- May 27, 2020
- Posted by: Pat Riot
- Categories: CyberSecurity, Healthcare, Security Operations
So, you’re back?! If you’re anything like me, you’re venturing down this rabbit hole because you and/or your coworkers seemingly cannot pass or retain any pertinent information when it comes to those cyber security tests. Maybe you have some reservations about implementing a new style of learning into your organization. Or maybe, just maybe, it’s because you enjoy my writing! Nahhhh, it can’t be that one! Nonetheless, and no matter the reason, gamification works as we at Steel Patriot Partners see with our customers as being engaging, memorable, and subconsciously motivates an individual to keep learning.
Video games have been in the lives of individuals for decades. From Pac-Man, Galactica, or Dig Dug all the way to Madden, Call of Duty, or Fortnite. Video Games have captivated people for decades. Whether it was a past time, a hobby, or a passion, they have been a constant in our lives. Putting an academic spin on that very constant seems like the perfect idea to get people to buy into training and education. So, what is it about video games? First and foremost, it is human nature to become engrossed in the plot of any story. We make personal and emotional connections to the characters and develop an intrinsic connection that pushes us to see the game through.
Jurriaan van Rijswijk, Chairman of the non-profit foundation, Games For Europe stated in an interview: Different people are motivated by different things. But depending on the design, games can motivate people through:
- Socializing as part of a community
- Getting rewards for hitting marks
- Measuring small successes
- Simply making tasks more fun
Additionally, The Mayo Clinic furthers these ideas by stating “…player agency is at the heart of all games… The best-case scenario results in a situation where a player is deeply engaged by a challenge and learning, but not overly frustrated or anxious, nor overcome with boredom.”
That is great but what exactly does all of that mean?! Well, a study done by Pulse Learning found that 79% of corporate and student learners “would be more productive and motivated if their learning environment was more like a game.” Additionally, Dr. Michelle Moore, a professor at the University of San Diego stated in an article: “Price Waterhouse Cooper developed Game of Threats™ to help senior executives and boards of directors test and strengthen their cyber defense skills.” Price Waterhouse Cooper further explains their game principle: “At its core, Game of Threats is a critical decision-making game that has been designed to reward good decisions by the players and to penalize teams for making poor decisions. Players walk away with a better understanding of the steps they need to take to better secure their companies.” The game has been so successful since its launch that the company is now considering developing additional games specifically for financial crime and crisis management.
The global market value of gamification is expected to reach $12 billion by 2021. That is an almost 41% increase from what it was only 5 years before in 2016 ($4.91B). Growth like that only reinforces the potential prominence and success of gamification in the professional and educational settings alike. If you, your coworkers, or employees are struggling to retain, focus or engage with cyber security training then, reach out to Steel Patriot Partners to take a look at what gamification might do for you and/or your company. You can email [email protected] or give us a call at 855-578-7272 and we would love to talk!