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利用安全游戏化提升网络钓鱼报告率

Improving Phishing Reporting Using Security Gamification

Journal of Management Information Systems · 2022
被引 37
人大 AFT50ABS 4

中文导读

研究通过三个模拟工作实验,测试安全游戏化元素(验证、归因、激励、公开展示)对网络钓鱼报告行为的影响,发现公开归因结合奖惩能最佳平衡准确性与报告率,但需注意激励公开展示可能引发误报等意外后果。

Abstract

Phishing is an increasing threat that causes billions in losses and damage to productivity, trade secrets, and reputations each year. This work explores how security gamification techniques can improve phishing reporting. We contextualized the cognitive evaluation theory (CET) as a kernel theory and constructed a prototype phishing reporting system. With three experiments in a simulated work setting, we tested gamification elements of validation, attribution, incentives, and public presentation for improvements in experiential (e.g., motivation) and instrumental outcomes (e.g., hits and false positives) in phishing reporting. Our findings suggest public attribution with rewards and punishments best balance the competing necessities of accuracy with widespread reporting. Furthermore, our results demonstrate the unique benefits of security gamification to phishing reporting over and above other phishing mitigation techniques (e.g., training and warnings). However, we also noted that unintended consequences in false alarms might arise from shifts in motivation resulting from public display of incentives. These findings suggest that carefully calibrated external incentives (rather than intrinsic rewards) are most likely to improve the ancillary task of phishing reporting.

网络安全行为经济学人机交互游戏化设计