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Evaluation of Siguru

Siguru underwent a detailed evaluation to assess its effectiveness as a gamified cybersecurity awareness tool. Participants, including professionals and students, played the game in a structured setting. Their feedback was gathered using the EGameFlow framework, a validated tool for assessing enjoyment and engagement in educational games. Insights from these evaluations have shaped improvements to the game and highlighted its strengths in promoting cybersecurity awareness.

Understanding the Categories and Graphs

The evaluation focused on eight key dimensions of the EGameFlow framework, adapted for Siguru:

Graph 1: Global Median Ratings Across All Participants

Global Median Ratings Graph

Key Observations:

Graph 2: Detailed Mean Ratings per Participant

Detailed Ratings Graph

Key Observations:

Participant Feedback Highlights

"The mechanics are cool and I would play it again. I would even buy it if it is a little bit optimized. I really enjoyed playing the game and we had a lot of fun."

"Some action cards would benefit from clearer instructions."

"I liked it very much."

Improvements Based on Feedback

Conclusion

The evaluation underscores Siguru’s effectiveness as a gamified cybersecurity training tool. With iterative improvements based on participant feedback, Siguru is positioned as a unique and impactful solution for fostering cybersecurity awareness in both organizational and educational contexts.

References

Fu, F.-L., Su, R.-C., & Yu, S.-C. (2009). EGameFlow: A scale to measure learners’ enjoyment of e-learning games. Computers & Education, 52(1), 101–112. https://doi.org/10.1016/j.compedu.2008.07.004

Thomas, I. (2024). Gamifying Social Media Security And Privacy Awareness Materials, Unpublished bachelor’s thesis Download link for short version