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Riskio: A serious game for cyber security awareness and education

Riskio: A serious game for cyber security awareness and education
Riskio: A serious game for cyber security awareness and education
Cyber attacks are increasing in number and sophistication, causing organisations to continuously adapt management strategies for cyber security risks. As a key risk mitigation policy, organisations are investing in professional training courses for their employees to raise awareness on cyber attacks and related defences. Serious games have emerged as a new approach that can complement instruction-led or computer-based security training by providing a fun environment where players learn and practice cyber security concepts through the game. In this paper we propose Riskio, a tabletop game to increase cyber security awareness for people with no-technical background working in organisations. Riskio provides an active learning environment where players build knowledge on cyber security attacks and defences by playing both the role of the attacker and the defender of critical assets in a fictitious organisation.
Cyber Attacks, Cyber Security, Education, Gamification, Security Controls
0167-4048
Hart, Stephen
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Margheri, Andrea
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Paci, Federica
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Sassone, Vladimiro
df7d3c83-2aa0-4571-be94-9473b07b03e7
Hart, Stephen
d9ad5153-ca09-418a-b3a5-078ea1b48536
Margheri, Andrea
4b87c32d-3eaf-445e-8ac0-8207daace2e1
Paci, Federica
9fbf3e5b-ae03-40e8-a75a-3657cbc9216e
Sassone, Vladimiro
df7d3c83-2aa0-4571-be94-9473b07b03e7

Hart, Stephen, Margheri, Andrea, Paci, Federica and Sassone, Vladimiro (2020) Riskio: A serious game for cyber security awareness and education. Computers and Security, 95, [101827]. (doi:10.1016/j.cose.2020.101827).

Record type: Article

Abstract

Cyber attacks are increasing in number and sophistication, causing organisations to continuously adapt management strategies for cyber security risks. As a key risk mitigation policy, organisations are investing in professional training courses for their employees to raise awareness on cyber attacks and related defences. Serious games have emerged as a new approach that can complement instruction-led or computer-based security training by providing a fun environment where players learn and practice cyber security concepts through the game. In this paper we propose Riskio, a tabletop game to increase cyber security awareness for people with no-technical background working in organisations. Riskio provides an active learning environment where players build knowledge on cyber security attacks and defences by playing both the role of the attacker and the defender of critical assets in a fictitious organisation.

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Riskio_A Serious Game for Cyber Security Awareness and Education - Accepted Manuscript
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Accepted/In Press date: 31 March 2020
e-pub ahead of print date: 29 April 2020
Published date: 1 August 2020
Additional Information: © 2020 Elsevier Ltd. All rights reserved.
Keywords: Cyber Attacks, Cyber Security, Education, Gamification, Security Controls

Identifiers

Local EPrints ID: 441632
URI: http://eprints.soton.ac.uk/id/eprint/441632
ISSN: 0167-4048
PURE UUID: 8696d2e9-6f95-45aa-8ba0-bbc961d9ef3b
ORCID for Andrea Margheri: ORCID iD orcid.org/0000-0002-5048-8070
ORCID for Federica Paci: ORCID iD orcid.org/0000-0003-3122-0236
ORCID for Vladimiro Sassone: ORCID iD orcid.org/0000-0002-6432-1482

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Date deposited: 23 Jun 2020 16:30
Last modified: 10 Sep 2024 01:40

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Contributors

Author: Stephen Hart
Author: Andrea Margheri ORCID iD
Author: Federica Paci ORCID iD
Author: Vladimiro Sassone ORCID iD

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