一句话:提出并可行性检验一套评估远程安全桌面游戏干预对开发者安全开发自我效能影响的方法,揭示其数字化实施挑战。
安全桌面游戏此前以实体形式面向开发者;疫情期间远程协作安全游戏兴趣增加。本文提出一套评估(远程)安全游戏干预对开发者影响的方法:包含干预、三份问卷和焦点小组开放式访谈指南,并用经验证的自我效能感量表代理测量开发者安全开发能力。作者以9名参与者(专家/新手开发者与安全专家)进行可行性研究,选择并数字化三款安全桌游,报告定性发现。结果显示,搭建和运行虚拟桌面游戏比预期更困难复杂,完成游戏需耐心与坚持,社交互动受限。该方法和发现有助于构建与评估更完善、技术可靠且针对具体问题的游戏化开发者培训,也可用于评估现有与新的游戏设计。
IT-Security Tabletop Games for developers have been available in analog format; with the COVID-19 pandemic, interest in collaborative remote security games has increased. In this paper, we propose a methodology to evaluate the impact of a (remote) security game-based intervention on developers. The study design consists of the respective intervention, three questionnaires, and a small open interview guide for a focus group. A validated self-efficacy scale is used as a proxy for measuring effects on participants’ ability to develop secure software. We tested this design with 9 participants (expert and novice developers and security experts) as part of a small feasibility study to understand the challenges and limitations of remote tabletop games. We describe how we selected and digitalised three security tabletop games, and report the qualitative findings from our evaluation. Setting up and running the virtual tabletop games turned out to be more challenging and complex for both moderator and participants than we expected. Completing the games required patience and persistence, and social interaction was limited. Our findings can be helpful in building and evaluating a better, more comprehensive, technically sound and issue-specific game-based training measure for developers. The methodology can be used by researchers to evaluate existing and new game designs.
@inproceedings{paperbot10962,
title = {Putting Security on the Table: The Digitalisation of Security Tabletop Games and its Challenging Aftertaste},
author = {Marco Gutfleisch and Markus Schops and Sibel Sayin and Frederic Wende and Martina Angela Sasse},
booktitle = {ICSE},
year = {2022},
doi = {10.1109/icse-seet55299.2022.9794181}
}