6 reasons gamification improves cybersecurity training

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To no one's surprise, end users continue to be the favorite target of cybercriminals. Verizon's 2017 Data Breach Digest, the companion to its annual data breaches report, states that of the data-loss incidents studied, 90% involved phishing or the social engineering of end users. A July 2018 Cybersecurity Insiders report (PDF) concluded, once again, that more than 90% of the participating organizations felt vulnerable to insider malicious behavior or inadvertent errors by end users. Some experts suggest attitude is a big reason why end users are targeted. "Some IT pros will say that training end users is a waste of time, as they [end users] will click through the training but not heed the warnings," writes CompTIA product manager Stephen Schneiter, in his CompTIA.org

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