Beyond Play: Leveraging Serious Games for Cybersecurity Skill Development in Distributed Workforces

Gamification harnesses the natural human inclination toward gaming by applying the same motivational techniques used in the design of video games to enhance engagement in real-world activities (Larson, 2020). Gamification concepts covers a wide array of fields in game studies, such as serious games, pervasive games or alternate reality games. Serious games are defined as games designed for purposes beyond mere entertainment (Azadegan et al., 2012). Serious games, which have been found to challenge users in both competitive and entertaining ways, have often been used by educators to increase student engagement in cybersecurity education. Distributed workforces, especially post-COVID, have become a normal arrangement in businesses today. These remote environments inherently involve several dynamics. Employees are able to enjoy autonomy over time and place because they can combine their home and work responsibilities (Asatiani & Penttinen, 2019). However, work flexibility can also lead to employee burnout and cyberslacking due to fear of missing out (FOMO). These dynamics can have derail cybersecurity compliance. As technology evolves, cybersecurity threats remain a critical concern for organizations worldwide, with human factors identified as a leading cause of security lapses (Torres & Crossler, 2024),an issue exacerbated in distributed workforces. This paper examines the potential of serious games as a tool for cybersecurity education and skill development in distributed workforces. First, we conduct a systematic review to categorize existing serious games into three domains: security awareness, network/web security, and cryptography. Next, we apply cognitive load theory (Sweller et al., 1998) to analyze how intrinsic, extraneous, and germane cognitive loads influence distributed employees—and test if serious games can moderate their skill development over a period of time. This study will contribute to the gamification and cybersecurity literature by exploring the impact of serious games on skill development in distributed workforces. It also advances practice by showing organizations how to adapt serious games for remote employees, enhancing understanding of their dynamics in remote cybersecurity contexts.

Institutions

Publication Details

Journal
Journal of the Association for Information Systems
Published
2025-08-16
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Beyond Play: Leveraging Serious Games for Cybersecurity Skill Development in Distributed Workforces

Journal of the Association for Information Systems
Educational Games and Gamification
article

Beyond Play: Leveraging Serious Games for Cybersecurity Skill Development in Distributed Workforces

article en

Abstract

Gamification harnesses the natural human inclination toward gaming by applying the same motivational techniques used in the design of video games to enhance engagement in real-world activities (Larson, 2020). Gamification concepts covers a wide array of fields in game studies, such as serious games, pervasive games or alternate reality games. Serious games are defined as games designed for purposes beyond mere entertainment (Azadegan et al., 2012). Serious games, which have been found to challenge users in both competitive and entertaining ways, have often been used by educators to increase student engagement in cybersecurity education. Distributed workforces, especially post-COVID, have become a normal arrangement in businesses today. These remote environments inherently involve several dynamics. Employees are able to enjoy autonomy over time and place because they can combine their home and work responsibilities (Asatiani & Penttinen, 2019). However, work flexibility can also lead to employee burnout and cyberslacking due to fear of missing out (FOMO). These dynamics can have derail cybersecurity compliance. As technology evolves, cybersecurity threats remain a critical concern for organizations worldwide, with human factors identified as a leading cause of security lapses (Torres & Crossler, 2024),an issue exacerbated in distributed workforces. This paper examines the potential of serious games as a tool for cybersecurity education and skill development in distributed workforces. First, we conduct a systematic review to categorize existing serious games into three domains: security awareness, network/web security, and cryptography. Next, we apply cognitive load theory (Sweller et al., 1998) to analyze how intrinsic, extraneous, and germane cognitive loads influence distributed employees—and test if serious games can moderate their skill development over a period of time. This study will contribute to the gamification and cybersecurity literature by exploring the impact of serious games on skill development in distributed workforces. It also advances practice by showing organizations how to adapt serious games for remote employees, enhancing understanding of their dynamics in remote cybersecurity contexts.

Journal of the Association for Information Systems
University of North Carolina at Greensboro (US)
Quality Education
Openalex Percentile: Top 43%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Beyond Play: Leveraging Serious Games for Cybersecurity Skill Development in Distributed Workforces · Journal of the Association for Information Systems (2025) | TGRS Research Map | TGRS