<?xml version="1.0" encoding="UTF-8"?><xml><records><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mackenzie Adams</style></author><author><style face="normal" font="default" size="100%">Maged Makramalla</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Cybersecurity Skills Training: An Attacker-Centric Gamified Approach</style></title><secondary-title><style face="normal" font="default" size="100%">Technology Innovation Management Review</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">cyber attackers</style></keyword><keyword><style  face="normal" font="default" size="100%">cybersecurity</style></keyword><keyword><style  face="normal" font="default" size="100%">entrepreneur</style></keyword><keyword><style  face="normal" font="default" size="100%">gamification</style></keyword><keyword><style  face="normal" font="default" size="100%">training</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2015</style></year><pub-dates><date><style  face="normal" font="default" size="100%">01/2015</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://timreview.ca/article/861</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Talent First Network</style></publisher><pub-location><style face="normal" font="default" size="100%">Ottawa</style></pub-location><volume><style face="normal" font="default" size="100%">5</style></volume><pages><style face="normal" font="default" size="100%">5-14</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">Although 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.
</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue><custom1><style face="normal" font="default" size="100%">Carleton University
Mackenzie Adams is a serial entrepreneur, a Senior Technical Communicator, and a graduate student in the Technology Innovation Management (TIM) program at Carleton University in Ottawa, Canada. She is also a VP/Creative Director at SOMANDA, a consulting company. Over the past 15 years, Mackenzie has worked in a variety of fields ranging from social work to accounting and has used those experiences to develop strong strategic and analytical skills. She is interested in the fields of artificial intelligence and quantum computing, and how they relate to cybersecurity.</style></custom1><custom2><style face="normal" font="default" size="100%">Carleton University
Maged Makramalla is a current graduate student in the Technology Innovation Management (TIM) program at Carleton University in Ottawa, Canada. He holds a Bachelor of Science degree in Mechatronics Engineering from the German University in Cairo, Egypt. For three years, he has been working as Manager of the Sales and Marketing Department of TREND, a trading and engineering company based in Cairo. His primary research interest lies in the improvement of educational techniques by introducing experiential learning into the regular curriculum while promoting gamification of educational methods.</style></custom2></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Chris McPhee</style></author><author><style face="normal" font="default" size="100%">Tony Bailetti</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Editorial: Cybersecurity (January 2015)</style></title><secondary-title><style face="normal" font="default" size="100%">Technology Innovation Management Review</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">automotive manufacturing</style></keyword><keyword><style  face="normal" font="default" size="100%">botnet takedowns</style></keyword><keyword><style  face="normal" font="default" size="100%">botnets</style></keyword><keyword><style  face="normal" font="default" size="100%">commercialization</style></keyword><keyword><style  face="normal" font="default" size="100%">critical infrastructure</style></keyword><keyword><style  face="normal" font="default" size="100%">cyber-attacks</style></keyword><keyword><style  face="normal" font="default" size="100%">cybersecurity</style></keyword><keyword><style  face="normal" font="default" size="100%">employee training</style></keyword><keyword><style  face="normal" font="default" size="100%">gamification</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">outsourcing</style></keyword><keyword><style  face="normal" font="default" size="100%">quantum key distribution</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2015</style></year><pub-dates><date><style  face="normal" font="default" size="100%">01/2015</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://timreview.ca/article/860</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Talent First Network</style></publisher><pub-location><style face="normal" font="default" size="100%">Ottawa</style></pub-location><volume><style face="normal" font="default" size="100%">5</style></volume><pages><style face="normal" font="default" size="100%">3-4</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><issue><style face="normal" font="default" size="100%">1</style></issue><custom1><style face="normal" font="default" size="100%">Technology Innovation Management Review
Chris McPhee is Editor-in-Chief of the &lt;em&gt;Technology Innovation Management Review&lt;/em&gt;. Chris holds an MASc degree in Technology Innovation Management from Carleton University in Ottawa and BScH and MSc degrees in Biology from Queen's University in Kingston. He has over 15 years of management, design, and content-development experience in Canada and Scotland, primarily in the science, health, and education sectors. As an advisor and editor, he helps entrepreneurs, executives, and researchers develop and express their ideas.</style></custom1><custom2><style face="normal" font="default" size="100%">Carleton University
Tony Bailetti is an Associate Professor in the Sprott School of Business and the Department of Systems and Computer Engineering at Carleton University, Ottawa, Canada. Professor Bailetti is the Director of Carleton University's Technology Innovation Management (TIM) program. His research, teaching, and community contributions support technology entrepreneurship, regional economic development, and international co-innovation.</style></custom2></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Umar Ruhi</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification</style></title><secondary-title><style face="normal" font="default" size="100%">Technology Innovation Management Review</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">aesthetics</style></keyword><keyword><style  face="normal" font="default" size="100%">behaviour change</style></keyword><keyword><style  face="normal" font="default" size="100%">dynamics</style></keyword><keyword><style  face="normal" font="default" size="100%">enterprise gamification</style></keyword><keyword><style  face="normal" font="default" size="100%">gameful design</style></keyword><keyword><style  face="normal" font="default" size="100%">gamification</style></keyword><keyword><style  face="normal" font="default" size="100%">human-computer interaction</style></keyword><keyword><style  face="normal" font="default" size="100%">mechanics</style></keyword><keyword><style  face="normal" font="default" size="100%">persuasive technologies</style></keyword><keyword><style  face="normal" font="default" size="100%">user experience</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2015</style></year><pub-dates><date><style  face="normal" font="default" size="100%">08/2015</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://timreview.ca/article/918</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Talent First Network</style></publisher><pub-location><style face="normal" font="default" size="100%">Ottawa</style></pub-location><volume><style face="normal" font="default" size="100%">5</style></volume><pages><style face="normal" font="default" size="100%">5-16</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">Gamification 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.</style></abstract><issue><style face="normal" font="default" size="100%">8</style></issue><custom1><style face="normal" font="default" size="100%">University of Ottawa
Umar Ruhi is an Assistant Professor of Information Systems and E-Business Technologies at the Telfer School of Management at the University of Ottawa, Canada, and a Research Associate at the IBM Centre for Business Analytics &amp; Performance. His teaching and research interests include end-user computing, knowledge management, social computing, and consumer health informatics. His empirical research projects are predicated upon an interdisciplinary socio-technical perspective of contemporary technology applications and related organizational practices and end-user behaviour. His research projects incorporate the use of behavioural methods as well as design-science research approaches. Umar received his PhD in Information Systems from the DeGroote School of Business at McMaster University in Hamilton, Canada. His doctoral dissertation won the Best Doctoral Thesis award conferred by the German Society for Online Research (DGOF). Before joining academia on a full-time basis, Umar worked as an information technology professional and a management consultant for a variety of enterprise technology initiatives with various private and public sector organizations. More information about Umar is available at his website: &lt;a href=&quot;http://www.umar.biz&quot; target=&quot;_blank&quot;&gt;umar.biz&lt;/a&gt;</style></custom1></record></records></xml>