Prepared for maria b. | Delivered December 19, 2019
Security: Consumer Attitudes and Behaviors
Identify trends in how consumer behavior is changing through gamification to determine how these trends change consumer attitudes towards cyber and physical security.
Gamification is increasingly being used to engage employees in
and mobile apps. This is done to specifically target younger employees, as 71% of Millenials lack engagement in the workplace.
In 2019, the gamification of technology increased employee engagement by
and improved employee productivity by 50%.
North America is expected to experience a
in the use of “game-based learning systems” in the next five years.
A recent trend of gamification is the use of
virtual reality (VR),
augmented reality (AR), and mixed reality (MR). The technology is incorporated into eLearning and is used by businesses towards their target market.
Consumers are concerned about the
of VR and AR devices. Many have worries about encrypted data and malware.
Fitbit makes use of gamification to
increase user performance
and encourage competitiveness.
about the lack of security of fitness tracking devices was released, concerns arose over the data security of Fitbit. The report found that a wearable fitness device can emit “persistent unique identifiers” that can make the user vulnerable to tracking.
21 assignments | 5.0