Secret Hacker: A Learning-Based Cybersecurity Game for Group-Based Settings

Existing cyber security training methods do not deliver sufficient behaviour change to address the growing threat landscape that comes with an ever-more interconnected world. Many people of all ages struggle to effectively recognise cyber threats, and despite increasing investment in cyber security, the incidence of damaging cyber security attacks has only increased. Game-based training methods have been used successfully in a variety of fields, and many gamified and game-based cyber security training methods have been developed. Game-based training methods, as they exist, do not provide a 'silver bullet' solution for cyber security training, as a lack of commercial options, a high upfront cost to develop, and similarity with traditional training means that new game-based training methods have not had the desired impact on the cyber security landscape. This paper discusses the potential of Learning-Based Games - game-like training methods that are developed based on games, rather than on the training materials that educators and trainers intend to deliver. By utilising existing popular games, and introducing cyber security learning content, Learning-Based Games begin their design cycle as proven fun and engaging games, potentially reducing the developmental burden and cost. A new educational card game: Secret Hacker (primarily aimed at school children) is proposed, developed, and provisionally tested with a pilot group of 8 participants. It is based on a popular existing card game, and this paper justifies the design elements that make it well-suited as a game for delivering behaviour change. In particular, Secret Hacker has a focus on fun and engagement, and built-in replayability - and the game structure itself can be adapted to be suitable for more advanced learners. Methods by which this game can be used to gather assessment data are also discussed, to help educators and trainers to understand the cyber security behaviour of the users. This paper will outline the design and investigative process which may subsequently lead to the development of further such educational games, the improvement of Secret Hacker itself, and insight into the effectiveness of Learning-Based Games compared to game-based learning and traditional training.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2025-09-26
DOI
https://doi.org/10.34190/ecgbl.19.2.4020
Primary Topic
Information and Cyber Security
Type
article
Field-Weighted Citation Impact
0.00
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article

Secret Hacker: A Learning-Based Cybersecurity Game for Group-Based Settings

George Wolf-Jackson
European Conference on Games Based Learning
Information and Cyber Security
article

Secret Hacker: A Learning-Based Cybersecurity Game for Group-Based Settings

George Wolf-Jackson
article en

Abstract

Existing cyber security training methods do not deliver sufficient behaviour change to address the growing threat landscape that comes with an ever-more interconnected world. Many people of all ages struggle to effectively recognise cyber threats, and despite increasing investment in cyber security, the incidence of damaging cyber security attacks has only increased. Game-based training methods have been used successfully in a variety of fields, and many gamified and game-based cyber security training methods have been developed. Game-based training methods, as they exist, do not provide a 'silver bullet' solution for cyber security training, as a lack of commercial options, a high upfront cost to develop, and similarity with traditional training means that new game-based training methods have not had the desired impact on the cyber security landscape. This paper discusses the potential of Learning-Based Games - game-like training methods that are developed based on games, rather than on the training materials that educators and trainers intend to deliver. By utilising existing popular games, and introducing cyber security learning content, Learning-Based Games begin their design cycle as proven fun and engaging games, potentially reducing the developmental burden and cost. A new educational card game: Secret Hacker (primarily aimed at school children) is proposed, developed, and provisionally tested with a pilot group of 8 participants. It is based on a popular existing card game, and this paper justifies the design elements that make it well-suited as a game for delivering behaviour change. In particular, Secret Hacker has a focus on fun and engagement, and built-in replayability - and the game structure itself can be adapted to be suitable for more advanced learners. Methods by which this game can be used to gather assessment data are also discussed, to help educators and trainers to understand the cyber security behaviour of the users. This paper will outline the design and investigative process which may subsequently lead to the development of further such educational games, the improvement of Secret Hacker itself, and insight into the effectiveness of Learning-Based Games compared to game-based learning and traditional training.

European Conference on Games Based LearningVol. 19(2)
Oxford Brookes University (GB)
Openalex Percentile: Top 37%
Information and Cyber Security
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