Cybersecurity games for secure programming education in the industry: gameplay analysis

dc.contributor.authorGasiba, Tiago
dc.contributor.authorLechner, Ulrike
dc.contributor.authorRezabek, Filip
dc.contributor.authorPinto-Albuquerque, M.
dc.date.accessioned2020-12-04T14:30:40Z
dc.date.available2020-12-04T14:30:40Z
dc.date.issued2020
dc.date.updated2020-12-04T14:29:01Z
dc.description.abstractTo minimize the possibility of introducing vulnerabilities in source code, software developers may attend security awareness and secure coding training. From the various approaches of how to raise awareness and adherence to coding standards, one promising novel approach is Cybersecurity Challenges. However, in an industrial setting, time is a precious resource, and, therefore, one needs to understand how to optimize the gaming experience of Cybersecurity Challenges and the effect of this game on secure coding skills. This work identifies the time spent solving challenges of different categories, analyzes gaming strategies in terms of a slow and fast team profile, and relates these profiles to the game success. First results indicate that the slow strategy is more successful than the fast approach. The authors also analyze the possible implications in the design and the training of secure coding in an industrial setting by means of Cybersecurity Challenges. This work concludes with a brief overview of its limitations and next steps in the study.eng
dc.description.versioninfo:eu-repo/semantics/publishedVersion
dc.event.date2020
dc.event.titleFirst International Computer Programming Education Conference (ICPEC 2020)
dc.event.typeConferênciapt
dc.identifier.doi10.4230/OASIcs.ICPEC.2020.10
dc.identifier.isbn978-3-95977-153-5
dc.identifier.issn2190-6807
dc.identifier.urihttp://hdl.handle.net/10071/20900
dc.journalFirst International Computer Programming Education Conference (ICPEC 2020) OASIcs, Volume 81
dc.language.isoeng
dc.pagination10:1 - 10:11
dc.peerreviewedyes
dc.publisherDagstuhl publishing
dc.rightsopen access
dc.subjecteducationeng
dc.subjecttrainingeng
dc.subjectsecure codingeng
dc.subjectindustryeng
dc.subjectcybersecurityeng
dc.subjectcapture-the-flageng
dc.subjectgame analysiseng
dc.subjectcybersecurity challengeeng
dc.subject.fosDomínio/Área Científica::Ciências Naturais::Ciências da Computação e da Informaçãopor
dc.subject.fosDomínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informáticapor
dc.titleCybersecurity games for secure programming education in the industry: gameplay analysiseng
dc.typeconferenceObject
dc.volumeOASIcs, Volume 81
degois.publication.firstPage10:1
degois.publication.lastPage10:11
degois.publication.titleCybersecurity games for secure programming education in the industry: gameplay analysiseng
dspace.entity.typePublicationen
iscte.alternateIdentifiers.scopus2-s2.0-85087411489
iscte.identifier.cienciahttps://ciencia.iscte-iul.pt/id/ci-pub-73273
iscte.subject.odsEducação de qualidadepor
iscte.subject.odsIndústria, inovação e infraestruturaspor

Ficheiros

Pacote original

A mostrar 1 - 1 de 1
A carregar...
Nome:
OASIcs-ICPEC-2020-10.pdf
Tamanho:
592.69 KB
Formato:
Adobe Portable Document Format
Descrição:
Versão Editora