Understanding User Behavior for Enhancing Cybersecurity Training with Immersive Gamified Platforms

dc.contributor.authorDonekal Chandrashekar, Nikithaen
dc.contributor.authorLee, Anthonyen
dc.contributor.authorAzab, Mohameden
dc.contributor.authorGracanin, Denisen
dc.date.accessioned2025-01-08T14:10:19Zen
dc.date.available2025-01-08T14:10:19Zen
dc.date.issued2024-12-18en
dc.date.updated2024-12-27T14:02:33Zen
dc.description.abstractIn modern digital infrastructure, cyber systems are foundational, making resilience against sophisticated attacks essential. Traditional cybersecurity defenses primarily address technical vulnerabilities; however, the human element, particularly decision-making during cyber attacks, adds complexities that current behavioral studies fail to capture adequately. Existing approaches, including theoretical models, game theory, and simulators, rely on retrospective data and static scenarios. These methods often miss the real-time, context-specific nature of user responses during cyber threats. To address these limitations, this work introduces a framework that combines Extended Reality (XR) and Generative Artificial Intelligence (Gen-AI) within a gamified platform. This framework enables continuous, high-fidelity data collection on user behavior in dynamic attack scenarios. It includes three core modules: the Player Behavior Module (PBM), Gamification Module (GM), and Simulation Module (SM). Together, these modules create an immersive, responsive environment for studying user interactions. A case study in a simulated critical infrastructure environment demonstrates the framework’s effectiveness in capturing realistic user behaviors under cyber attack, with potential applications for improving response strategies and resilience across critical sectors. This work lays the foundation for adaptive cybersecurity training and user-centered development across critical infrastructure.en
dc.description.versionPublished versionen
dc.format.mimetypeapplication/pdfen
dc.identifier.citationDonekal Chandrashekar, N.; Lee, A.; Azab, M.; Gracanin, D. Understanding User Behavior for Enhancing Cybersecurity Training with Immersive Gamified Platforms. Information 2024, 15, 814.en
dc.identifier.doihttps://doi.org/10.3390/info15120814en
dc.identifier.urihttps://hdl.handle.net/10919/123945en
dc.language.isoenen
dc.publisherMDPIen
dc.rightsCreative Commons Attribution 4.0 Internationalen
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/en
dc.titleUnderstanding User Behavior for Enhancing Cybersecurity Training with Immersive Gamified Platformsen
dc.title.serialInformationen
dc.typeArticle - Refereeden
dc.type.dcmitypeTexten

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