Gamifying Attack Path Reporting : Preliminary design of an educational cyber security game

Detta är en Kandidat-uppsats från KTH/Skolan för elektroteknik och datavetenskap (EECS)

Sammanfattning: With rapid digitalization and technical growth, the IT systems that we are using are becoming extremely complicated and intertwined. This created as a result, more challenging security problems that get complicated alongside the systems, and the need for advanced solutions to prevent the exploitation of systems vulnerabilities. Cloud computing services are one of the infrastructures in most need for complex security systems for mitigating and preventing possible threats. Education in cyber security field is obligated to maintain continuous innovation and advancement to meet the market needs of cyber security specialists. The options available today for educating about cyber security are mostly part of the traditional teaching approaches. To supplement the cyber security field with more educational solutions, our project studies the pattern of attack graphs and maps them to design a simple 2D video game level that presents an educational hacking game and evaluates the different design aspects and their matching for the prespecified requirement. The outcome of the project is a Minimum Viable Product (MVP) in the form of a testable demo level of the game. The produced MVP connects cyber security aspects within cloud computing to its own objects. The game’s graphical and level design had the biggest focus in the project, functionality was not largely implemented. The MVP is to be developed further in future work to implement a full functioning design.

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