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Putting Security on the Table: The Digitalisation of Security Tabletop Games and its Challenging Aftertaste

Gutfleisch, Marco; Schoeps, Markus; Sayin, Sibel; Wende, Frederic; Sasse, Martina Angela; (2022) Putting Security on the Table: The Digitalisation of Security Tabletop Games and its Challenging Aftertaste. In: ACM/IEEE 44th International Conference on Software Engineering - Software Engineering Education and Training. (pp. pp. 217-222). ACM Green open access

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Abstract

IT-Security Tabletop Games for developers have been available in analog format; with the COVID-19 pandemic, interest in collaborative remote security games has increased. In this paper, we propose a methodology to evaluate the impact of a (remote) security game-based intervention on developers. The study design consists of the respective intervention, three questionnaires, and a small open interview guide for a focus group. A validated self-efficacy scale is used as a proxy for measuring effects on participants' ability to develop secure software. We tested this design with 9 participants (expert and novice developers and security experts) as part of a small feasibility study to understand the challenges and limitations of remote tabletop games. We describe how we selected and digitalised three security tabletop games, and report the qualitative findings from our evaluation. Setting up and running the virtual tabletop games turned out to be more challenging and complex for both moderator and participants than we expected. Completing the games required patience and persistence, and social interaction was limited. Our findings can be helpful in building and evaluating a better, more comprehensive, technically sound and issue-specific game-based training measure for developers. The methodology can be used by researchers to evaluate existing and new game designs.

Type: Proceedings paper
Title: Putting Security on the Table: The Digitalisation of Security Tabletop Games and its Challenging Aftertaste
Event: ICSE-SEET
Location: PA, Pittsburgh
Dates: 21 May 2022 - 29 May 2022
Open access status: An open access version is available from UCL Discovery
DOI: 10.1145/3510456.3514139
Publisher version: https://doi.org/10.1145/3510456.3514139
Language: English
Additional information: This work is licensed under a Creative Commons License. The images or other third-party material in this article are included in the Creative Commons license, unless indicated otherwise in the credit line; if the material is not included under the Creative Commons license, users will need to obtain permission from the license holder to reproduce the material. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/
Keywords: Science & Technology, Social Sciences, Technology, Computer Science, Software Engineering, Education, Scientific Disciplines, Computer Science, Education & Educational Research, security, software engineering, developer education, serious games, BOARD GAMES, SELF-EFFICACY
UCL classification: UCL
UCL > Provost and Vice Provost Offices > UCL BEAMS
UCL > Provost and Vice Provost Offices > UCL BEAMS > Faculty of Engineering Science > Dept of Computer Science
URI: https://discovery.ucl.ac.uk/id/eprint/10204423
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