02023nas a2200217   4500008004100000022001400041245007300055210006900128260004200197300000900239490000600248520138700254653002001641653001801661653001701679653001701696653001301713100002101726700002201747856003601769       2015                        eng d  a1927-032100aCybersecurity Skills Training: An Attacker-Centric Gamified Approach0 aCybersecurity Skills Training An AttackerCentric Gamified Approa  aOttawabTalent First Networkc01/2015  a5-140 v53 aAlthough 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 – gamification and entrepreneurial perspectives – for the purpose of building cybersecurity skills while emphasizing a third stream – attacker types (i.e., their resources, knowledge/skills, and motivation) – 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.
10acyber attackers10acybersecurity10aentrepreneur10agamification10atraining1 aAdams, Mackenzie1 aMakramalla, Maged  uhttp://timreview.ca/article/86100804nas a2200289   4500008004100000022001400041245004400055210004100099260004200140300000800182490000600190653002900196653002100225653001200246653002200258653002800280653001800308653001800326653002200344653001700366653001300383653001600396653002900412100001800441700001900459856003600478       2015                        eng d  a1927-032100aEditorial: Cybersecurity (January 2015)0 aEditorial Cybersecurity January 2015  aOttawabTalent First Networkc01/2015  a3-40 v510aautomotive manufacturing10abotnet takedowns10abotnets10acommercialization10acritical infrastructure10acyber-attacks10acybersecurity10aemployee training10agamification10aInternet10aoutsourcing10aquantum key distribution1 aMcPhee, Chris1 aBailetti, Tony  uhttp://timreview.ca/article/86002630nas a2200265   4500008004100000022001400041245009900055210006900154260004200223300000900265490000600274520182700280653001502107653002102122653001302143653002802156653001902184653001702203653003102220653001402251653002802265653002002293100001502313856003602328       2015                        eng d  a1927-032100aLevel Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification0 aLevel Up Your Strategy Towards a Descriptive Framework for Meani  aOttawabTalent First Networkc08/2015  a5-160 v53 aGamification 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 – 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.10aaesthetics10abehaviour change10adynamics10aenterprise gamification10agameful design10agamification10ahuman-computer interaction10amechanics10apersuasive technologies10auser experience1 aRuhi, Umar  uhttp://timreview.ca/article/918