@article {861,
	title = {Cybersecurity Skills Training: An Attacker-Centric Gamified Approach},
	journal = {Technology Innovation Management Review},
	volume = {5},
	year = {2015},
	month = {01/2015},
	pages = {5-14},
	publisher = {Talent First Network},
	address = {Ottawa},
	abstract = {Although cybersecurity awareness training for employees is important, it does not provide the necessary skills training required to better protect businesses against cyber-attacks. Businesses need to invest in building cybersecurity skills across all levels of the workforce and leadership. This investment can reduce the financial burden on businesses from cyber-attacks and help maintain consumer confidence in their brands. In this article, we discuss the use of gamification methods that enable all employees and organizational leaders to play the roles of various types of attackers in an effort to reduce the number of successful attacks due to human vulnerability exploits. 

We combine two separate streams {\textendash} gamification and entrepreneurial perspectives {\textendash} for the purpose of building cybersecurity skills while emphasizing a third stream {\textendash} attacker types (i.e., their resources, knowledge/skills, and motivation) {\textendash} to create training scenarios. We also define the roles of attackers using various theoretical entrepreneurial perspectives. This article will be of interest to leaders who need to build cybersecurity skills into their workforce cost-effectively; researchers who wish to advance the principles and practices of gamification solutions; and suppliers of solutions to companies that wish to build cybersecurity skills in the workforce and leadership.
},
	keywords = {cyber attackers, cybersecurity, entrepreneur, gamification, training},
	issn = {1927-0321},
	doi = {http://doi.org/10.22215/timreview/861},
	url = {http://timreview.ca/article/861},
	author = {Mackenzie Adams and Maged Makramalla}
}
@article {860,
	title = {Editorial: Cybersecurity (January 2015)},
	journal = {Technology Innovation Management Review},
	volume = {5},
	year = {2015},
	month = {01/2015},
	pages = {3-4},
	publisher = {Talent First Network},
	address = {Ottawa},
	keywords = {automotive manufacturing, botnet takedowns, botnets, commercialization, critical infrastructure, cyber-attacks, cybersecurity, employee training, gamification, Internet, outsourcing, quantum key distribution},
	issn = {1927-0321},
	doi = {http://doi.org/10.22215/timreview/860},
	url = {http://timreview.ca/article/860},
	author = {Chris McPhee and Tony Bailetti}
}
@article {918,
	title = {Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification},
	journal = {Technology Innovation Management Review},
	volume = {5},
	year = {2015},
	month = {08/2015},
	pages = {5-16},
	publisher = {Talent First Network},
	address = {Ottawa},
	abstract = {Gamification initiatives are currently top-of-mind for many organizations seeking to engage their employees in creative ways, improve their productivity, and drive positive behavioural outcomes in their workforce {\textendash} ultimately leading to positive business outcomes on the whole. Despite its touted benefits, little empirical research has been done to date to investigate technological and individual personal factors that determine the success or failure of enterprise gamification initiatives. In this article, we provide a summary of our preliminary research findings from three case studies of gamification initiatives across different business contexts and present an empirically validated descriptive framework that details the key success factors for enterprise gamification. Our adaptation of the mechanics, dynamics, and aesthetics (MDA) framework for enterprise gamification aims to explicate the connections between end-user motivations, interactive gameplay elements, and technology features and functions that constitute effective gamification interventions in the enterprise. Following a discussion of the core elements in the framework and their interrelationships, the implications of our research are presented in the form of guidelines for the management and design of gamification initiatives and applications. The research findings presented in this article can potentially aid in the development of game mechanics that translate into positive user experiences and foster higher levels of employee engagement. Additionally, our research findings provide insights on key success factors for the effective adoption and institutionalization of enterprise gamification initiatives in organizations, and subsequently help them enhance the performance of their employees and drive positive business outcomes.},
	keywords = {aesthetics, behaviour change, dynamics, enterprise gamification, gameful design, gamification, human-computer interaction, mechanics, persuasive technologies, user experience},
	issn = {1927-0321},
	doi = {http://doi.org/10.22215/timreview/918},
	url = {http://timreview.ca/article/918},
	author = {Umar Ruhi}
}
