|Gamification of Cyber Defence/Resilience
|System Analysis and Studies|
Cyber Defence, Cyber Resilience, Decision Support, Gamification, Serious Game, Simulation, Training and Education
The 05 September 2014 press release regarding the NATO Summit meeting held in Wales provides a basis of justification for this proposed task group. According to the Summit Declaration, “We are committed to developing further our national cyber defence capabilities, and we will enhance the cyber security of national networks upon which NATO depends for its core tasks, in order to help make the Alliance resilient and fully protected. Close bilateral and multinational cooperation plays a key role in enhancing the cyber defence capabilities of the Alliance. Technological innovations and expertise from the private sector are crucial to enable NATO and Allies to achieve the Enhanced Cyber Defence Policy´s objectives. In particular, the NATO Cooperative Cyber Defence Center of Excellence current efforts include enhancing information security and cyber defence education awareness and training.
It is essential to understand complex cyber resilience/defense/incident management scenarios. Gamification techniques can be useful in training and education regarding different cyber defense/resilience scenarios in a joint and high-pressure environment. Thus, gamification provides opportunities to understand the possibilities inherent in cyber defence and train or educate people while they are having fun, contributing to the goals set forth by the Wales Summit
SAS-129 aims to produce a guide for cyber security serious game acquisition and utilization for smart buyers, serious game developers and training experts. The guide will also include common development problems in serious games and a catalogue of already available cyber security serious games. In addition, the group aims to produce working prototypes of awareness serious games for cyber warfareand tactical integration of cyber assets to battlefield. NATO Urbanization Project's most recent experiment, the NATO team conducted a wargame to determine the capabilities needed to achieve the goals of three likely missions in 2035: response to mass migration, natural disaster, and inner-city turmoil. According to this vision the group will focus on developing a prototype for training the use of cyber tactics in future megacity mission environment.
The proposed work consists of three main topics.
1) The definition of serious game and gamification, advantages and disadvantages, common problems during development, gamification characteristics, game mechanics and technologies, and defense applications will be examined.
2) Understanding the big picture of cyber defense and resilience, classification of operations and decisions in cyber defense and resilience, and examples of cyber security training and education. This understanding will provide a baseline for the specification and prioritization of cyber security subjects and user groups that can benefit from utilization of gamification and serious game applications.
3) Gamification and serious game methodology guidelines for cyber defense and resilience will be developed. One or more prototype demonstrations implementing this methodology will be developed.