Project Ares | White Papers

Project Ares® White Paper Library

Learn about the relevancy of gamification in our collection of cybersecurity White Papers.

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The Importance of Gamification in Cybersecurity

Students in science, engineering and mathematics classes taught via a traditional lecture format are 1.5 times more likely to fail than students in classes with active learning, a recent study shows. Additionally, teaching approaches that turn students into active participants show exam improvement by 6%. Although there is no concise definition, active learning includes calling on individuals or groups randomly or having students work in groups to discuss or solve an issue. The results of this study merely scratch the surface for the potential learning impact of game‐based learning, or gamification, which is likened to active learning on steroids.

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Gamifying Cybersecurity for the Financial Services Sector

An organized team of four hackers breaks into your network utilizing multiple methods, including brute-force attacks and exploiting the latest vulnerabilities. One of your network servers has not yet been upgraded to two factor authentication, a simple oversight. The intruders gain access to personal information – names, addresses, e‐mails – for several millions of personal and business accounts. Although they aren’t able to penetrate far enough to steal money, credit card numbers, passwords or social security numbers, they are still able to utilize the accessed information to orchestrate a stock price manipulation scheme that results in a lucrative payout for the hacker team. The breach remains below your cyber security team’s radar for two months before you are able to mitigate the threat.

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