© 2019 Ben Woelk
https://youtu.be/cRTaksvIpUg
© 2019 Ben Woelk
What is Gamification?
© 2019 Ben Woelk
Why Gamify Security
Awareness?
© 2019 Ben Woelk
Changing the
Culture
Build strong roots
© 2019 Ben Woelk
Build on Foundation
•DSD classes
•Monthly topics
•Social media
•Leverage events
© 2019 Ben Woelk
Inspiration
© 2019 Ben Woelk
DSD Dojo
© 2019 Ben Woelk
Digital Self Defense (DSD)
Dojo
© 2019 Ben Woelk
Dojo Goals
•Socialize best practices
•Increase training participation
© 2019 Ben Woelk
Structure
•Badges and Belts
•Website
•Physical Badges
•Gift Cards
© 2019 Ben Woelk
© 2019 Ben Woelk
Escape Room
© 2019 Ben Woelk
Goals
•Leverage escape room popularity
•Educate about phishing
•Educate about passphrases
© 2019 Ben Woelk
Structure
•Portable
•7 Puzzles
•Various locks
•USB drive
•Fishing game
•Email samples
© 2019 Ben Woelk
Self Phishing
© 2019 Ben Woelk
 Improve end user recognition of
phishes
 Improve timeliness of reporting
 Improve baseline detection rate by
25%
• For example, 70% detection rate to 87.5%,
NOT 70% to 95%
Goals
© 2019 Ben Woelk
Guiding Principles
 Self Phishing
 Positive Experience
 Non punitive
 Anonymized results
18
© 2019 Ben Woelk
© 2019 Ben Woelk
Phish Handling
Communications
© 2019 Ben Woelk
PhishBowl
© 2019 Ben Woelk
Phishing Program Structure
 Initial Announcement
 Division/Department
 3 and 1
 Follow up presentations
© 2019 Ben Woelk
Reporting
Results
• Ignored
• Reported
• Reported in First
Minute
2018 12
Delivery
2018 12
File
2018 12
Maintena
nce
2019 02
Order
2019 03
Credit
2019 03
Gloogle
Doc All
2019 03
Quarentin
e
2019 04
Red Light
ALL
2019 05
Office 365
Invoice
ALL
2019 06
Mailbox
Full All
2019 07
Ransomw
are All
F&A
Average
Ignored 94% 100% 99% 92% 97% 99% 99% 96% 94% 91% 99% 91%
Reported 18% 24% 19% 35% 35% 12% 25% 36% 8% 30% 4% 14%
Reported in First Minute 14% 18% 12% 16% 14% 12% 10% 10% 8% 11% 4% 4%
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
Phishing (by template)
Ignored Reported Reported in First Minute
© 2019 Ben Woelk
Phish First-minute
reports
First-minute
report rate
Reported Report Rate Ignored Ignore Rate
2019 03 Credit 15 14% 37 35% 102 97%
2019 03
Gloogle Doc All 12 12% 12 12% 101 99%
2019 03
Quarantine 10 10% 26 25% 104 99%
Sample Department Results
© 2019 Ben Woelk
© 2019 Ben Woelk
New Student Orientation
© 2019 Ben Woelk
© 2019 Ben Woelk
and…
© 2019 Ben Woelk
© 2019 Ben Woelk
Snapchat
Filters and
Geofencing
© 2019 Ben Woelk
© 2019 Ben Woelk
Discussion
•Should you gamify?
•What would you gamify?
•What would you not gamify?
© 2019 Ben Woelk
Ben.woelk@rit.edu
www.rit.edu/Security
34
© 2019 Ben Woelk
References• Jessica Barker, "The Human Nature of Cybersecurity," EDUCAUSE Review, May
20, 2019.
• Julianne Basinger, A Campus Culture of Cybersecurity, (Washington DC: The
Chronicle of Higher Education, 2019).
• Valerie Vogel, "Security Awareness Made Simple: 2019 Security Awareness
Campaign Materials," Security Matters (blog), EDUCAUSE Review, December
17, 2018.
• Ben Woelk, "Building a Culture of Digital Self Defense," Security Matters (blog),
EDUCAUSE Review, September 20, 2016.
• Ben Woelk, “Wind, Trees, and Security Awareness" Security Matters (blog),
EDUCAUSE Review, September 13, 2019.

We're All Winners--Gamification and Security Awareness

  • 2.
    © 2019 BenWoelk https://youtu.be/cRTaksvIpUg
  • 3.
    © 2019 BenWoelk What is Gamification?
  • 4.
    © 2019 BenWoelk Why Gamify Security Awareness?
  • 5.
    © 2019 BenWoelk Changing the Culture Build strong roots
  • 6.
    © 2019 BenWoelk Build on Foundation •DSD classes •Monthly topics •Social media •Leverage events
  • 7.
    © 2019 BenWoelk Inspiration
  • 8.
    © 2019 BenWoelk DSD Dojo
  • 9.
    © 2019 BenWoelk Digital Self Defense (DSD) Dojo
  • 10.
    © 2019 BenWoelk Dojo Goals •Socialize best practices •Increase training participation
  • 11.
    © 2019 BenWoelk Structure •Badges and Belts •Website •Physical Badges •Gift Cards
  • 12.
  • 13.
    © 2019 BenWoelk Escape Room
  • 14.
    © 2019 BenWoelk Goals •Leverage escape room popularity •Educate about phishing •Educate about passphrases
  • 15.
    © 2019 BenWoelk Structure •Portable •7 Puzzles •Various locks •USB drive •Fishing game •Email samples
  • 16.
    © 2019 BenWoelk Self Phishing
  • 17.
    © 2019 BenWoelk  Improve end user recognition of phishes  Improve timeliness of reporting  Improve baseline detection rate by 25% • For example, 70% detection rate to 87.5%, NOT 70% to 95% Goals
  • 18.
    © 2019 BenWoelk Guiding Principles  Self Phishing  Positive Experience  Non punitive  Anonymized results 18
  • 19.
  • 20.
    © 2019 BenWoelk Phish Handling Communications
  • 21.
    © 2019 BenWoelk PhishBowl
  • 22.
    © 2019 BenWoelk Phishing Program Structure  Initial Announcement  Division/Department  3 and 1  Follow up presentations
  • 23.
    © 2019 BenWoelk Reporting Results • Ignored • Reported • Reported in First Minute 2018 12 Delivery 2018 12 File 2018 12 Maintena nce 2019 02 Order 2019 03 Credit 2019 03 Gloogle Doc All 2019 03 Quarentin e 2019 04 Red Light ALL 2019 05 Office 365 Invoice ALL 2019 06 Mailbox Full All 2019 07 Ransomw are All F&A Average Ignored 94% 100% 99% 92% 97% 99% 99% 96% 94% 91% 99% 91% Reported 18% 24% 19% 35% 35% 12% 25% 36% 8% 30% 4% 14% Reported in First Minute 14% 18% 12% 16% 14% 12% 10% 10% 8% 11% 4% 4% 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Phishing (by template) Ignored Reported Reported in First Minute
  • 24.
    © 2019 BenWoelk Phish First-minute reports First-minute report rate Reported Report Rate Ignored Ignore Rate 2019 03 Credit 15 14% 37 35% 102 97% 2019 03 Gloogle Doc All 12 12% 12 12% 101 99% 2019 03 Quarantine 10 10% 26 25% 104 99% Sample Department Results
  • 25.
  • 26.
    © 2019 BenWoelk New Student Orientation
  • 27.
  • 28.
    © 2019 BenWoelk and…
  • 30.
  • 31.
    © 2019 BenWoelk Snapchat Filters and Geofencing
  • 32.
  • 33.
    © 2019 BenWoelk Discussion •Should you gamify? •What would you gamify? •What would you not gamify?
  • 34.
    © 2019 BenWoelk Ben.woelk@rit.edu www.rit.edu/Security 34
  • 35.
    © 2019 BenWoelk References• Jessica Barker, "The Human Nature of Cybersecurity," EDUCAUSE Review, May 20, 2019. • Julianne Basinger, A Campus Culture of Cybersecurity, (Washington DC: The Chronicle of Higher Education, 2019). • Valerie Vogel, "Security Awareness Made Simple: 2019 Security Awareness Campaign Materials," Security Matters (blog), EDUCAUSE Review, December 17, 2018. • Ben Woelk, "Building a Culture of Digital Self Defense," Security Matters (blog), EDUCAUSE Review, September 20, 2016. • Ben Woelk, “Wind, Trees, and Security Awareness" Security Matters (blog), EDUCAUSE Review, September 13, 2019.

Editor's Notes

  • #3 https://youtu.be/cRTaksvIpUg
  • #4 the application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service
  • #6 programmatic approach  not enough to communicate only about specific cyberattacks (gusts) as they occur