一句话:提出并可行性检验一套评估远程安全桌面游戏对开发者安全开发自我效能影响的方法。
COVID-19 疫情期间,协作式远程安全游戏受到关注,但此类干预对开发者的实际影响尚缺评估方法。本文提出一套方法,用于评估(远程)安全桌面游戏干预对开发者的影响:研究设计包含游戏干预、三份问卷,以及焦点小组的小型开放式访谈指南,并以经验证的一般自我效能感量表作为开发者安全软件开发能力的代理指标。作者选取并数字化了三款安全桌面游戏,在 9 名参与者(专家/新手开发者与安全专家)中开展可行性研究。定性结果显示,搭建和运行虚拟桌面游戏比预期更困难复杂;完成游戏需要耐心和坚持,社交互动受限。研究为构建和评估更完善、技术可靠且面向具体问题的游戏化培训提供参考,该方法也可用于评估现有及新游戏设计。
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.