2019 IEEE European Symposium on Security and Privacy Workshops (EuroS&PW) 2019
DOI: 10.1109/eurospw.2019.00016
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Designing Serious Games for Cyber Ranges: A Socio-technical Approach

Abstract: Appropriate training is an effective solution to tackle the evolving threat landscape and conflicts in the cyber domain and to fulfill security requirements. Serious games demonstrate pedagogic effectiveness in this field, however, they need to comply with national, organizational, and individual strategies and characteristics. These games provide the players, individually or in groups, with an opportunity to develop their adversarial and system thinking skills to set up effective defenses. To this end, in thi… Show more

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Cited by 14 publications
(3 citation statements)
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“…A cyber range gives a safe, legal environment to develop cybersecurity skills and has proven to be extremely useful for competition hosts. Research has been published in designing games that raise awareness in cybersecurity and help raise "adversarial and system thinking skills" (Kianpour et al, 2019).…”
Section: Competitions "At-scale"mentioning
confidence: 99%
“…A cyber range gives a safe, legal environment to develop cybersecurity skills and has proven to be extremely useful for competition hosts. Research has been published in designing games that raise awareness in cybersecurity and help raise "adversarial and system thinking skills" (Kianpour et al, 2019).…”
Section: Competitions "At-scale"mentioning
confidence: 99%
“…Kristina Juraitė Building New Culture Participation in Hyperconnected Environments: Agency-Oriented Approach Figure 1� Lithuanian Aviation Museum in Kaunas, Lithuania-We will fly! Photograph: Mindaugas Kavaliauskas� ���������������������� Figure 2� Museum of the Second World War in Gdansk, Poland-Culture in many dimensions� Photograph: Mindaugas Kavaliauskas� ������������������������������������������������������������������������������������ Figure 3� Engagement with museum (Simon, 2010, p� 91)� ����������������������� Figure 4� Queen Studio experience in Montreux, Switzerland� Photograph: Mindaugas Kavaliauskas� ���������������������������������������� Figure 5� Audience engagement pyramid (Rosenblatt, 2010)� ������������������ Figure 6� The Olympic Museum in Lausanne, Switzerland-A marathon of emotions� Photograph: Mindaugas Kavaliauskas� ������������������������������������������������������������������������������������ Figure 7� Semiotic representation of cultural experience as a construct of the triadic relationship between community, institution, and audience (Russo & Watkins, 2005, p� The 4Ps of creativity (based on Zhang et al�, 2016;Doyle, 2018;Cramond, 2020)� ������������������������������������������������������������������� Figure 6� Stages of object research (prepared by the author)� �������������������� Figure 7� Presentation of the research process (prepared by the author)� �������������������������������������������������������������������������������������� Figure 8� Body temperature is recorded in the photo (prepared by the author)� ��������������������������������������������������������������������������������������������� Figure 9� The exhibition "ON/ OFF" (prepared by the author)� ���������������� Figure 10� Information stand (prepared by the author)� ������������������������������ Judita Kasperiūnienė Science Communication in Environmental Online Games Figure 1� Mapping of the main types of gamified virtual environments (adapted from Wattanasoontorn et al�, 2013;Laamarti, Eid, & El Saddik, 2015;Djaouti, Alvarez, & Jessel, 2011;Kianpour et al�, 2019)� ���������������������������������������������������������� Figure 2� Screenshot of the "Collaborative Classification of Serious Games" website, which classifies serious games according...…”
Section: List Of Figuresunclassified
“…These games are applied within a learning context, where the story is part of a thoughtful process designed to guide students towards specific learning goals. Serious games have also been investigated as a tool for cybersecurity training in cyber ranges [170]. Other related works include platforms used for Cyber Exercises, Capture the Flag events, and training and competence assessment [171], [172].…”
Section: Introductionmentioning
confidence: 99%