IS Atlas
jmis·2022년 7월 3일

Improving Phishing Reporting Using Security Gamification

Matthew L. Jensen, Ryan Wright, Alexandra Durcikova, Shamya Karumbaiah

Journal of Management Information Systems

35
피인용
10.5
FWCI
3
IS/마케팅/OM 탑저널 피인용
73
IS/마케팅/OM 탑저널 참고문헌
01Abstract

Phishing is an increasing threat that causes billions in losses and damage to productivity, trade secrets, and reputations each year. This work explores how security gamification techniques can improve phishing reporting. We contextualized the cognitive evaluation theory (CET) as a kernel theory and constructed a prototype phishing reporting system. With three experiments in a simulated work setting, we tested gamification elements of validation, attribution, incentives, and public presentation for improvements in experiential (e.g., motivation) and instrumental outcomes (e.g., hits and false positives) in phishing reporting. Our findings suggest public attribution with rewards and punishments best balance the competing necessities of accuracy with widespread reporting. Furthermore, our results demonstrate the unique benefits of security gamification to phishing reporting over and above other phishing mitigation techniques (e.g., training and warnings). However, we also noted that unintended consequences in false alarms might arise from shifts in motivation resulting from public display of incentives. These findings suggest that carefully calibrated external incentives (rather than intrinsic rewards) are most likely to improve the ancillary task of phishing reporting.

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