Since the start of Covid in late 2019, a lot of organizations and businesses have made big moves into the digital sphere, which has led to a rise in cybercrimes. It's possible that many members of the present generation are ignorant that hackers can occasionally access their personal information. To improve the security of information and privacy for both working professionals and students, gamification approaches have been employed by a number of researchers in their attempts to solve this issue. However, not all present generations are actively able to cope with the situation and find it difficult to understand the nuances of the security features and terminology being discussed. This book provides autonomous learning strategies together with genuine educational research scenarios that extend the learning process through compelling conflicts and solutions through gamification approaches to improve the security of information and privacy for both working professionals and students.