FACTORS INFLUENCING THE USE OF GAMIFICATION TOWARDS CYBERSECURITY AWARENESS: THE CASE OF HEALTHCARE STAFF IN SAUDI ARABIA

dc.contributor.advisorMicallef, Nicholas
dc.contributor.authorAlzahrani, Saleh
dc.date.accessioned2023-12-14T12:12:45Z
dc.date.available2023-12-14T12:12:45Z
dc.date.issued2023-11-28
dc.description.abstractIn an era marked by digital transformation and heightened cybersecurity threats, the imperative for robust cybersecurity awareness among healthcare staff cannot be overstated. This thesis explores the multifaceted factors that shape the intention to use gamification as a means to enhance cybersecurity awareness within the unique context of healthcare staff in Saudi Arabia. Grounded in the Technology Acceptance Model (TAM) and bolstered by the integration of perceived enjoyment, this study employs a quantitative research approach. A meticulously designed survey was distributed to 332 participants using a snowball sampling technique. The data collected were subjected to variance-based structural equation modeling (SEM) using the Smart-Partial Least Squares (PLS) software. The findings of this research unveil significant and compelling insights. They reveal that perceived ease of use, perceived usefulness, and perceived enjoyment play pivotal roles in shaping healthcare staff's intentions to embrace gamification for cybersecurity awareness. These factors collectively underscore the significance of user-centric design and engaging gamified experiences in fostering a heightened sense of cybersecurity preparedness among healthcare professionals in Saudi Arabia. The results contribute not only to the burgeoning field of gamified cybersecurity training but also to the broader discourse on technology acceptance and its application in the crucial realm of cybersecurity awareness in the Kingdom of Saudi Arabia.
dc.format.extent94
dc.identifier.urihttps://hdl.handle.net/20.500.14154/70221
dc.language.isoen
dc.publisherSaudi Digital Library
dc.subject: Awareness
dc.subjectCybersecurity
dc.subjectGamification
dc.subjectIntention
dc.subjectTAM
dc.subjectPerceived Ease of Use
dc.subjectPerceived Usefulness
dc.subjectand Perceived Enjoyment.
dc.titleFACTORS INFLUENCING THE USE OF GAMIFICATION TOWARDS CYBERSECURITY AWARENESS: THE CASE OF HEALTHCARE STAFF IN SAUDI ARABIA
dc.typeThesis
sdl.degree.departmentComputrer science
sdl.degree.disciplineCybersecurity
sdl.degree.grantorSwansea University
sdl.degree.nameMasters Degree

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