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Cybersecurity Skills Training: An Attacker-Centric Gamified Approach

Mackenzie Adams, Maged Makramalla
2015 Technology Innovation Management Review  
Four elements of gamification are highlighted below for cybersecurity skills training: 1.  ...  Stories also motivate the learner to keep on "playing" to find out the rest of the story Existing gamification training solutions Currently, a handful of cybersecurity training and awareness programs  ... 
doi:10.22215/timreview/861 fatcat:wxko6q22dbg3jajbh5q42pftta

Cybersecurity Skills Training: An Attacker-Centric Gamified Approach

Mackenzie Adams, Maged Makramalla
2015 Technology Innovation Management Review  
Four elements of gamification are highlighted below for cybersecurity skills training: 1.  ...  Stories also motivate the learner to keep on "playing" to find out the rest of the story Existing gamification training solutions Currently, a handful of cybersecurity training and awareness programs  ... 
doi:10.22215/timreview861 fatcat:h25f7wp4cze6jgw5rujha7kouq


2020 Issues in Information Systems  
Gamification, in the form of Capture the Flag (CTF) platforms, are increasingly being used by educational institutions and in private and public industry sectors.  ...  There is a high demand for innovative and smart technologies to improve cybersecurity education and produce skilled cybersecurity professionals in a faster, more engaging manner.  ...  Gamification may provide improved learning and more rapid training of cybersecurity professionals.  ... 
doi:10.48009/1_iis_2020_202-212 fatcat:3avce537ozcufg6o3irytnq5hq

Human-Computer Interaction Considerations When Developing Cyber Ranges [article]

Lynsay A. Shepherd, Stefano De Paoli, Jim Conacher
2020 arXiv   pre-print
In this short paper, we outline upon human-computer interaction elements which should be considered when developing a cybersecurity training platform, in an effort to maintain levels of user engagement  ...  The number of cyber-attacks are continuing to rise globally.  ...  The areas mentioned offer the possibility of keeping the user engaged in the context of a cybersecurity training platform.  ... 
arXiv:2007.04760v1 fatcat:4rkiupp2crcb3ipstfizbbscaq

The SPIDER concept: A Cyber Range as a Service platform

Christos Xenakis, Anna Angelogianni, Eleni Veroni, Eirini Karapistoli, Matthias Ghering, Neofytos Gerosavva, Vasilieios Machamint, Pierluigi Polvanesi, Angela Brignone, Jeronimo Nunez Mendoza, Antonio Pastor
2020 Zenodo  
To that extent, there is an apparent need for appropriate testing and training before the massive commercial deployment of 5G.  ...  for (i) testing new security technologies, (ii) training modern cyber defenders in near real-world conditions, and (iii) supporting organizations and relevant stakeholders in making optimal cybersecurity  ...  The goal is to validate that the 5G security gamification solution results in real change and provide input to the exploitation of the solution after the project end. C.  ... 
doi:10.5281/zenodo.4030473 fatcat:murybpqqafbv7fqmp5egu4ag7a

Design and Evaluation of an Augmented Reality Game for Cybersecurity Awareness (CybAR)

Hamed Alqahtani, Manolya Kavakli-Thorne
2020 Information  
The Cybersecurity Awareness using Augmented Reality (CybAR) game is an AR mobile application that teaches not only cybersecurity concepts, but also demonstrates the consequences of actual cybersecurity  ...  The results indicate that CybAR is useful for players to develop an understanding of cybersecurity attacks and vulnerabilities.  ...  An important aspect of cybersecurity training is teaching learners to appreciate the risks of a bad decision.  ... 
doi:10.3390/info11020121 fatcat:6vry4rikbbgezj7io4a3uhlcly

Cybersecurity Awareness Framework for Academia

Mohammed Khader, Marcel Karam, Hanna Fares
2021 Information  
This work proposes a conceptual Cybersecurity Awareness Framework to guide the implementation of systems to improve the cybersecurity awareness of graduates in any academic institution.  ...  In contrast, in academia, where cybersecurity awareness should be at the core of an academic institution's mission to ensure all graduates are equipped with the skills to combat cyberattacks, most of the  ...  Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/info12100417 fatcat:kvfoss7y6rgsvnjf6gd7fuehae


Ildikó Legárd
2021 Pro Publico Bono - Magyar Közigazgatás  
, themed awareness videos and other gamification techniques.  ...  The study identifies the key elements of the implementation of the awareness programs and highlights the importance of communication channels and methods.  ...  attempted to define gamification, but according to the most accepted definition, 'gamification is the use of game design elements and game mechanics in non game contexts' 36 with the aim of making the  ... 
doi:10.32575/ppb.2021.1.7 fatcat:ejibkijjj5ffbn6atnazrxptfq

A cyberSecurity Platform for vIrtualiseD 5G cybEr Range services (SPIDER)

Neofytos Gerosavva, Manos Athanatos, Christoforos Ntantogian, Christos Xenakis, Cristina Costa, Alberto Mozo, Matthias Ghering, Angela Brignone
2021 Zenodo  
Indeed, SPIDER's basic objective is not only to train professionals in 5G security but also to provide tools able to improve the user capability of predicting the evolution of cyber-threats and to analyse  ...  The vision of the H2020 funded project SPIDER ( is to deliver a next-generation, extensive, and replicable Cyber Range as a Service (CRaaS) platform for the telecommunications  ...  The goal of this use case is to validate the 5G security gamification solution in realistic scenarios and provide input to the exploitation of the solution after the end of the project. C.  ... 
doi:10.5281/zenodo.4471359 fatcat:3rsdllubyvfj7eppw74dxyt3p4

Using a CTF Tournament for Reinforcing Learned Skills in Cybersecurity Course

Hugo Gonzalez, Rafael Llamas, Omar Montaño
2019 Research in Computing Science  
In this paper, we present an experience on using CTF tournament as a gamification process to reinforce learned knowledge and skills on cybersecurity course.  ...  The results of the tournament and final surveys at class showed that it was a good experience for the majority of the participants.  ...  Gamification in the classroom through CTF tournaments should be implemented and practiced in cybersecurity-related courses. As part of the course or as an extra activity.  ... 
doi:10.13053/rcs-148-5-15 fatcat:7xagltaurjbk5ne6rjig7mikna

A Cloud Game-Based Educative Platform Architecture: The CyberScratch Project

Llanos Tobarra, Alejandro Utrilla, Antonio Robles-Gómez, Rafael Pastor-Vargas, Roberto Hernández
2021 Applied Sciences  
The platform uses gamification to integrate the game as part of the instructional process.  ...  The CyberScratch project is a particular implementation of this architecture focused on cybersecurity game-based activities.  ...  A set of useful cybersecurity approaches to increase the students' motivation are [20, 38, 39] , which have used gamification for cybersecurity in a satisfactory way, from the points of view of law students  ... 
doi:10.3390/app11020807 fatcat:rp3dktgs4reabkarcyu5ptqa44

Proposal of a Novel Bug Bounty Implementation Using Gamification [article]

Jamie O'Hare, Lynsay A. Shepherd
2020 arXiv   pre-print
The incorporation of gamification elements provides a substitute for monetary rewards, as well as presenting possible mitigation of bug bounty program effectiveness issues.  ...  Despite significant popularity, the bug bounty process has remained broadly unchanged since its inception, with limited implementation of gamification aspects.  ...  Gamification and cybersecurity have been combined to help non-experts learn about the potential consequences of cybersecurity issues.  ... 
arXiv:2009.10158v1 fatcat:2yqgatj5mbampgiin6rug437t4

The use of computer games for teaching and learning cybersecurity in higher education institutions

Mohammed Yahya Alghamdi, Assistant Professor, Department of Computer Science, Faculty of Science & Arts of Baljurshi AL-Baha University, Baha, Saudi Arabia, Younis A. Younis, Assistant Professor, Department of Computer Science, Faculty of Information Technology, University of Benghazi, Benghazi, Libya
2021 Maǧallaẗ al-abḥāṯ al-handasiyyaẗ  
The aim of this research is to explore the use and potential effectiveness of game-based learning to assist in the teaching and learning of cybersecurity concepts in higher education.  ...  This research also presents a framework for the effective teaching of cryptography in higher education, relying on animation and gamification.  ...  use of gamification and animation in the teaching and learning of cybersecurity.  ... 
doi:10.36909/jer.v9i3a.10943 fatcat:rtwxnqkavveyphmccq5j4ugsym

Assessing the Effects of Gamification on Enhancing Information Security Awareness Knowledge

Tienhua Wu, Kuang-You Tien, Wei-Chih Hsu, Fu-Hsiang Wen
2021 Applied Sciences  
Gender difference in the effect of gamification on ISA knowledge enhancement was not observed as well.  ...  We found significant gamification effects on the three security focus areas of password management, Internet use, and information handling.  ...  [11] demonstrated the implementation of a security training gamification in mobile security; Ros et al.  ... 
doi:10.3390/app11199266 fatcat:azwro442drhjnopu6g6ei5eaha

Gamification for Recruitment and Job Training: Model,Taxonomy, and Challenges

Iqra Obaid, Muhammad Shoaib Farooq, Adnan Abid
2020 IEEE Access  
This study presents a systematic literature review (SLR) of research studies involving gamification for recruitment, engagement, and training of employees.  ...  The recruitment, engagement, and training of the employees are among the core and critical roles for running an organization successfully.  ...  The study [42] presented the solution to creating cybersecurity training using gamification.  ... 
doi:10.1109/access.2020.2984178 fatcat:wnnlbno7g5dqlk5zcqz7iichii
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