Cyber Games Lab

Cyber Games Lab

Publications

Explore outputs from the Cyber Games Lab.

Hacker Whacker: An Interactive Game for Cybersecurity Education

Hacker Whacker: An Interactive Game for Cybersecurity Education

James Todd, Steven Furnell, Simon Castle-Green, Lucija Smid, Xavier Carpent

28th International Conference on Human-Computer Interaction

2026

Conference Paper

Hacker Whacker

This paper presents the concept of Hacker Whacker, a large format physical game which offers an entertaining way of provoking interest in cybersecurity and delivering baseline awareness-raising in a fun and interactive manner. The system provides a short game activity, whereby the user must determine whether a cybersecurity concept (e.g., malware, software updates, phishing) is either good or bad and hit the corresponding light. The player’s score is tracked throughout their gameplay and, as their score improves, the game becomes increasingly more fast-paced requiring them to identify the concepts more promptly.

Gamified Provocations of Interest for Cybersecurity Awareness

Gamified Provocations of Interest for Cybersecurity Awareness

Steven Furnell, James Todd, Lucija Šmid, Simon Castle-Green and Xavier Carpent

Proceedings of the 25th European Conference on Cyber Warfare & Security (ECCWS 2026)

2026

Conference Paper

Cyber Defence Dice

Hacker Whacker

Password Enlightener

Cybersecurity awareness is important for all users of digital technology, but it can often be challenging to capture the attention of those that need it. Gamification can potentially contribute in provoking interest and engagement, but consideration still needs to be given to potential barriers to entry (in terms of the time required to understand and play the game, and any prior knowledge or support that players may need to do so). Many current cybersecurity games are well suited for use in settings where time has been set aside to play them. However, they are less applicable to being used as initial provocations of interest, or to attract and engage players on a more casual basis. With this in mind, the paper presents three game-based activities that have been specifically designed to support short-form cybersecurity engagement and awareness: Cyber Defence Dice, Hacker Whacker, and Password Enlightener. The discussion highlights how these activities offer an entry point for additional cybersecurity engagement, providing a foundation for further awareness and education activities or a reference point that can be used within them.

Provoking interest in cybersecurity through physical games

Provoking interest in cybersecurity through physical games

Steven Furnell, James Todd, Lucija Šmid, Simon Castle-Green, Xavier Carpent

Proceedings of 18th IFIP WG 11.8 World Conference on Security Education (WISE 2026)

2026

Conference Paper

Cyber Defence Dice

Hacker Whacker

The paper is based upon the need to increase cybersecurity awareness amongst the general user community; an audience for whom the default position is often limited in terms of interest and engagement. Existing awareness approaches (e.g., online courses, informational materials, etc.) are mainly solitary activities, and tend to generate limited and short-lived engagement, particularly for general or non-specialist audiences. However, technology users of all guises need to be encouraged towards baseline cybersecurity literacy, which includes appreciation of basic threats and safeguards. This paper proposes and describes novel approaches to cybersecurity awareness via two new physical-format games. These games employ familiar mechanics: dice rolls and push-your-luck on one hand, and visual recognition and quick reflexes on the other. The rules are simple, and the themes aim to engage players with core cybersecurity concepts such as assets, threats, and defences, and how these concepts interact. Both games are intended at provoking interest, curiosity and discussion in a low-stakes, social context, rather than delivering formal instruction. The discussion details the design rationale of the two games, and discusses findings from user testing sessions. Results indicate that the games are fun, and deemed effective at encouraging conversation and building positive associations with cybersecurity topics.

Cybersecurity Awareness: Making a game of it

Cybersecurity Awareness: Making a game of it

Steven Furnell, Lucija Smid, James Todd, Simon Castle-Green, Xavier Carpent

25th Annual Security Conference (ASC 2026)

2026

Short Paper

Cyber Defence Dice

Hacker Whacker

Five Ways to Effectively Teach Cybersecurity to Your Staff

Five Ways to Effectively Teach Cybersecurity to Your Staff

Infosecurity Europe

2025

Article

Cyber Defence Dice

A short article discussing cybersecurity awareness and training for staff, featuring the Cyber Defence Dice.

Roll with it: Awareness raising with Cyber Defence Dice

Roll with it: Awareness raising with Cyber Defence Dice

Steven Furnell, Lucija Šmid, James Todd, Xavier Carpent, Simon Castle-Green

Journal of The Colloquium for Information Systems Security Education

2025

Journal Paper

Cyber Defence Dice

Cybersecurity awareness is widely recognised as an important requirement, but is frequently overlooked or addressed in ways that do not engage the interest of the target audience. In an attempt to broaden the options available for achieving this, the paper discusses the concept, design and evaluation of a new dice-based game designed to promote entry-level cyber security awareness in relation to common forms of attack and defence. The concept of the game is that players can defend against prior attacks, or use attacks to test defences, with the images on the different die faces denoting threats and safeguards of different strengths and which are countered in different ways. The discussion includes a worked example of one of the game modes that has been designed in order to illustrate how players would take turns and make decisions in practice. It then presents initial results from a series of seven hands-on playtest sessions conducted with a range of audiences, including the general public, cyber educators and cyber professionals. The findings indicate that all audiences were positive about the game concept and found it enjoyable to play. Additionally, it was recognised to have value in raising and maintaining awareness, and would be a game that participants would play again and recommend to others.

Gamifying cyber security awareness training

Gamifying cyber security awareness training

BCS - ITNow

2025

Article

Cyber Defence Dice

A team of UK researchers explored how gamifying cyber security awareness training might transform mundane compliance into an engaging and memorable experience.

Cybersecurity Awareness via Physical Games

Cybersecurity Awareness via Physical Games

Steven Furnell, James Todd, Simon Castle-Green, Lucija Šmid

IFIP World Conference on Information Security Education

2025

Short Paper

Cyber Defence Dice

Hacker Whacker

Password Enlightener

This short paper (supporting an invited presentation at the WISE 2025 conference) summarises a series of cybersecurity awareness activities, which have been designed to offer short but meaningful opportunities for layperson users to build basic cybersecurity awareness. The three activities - Password Strength Meter, Hacker Whacker game, and Cyber Defence Dice game - have been used in various public-facing events, and collectively demonstrate success in delivering cybersecurity awareness in a fun and engaging manner.