results of 18 participants. The results indicate the game
variant was more fun than the simple menu and menu þ hints variants. The researchers
concluded that gamified application is successful in raising security awareness.
Table 2 presents the summary of the games mentioned above.
In conclusion, many cybersecurity games have been proposed in the literature for
various objectives. Most security games rely on factual knowledge but miss the context.
Target
Study Game name Game type Context audience Game evaluation
Visoottiviseth POMEGA 2D multi-user Phishing, password, The age group The game was
et al. (2018) game social networks, of 15–25 years evaluated with 105
mobile security and participants using
physical security pre- and post-test
methods
Bhardwaj Cyber Air- 2D web Malware, phishing, Amateur Not evaluated
(2019) Strike application password and computer users
unauthorized data
access
Wen et al. What.Hack Web-based Phishing General public The game was
(2019) with role play evaluated with 39
participants using
pre- and post-test
methods
Aladawy et al. Persuaded Card game Social engineering Employees The game was
(2018) evaluated with 21
participants using
pre and post-test
method
Zargham et al. What Could Go Desktop Mobile device Mobile device The game was
(2019) Wrong application security and privacy users evaluated with 21
setting participants using a
between-subject
design
Bahrini et al. Make my Mobile Mobile app Mobile device The game was
(2019) phone secure! application permissions users evaluated with 18
participants using a
within-subject
Table 2. design
Summary of security
games Source: Created by authors
Often there is missing relevance, with no emphasis on risks, adversary models and the Cyber
quality of security measures (Roepke and Schroeder, 2019). Very few games are designed Suraksha
with some theoretical underpinnings like a TPB, PMT or any other model or framework.
Theory-based interventions are more likely to succeed (Alshaikh et al., 2019). The ENISA
(2018) recommended using the FBM to design the intervention, particularly for
cybersecurity behaviours. Hence, Cyber Suraksha is designed based on the principles of
constructive learning theory and the FBM. It focuses on smartphone users and the threats 581
faced by them. This game uses real-life attack scenarios, and players must identify
appropriate countermeasures. The target audience for this game is any smartphone user.
3. Theoretical framework
Interventions based on behavioural theories are more likely to succeed (Coventry et al.,
2014). To meet this goal, the researchers have designed a card game called Cyber Suraksha
based on the principles of game design, constructive learning theory and the FBM. The
game’s main objective is to create awareness about cybersecurity threats smartphone users
face and motivate them to adopt recommended cybersecurity controls. The game should be
fun and promote the player’s active learning. Any smartphone user is the target audience
for the game. The researchers discuss the theoretical underpinnings of the game in this
section and how they are incorporated into the proposed game.
Simulated learning The Cyber Suraksha game has scenario cards. These cards represent real-
world scenarios for cyber threats like phishing. These scenarios provide
the context for the learner to understand the related risk and
countermeasures
582 Active learning The game provides an opportunity for active learning through discussion
within and among other teams while matching the risk card and defence
card with their scenario card
Collaborative learning Players must match their randomly allocated risk and defence cards with
their scenario cards. If they do not have matching risk and defence cards,
they must trade the cards with other players or the game master. This
Table 3. trading provides an opportunity for collaborative learning as they
understand the scenarios of other players
Principles of Interactive teaching The game master acts as a facilitator and provides immediate feedback on
constructive learning the correctness of the scenario card and its related risk and defence
and its realization in
the game Source: Created by authors
Motivator Anticipation (fear and hope). Risk cards describe the threat and its
susceptibility. Defence cards describe the recommended countermeasure and
its efficacy
Ability Defence cards guide the usage of the recommended measure
Table 4.
Prompt Playing the game acts as a prompt for the adoption of recommended measures FBM components
and their realization
Source: Created by authors in game
ICS 4.1 Card deck
31,5 The game contains three types of cards: scenario cards, risk cards and defence cards. The
scenario card describes the typical situation of a cybersecurity incident. The risk card
contains a threat description and information about threat severity and susceptibility. The
defence card describes the recommended response, how to adopt it, and information about
its efficacy. Supporting users through clues positively affects the adoption of security
584 behaviour (Furnell et al., 2018). Hence, the researchers used visual clues like red to indicate
danger and green to indicate the recommended response. A sample of all three types of cards
is shown in Figure 1. There are 36 cards in this game.
Based on industry reports and previous research, the researchers identified the most
common threats and attack vectors and recommended countermeasures for smartphone
users (FBI, 2020; CERT-In, 2020; IBM Security, 2020; Shah and Agarwal, 2020a, 2020b; RSA,
2020). The researchers focused on the following threats:
Mobile app permissions;
Mobile app vulnerability;
Data theft;
Malware;
Porting out; and
Phishing (including SMS and voice phishing).
The next step was to develop real-life scenarios based on the above-identified threats. The
researchers searched various articles in the popular press and industry reports
incorporating the above threats to develop real-life scenarios. The researchers developed
nine scenarios based on the identified threats. The researchers identified two recommended
measures for each scenario.
Figure 1.
Types of cards
which may slow down your smartphone, steal sensitive information from a smartphone, Cyber
etc”. The related countermeasures are: Suraksha
install anti malware apps and regularly update and scan; and
download apps from trusted sources like the Google Play Store or the IOS App Store.
5. Research methodology
This paper aims to present the design and evaluation of the proposed cybersecurity awareness
game. The game’s design and development were described in the previous section. This section
586 presents the study design and experiment details of the Cyber Suraksha game. The researchers
have used the perception-based evaluation method for the pilot study and the knowledge-based
evaluation method for the main study. The researchers used the knowledge-based evaluation
method as it reduces the risk of response bias compared to the perception-based evaluation
method (Kävrestad and Nohlberg, 2021).
This research was conducted in three phases, i.e. pilot study, main study and follow-up,
as shown in Figure 2. The researchers conducted a pilot study before the actual experiment.
The researchers collected data about the players’ demographics, cybersecurity behaviours,
motivation, ability and threat awareness. The researchers used the game experience
questionnaire (GEQ) scale to measure playability during the pilot study. Similarly, they used
the RBD scale during the main study to understand the risk behaviour of the control and
intervention groups.
Figure 2.
Study flow
5.1 Pilot study Cyber
The objective of the pilot study was to understand the playability of the game. In all, 34 Suraksha
students participated in the pilot study. All students were recruited from the final year
of the Bachelor of Technology (Information Technology) program. Players were given
instructions before playing the game. The game was played in two sessions. In all, 20
students participated in the first session, and 14 students participated in the second
session. After playing the game, the players were asked to complete the survey
questionnaire. The pre-validated survey instrument used by Shah and Agarwal (2020a,
587
2020b) was used to capture the response from the player about their cybersecurity
behaviour. The researchers used the GEQ to measure the gameplay experience
(IJsselsteijn et al., 2013). It assesses game experience as scores on seven components:
immersion, flow, competence, positive and negative affect, tension and challenge. GEQ
is widely used in multiple game genres, user groups, gaming environments and
purposes (Norman, 2013; Mekler et al., 2014). The researchers used the core module of
GEQ, consisting of 33 statements, to be rated on a five-point Likert scale (1 = not at all
slightly to 5 = extremely). The cybersecurity practitioner and two experienced
academicians discussed scenarios, risks and defence cards. Some modifications in the
gameplay and content were made based on the feedback. For example, the researchers
initially decided to assign the point to the players for the successful matching of cards.
However, it was difficult to assign the score and simultaneously provide feedback on
the correctness of the player’s response. The researchers emphasized feedback over
scoring, as providing feedback is the key element of serious game design and
constructivism learning principles. Hence, the researchers did not provide scores to the
players during the study.
Figure 3.
Main study research
process overview
ICS method. In the self-selection sampling method, the subjects choose to participate in research on
31,5 their own accord. Self-selection sampling may introduce self-selection bias. The social
desirability bias effect was reduced using a self-administered questionnaire. This method is
useful when the survey is simple and items are mainly closed-ended (Nederhof, 1985). This type
of sampling method has been used in previous studies (Zhang et al., 2017; Shah and Agarwal,
2020a, 2020b). Notice regarding the game was posted on the learning management system of
588 the institute. Participants were required to register themselves for the same. Upon registration,
the researchers assigned 94 participants randomly to the treatment and control groups to avoid
self-selection bias. All the participants were in the age group of 18–24. One of the researchers
acted as the game master while playing with the intervention group. The average time for
playing the game is 25–30 min.
5.2.1 Similarity of groups. Participants for this study were students of the same cohort
batch. Hence, the researchers assume no significant difference in knowledge level. The
researchers used Pearson’s Chi-square test with a 5% significance level to ascertain
similarity between the two groups for gender, mobile OS, previous cybersecurity training,
cybersecurity behaviours, motivation, ability and threat awareness. The demographic
details of the participants are given in Table 5. The researchers considered the following
cybersecurity behaviours for comparison:
use of screen lock;
encryption of data on smartphone;
noting of IMEI number;
disabling GPS and Bluetooth when not required;
secure disposal of memory card;
clicking on the link in unknown emails, SMS and WhatsApp messages;
downloading apps from untrusted third-party websites;
scanning phones with anti-malware solutions;
connecting to unsecured public Wi-Fi;
downloading attachments from an unknown email;
location-based updates on social networking sites;
app update;
checking permission while installing the app;
remote tracking and locking of the device; and
remote wiping of data.
Gender – male 32 35
Gender – female 14 13
Android OS 33 36
iOS 13 12
Cybersecurity training – yes 10 14
Table 5. Cybersecurity training – no 36 34
Demographic details
of participants Source: Created by authors
The researchers used the risk behaviour diagnosis (RBD) scale to capture players’ responses Cyber
after playing the game. It is an assessment tool that allows for identifying where the Suraksha
audience is in terms of his/her beliefs about the threat and the efficacy of the recommended
response. This scale is widely used in the health domain. The theoretical basis for RBD is
the extended parallel process model (EPPM). According to EPPM, a health risk may invoke
any of the following responses in individuals: no response, fear control and danger control.
No response indicates that individuals ignored the risk message. When the perceived threat
and efficacy are high, people are motivated to adopt the recommended response, leading to 589
danger control. People will adopt a fear control response when the perceived threat is high
and the efficacy is low. This means that people may reject the recommended response by
denying of threat. The goal is to induce danger control processes and responses with health
risk messages. Specifically, the researcher wants people to have strong perceptions of threat
and efficacy so they are motivated to consider the health threat and adopt recommended
responses. Since cybersecurity is also a risk faced by individuals, and each individual may
or may not adopt the recommended cybersecurity control, the researcher has adapted RBD
to suit the current context. RBD is a 12-item, five-point Likert scale. The main variables in
the scale are perceived threat and perceived efficacy. A perceived threat consists of threat
susceptibility and severity, while perceived efficacy comprises response efficacy and threat
efficacy. There are three questions related to each variable. The RBD scale is simple to use.
The researcher followed the steps given below:
clearly define the threat and recommended response;
develop the RBD-scale version to suit the context;
administer the survey;
add the numerical scores for the efficacy items;
add the numerical scores for the threat items; and
subtract threat score from efficacy score. A positive value means a danger control
response and a zero or negative value means a fear control response from an
individual.
The game aims to motivate players to adopt the recommended cybersecurity controls.
Hence, the researchers posit the following hypothesis:
H1. Participants in the treatment group will display danger control behaviour.
Danger control 15 27
Table 7.
Fear control 31 21 Responses for fear
control and danger
Source: Created by authors control
ICS It has been used for cybersecurity education. There is no clear agreement among the
31,5 researchers regarding the effectiveness of fear appeals in cybersecurity (Renaud and
Dupuis, 2019). This research used fear appeal and hope to design cards, unlike previous
research, which used only fear appeal. Fear and hope improve the game’s effectiveness, as
only fear may have a negative impact (Dupuis and Renaud, 2021).
The cybersecurity threat landscape is ever-changing. The main challenge for the game
592 design was to identify the specific threats faced by smartphone users and develop scenarios
to reflect real-life situations. The researchers identified the following trade-offs that were
considered while designing Cyber Suraksha. One of the main questions was whether to
design a physical card game or a digital card game. The researchers decided to design and
develop a physical card game for the following reasons:
Previous research shows that the older age group experiences difficulty using
technological devices and their advanced features (Mohadis and Ali, 2014; Salman
et al., 2018). The researchers believe that physical card games will have a lower
learning curve for all age groups.
Physical card games may support the constructivist approach as players construct
their scenarios without software programming.
The researchers believe that providing customized intermediate feedback to the player
will improve their learning compared to standard feedback provided through digital
games.
7.2 Scoring
The researchers concluded from the pilot study that players were not interested in the points
gained during the game. This could be explained by the fact that players get feedback about
their responses from the game master and other players. Furthermore, scoring may harm a
player’s learning; a player’s focus on gaining points might cause them to lose sight of the
game’s teachings.
This research suffers from a few limitations. The first limitation arises from the self-
selection sampling method used in this research. The self-selection sampling method may
induce self-selection bias. The Computer/Information Technology UG program students
are participants in this study. They may have an interest in the cybersecurity game,
which may lead to self-selection bias. Hence, the sample might not accurately represent
smartphone users in India. Hence, it might be difficult to generalise the research results.
Nevertheless, the results may be valid as the comparison is between two similar groups
using the between-group design. The main and follow-up studies’ results indicate the
game’s effectiveness in motivating users to adopt the recommended cybersecurity
behaviours. The second limitation arises because of the survey methodology used in the
pilot and main studies. The researchers reduced the social desirability bias effect using a
self-administered questionnaire. The participants were not required to reveal their
identities. Thus, participants remain anonymous and may provide honest responses to
the questionnaire.
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31,5 Briggs, P., Jeske, D. and Coventry, L. (2017), “Behavior change interventions for cybersecurity:
psychological and technological perspectives”, in Little, L. Sillence, E. and Joinson, A., (Eds),
Behavior Change Research and Theory, Academic Press, Cambridge, pp. 115-136.
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a serious game”, IET Software, Vol. 13 No. 2, pp. 159-169.
Corresponding author
Pintu Shah can be contacted at: pintu.shah@nmims.edu
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