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A video game for cyber security training and awareness

A video game for cyber security training and awareness. Benjamin D. Cone et al. Naval Postgraduate School s lides by Keith Harrison. Roadmap. Introduction CyberCIEGE Components Development and testing Scenario Construction Requirements elicitation Scenarios Discussions and future work

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A video game for cyber security training and awareness

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  1. A video game for cyber security training and awareness Benjamin D. Cone et al. Naval Postgraduate School slides by Keith Harrison

  2. Roadmap • Introduction • CyberCIEGE • Components • Development and testing • Scenario Construction • Requirements elicitation • Scenarios • Discussions and future work • My Research • Conclusion

  3. Introduction • Combat user apathy! • Effective user training • one of the five areas of highest priority for action in a nation plan for cyberspace security • Cyberprotect - DoD1999, Ai Wars – Nexus Interactive • Limited in scope, extensibility • Don’t combine engaging virtual world with the human and technical factors of an IT environment

  4. Current training and awareness techniques • Formal training sessions • Passive computer-based and web-bassed training • Strategic placement of awareness messages • Interactive computer-based training

  5. CyberCIEGE • Developed in 2005 • Resource Management, Simulation • Virtual users need to be productive and achieve goals • Players operate and defend networks • Consequences of choices • Attacks by hackers, vandals, and professionals

  6. CyberCIEGE components • Simulation engine • Scenario definition language • Scenario development tool • Video-enhanced encyclopedia

  7. Development and testing • Scenario Language elements • Straightforward • Analogues in resource management games • Equipment Costs, Penalties incurred • Innovative • Assessment of vulnerabilities • User interface • Scenarios • Scenario development tools

  8. Scenario construction • Story telling is key • Easy to grasp virtual environment • Player makes information assurance decisions for some enterprise • Fundamental abstractions • Assets • Users • Attackers

  9. Simple scenario • Single asset • Single virtual user with the goal of accessing the asset • Virtual user needs a computer to access the asset • Once the asset exists on a computer attackers will target the asset • The game engine manages a “Virtual Economy”

  10. Extending the simple scenario • Physical security properties • Pre-existing computers, networks, and their configurations • Procedural security policies • Initial user training • Background checks for users • Money the player starts with • Equipment available for purchase • Support staff available

  11. Interacting with the player • Ongoing game state “conditions” • Active “triggers”

  12. Scenario construction cont. • Scenario audience selection • Elements of scenario design • Define information assets • Describe the story line in the briefing • Specify feedback • Conditions that constitute a win or a loss • Integrated development environment • Automate the syntax of the scenario definition language

  13. Requirements elicitation • Current policies for IA training and awareness • Laws and directives for the DoD requiring security training • Currently users just click through the CBT • Requirements analysis • U.S. Navy Information Security Program • INFOSEC program guidebooks

  14. Scenarios for training and awareness • Scenarios for IT staff • Introductory IA briefing • Information value • Access control mechanisms • Social engineering • Password management • Malicious software and basic safe computing • Safeguarding data • Physical security mechanisms • Other scenarios

  15. Discussions and future work • User experiences • No cost to organizations of the federal government, schools, and universities • 130 inquires by organizations • Future work • Effectiveness versus click-through training • Real-time instructor monitoring • Multiplayer version • Wireless content

  16. My research • Official Collegiate Cyber Defense Competition (CCDC) • Model a game after the CCDC Environment for training • The player controls a “virtual network” of several virtual machines • Scenarios could be constructed where players are supposed to achieve certain tasks while keeping their “virtual network” secure • Computer Science oriented research

  17. Conclusion • My question for the audience • Audience questions for me

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