Please use this identifier to cite or link to this item:
http://hdl.handle.net/10071/20900
Author(s): | Gasiba, Tiago Lechner, Ulrike Rezabek, Filip Pinto-Albuquerque, M. |
Date: | 2020 |
Title: | Cybersecurity games for secure programming education in the industry: gameplay analysis |
Volume: | OASIcs, Volume 81 |
Pages: | 10:1 - 10:11 |
Event title: | First International Computer Programming Education Conference (ICPEC 2020) |
ISSN: | 2190-6807 |
ISBN: | 978-3-95977-153-5 |
DOI (Digital Object Identifier): | 10.4230/OASIcs.ICPEC.2020.10 |
Keywords: | education training secure coding industry cybersecurity capture-the-flag game analysis cybersecurity challenge |
Abstract: | To 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. |
Peerreviewed: | yes |
Access type: | Open Access |
Appears in Collections: | ISTAR-CRI - Comunicações a conferências internacionais |
Files in This Item:
File | Description | Size | Format | |
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OASIcs-ICPEC-2020-10.pdf | Versão Editora | 592,69 kB | Adobe PDF | View/Open |
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