With the advent of smart grid (SG) systems, electricity networks have been able to ensure greater efficiency and utility by interconnecting their grids through cloud-based technology. As SGs become increasingly complex, a wide range of security challenges arise, threatening the grid's reliability, safety, efficiency, and stability. The security challenges include the potential exposure of personal data due to hackers intercepting the communications between the SG infrastructure and the smart meters. Security awareness plays a vital role in addressing some of these challenges. However, the traditional training programs are no longer efficient for instilling information security culture in organisations or from an individual user perspective. Gamification is a new concept in the field of information security awareness training (SAT) campaigns that can be introduced to fill in this gap by providing employees with a means of practising and learning about many security flaws and risks that exist within the organisation. Thus, this paper examines the effectiveness of gamification in promoting security awareness among smart meter components for smart grid users/operators. A gaming application is developed as part of the study with the aim of training and evaluating the results through three difficulty levels of questionnaires. Furthermore, the results are evaluated for the three difficulty levels as well as the overall flag captured. It can be demonstrated that the scores of participants in the three levels have improved by 40%, 35% and 29%, respectively. This reflects the awareness of learning within our system.
翻译:随着智能电网(SG)系统的出现,电力网络通过基于云的技术实现电网互联,从而确保了更高的效率和实用性。随着智能电网日益复杂,一系列广泛的安全挑战随之涌现,威胁着电网的可靠性、安全性、效率及稳定性。这些安全挑战包括因黑客拦截智能电网基础设施与智能电表之间的通信而导致的个人数据潜在泄露风险。安全意识在应对其中部分挑战中发挥着至关重要的作用。然而,从组织或个体用户角度来看,传统培训项目已不再能有效灌输信息安全文化。游戏化是信息安全意识培训(SAT)领域的一个新概念,可通过为员工提供实践和学习组织内存在的多种安全缺陷与风险的手段来填补这一空白。因此,本文探讨了游戏化在提升智能电网用户/操作者智能电表组件安全意识方面的有效性。作为研究的一部分,我们开发了一款游戏应用程序,旨在通过三个难度等级的问卷进行培训并评估结果。此外,我们对三个难度等级的结果以及捕获的总体标志进行了评估。结果显示,参与者在三个难度等级中的得分分别提高了40%、35%和29%。这反映了我们系统内部的学习意识。