**Table 9.**

*Privacy awareness topics.*

*The Role of Gamification in Software Development Lifecycle*

gamification models.

have been based [42].

technology.

**5.2 Privacy awareness topics**

been mostly utilized as a tool for designing gamified educational programs. Various of such programs have been recorded in previous literature [40, 41] offering a more entertaining educational process and users are more engaged to be trained on several issues. Despite the usefulness of gamification in education domain, its report in educational models is missing. A correlation could be defined among these elements and the processes of instructional models, based on the concept of each element and the aim of each process. Thus, game elements will be included in each step of a model and not only in the design phases as it is customary, according to the

According to the results, recorded during the search for the RQ2, several privacy

topics have been identified, which could be considered during designing educational programs for increasing users' awareness on privacy issues. Based on their concept, they were classified into four main categories, as presented in **Table 9**. Landau [42] recommends that users could be educated on privacy social aspects, i.e. privacy regulations and laws, psychology and economics. Specifically, regarding law issues on information privacy, it would be interesting for users to be trained on the existing privacy regulations, on how data has to be protected by each type of organization based on these regulations, and on which rights the privacy policies

Additionally, more technical subjects are suggested, which could be used for example in order to educate software developers on designing tools, which analyze security and privacy concepts in systems or on developing privacy and security aware services [42]. Furthermore, one subject concerns the anonymization tools, e.g. k-anonymity, while others relative to anonymity – one of the privacy requirements –, concern security issues, cryptography technique and privacy techniques. In general, for users is important to be aware on the "Privacy by Design" philosophy, since they will be able to understand either the importance of protecting their privacy or to recognize what is needed to be implemented to ensure privacy protection [43]. Privacy threats is another issue on which users would be educated, as it is useful to be aware on possible threats in order to be able to protect their personal information while using each type of

Besides them, a sequence of questions has been recorded, recommended as possible topics for privacy awareness. First of all, the audience of an educational program would be interested to know what privacy means and its importance, why it should be aware on privacy issues [44] in order to be able to understand more specified issues. Such issues could be the type of data that should be protected, the way of organizing data, the importance of saving and backing up critical data and the protocols of sharing data [45]. Another privacy awareness topic could be to learn how data can be controlled in order to avoid possible attacks [46]. As, frequently, new products are provided by organizations, the education on privacy issues which arise with new services would be useful for users, as they will be able

While many organizations restore data, individuals should be informed about their rights, which data are used, by whom and the reason of each use. In a similar way, organizations should be aware on their responsibilities regarding the collection, processing and sharing of this users' data [47]. Further to this, responsible departments of an organization could be educated on strategies regarding the training of the staff on protecting security and privacy in order the education process to be more effective [48]. Additionally, they could be

to identify them while using technologies [43].

**14**

trained on how to recognize that employees are aware on the taught material [48]. By satisfying such issues, trust among users and organizations can be increased. Trust would be also an important subject within educational programs in order to highlight the importance of creating a straightforward relation between entities [47].

Concluding various privacy topics could be considered while designing an educational programs. This process would be useful for individuals due to the difficulty of understanding in depth the importance of privacy and the way of protecting personal data. For instance, a combination between the results of these research questions could concern the model ARCS+G and the consequences of not being privacy-aware. The provision of an attractive interaction environment in relation to the provision of privacy violation examples could be an interesting educational process for users. Such combinations could be achieved, considering the above described results, in order to have privacy-aware users who will be able to protect themselves. Various instructional methods are offered and in their processes the identification of objectives and users' needs are included. The protection of users' privacy consists a crucial objective to be considered during designing such services. Concluding, these findings could be useful for experts of designing educational methods. Specifically, the provision of an instructional model whose purpose is to create privacy awareness training programs would be helpful to increase users' awareness on such issues.

### **6. Conclusions**

The education of users on privacy issues is crucial in order for them to be able to protect their personal information by several possible threats. Thus, privacy awareness programs need to be developed. As privacy is a complex concept for users, attractive environments would support a more effective educational process. This could be achieved by incorporating game elements into instructional methods for privacy issues. However, it has been noticed that gamification has been used more as tool for creating gamified applications on several domains than as a concept included in such methods. Thus, in this work, the gamification features are explained to highlight its importance of considering them in these methods. Further to this, all the offered instructional models recorded in previous literature are presented. Additionally, privacy awareness topics were summarized and explained. For the presentation of these results, a literature review was conducted based on two research questions. The implemented methods are explained in detail and as it is already mentioned, the PRISMA method was used. According to the search terms, many publications were resulted, but considering the eligibility criteria, many of them were excluded. Several educational frameworks were recorded with many similarities, such as the design or the evaluation phase, but some of them differ, since their concept focuses on a specific research area. For instance, one of them incorporates the gamification method in order to develop a gamified instructional model. Similarly, a sequence of privacy issues was mentioned and described, e.g. the importance of protecting personal data and be a privacy-aware user. These results could be considered either for the development of a method, whose aim is to create gamified privacy training programs or for extending one of these methods incorporating gamification features and including a privacy awareness topic. In each case, the provision of such programs is important and useful, so that users to be able to protect themselves through a more effective and engaging way, as many technologies are used for the completion of various tasks.

**17**

**Author details**

*Gamification: A Necessary Element for Designing Privacy Training Programs*

The research work was supported by the Hellenic Foundation for Research and Innovation (HFRI) under the HFRI PhD Fellowship grant (Fellowship

Aikaterini-Georgia Mavroeidi, Angeliki Kitsiou and Christos Kalloniatis\*

\*Address all correspondence to: chkallon@aegan.gr

provided the original work is properly cited.

Privacy Engineering and Social Informatics Laboratory, Department of Cultural Technology and Communication, University of the Aegean, Mytilene, Greece

© 2021 The Author(s). Licensee IntechOpen. This chapter is distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/ by/3.0), which permits unrestricted use, distribution, and reproduction in any medium,

*DOI: http://dx.doi.org/10.5772/intechopen.97420*

The authors declare no conflict of interest.

**Acknowledgements**

Number: 671).

**Conflict of interest**

*Gamification: A Necessary Element for Designing Privacy Training Programs DOI: http://dx.doi.org/10.5772/intechopen.97420*
