TY - GEN
T1 - Attack and Defend
T2 - 14th European Conference on Game Based Learning, ECGBL 2020
AU - Mahmoud, Rasmi-Vlad
AU - Kidmose, Egon
AU - Broholm, Rasmus
AU - Pilawka, Olga Paulina
AU - Dominika Illés, Dominika
AU - Magnussen, Rikke
AU - Pedersen, Jens Myrup
N1 - Publisher Copyright:
© 2020 Dechema e.V.. All rights reserved.
Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.
PY - 2020
Y1 - 2020
N2 - With the increasing focus on cybersecurity from both authorities and enterprises, the growing skills gap in cybersecurity is one of the biggest cybersecurity concerns. Therefore, there is an urgent need to motivate young people to choose education and careers in cybersecurity, but also to increase competencies among both students and professionals. At the same time, many of the topics of cybersecurity are well suited for gamification: This is the case for both technical topics, where Capture The Flag competitions have gained wide recognition, but also for the less technical topics such as incident-response. There are already several well-established platforms to support the former, but in most cases, the exercises offered are quite simple (find a flag and get points), and as such do not reflect the complexity of systems to attack/protect, and if more complex scenarios are covered these often are static, and it requires a significant amount of work to create new scenarios. This paper presents the overall architecture of a new platform, designed for user-friendly and automated generation of complex gaming scenarios for learning about cybersecurity. This makes it possible to create very realistic scenarios for training both technical skills and the participants' abilities to act and make decisions in stressful situations. Moreover, it offers the possibility for users to interact with each other, both within and between teams, raising their abilities to communicate and solve challenges. The platform is envisioned with both technical perspectives and game design for learning in mind. This means that the platform is not only able to create realistic virtual labs, but the labs are created based on game scenarios that are considering specific learning objectives. This also makes it possible to create games that go beyond the traditional "point collection” and engage the users in a setting that feels more realistic and absorbing.
AB - With the increasing focus on cybersecurity from both authorities and enterprises, the growing skills gap in cybersecurity is one of the biggest cybersecurity concerns. Therefore, there is an urgent need to motivate young people to choose education and careers in cybersecurity, but also to increase competencies among both students and professionals. At the same time, many of the topics of cybersecurity are well suited for gamification: This is the case for both technical topics, where Capture The Flag competitions have gained wide recognition, but also for the less technical topics such as incident-response. There are already several well-established platforms to support the former, but in most cases, the exercises offered are quite simple (find a flag and get points), and as such do not reflect the complexity of systems to attack/protect, and if more complex scenarios are covered these often are static, and it requires a significant amount of work to create new scenarios. This paper presents the overall architecture of a new platform, designed for user-friendly and automated generation of complex gaming scenarios for learning about cybersecurity. This makes it possible to create very realistic scenarios for training both technical skills and the participants' abilities to act and make decisions in stressful situations. Moreover, it offers the possibility for users to interact with each other, both within and between teams, raising their abilities to communicate and solve challenges. The platform is envisioned with both technical perspectives and game design for learning in mind. This means that the platform is not only able to create realistic virtual labs, but the labs are created based on game scenarios that are considering specific learning objectives. This also makes it possible to create games that go beyond the traditional "point collection” and engage the users in a setting that feels more realistic and absorbing.
KW - Attack
KW - Cybersecurity
KW - Defence
KW - GBL
KW - Platform
UR - http://www.scopus.com/inward/record.url?scp=85096675124&partnerID=8YFLogxK
U2 - 10.34190/GBL.20.150
DO - 10.34190/GBL.20.150
M3 - Article in proceeding
AN - SCOPUS:85096675124
SN - 978-1-912764-71-6
T3 - Proceedings of the European Conference on Games-based Learning
SP - 364
EP - 371
BT - Proceedings of the 14th European Conference on Games Based Learning
A2 - Fotaris, Panagiotis
PB - Academic Conferences and Publishing International
Y2 - 24 September 2020 through 25 September 2020
ER -