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Security through play | IEEE Journals & Magazine | IEEE Xplore

Abstract:

The US Naval Postgraduate School and University of Washington each independently developed informal security-themed tabletop games. [d0x3d!] is a board game in which play...Show More

Abstract:

The US Naval Postgraduate School and University of Washington each independently developed informal security-themed tabletop games. [d0x3d!] is a board game in which players collaborate as white-hat hackers, tasked to retrieve a set of valuable digital assets held by an adversarial network. Control-Alt-Hack is a card game in which three to six players act as white-hat hackers at a security consulting company. These games employ modest pedagogical objectives to expose broad audiences to computer security topics.
Published in: IEEE Security & Privacy ( Volume: 11, Issue: 3, May-June 2013)
Page(s): 64 - 67
Date of Publication: 29 May 2013

ISSN Information:

Citations are not available for this document.

Play as Part of Security Education

Others have claimed success in encoding basic computer science principles in simple games1, 2 Likewise, we hypothesize games might be able to encode skills essential in reasoning about security. Eric Klopfer and his colleagues identified five freedoms essential to play: 3

The freedom to experiment

The freedom to fail

The freedom to fashion identities

The freedom of interpretation, and

The freedom of autonomous effort.

Cites in Papers - |

Cites in Papers - IEEE (14)

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1.
Sam Attwood, Nana Onumah, Katie Paxton-Fear, Rupak Kharel, "Security-Focused Prototyping: A Natural Precursor to Secure Development", 2022 13th International Symposium on Communication Systems, Networks and Digital Signal Processing (CSNDSP), pp.356-361, 2022.
2.
Benjamin Shreeve, Joseph Hallett, Matthew Edwards, Kopo M. Ramokapane, Richard Atkins, Awais Rashid, "The Best Laid Plans or Lack Thereof: Security Decision-Making of Different Stakeholder Groups", IEEE Transactions on Software Engineering, vol.48, no.5, pp.1515-1528, 2022.
3.
Hyung-Jong Kim, Soyeon Park, Jin B. Hong, "Security Education and Training for Non-technical School Students using Games", 2021 International Conference on Software Security and Assurance (ICSSA), pp.1-6, 2021.
4.
Karolína Dočkalová Burská, Vít Rusňák, Radek Ošlejšek, "Enhancing Situational Awareness for Tutors of Cybersecurity Capture the Flag Games", 2021 25th International Conference Information Visualisation (IV), pp.235-242, 2021.
5.
Joshua C. Nwokeji, Jamila Abrahim, Shital Vaghasiya, Terry S. Holmes, Ephraim M. Nwokeji, "WIP: Comparative Analysis of Instructional Methods Based on Competences", 2020 IEEE Frontiers in Education Conference (FIE), pp.1-6, 2020.
6.
Tamara Lopez, Helen Sharp, Thein Tun, Arosha Bandara, Mark Levine, Bashar Nuseibeh, "Talking About Security with Professional Developers", 2019 IEEE/ACM Joint 7th International Workshop on Conducting Empirical Studies in Industry (CESI) and 6th International Workshop on Software Engineering Research and Industrial Practice (SER&IP), pp.34-40, 2019.
7.
Susanne Barth, Pieter Hartel, Marianne Junger, Lorena Montoya, "Teaching Empirical Social-Science Research to Cybersecurity Students: The Case of 'Thinking Like a Thief'", IEEE Security & Privacy, vol.17, no.3, pp.8-16, 2019.
8.
F. Alotaibi, S. Furnell, I. Stengel, M. Papadaki, "Enhancing cyber security awareness with mobile games", 2017 12th International Conference for Internet Technology and Secured Transactions (ICITST), pp.129-134, 2017.
9.
Felipe Osses, Gastón Márquez, Cristian Orellana, Hernán Astudillo, "Towards the selection of security tactics based on non-functional requirements: Security tactic planning poker", 2017 36th International Conference of the Chilean Computer Science Society (SCCC), pp.1-8, 2017.
10.
M. M. Rahman, Muhammad Abdullah Adnan, "Two step verification system of highly secure social media: Possible to breach the security", 2017 International Conference on Networking, Systems and Security (NSysS), pp.185-190, 2017.
11.
Stan Kurkovsky, "Mobile authentication for software engineering: A case study of research and development student projects", 2016 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE), pp.260-264, 2016.
12.
Kristian Beckers, Sebastian Pape, "A Serious Game for Eliciting Social Engineering Security Requirements", 2016 IEEE 24th International Requirements Engineering Conference (RE), pp.16-25, 2016.
13.
Chad M. Dewey, Chad Shaffer, "Advances in information SEcurity EDucation", 2016 IEEE International Conference on Electro Information Technology (EIT), pp.0133-0138, 2016.
14.
Michael Lehrfeld, Phillip Guest, "Building an ethical hacking site for learning and student engagement", SoutheastCon 2016, pp.1-6, 2016.

Cites in Papers - Other Publishers (15)

1.
Crystal M. Fausett, Joseph R. Keebler, "Teamwork in Cybersecurity: Evaluating the Cooperative Board Game [d0x3d!] as an Experimental Testbed", Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 2023.
2.
Nicola Whitton, "Play in Post-Compulsory Education", Play and Learning in Adulthood, pp.49, 2022.
3.
Sebastian Pape, "Challenges for Designing Serious Games on Security and Privacy Awareness", Privacy and Identity Management. Between Data Protection and Security, vol.644, pp.3, 2022.
4.
Filipo Sharevski, Peter Jachim, "“Alexa, What’s a Phishing Email?”: Training users to spot phishing emails using a voice assistant", EURASIP Journal on Information Security, vol.2022, no.1, 2022.
5.
Stylianos Karagiannis, Christoforos Ntantogian, Emmanouil Magkos, Luís L. Ribeiro, Luís Campos, "PocketCTF: A Fully Featured Approach for Hosting Portable Attack and Defense Cybersecurity Exercises", Information, vol.12, no.8, pp.318, 2021.
6.
Tommy van Steen, Julia R.A. Deeleman, "Successful Gamification of Cybersecurity Training", Cyberpsychology, Behavior, and Social Networking, 2021.
7.
Leah Zhang-Kennedy, Sonia Chiasson, "A Systematic Review of Multimedia Tools for Cybersecurity Awareness and Education", ACM Computing Surveys, vol.54, no.1, pp.1, 2021.
8.
Karolína Dočkalová Burská, Vít Rusňák, Radek Ošlejšek, "Data-driven insight into the puzzle-based cybersecurity training", Computers & Graphics, 2021.
9.
Audun Jøsang, Viktoria Stray, Hanne Rygge, "Threat Poker: Gamification of Secure Agile", Information Security Education. Information Security in Action, vol.579, pp.142, 2020.
10.
Suzanne Mello-Stark, Mary Ann VanValkenburg, Emily Hao, Innovations in Cybersecurity Education, pp.39, 2020.
11.
Stylianos Karagiannis, Thanos Papaioannou, Emmanouil Magkos, Aggeliki Tsohou, "Game-Based Information Security/Privacy Education and Awareness: Theory and Practice", Information Systems, vol.402, pp.509, 2020.
12.
Ludger Goeke, Alejandro Quintanar, Kristian Beckers, Sebastian Pape, Computer Security, vol.11981, pp.156, 2020.
13.
René Röpke, "Spielerisch sichere Teilhabe", MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung, vol.36, pp.170, 2019.
14.
Nicholas Micallef, Nalin Asanka Gamagedara Arachchilage, "Security questions education: exploring gamified features and functionalities", Information and Computer Security, vol.26, no.3, pp.365, 2018.
15.
Dina Aladawy, Kristian Beckers, Sebastian Pape, Trust, Privacy and Security in Digital Business, vol.11033, pp.103, 2018.
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