The Limits of Gamification in Cybersecurity Training: Why It’s Not a One-Size-Fits-All Solution
Jemma ??♀?
Security Culture and Awareness Specialist | Founder of Culture Gem | “Let’s do this for the Nans”
In corporate learning, gamification often gets touted as a game-changer for boosting engagement and retention. But let’s be real: gamification only truly works if it aligns with how your brain naturally engages. It’s not the miracle solution to all the challenges in corporate training, especially in something as critical and complex as cybersecurity.
Why Gamification Isn’t Always the Answer
Let’s start with the fact that gamification can be too stimulating for some learners, particularly in compliance and cybersecurity contexts. The bells, whistles, and flashy rewards can distract from the core material, making it harder to absorb and apply the necessary information. Research has shown that while gamification can boost short-term motivation, it doesn’t always translate into long-term understanding or behaviour change (Educraft, Psychology Today).
Not everyone benefits equally from gamification. A study in Computers in Human Behavior found that while some people thrive on the competitive elements of gamification, others find it overwhelming or even anxiety-inducing (Educraft). This highlights the importance of understanding your audience before rolling out a gamified training programme.
The Dopamine Dilemma
Here’s where it gets interesting: Dopamine, the neurotransmitter that drives the "feel-good" rush, is central to why gamification works. But there’s a catch. The same dopamine hit that motivates learners to complete a level or earn a badge can also lead to what’s known as "gamification fatigue." Once the initial thrill is gone, learners are likely to disengage, especially if the training doesn’t evolve or continue to offer new challenges (ScienceDaily).
Think about it like this: You play a video game to its end, get the perfect score, and then what? You move on to the next game. The same logic applies to gamified training. Without constant updates and new challenges, the motivation wanes, and the learning impact diminishes. In corporate settings, where training modules often remain static for years, relying solely on gamification isn’t sustainable.
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Balancing Gamification with Other Approaches
Given these limitations, it’s clear that gamification should be just one tool in your training toolkit, not the entire strategy. To create a more balanced and effective training programme, consider integrating the following elements:
Final Thoughts
Gamification has its merits, but it’s not a one-size-fits-all solution, especially in the nuanced area of cybersecurity training. The dopamine rush that makes gamification so appealing can also be its downfall if not managed carefully. By balancing gamification with other learning strategies, you can create a more inclusive, effective, and sustainable training programme that meets the diverse needs of your team.
At Culture Gem , we specialise in designing training programmes that go beyond the gimmicks, focusing on what really works for your people. Let’s talk about how we can create a training experience that’s engaging, inclusive, and, most importantly, effective in keeping your organisation secure.
Information Security Management | Project & Programme Management | CITP FBCS | CEng FIMechE
3 个月Great article Jemma ??♀?. Totally agree that organisations need a mix of approaches to training and development content. Gamification can bring in competitiveness and can extend to behaviours such as focusing on getting a higher score or completing it faster than colleagues, or attaining the best score as a team (all with more dopamine hits), therefore missing the learning from the content entirely. And whilst I don’t think a bit of competitive rivalry is necessarily always harmful (a good level of challenge can improve performance and help strengthen relationships), it could introduce unhelpful dynamics as well. I also wonder if gamification works well for individuals who aren’t that competitive or achievement seeking in nature. And a final thought, which may be in the references, is whether the impact of gamified learning changes dependent upon whether it uses individual or team-based learning exercises. Thank you for including reference details ?? . Even more reading on my to do list!