224,666 research outputs found

    A Survey of Serious Games for Cybersecurity Education and Training

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    Serious games can challenge users in competitive and entertaining ways. Educators have used serious games to increase student engagement in cybersecurity education. Serious games have been developed to teach students various cybersecurity topics such as safe online behavior, threats and attacks, malware, and more. They have been used in cybersecurity training and education at different levels. Serious games have targeted different audiences such as K-12 students, undergraduate and graduate students in academic institutions, and professionals in the cybersecurity workforce. In this paper, we provide a survey of serious games used in cybersecurity education and training. We categorize these games into four types based on the topics they cover and the purposes of the games: security awareness, network and web security, cryptography, and secure software development. We provide a catalog of games available online. This survey informs educators of available resources for cybersecurity education and training using interactive games. Keywords: Serious games; Game-based Learning; Cybersecurity

    Child-Centered Security

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    Children are spending more time online through the use of digital toys, games and the internet. These activities make children potentially vulnerable to security threats. This position paper puts forward an argument for and against creating a new research discipline in child-centered security, as a fusion of user-centered security and child computer interaction

    Secure Identification in Social Wireless Networks

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    The applications based on social networking have brought revolution towards social life and are continuously gaining popularity among the Internet users. Due to the advanced computational resources offered by the innovative hardware and nominal subscriber charges of network operators, most of the online social networks are transforming into the mobile domain by offering exciting applications and games exclusively designed for users on the go. Moreover, the mobile devices are considered more personal as compared to their desktop rivals, so there is a tendency among the mobile users to store sensitive data like contacts, passwords, bank account details, updated calendar entries with key dates and personal notes on their devices. The Project Social Wireless Network Secure Identification (SWIN) is carried out at Swedish Institute of Computer Science (SICS) to explore the practicality of providing the secure mobile social networking portal with advanced security features to tackle potential security threats by extending the existing methods with more innovative security technologies. In addition to the extensive background study and the determination of marketable use-cases with their corresponding security requirements, this thesis proposes a secure identification design to satisfy the security dimensions for both online and offline peers. We have implemented an initial prototype using PHP Socket and OpenSSL library to simulate the secure identification procedure based on the proposed design. The design is in compliance with 3GPP‟s Generic Authentication Architecture (GAA) and our implementation has demonstrated the flexibility of the solution to be applied independently for the applications requiring secure identification. Finally, the thesis provides strong foundation for the advanced implementation on mobile platform in future

    Individual Differences in Cyber Security

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    A survey of IT professionals suggested that despite technological advancement and organizational procedures to prevent cyber-attacks, users are still the weakest link in cyber security (Crossler, 2013). This suggests it is important to discover what individual differences may cause a user to be more or less vulnerable to cyber security threats. Cyber security knowledge has been shown to lead to increased learning and proactive cyber security behavior (CSB). Self-efficacy has been shown to be a strong predictor of a user’s intended behavior. Traits such as neuroticism have been shown to negatively influence cyber security knowledge and self-efficacy, which may hinder CSB. In discovering what individual traits may predict CSB, users and designers may be able to implement solutions to improve CSB. In this study, 183 undergraduate students at San José State University completed an online survey. Students completed surveys of self-efficacy in information security, and cyber security behavioral intention, as well as a personality inventory and a semantic cyber security knowledge quiz. Correlational analyses were conducted to test hypotheses related to individual traits expected to predict CSB. Results included a negative relationship between neuroticism and self-efficacy and a positive relationship between self-efficacy and CSB. Overall, the results support the conclusion that individual differences can predict self-efficacy and intention to engage in CSB. Future research is needed to investigate whether CSB is influenced by traits such as neuroticism, if CSB can be improved through video games, and which are the causal directions of these effects

    Interplay of Information Security in Online Communication: A Focus on Women's Sports Events

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    As for current study, the study of women's sports has became a hot topic which has been in progress with the time going due to the influence of the Internet and Sports events. The digital realm provides greater opportunities for involvement, publicity, and expanding audiences. However, transitioning activities online also presents challenges, notably concerns regarding data security. This analysis delves into how discussions surrounding women's sporting events unfold on the web, exploring both the advantages and potential security threats. We assess common digital tactics within women's sports and how they elevate audience participation and reach. We also examine the risks associated with these online methods, focusing on safeguarding athletes' and others' privacy and security. To start with, we broke down current computerized correspondence designs in ladies' games by recognizing the real stages and innovations being utilized. Our objective was to comprehend how virtual interchanges are being used to impart data and associate fans, mentors, and competitors crosswise over occasions, just as to recognize potential security vulnerabilities that could undermine the uprightness of rivalry or put protection in danger. By breaking down current utilization examples and distinguishing spaces for potential improvement, we expect our discoveries will encourage more secure and maintainable advanced correspondence in ladies' games

    Teaching methods of information security awareness: the role of engagement

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    There are a wide range of information security awareness delivery methods such as Augmented / Virtual Reality, web-based training materials, online videos, games (online and physical) and “unplugged” methods. This study suggests that those methods are better which could reach a higher level of thinking according to the Bloom’s taxonomy. Finding a well-working method is very important because pupils can meet the dangers of the Internet at a very young age

    Crime Scene Re-investigation: A Postmortem Analysis of Game Account Stealers' Behaviors

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    As item trading becomes more popular, users can change their game items or money into real money more easily. At the same time, hackers turn their eyes on stealing other users game items or money because it is much easier to earn money than traditional gold-farming by running game bots. Game companies provide various security measures to block account- theft attempts, but many security measures on the user-side are disregarded by users because of lack of usability. In this study, we propose a server-side account theft detection system base on action sequence analysis to protect game users from malicious hackers. We tested this system in the real Massively Multiplayer Online Role Playing Game (MMORPG). By analyzing users full game play log, our system can find the particular action sequences of hackers with high accuracy. Also, we can trace where the victim accounts stolen money goes.Comment: 7 pages, 8 figures, In Proceedings of the 15th Annual Workshop on Network and Systems Support for Games (NetGames 2017

    Bandwith Optimization on Hotspot using PCQ Method And L2tp VPN Routing for Online Game Latency

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    VPN L2TP (Layer 2 Tunneling Protocol) is available on one of the services at Mikrotik. L2TP is a development of PPTP and a combination of L2F. The network security protocol and encryption used for authentication is the same as PPTP. However, to communicate, L2TP requires UDP port 1701 so that the security is better, L2TP is connected to IPSec to L2TP/IPSec. An example of its use is for the Windows operating system, which by default the Windows OS uses L2TP/IPSec. However, the consequences in terms of configuration are not as simple as PPTP. The client side must also support IPSec when implementing L2TP/IPSec. In terms of encryption, of course, encryption on L2TP/IPSec has a higher level of security than PPTP which uses MPPE. Traffic passing through the L2TP tunnel will experience overhead. The L2TP protocol is more firewall friendly than other types of VPNs such as PPTP. This is a big advantage if using this protocol, because most firewalls do not support GRE. However, L2TP does not have encryption, so it requires additional services to support higher security. So the author concludes that it will be easier to configure with online games. Online game is a type of computer game that is currently growing and requires a computer network . The networks that are usually used are internet networks or internet wifi and the like and always use current technology, such as modems and cable connections. Therefore, internet service providers (ISPs) must provide stable and fast internet quality. Bandwidth Needs Online games must be supported by an internet network that supports the speed and stability of the internet connection, especially the stability of the latency of the online game itsel
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