A Meta-analysis of Korean Gamification Research Trends for Security Education Design

Jong Wan Kim, Hang Bae Chang


This study is to design a security game to proceed in the future based on the results of analyzing 105 research trends on gamification from 2018 to 2021 according to research period, research purpose, research subject, research topic, research method, game method, and emphasis factors. was trying to find an answer to Gamification showed a trend of increasing research related to 2021 due to the increase in the importance of non-face-to-face education in 2020, and there were not many studies targeting middle and high school students, colleges, and adults. Security-related research was a relatively incomplete and limited field, as only a small number of studies on raising awareness were conducted due to access restrictions. In the future, by referring to various research cases and statistics analyzed in this study, we will try to actually implement security education cases through gamification.

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