It has been proven that emotions play a leading role in human behavior in terms of cybersecurity. Technology, and its tools, are one more element in the defense and protection chain and, therefore, users must work to articulate methods, regulations and training against the scourge of cybercrime.
What is the hardest part? The human factor, the weakest link in the chain. Our awareness, our perception of risk, our capacity for resilience and the change in mechanical and repetitive behaviors for which the digital medium has trained us.
Everyone has some kind of relationship with cybersecurity. Improving that is the key to getting people interested and involved in advancing their security knowledge and skills. To do this at scale, we need to find common ground that starts the conversation.
In the context of the post-pandemic, with the irruption of teleworking and the rise of new technologies, the favorable scenario for the GAMIFICATION.
Today it is considered the “new awareness star”as a learning technique that transfers the mechanics of the games to the educational-professional field in order to better absorb some knowledge, work on a skill or reward specific actions. There are many objectives that can be addressed through the video gameincluding managing emotions.
Gamification is a strategy that is already proven in the field of organizational learning, and it is a practice that is used to attract and motivate people to learn. Today is the time for video games and, in this sense, this type of learning is gaining ground in training methodologies due to its playful nature, which facilitates the internalization of knowledge in a more fun way, generating a positive experience for the user.
With the acceleration of digital transformation, added to the rise of “gaming” globally, Video games are presented as the ideal option to take advantage of. The completion rates of those for educational purposes are 97%, while the applicability rate is around 95%.
Numerous scientific studies have shown that The use of video games favors experiential learning (learning by doing), increases the motivation levels of students and reduces training costs.
Many of us have played and know people who are addicted to Candy Crush or Call of Duty. Our minds crave achievement and rewards so intensely that when we succeed in a game, the receptors in our brains activate and send out positive signals. That is why we will want to play more the next day. The mobile gaming industry has managed to get people hooked on video games. Therefore, gamified learning can maximize user participation and retention.
This disruptive tool can also be considered a strategy to make training more demanding through the use of design elements. The improved “fixation” helps with learning as people keep coming back to learn more without difficulty, which, in field experience, is key in improving indicators regarding our perception of risk and exposure to threats and cybercrime.
All the indicators and statistics in cybercrime suggest that this industry will grow more and more. Considering an approximate volume of 8.5MM users and devices online at the same time, it is essential to inform, prevent and raise awareness so that people can capitalize on the benefits of the digital environment and prevent fraud at the weakest link in the chain: people.
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