Cybersecurity Education Using Gamification: Systematic Literature Review

This systematic research investigates gamification in cybersecurity education, focusing on its effectiveness, implementation, and adoption.The study consolidates existing literature and concludes that the majority of cybersecurity gamification research emphasizes formal education, particularly at the university level, whereas business training and cybersecurity awareness remain inadequately addressed.In the study, gamification systems are categorized as web-based, application-based, or tabletop, each offering distinct advantages in accessibility and user engagement.Gamification has shown potential in enhancing cybersecurity awareness and training.

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Publication Details

Journal
International Journal of Academic Research in Business and Social Sciences
Published
2025-10-18
DOI
https://doi.org/10.6007/ijarbss/v15-i10/26583
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Cybersecurity Education Using Gamification: Systematic Literature Review

Tony Xing Tan, Raihana Syahirah Abdullah, Zaki Mas’ud
International Journal of Academic Research in Business and Social Sciences
Educational Games and Gamification
article

Cybersecurity Education Using Gamification: Systematic Literature Review

Tony Xing Tan, Raihana Syahirah Abdullah, Zaki Mas’ud
article en

Abstract

This systematic research investigates gamification in cybersecurity education, focusing on its effectiveness, implementation, and adoption.The study consolidates existing literature and concludes that the majority of cybersecurity gamification research emphasizes formal education, particularly at the university level, whereas business training and cybersecurity awareness remain inadequately addressed.In the study, gamification systems are categorized as web-based, application-based, or tabletop, each offering distinct advantages in accessibility and user engagement.Gamification has shown potential in enhancing cybersecurity awareness and training.

International Journal of Academic Research in Business and Social SciencesVol. 15(10)
Openalex Percentile: Top 68%
Educational Games and Gamification
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