A Systematic Literature Review on Non-Player Characters Actions and Characteristics in Serious Games for Cyber Security Education
Abstract
1. Introduction
2. Related Work
3. Objectives
4. Methods
5. Eligibility Criteria
- IC1: Relevant to research questions (title, abstract, keywords)
- IC2: Peer-reviewed academic journals
- IC3: Peer-reviewed conference/symposium proceedings
- IC4: English language
- IC5: From 2000 up to and including 2025
- EC1: Does not meet inclusion criteria
- EC2: Without a developed serious game
- EC3: Without participant evaluation
- EC4: Papers with different title covering the same research
6. Information Sources
7. Search Strategy
- (“non player character” OR “NPC” OR “agent”) AND (“serious game” OR “educational game” OR “digital game”) AND (“cyber security”)
- (‘non player character” OR “NPC” OR “intelligent NPC”) AND (“taxonomy” OR “typology” OR “framework”) AND (“serious game” OR “educational game”) AND (“cyber security”)
- (“non player character” OR “NPC” OR “autonomous character”) AND (“characteristics” OR “actions”)
8. Data Collection Procedures
8.1. Study Selection
8.2. Data Collection–Data Items
8.3. Risk of Bias Assessment
8.4. Synthesis of the Results
8.5. Reporting Bias Assessment and Certainty Bias
9. Results
9.1. RQ1: NPCs Actions and Characteristics in Serious Games
9.1.1. Cyber Security Serious Games
9.1.2. Serious Games Not Focusing on Cyber Security
9.2. RQ2: How NPCs Are Integrated into Serious Games?
9.3. RQ3: Evaluation of Cyber Security Serious Games with NPCs
9.4. RQ4: Educational Benefits of NPCs in Serious Games
10. Discussion
11. Limitations
12. Conclusions
Supplementary Materials
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Abbreviations
| AI | Artificial Intelligence |
| DGBL | digital Game-Based Learning |
| EC | Exclusion Criteria |
| IC | Inclusion Criteria |
| LLM | Large Language Model |
| NPC | Non-Player Character |
| RPG | Role Playing Game |
| RQ | Research Question |
| SEO | Search Engine Optimization |
| SLR | Systematic Literature Review |
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| Authors | Year | Publication Type | Reviewed Papers | Research Type | Time Period | Research Topic |
|---|---|---|---|---|---|---|
| [18] | 2025 | Journal | N/A | SLR | 2008–2024 | NPCs behavior |
| [11] | 2024 | Journal | N/A | Survey | N/A | NPCs Companion Design |
| [19] | 2023 | Journal | 106 | Survey | 1979–2023 | NPCs decision-making |
| [20] | 2022 | Conference | 174 | SLR | N/A | NPC design patterns for effective human–AI cooperation |
| [21] | 2021 | Symposium | 18 | SLR | 2015–2021 | NPCs behavior |
| [22] | 2021 | Conference | 9 | Survey | N/A | NPCs and models of social interaction |
| [23] | 2021 | Conference | 87 | SLR | 2015–2018 | AI existence (NPC) in educational games |
| Research Questions (RQs) | Objectives |
|---|---|
| RQ1: How are NPCs’ characteristics and actions described in the literature on serious games? | To identify the actions and characteristics of NPCs in serious games. |
| RQ2: How are NPCs integrated into serious games? | To identify the roles of NPCs in the context of serious games. |
| RQ3: How have serious games with NPCs for cyber security education been evaluated? | To identify the criteria and tools used for the evaluation of NPCs in serious games for cyber security education. |
| RQ4: What educational benefits does the integration of NPCs have to offer? | To identify the educational advantages of NPCs in comparison to other educational tools and game mechanics used in serious games. |
| Database/Search Engine | Search Results |
|---|---|
| ACM Digital Library | 368 |
| IEEE-Xplore | 1492 |
| Scopus | 588 |
| Science Direct | 442 |
| Springer Nature Link | 69 |
| Google Scholar | 1173 |
| Subject | Search Terms and Keywords |
|---|---|
| Non-Player Characters | Non player character, NPC, autonomous agent, intelligent NPC, autonomous character |
| Classification | Typology, taxonomy, classification, framework, characteristics, actions |
| Serious games | Serious game, learning game, educational game, video game, digital game, computer game, game-based learning |
| Cyber security | Cyber security, cyber security education, cyber security awareness raising, cyber security training |
| Authors | Year | Game Name | Game Type | Topic (Cybersecurity Related) | Number of Participants | Number of NPCs |
|---|---|---|---|---|---|---|
| [3] | 2021 | SCIPS | Simulation | Provide effective cyber security training. | 57 | 1 |
| [40] | 2022 | Another Week at the Office (AWATO) | RPG | Identify and classify threats based on STRIDE-HF model. | 19 | >1 |
| [41] | 2024 | VMEET | RPG | Cyber security ethics principles. | 304 | 3 |
| [16] | 2023 | Cyber Adventure | RPG | Cyber security concepts. | 5 | 3 |
| [42] | 2023 | N/A | 2D Retro Platformer | Improve user awareness about smartphone security and privacy. | 102 | >1 |
| [43] | 2025 | Cracking Aegis | Dialog-based game | Raising awareness of privacy protection. | 22 | 1 |
| [44] | 2025 | YellowTraining | Tabletop card game | Cyber security awareness raising. | 11 | >3 |
| [45] | 2025 | N/A | RPG | Raising awareness about phishing attacks. | 28 | >1 |
| [5] | 2025 | Security Awareness Adventure | RPG | Security awareness training. | 41 | 23 |
| Authors | Year | Game Name | Game Type | Topic (Not Focusing on Cyber Security) | Number of Participants | Number of NPCs |
|---|---|---|---|---|---|---|
| [46] | 2025 | ThrowThingsVR | Virtual Reality | Upper-limb motor stimulation | 12 | 1 |
| [17] | 2024 | World of Mindcraft (Wom) | RPG | SEO, OOP, Web development | 61 | 8 |
| [13] | 2024 | N/A | RPG quest adventure | Financial technology | 200 | >12 |
| [47] | 2024 | Occult Island | Simulation | Mental State Modeling (MSM) evaluation | 18 | >1 |
| [48] | 2023 | Game Maze Cleaner | Maze game | NPC movement | 10 | >2 |
| [49] | 2023 | The Truth | RPG | English vocabulary learning | 10 | N/A |
| [50] | 2022 | Dungeon Class | Block based game | Programming | 291 | 1 |
| [51] | 2022 | Alain | Platformer | Develop number sense | 1 | N/A |
| [52] | 2022 | ImALeG | 3D Virtual world | Amazigh language learning | N/A | 18 |
| [53] | 2020 | Submarine EW Adaptive Trainer (SEW-AT) | Simulation | Submarine Electronic Warfare | 68 | 1 |
| [54] | 2019 | Crystal Island | N/A | Develop scientific reasoning skills | 90 | 2 |
| [15] | 2019 | Turtle Trainer | Battle game | English language and grammar | 27 | N/A |
| [55] | 2019 | FuzzEG | Educational adventure game | HTML Programming | 60 | >6 |
| [56] | 2016 | Exit 53 | RPG | Physiological data driving NPC behavior | 16 | 3 |
| [57] | 2016 | Web war | 2D top down game | Player’s behavior depending on NPC identity | 173 | >3 |
| [58] | 2014 | N/A | Memory game | NPC effect on fun factor | 5 | 1 |
| [59] | 2014 | The Smile Game | Social game | ERiSA evaluation | 26 | 2 |
| [60] | 2008 | Zion’s Market | RPG | NPCs social behavior impact on game experience | 20 | 6 |
| [61] | 2007 | N/A | RPG | BDI NPC evaluation | 10 | 3 |
| Authors | Year | Game Name | Evaluation-Data Collection |
|---|---|---|---|
| [3] | 2021 | SCIPS | PR, POS, TRG |
| [40] | 2022 | Another Week at the Office (AWATO) | PR, POS, TRG, QUES, ING, OBS |
| [41] | 2024 | VMEET | PR, POS, TRG, ING, SRV |
| [16] | 2023 | Cyber Adventure | PR, POS, TRG, QUES |
| [42] | 2023 | N/A | PR, POS, TRG, QUES, INTR |
| [43] | 2025 | Cracking Aegis | POS, TRG, ING, INTR |
| [44] | 2025 | YellowTraining | OBS |
| [45] | 2025 | N/A | PR, POS, C&E, SRV, QUES |
| [5] | 2025 | Security Awareness Adventure | PR, POS, TRG, ING, SRV, INTR |
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Manikas, A.; Katsantonis, M.N.; Mavridis, I. A Systematic Literature Review on Non-Player Characters Actions and Characteristics in Serious Games for Cyber Security Education. J. Cybersecur. Priv. 2026, 6, 155. https://doi.org/10.3390/jcp6050155
Manikas A, Katsantonis MN, Mavridis I. A Systematic Literature Review on Non-Player Characters Actions and Characteristics in Serious Games for Cyber Security Education. Journal of Cybersecurity and Privacy. 2026; 6(5):155. https://doi.org/10.3390/jcp6050155
Chicago/Turabian StyleManikas, Athanasios, Menelaos N. Katsantonis, and Ioannis Mavridis. 2026. "A Systematic Literature Review on Non-Player Characters Actions and Characteristics in Serious Games for Cyber Security Education" Journal of Cybersecurity and Privacy 6, no. 5: 155. https://doi.org/10.3390/jcp6050155
APA StyleManikas, A., Katsantonis, M. N., & Mavridis, I. (2026). A Systematic Literature Review on Non-Player Characters Actions and Characteristics in Serious Games for Cyber Security Education. Journal of Cybersecurity and Privacy, 6(5), 155. https://doi.org/10.3390/jcp6050155

