In this cybersecurity training game, employees ‘learn by doing’ as they defend their network from cyberthreats.
Cybercrime has been rapidly increasing over the past few years. Cybersecurity isn’t just a problem for IT departments. Hackers increasingly try to circumvent defences by directly targeting employees, using techniques like phishing and social engineering. Staff engagement in cybersecurity is therefore more essential than ever.
Zero Threat, the new cybersecurity training game, targets employee complacency and goes beyond raising awareness to change learner behaviour.
When playing Zero Threat, learners take control of a network made up of technology, documents and people. This network is under constant attack, and dozens of risks are simulated, including (among others):
- Phishing emails
- Social engineering attempts
- Accidental breaches, such as an employee leaving a laptop on a train
- Malicious websites
- Infected USB sticks
- Deliberate insider threats
Learners defend their network by taking actions like setting strong passwords, keeping documents secure and reporting suspicious emails.
By constantly making these choices, they ‘learn by doing’ in accordance with the 70:20:10 model.
Failure to take the right actions has consequences, such as data loss and ransomware.
The game is designed to make learners feel the emotional impact of cyberattacks and become invested in stopping them.
SCORM 2004/ SCORM 1.2 compliant. The training is built with HTML/CSS/ jQuery/Unity/WebGL for modern browsers.
After playing the game, the learner will have a deeper awareness of:
- The situations that make the firm vulnerable to a cyberattack
- The consequences of weak cybersecurity, including the harm that can be done by malware, ransomware and data exfiltrators
- What they can do to protect themselves and the firm from cyberthreats
Zero Threat is suitable for an audience of all levels. Depending on your firm’s requirements, it may be appropriate to supplement the game with e-learning, in order to provide more detailed information on policies and procedures.
The game takes approximately 15 minutes to play once, but invites replay. This allows learning points to be repeated and driven home without losing learner engagement.
The game is able to record data about the actions learners take while playing and whether they win or lose, offering options for evaluating how well learners understand different topics.