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A data-driven security game to facilitate information security education

Published: 25 May 2019 Publication History

Abstract

Many universities have started to educate students on how to develop secure software and systems. One challenge of teaching information security is that the curriculum can easily be outdated, because new attacks and mitigation approaches arise. It is therefore necessary to provide software developers with methods and tools that are attractive (e.g., computer games) for self-study and up-to-date information security knowledge during and after the university education. This paper presents an on-going study to develop an educational game to facilitate information security education. The game is developed as a single player Tower Defense (TD) game. The educational goal of the game is to teach developers, who are not security experts, how to choose proper mitigation strategies and patterns to defend against various security attack scenarios. One key benefit of our game is that it is data driven, meaning, it can continuously fetch data from relevant security-based online sources (e.g., Common Attack Pattern Enumeration Classification CAPEC) to stay up to date with any new information. This is done automatically. We evaluated the game by letting students play it and give comments. Evaluation results show that the game can facilitate students learning of mitigation strategies to defend against attack scenarios.

References

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Nah Fiona Fui-Hoon et al. "Gamification of Education: A Review of Literature," Springer LNCS vol. 8527, pp. 401--409, 2014.
[2]
Adam Shostack, "Elevation of Privilege: Drawing Developers into Threat Modeling". In: USENIX Summit on Gaming, Games, and Gamification in Security Education, pp. 1--15, 2014.
[3]
Laurie Williams, Andrew Meneely, and Grant Shipley, "Protection Poker: The New Software Security "Game"". In: IEEE Security and Privacy, vol. 8, no.3, pp. 14--20. 2010.
[4]
Tamara Denning, Tadayoshi Kohno, and Adam Shostack, "Control-Alt-Hack: the Design and Evaluation of a Card Game for Computer Security Awareness and Education". In Proc. of the ACM SIGSAC conf. on Computer & communications security, pp. 915--928, 2013.
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Gregory B. White, "The Cyber Security Collectable Card Game (Version 1.0)," Tech. rep. The University of Texas at San Antonio. URL: http://cias.utsa.edu/ctd_rules.html, 2016.
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Colin Watson et al. "Cornucopia". In: OWASP Cornucopia Ecommerce Website Edition. URL: https://www.owasp.org/index.php/OWASP_Cornucopia, 2012.
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Sean Barnum, "Standardizing Cyber Threat Intelligence Information with the Structured Threat Information eXpression (STIX™)". In: MITRE Corporation, July, pp. 1--20. ISSN: 1011-6702, 2014.
[8]
CAPEC repository. https://capec.mitre.org/.
[9]
Unity game engine. https://unity3d.com/unity.
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Aaron Bangor, Philip Kortum, and James Miller, "Determining What Individual SUS Scores Mean: Adding an Adjective Rating Scale". Journal of usability studies, vol. 4, no. 3, pp. 114--123, 2009.

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Published In

cover image ACM Conferences
ICSE '19: Proceedings of the 41st International Conference on Software Engineering: Companion Proceedings
May 2019
369 pages

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IEEE Press

Publication History

Published: 25 May 2019

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Author Tags

  1. game-based education
  2. information security
  3. serious game

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ICSE '19
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Overall Acceptance Rate 276 of 1,856 submissions, 15%

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ICSE 2025

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