This website has been created to demonstrate the cyber security game called Riskio which has been created as part of a PhD in Cyber Security at University of Southampton.
This website has been created to demonstrate the cyber security game called Riskio which has been created as part of a PhD in Cyber Security at University of Southampton.
The game should be played by a team of between 3 to 5 players under the direction of the Games Master. The games master needs to be an experienced cyber security professional.
The main objective of the Riskio game is to create a learning environment to teach players to identify security vulnerabilities and appropriate defences.
Riskio is designed for players from IT technology and non-technical backgrounds, from university students, to small organisations to multi-national organisations and from front line staff to c-level executives.
Please use Contact Us form to request a copy and see the license terms below.
Riskio is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Riskio security game could not have been created without the inspiration, support and feedback during development:
Professor Vladimiro Sassone from University of Southampton and Professor Federica Paci from University Southampton and University of Verona
University of Southampton - Cyber Security Academy Administration Team
University of Southampton - The Print Centre
National Cyber Security Centre (NCSC) Academic Centre of Excellence in Cyber Security Research Conference 2018
Microsoft Elevation of Privilege (EoP) Threat Modeling Card Game
PhD Students at Southampton University for acting as Games Masters and giving feedback
To the many work colleagues and associates of the creator for feedback
Stephen Hart, Andrea Margheri, Federica Paci, Vladimiro Sassone, Riskio: A Serious Game for Cyber Security Awareness and Education, Computers & Security, Volume 95, 2020, 101827, ISSN 0167-4048. (http://www.sciencedirect.com/science/article/pii/S0167404820301012) Keywords: Gamification; Cyber Security; Education; Cyber Attacks; Security Controls.