Over 4,350 worldwide employees engaged by Idemia’s cybersecurity gamification experience

Success Stories Over 4,350 worldwide employees engaged by Idemia’s cybersecurity gamification experience

Idemia is a multinational technology company specialising in the fields of biometrics and cryptography.

They are used by more than 2,400 organisations around the world for their identity-related security services, and were ranked number #1 for iris recognition technology by the National Institute of Standards and Technology’s (NIST) “IREX 10” benchmark.

The challenges

🎯Like any specialist technology organisation which owns and maintains a vast database of sensitive information and a headcount in the thousands, Idemia needs teams across territories and languages to be switched on and aware of the ever-evolving threats to cyber security.

Their challenge broke down to:

Gamification to support your internal communications strategy

Internal communications strategies, like external communications strategies, benefit from working to a marketing calendar (or content calendar) to amplify larger messages relevant to an industry, as they can piggyback on press, events, and the collective efforts across organisations to promote a particular cause. In this case, Idemia tied their strategy around Cybersecurity Awareness Month – celebrated every October.

While originally introduced in the US, it has become an annual global initiative to promote awareness and best practices among individuals, organisations, and communities, and presented a perfect recurring window for Idemia to address the cyber security issue.

📱 Games and gamification experiences “by Drimify”

Their solution was to build a gamification experience using Drimify’s Dynamic Path™ – which allowed them to combine multiple Drimify apps to create a multi-level cyber security journey, with participation incentivised by the chance to win a $100 Amazon gift voucher.

Complex topics like cyber security, particularly where the aim is to impart knowledge and influence specific behaviours, benefit from longer experiences where users can be engaged in a topic for longer periods, or repeatedly return and progress through the experience over time.

Idemia’s “Cyber Month” game had 4 groups of 2 games covering the major themes of cyber security. They utilised a mix of question and answer games, puzzles, and more casual games customised to the themes to deliver a varied and engaging user experience.

The question and answer games allowed Idemia to go into more details, while strategic content pop-ups integrated within the other steps give opportunities to reinforce learning points and important aspects.

Multilingual support for global businesses

Drimify games can be duplicated, and then have the text of their basic user interface translated into up to 30 languages – meaning you only need to add translations of your additional content. This makes the process of customising a game in multiple languages incredibly efficient.

As such, Idemia were able to easily create their cyber security game in English and French. The combination of the format and the prize incentive resulted in 3,481 plays for an engagement rate of 106% on the English language game, and 1,687 plays for an engagement rate of 108% on the French language game.

Results and KPIs

Key figures 🚀

Globally, 🌍 across both English and French segments:

Objectives achieved 😎

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