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jmis·2020년 1월 2일

Using Design-Science Based Gamification to Improve Organizational Security Training and Compliance

Mario Silić, Paul Benjamin Lowry

Journal of Management Information Systems

195
피인용
52.9
FWCI
18
IS/마케팅/OM 탑저널 피인용
105
IS/마케팅/OM 탑저널 참고문헌
01Abstract

We conducted a design-science research project to improve an organization’s compound problems of (1) unsuccessful employee phishing prevention and (2) poorly received internal security training. To do so, we created a gamified security training system focusing on two factors: (1) enhancing intrinsic motivation through gamification and (2) improving security learning and efficacy. Our key theoretical contribution is proposing a recontextualized kernel theory from the hedonic-motivation system adoption model that can be used to assess employee security constructs along with their intrinsic motivations and coping for learning and compliance. A six-month field study with 420 participants shows that fulfilling users’ motivations and coping needs through gamified security training can result in statistically significant positive behavioral changes. We also provide a novel empirical demonstration of the conceptual importance of “appropriate challenge” in this context. We vet our work using the principles of proof-of-concept and proof-of-value, and we conclude with a research agenda that leads toward final proof-in-use.

02연구 흐름

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03비슷한 논문

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04이후 연구

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05선행 연구

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06서지 정보