June De La Cruz (INSPIRIT Lab, University of Denver), Sanchari Das (INSPIRIT Lab, University of Denver)

Gamification is an interactive technology that enhances the user experience by designing modular objectives into game-design elements. In the same manner, gamification has the potential to enhance cybersecurity Awareness for neurodiverse individuals and people with disabilities by using Assistive Technology (AT) to achieve reward-system objectives. To understand further, we conducted a detailed systematization of knowledge (SoK) on 71 peer-reviewed publications concentrating research efforts to increase cybersecurity awareness through accessible gamification. The findings of this SoK establish fundamental components required to address the inclusive nature of gamification in cybersecurity and thereby identify requirements gathering objectives for impacting increased results in raising cybersecurity awareness. After a methodical process of iterative screening and manual analysis in this targeted subject matter, we found that only 9 out of the 71 gamified cybersecurity research initiatives directly address “accessibility” and the implementation methods for game-design elements that would facilitate accessible user-experience. Moreover, a cross-functional Learning Management System (LMS) and Modular Reward System can be optimized by data formulated through a Technology Acceptance Model (TAM) for people with disabilities using AT. Lastly, we propose that a modular training format should effectively engage and facilitate user interface and user experience despite context-oriented limitations on physical.

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Grant Hernandez (University of Florida), Marius Muench (Vrije Universiteit Amsterdam), Dominik Maier (TU Berlin), Alyssa Milburn (Vrije Universiteit Amsterdam), Shinjo Park (TU Berlin), Tobias Scharnowski (Ruhr-University Bochum), Tyler Tucker (University of Florida), Patrick Traynor (University of Florida), Kevin Butler (University of Florida)

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