Research

Gamification in workforce training: Improving employees’ self-efficacy and information security and data protection behaviours

Gamification in workforce training: Improving employees’ self-efficacy and information security and data protection behaviours

Gamification in workforce training: Improving employees’ self-efficacy and information security and data protection behaviours

Gamification in workforce training: Improving employees’ self-efficacy and information security and data protection behaviours

Paula Bitrian, Isabel Buil, Sara Catalan, Dominik Merli

Abstract

"This research aims to address two questions: (1) how can gamification strategies increase success of e-training systems and enhance employees’ information security and data protection self-efficacy? and (2) do gamified e- training systems improve employees’ information security and data protection behaviours? Drawing on the in- formation systems success literature, this research offers new insights into gamified information security and data protection e-trainings through two studies. Study 1 analyses the perceptions of 1,178 employees of an in-ternational company using structural equation modelling. The results show that gamification significantly in-fluences information quality, system quality and enjoyment which, in turn, increase perceived usefulness and satisfaction. Perceived usefulness also enhances satisfaction, and both variables improve security self-efficacy. Study 2 investigates the employees’ behaviours by analysing their responses to phishing. The results confirm that gamified e-training improves employees’ security behaviours, as it reduces the percentage of employees who click on a phishing attack and promotes positive reactions."

Reference

Bitrián, P., Buil, I., Catalán, S., & Merli, D. (2024). Gamification in workforce training: Improving employees’ self-efficacy and information security and data protection behaviours. Journal of Business Research, 179, 114685. https://www.sciencedirect.com/science/article/pii/S0148296324001899

Keywords

Gamification, E-training, Information security