Formats
Form of the interventions
The most common form was online resources (26%), such as information on a website, tips or educational videos. Campaigns targeting understanding or awareness were also common (19%). Offline trainings (15%) and online trainings (11%) differ from these because they are pedagogical programmes that train concrete knowledge, skills or behaviours via consecutive modules.
Notably, 17 interventions were serious games (11%), such as a cybersecurity game in which employees of a fictional SME respond to a ransomware attack via interactive videos.
Life domains and digital contexts
Most interventions address general everyday digital use (26% of all mentions), followed by security (15%), critical thinking (12%), social media or social relationships (11%) and education (10%). Surprisingly, work (7%), health (5%) and news media (2%) are poorly represented.
Everyday use means, for example, emailing, creating a social media account, changing a password or learning to use online video calling.