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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Digital Tools, Approaches and Assessment for Cybersecurity Education via Storytelling: a Systematic Literature Review</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Tiziano Citro</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giuseppina Palmieri</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria Angela Pellegrino</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dipartimento di Informatica, Università degli Studi di Salerno</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Regional Center Information Communication Tecnology, CeRICT scrl</institution>
          ,
          <addr-line>Naples</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Given the increasingly interconnected world we live in, having a perception of the risks inherent in cybersecurity becomes crucial. No one is immune, and due to this pervasiveness, it is strictly required to design approaches and tools capable of educating anyone to recognize and avoid threats related to cybersecurity. Due to the efectiveness recognized to storytelling to engage learners of any age and grade, this article aims to provide an overview of current practices regarding approaches, tools, and assessments to raise awareness about cybersecurity via storytelling based on a systematic literature review. It revises 19 relevant articles out of 60 not duplicated records indexed by major databases, i.e., Scopus, ACM Digital Library, IEEE Xplore, which are compared in terms of target audience and assessment approach. Articles are relevant if they adopt digital tools to raise awareness concerning cybersecurity. It results in 30 digital academic or commercial tools, compared in terms of availability, supporting features, and target audience. According to the review results, storytelling is an interesting approach to lower access points to cybersecurity, demonstrating that there are glimmers of use in the corporate sector, too. Storytelling is mainly used in combination with game-based approaches, simulating real scenarios or engaging participants with interactive quizzes. Although freely available tools are rare and often discontinued, there is a short list of promising digital tools publicly available along with educational material. While storytelling is used as an entry point to raise learners' awareness about cybersecurity, further efort should be invested in approaching professionals.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Cybersecurity</kwd>
        <kwd>Education</kwd>
        <kwd>Storytelling</kwd>
        <kwd>Systematic Literature Review</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        We live in an increasingly interconnected world with the habit of exchanging information on the Web
continuously. Consequently, cybersecurity is becoming a more and more pervasive issue afecting
the lives of almost everyone. It implies a great need for everyone to be aware of the dangers and
consequences of using technology daily. Kids start surfing the Web, looking at videos, and playing
on tablets, unaware of the potential risks in cyberspace since the early stage of their childhood. This
non-conscious use spurs parents’ concerns about consuming inappropriate content or inadvertent
personal data sharing. Similarly, older adults often lack appropriate support to protect themselves [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
As a result, cybersecurity education knows no age, as no one is immune to the pervasiveness of issues
and security threats on the Web. It requires age-appropriate mechanisms, which can be obtained by
designing educational approaches tailored to specific target ages without forgetting about any user
group or by thinking about approaches independent of age.
      </p>
      <p>
        Storytelling is recognized as an efective means in learning setting as it engages learners [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ], from
workers [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] to scholars of any age, from early education [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] to elder audience [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Stories stick, enabling
long-term memorability, and narratives improve comprehension of visualizations [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
2nd International Workshop on CyberSecurity Education for Industry and Academia (CSE4IA 2024), June 4th, 2024, Genoa, Italy
* Corresponding author.
      </p>
      <p>
        Given these premises as a promising learning approach, we investigate whether and to what extent
storytelling is explored in Cybersecurity Education. Storytelling might be beneficial in this field as
learning cybersecurity requires an holistic view, keeping into consideration organizational, societal,
legal, psychological, and economical aspects concerning security rather than merely focusing on
technological implications [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. It is naturally implemented via stories as technical details are abstracted,
mainly focusing on dynamics and performed actions. Furthermore, stories naturally give voice to
diferent actors spurring a collaborative dimension. By applying this principle to cybersecurity, it
gives the possibility to collect and compare opinions and actions of all roles having a responsibility
in cybersecurity prevention and resolution [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Finally, cybersecurity events are dynamic and stories
easily support participants to model a cascade of events, coherently.
      </p>
      <p>We analyze and compare educational programs for cybersecurity that take advantage of storytelling.
Via a Systematic Literature Review approach, we extensively revise the literature indexed by major
databases looking for peer-reviewed contributions in the intersection between cybersecurity and
storytelling. It results in the revision of 19 articles considered relevant by two independent evaluators.
Besides comparing educational approaches and their efectiveness, we are interested in identifying and
comparing digital tools used in educational programs for teaching cybersecurity via storytelling.
This review aims to:
• understand the current practices related to increasing end-user awareness and education about
cybersecurity via storytelling by reporting the target audience, the learning approach, the taught
topic(s), the used tools, and the performed assessment,
• articulate reflections on future directions to design approaches and tools to teach cybersecurity
professionals,
• encourage reproducibility and transparency of documented results by publishing row and
elaborated data concerning the performed literature review as a reproducibility package, openly
accessible online via Zenodo.</p>
      <p>The structure of our work is organized as follows. Section 2 discusses the research methodology applied
in this study to conduct a Systematic Literature Review and the Research Questions (RQs) that guided
the study. Section 3 reports results, which are discussed along with the RQs in Section 4. Finally,
Section 5 concludes the article with final thoughts and future directions.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Methodology</title>
      <p>This section clarifies the research questions (RQs), the data collection process, and the inclusion criteria
based on the reported literature review.</p>
      <p>Research Questions at the basis of this literature review follow:</p>
      <p>RQ - What is the current situation related to increasing end-user awareness and education about
cybersecurity via storytelling?
Data Collection. The literature review was conducted by in-depth reading, interpreting, and
categorizing papers proposing educational activities to increase end-user awareness and education about
cybersecurity and taking advantage of storytelling. The aim was to develop a comprehensive
understanding and critically assess the available tools relevant to moderate this activity. This review considered
studies involving any target, from scholars to workers, without distinguishing in the formulated query
or the inclusion/exclusion criteria.</p>
      <p>This review focuses on contributions with an academic structure, published as peer-reviewed articles
until April 2024, and indexed by Scopus1, ACM Digital Library2 and IEEE Xplore3. Accordingly, the
1Scopus: https://www.scopus.com
2ACM Digital Library: https://dl.acm.org
3IEEE Xplore: https://ieeexplore.ieee.org
query results have been retrieved on April, 23rd 2024. Moreover, the procedure is fully detailed, making
it possible to systematically repeat it on other databases. We used cybersecurity and storytelling
and diferent variations of these terms as keywords. Specifically, we carried out the following query:
(cybersecurity OR “cyber security” OR “cyber-security”) AND storytelling) configuring the diferent
databases to look for the query in the title, abstract, and keyword. We apply no filters concerning
the year of publication and subject areas. A total of 53 papers met these criteria, which have been
integrated with hand-picked articles, reaching a total of 60 non-duplicate papers. Figure 1 summarizes
the exclusion and inclusion criteria considered during the selection process on the basis of this literature
review, which is detailed in the following.</p>
      <p>Inclusion/Exclusion criteria. The screening process started, and the eligibility criteria were set. At
this stage, a paper is considered relevant and hence eligible for the review process if it is published in
a peer-reviewed venue, and it applies storytelling to cybersecurity. Two researchers autonomously
screened articles by reading titles and abstracts. Results were recorded in a spreadsheet which coded
whether a paper was judged to be either relevant (1) or irrelevant (-1). Then, they jointly discussed
coding outcomes corresponding to opposite opinions until reaching an agreement. A similar approach
has been performed in the eligibility phase. At this stage, a paper is considered relevant and hence to
be considered included in the review if it is available, it applies storytelling for cybersecurity awareness
and education via a digital tool without any constraint on the learner’s age. More in detail, we consider
any contribution reporting approaches relevant to introducing, teaching, improving awareness, or
engaging users in learning about cybersecurity via storytelling in any context. The two researchers
autonomously coded articles and then jointly discussed opposite codes until reaching an agreement. It
results in 19 included articles, which present or cite 30 either academic or commercial digital tools.
Bias and limitations. The performed query might have missed studies targeting specific cybersecurity
topics, using domain specific terminology concerning attacks, simulations, threats. However, we
hypothesize that in introducing the research at least once cybersecurity is cited among title, abstract and
keywords. The same thought might be related to storytelling and the risk that authors used synonyms
or alternative ways to refer to the same approach.</p>
      <p>In the current stage, the review only considers peer-reviewed contributions while collecting digital
tools. Developers might opt for publishing them as open source software rather than opting for academic
contributions. However, the performed process is described in so detail to enable reproducibility also
on code repositories, such as GitHub, GitLab or Bitbucket, and enable the tool comparison with those
cited in the literature.</p>
      <p>Replication package. To strengthen the replicability, enable transparency, and support verification of
our review, we have published a bundle with all the bibliography at each stage of the PRISMA chart
annotated with comments and tags. In the replication package freely available on Zenodo at the link
https://doi.org/10.5281/zenodo.11126096, the reader can see: the results of the search on Scopus, IEEE
Xplore, and ACM Digital Library, both in terms of the performed query and the collection of articles
matching the keyword in terms of BibTeX. Moreover, we also report hand-picked articles as a separate
bibliography. These four raw bibliography files share the same prefix of 0. with x progressive number
from 1 to 4, combined with the name of the queried database. The merged file contains all distinct
articles annotated with tags to distinguish eligible articles from those not. Tags are reported in the
BibTeX comment per each entry, along with the cause of the not eligibility, such as #notpeerreviewed
(3 out of 17 not eligible), #outofscope (13 out of 17 not eligible), documenting if an updated version of
the same contribution appeared, e.g., a journal version extending a conference paper (just a single case
out of 17 not eligible). All contributions satisfying inclusion criteria applied on abstracts are reported in
the bibliography entitled eligible, which documents which article has been included or not, along
with the rationale for excluding it or the taxonomy to justify and categorize the inclusion. Reasons and
taxonomy are modeled as tags reported in the comment field of each entry. Reasons for exclusion are
#notpeerreviewed (5 out of 24 not included), #notinenglish (1 out of 24 not included) or out of
scope, e.g., not proposing a digital tool to support the cybersecurity educational activity (18 out of 24
not included). Finally, the included bibliography reports eligibility and inclusion comments for the
19 included articles. Cross-cutting tags concern #debated articles, where the final scores required a
discussion among evaluators. While raw articles are available as bib files, the articles corresponding
to the merging, eligibility, and inclusion stages are accessible as bib files and HTML tables to simplify
readability. The reproducibility package is completed by a index file that documents the procedure
followed.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Results</title>
      <p>We come up with 19 included contributions summarized in Table 1, along with the tool(s) used, the
target audience, and the addressed topic. The assessment column in Table 1 reports the performed
assessment or the intended goal in proposing the educational activity as declared by authors by
distinguishing approaches to engage, introduce, improve awareness, creativity, or let participants learn
about cybersecurity by focusing on the impact on participants, meanwhile keeping track of contributions
that involved target audience in the co-design of the toolkit or performed a usability assessment. We
consider relevant to emphasize contributions performing co-design or usability studies as they are rare
even if it is crucial to collect end-users feedback and improve the digital tool before measuring the
impact that tools might have on end-users. The target column in Table 1 reports age when explicitly
outlined in the evaluation of the revised contribution, keeping it generic when a target audience is
reported at the design level, often missing a formal assessment.</p>
      <p>
        Each included contribution presented a technology-enhanced educational scenario. As a result,
Table 2 compares tools by distinguishing commercial solutions, i.e., those released by companies,
and academic ones, referred to by included articles. Moreover, digital tools are classified according
to the educational approach in which the tool has been used, extending the classification proposed
by Chowdhury and Gkioulos [29]. In particular, we classified tools as game-based approaches, e.g.,
serious games, gamified environments or simulation platforms for teaching cybersecurity, video-based
approaches, focused on the use of recorded videos as educational material, comics and other approaches.
Tools are compared in terms of accessibility as explicitly modeled via the link column that reports
how to access it, along with the link’s status and the tool’s free nature. Moreover, for each tool, we
report the topic distinguishing between general purpose and domain-specific tools, the target audience,
and the technology used for the delivery mode if it enables authoring and supports collaboration. In
the following, we discuss tools according to the educational approach that exploits them.
Game-based approaches mainly use storytelling in terms of storyline. Educational approaches in this
category often combine interactive quizzes as checkpoints to assess learned concepts with gamified
elements such as awards in the case of correct replies and levels of increased complexity to challenge
participants. INTERLAND [34], Carnegie Cadets [30], PBS Cybersecurity Lab [31], CyberBullet [16],
Wolf, Hyena, and Fox game [23], Criminal Investigation [25], PlayingSafe [12], SAEG [14] belong to this
category. As an alternative to quiz, What.Hack [19] engages participants with sequence of puzzles, while
CyberCIEGE [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], PhishGuru [11], CyberVR [20], Watch Dogs [35], Deus Ex [32], and Hacker Evolution
Duality [33] opt for role-playing video games simulating realistic scenarios concerning phishing attacks
or security in general.
Video-based approaches are all proposed by the contribution authored by Khalid et al. [22], which
assists primary school teachers in raising awareness and conveying the fundamental principles of
cybersecurity to primary school children aged 7-13 in Africa, by letting them authoring videos with
general-purpose video editing tools.
      </p>
      <p>Comics-based approaches mainly focus on characters and roles involved in cybersecurity. All the
tools supporting this kind of approach enable and require learners to author comics via general-purpose
tools, such as Creative Suite [41], GameSalad Creator [42], comicgen [40], StoryboardThat [44],
ComicBEE [39], or environments tailored to domain-specific scenarios, such as PrivacyToon [ 43] which focuses
on privacy-related issues.</p>
      <p>Uncategorized approaches include experiments with social robots, such as Zenbo [47], or interfaces
used mainly by professionals to detect, organize, and render vulnerabilities to workers, such as
visualization interfaces RouterJoyVis [45] and YourNetStory [46] used to visualize home router trafic
data [21] or ontology driven storytelling GUI to let workers identify vulnerabilities in log files [28].</p>
    </sec>
    <sec id="sec-4">
      <title>4. Discussion</title>
      <p>This section discusses results by organizing insights according to takeaways. Discussions will be aligned
with RQs in the conclusions.</p>
      <p>A handful of working and freely available tools. According to the performed systematic literature
review, we devised 30 tools used or cited by educational activities to teach cybersecurity. They are
almost equally distributed between academic and commercial tools, as evident by white and gray rows
in Table 2. However, if we focus on available tools, the number narrows to 18, moving to 15 if we
limit fully working tools, and only five if we are also interested in freely available solutions. This
change in number may be mainly related to the interest in defining prototypes for research purposes,
followed by the lack of funding and discontinuity in maintenance observed in academia. The five
completely working and freely available tools are web-based and are almost commercial solutions,
where CyberSecurity Lab [31], INTERLAND [34], and PrivacyToon [43] are domain-specific and tailored
on privacy and (cyber)security topics, while Pixton [36] and comicgen [40] are general purpose tools
that can have been used in cybersecurity learning activities.</p>
      <p>
        Actively engage participants. Collaboration is widely exploited in learning settings because of
its efectiveness concerning individual eforts [ 48]. However, only 8 out of 30 tools were used in
the surveyed articles exploring cybersecurity education via storytelling support collaboration. It is a
surprising insight as cybersecurity may benefit from collaboration [ 24] as it naturally involves diferent
actors, which can be simulated via role-playing. Meanwhile, stories can be easily created and understood
in collaboration [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. The limited use of collaboration might be justified by how the included work
interprets the concept of stories. Stories are mainly interpreted as storylines in game-based approaches
rather than an opportunity to challenge participants to narrate real scenarios, giving voice to involved
roles and actors, envisioned only in video-based and comic-based approaches. The passive role of
participants is also confirmed by the only partial support of authoring features in tools, covered only by
10 out of 30 tools, as documented by the authoring column in Table 2. Digital games emerge as the
most explored approach to teaching cybersecurity, coherently with the literature [49, 50].
Learning impact VS Usability. The included articles mainly focus on the impact of activities on
participants, assessing the increase in awareness (7 out of 19), learning outcomes (6 out of 19), obtained
engagement (3 out of 19), efectiveness, creativity, and collecting users impressions. It results in a
suficiently high interest in raising users’ awareness, going even deeper by measuring achieved learning.
To name an uncommon practice among reviewed articles, Kumaraguru et al. [11] measured learning via
a longitudinal study. Only 3 out of 19 assess the usability or accessibility of used or proposed tools by
target groups or involving end-users in co-design solutions. More in detail, Criminal Investigation [25]
involves university students in the assessment and reports positive feedback on user interface and
accessibility without detailing quantitative results. CyberBullet [16] involves children in co-designing
the tool but needs a formal assessment. CyberAware [13] collects feedback with a 5-point Likert
scale from children participating in the assessment concerning the usage of the application, reporting
that two-thirds encountered no problem while playing and consider informative all the displayed
messages. However, it is worth noting that all the articles assessing tool usability and accessibility
target learners rather than workers. Further efort should be invested in tailoring interfaces to users’
needs via user-centered design approaches, paying more attention to professionals’ needs.
Learners rather than professionals. Focusing on the target of the tools reported in Table 2, 18 of 30
tools are proposed for learners of diferent ages and grades. A single tool is tailored for workers, while
everyone can use 11 out of 30 other tools. As a result, few tools are designed for professionals. A similar
result is obtained by focusing on the assessment target reported in Table 1 as only 2 out of 19 articles
involve employees among evaluation participants. The interest in applying storytelling to improve
awareness rather than make professionals is confirmed by educational material documented in column
material in Table 2 as well as the nature of the assessment reported in Table 1 which mainly focus on
learning, awareness, engagement. Further efort should be devoted to designing tools and activities
tailored for professionals, clarifying roles involved in cybersecurity, and simulating real use cases. A
tentative in this direction is provided by serious games and simulation platforms, such as What.Hack
that simulates real-world phishing scenarios and asks players to distinguish between real and phishing
emails [19] or CyberVR, which is an immersive cybersecurity role-playing game where players act as
IT system administrators and have to maintain a high-security access level [20].
      </p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion and Future Directions</title>
      <p>Cybersecurity is increasingly pervasive and has a global impact on nearly everyone. People now live in a
cyber world where data are stored digitally and continuously shared online. Therefore, there is an urgent
need for all to increase awareness concerning risks and how to mitigate their impact. As storytelling is
considered a promising educational approach, we investigate its exploitation in cybersecurity education.
The presented results are retrieved via a systematic literature review of peer-reviewed contributions
indexed by the major databases focusing on initiatives exploiting storytelling in cybersecurity education
via digital tools. While peer-reviewed articles have been revised mainly in terms of the performed
assessment, tools have been assessed in terms of availability, target, and supported features.</p>
      <p>Replying to RQ, storytelling is explored as a promising approach to increase learners’ awareness and
education about cybersecurity, probably due to the perceived potentiality to simplify the access point to
complex and technical topics. Moderators of cybersecurity educational activities can rely on a handful
of working and freely available tools, mainly commercial released for free, along with publicly available
educational material. However, it is only marginally explored for professionals. Workers should be
more involved as target groups, collecting their needs and verifying the utility of proposed tools to
satisfy users’ requirements. In a single case, workers are the target group, and storytelling is used as an
approach to detect and verbalize vulnerabilities in log files. It envisions the possibility of using stories
to identify patterns and visually render information along with narration to guide interpretation and
mitigate the impact of vulnerabilities. In this direction, we consider relevant mentioning tools such as
RouterJoyVis [45] and YourNetStory [46] to visually render patterns and ontology-driven GUI [28] to
verbalize vulnerabilities.</p>
      <p>Practical implications and future direction for future technology-enhanced learning tools.
While game-based approaches are promising to engage participants of any age, end-users play the
passive role of the information consumers. Alternative approaches, such as those based on videos and
comics, opt for moving end-users to the position of story creator. Starting from those initiatives, it
would be beneficial to encourage participants further to play an active role in authoring stories.</p>
      <p>Digital tools often lack accompanying educational material, hindering reproducibility and
transparency. Researchers must invest further efort in publicly and openly making educational videos or
supporting material available. This will not only simplify the learning experience but also enable fair
comparison among experiences, fostering a more responsible and transparent learning environment.</p>
      <p>Surprisingly, collaboration is only partially exploited while learning cybersecurity. While some
activities are moderated in such a way that participants collaborate with a unique robot or interface,
collaboration is rarely mediated by the tool itself. As a result, collaboration disappears when the
experience move to a remote setting. To keep the learning experience as unchanged as possible when
transitioning between in-person and remote activities, it is crucial that digital tools spur
technologymediated cooperation and collaborative work.</p>
      <p>Finally, there are some topics that are fundamental challenges in cybersecurity, such as information
disorder, that are not explicitly covered by the included contributions. It is crucial to consider those
aspects in the future, spurring a wider awareness in terms of data literacy and conscious consumption
of content on the web capable of distinguishing misleading content from authentic one. Likewise, it is
crucial to provide citizens of all genders and ages with (digital) tools necessary for an informed use of
digital currencies dealing with cybersecurity and blockchains.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>This work was partially supported by the SERICS (PE00000014) under the MUR National Recovery
and Resilience Plan funded by the European Union - NextGenerationEU. This communication reflects
only the author’s view, and the Commissions are not responsible for any use that may be made of the
information it contains.
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