Cyber attacks are growing in both frequency and sophistication, compelling organizations to continuously revise their strategies for managing cybersecurity risks. In this context, serious games have gained traction as a complementary method to traditional training, offering an engaging environment where players can explore cybersecurity concepts through interactive play. This paper introduces Chains of Intrusion, a card-based tabletop game designed to enhance cybersecurity awareness and conceptual understanding among university students. The game creates an active learning environment in which participants assume the roles of both attackers and defenders of critical infrastructures within a fictional state. The design of Chains of Intrusion is informed by established cybersecurity frameworks, including MITRE’s CAPEC and ATT&CK, and integrates key concepts such as knowledge graphs and the interdependence of data between different critical infrastructures. Emphasis is placed on modularity and autonomy: the game requires no external adjudicator and is structured to support flexible adaptation to varied educational settings.
Chains of Intrusion - Design and Development of an Educational Cybersecurity Game
Zito, Daniela;Barletta, Vita Santa;Catalano, Christian
2025-01-01
Abstract
Cyber attacks are growing in both frequency and sophistication, compelling organizations to continuously revise their strategies for managing cybersecurity risks. In this context, serious games have gained traction as a complementary method to traditional training, offering an engaging environment where players can explore cybersecurity concepts through interactive play. This paper introduces Chains of Intrusion, a card-based tabletop game designed to enhance cybersecurity awareness and conceptual understanding among university students. The game creates an active learning environment in which participants assume the roles of both attackers and defenders of critical infrastructures within a fictional state. The design of Chains of Intrusion is informed by established cybersecurity frameworks, including MITRE’s CAPEC and ATT&CK, and integrates key concepts such as knowledge graphs and the interdependence of data between different critical infrastructures. Emphasis is placed on modularity and autonomy: the game requires no external adjudicator and is structured to support flexible adaptation to varied educational settings.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.


