The Cyber Arcade is intended to accurately assess and rank (e.g., chess rating) accomplishment of individual or one-on-one challenges necessary to develop cyber skills. There are four major serious game categories: (a) Encryption and Decryption, (b) Coding Snippets, (c) Incident Response, and (d) Cybersecurity Collectable Card Desks.

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Level Playing Field
Similar educational backgrounds and resource levels allow students to showcase their skills without disadvantage. 


Focused on Development
Emphasis on developing fundamentals and specific skills help prepare for entry-level positions. 


Increased Access & Participation
Reduced intimidation favors diverse talent attraction and discovery of hidden gems or students from under-represented groups, including reskilling adults


Industry Engagement
Fostering a closer sense of community by increasing networking, industry recognition, and students' motivation


Cybersecurity Careers
Increasing career opportunities for 2-year college students by organizing career and talent fairs at the competition site



Certifiable is an engaging individual-based serious game that assesses the readiness to pass cybersecurity certification exams. Players compete to test their knowledge of cybersecurity concepts, practices, and protocols in a fun and challenging format. To date, the only players to be crowned "Certifiable" were either members of professional red teams or the leader of the national champion in the Two-Year College Cyber Defense Competition (2CDC).

Game Overview:

  • Objective: Players make decisions on cybersecurity statements in rapid succession. Good decisions are rewarded with advancing one step towards climbing to the top of Certifiable Mountain. However, poor decision-making results in falling backward.

Gameplay:

  • Setup: Each player receives random statements, varying in difficulty, and must choose whether to decide if the statement is true or false. The game is designed to simulate real-world settings where quick and accurate decision-making is paramount in avoiding or responding effectively to cyber threats.
      • Scope: Each game is between 10 and 15 minutes long and includes topics examined in CompTIA certifications (e.g., A+, Network+, Security+)., such as:
      • Cryptography
      • Cyber Threats and Vulnerabilities
      • Governance, Risk, and Compliance
      • Identity and Access Management
      • Network Security
      • Security Engineering
  • Question Answering: Players are presented with statements about cybersecurity in rapid succession. Two critical decisions must be made. First, do they possess the required expertise to make a decision? Research shows that incompetent people have difficulty recognizing their ignorance (Kruger & Dunning, 1999). Therefore, they tend to overestimate their capability resulting in costly errors. Second, if a decision is made, the choice is whether the statement is correct or incorrect. Good choices are rewarded with a step forward towards climbing to the top of the Certifiable Mountain. However, bad choices cause the player to drop backward, prolonging their climb and making it difficult to reach the top before time expires.
  • Bonus Movement: On occasion, if a player makes several good decisions, they will jump forward in recognition of their hot streak.
  • End of Game: When time expires, the player at the highest point on the mountain is declared the winner of that game. The game may be replayed once or twice more if time permits. If a player rises to the top of the mountain in a single attempt, they are "Certifiable" -- indicating their readiness to be certified as a Cybersecurity Professional.

Appeal:

Certifiable is not only educational but also fosters friendly competition among players, making it ideal for cybersecurity professionals, students, or anyone interested in improving their knowledge in a fun, interactive way.

REFERENCE

Kruger, J., & Dunning, D. (1999). Unskilled and unaware of it: How difficulties in recognizing one’s own incompetence lead to inflated self-assessments. Journal of Personality and Social Psychology, 77(6), 1121–1134.


Cyber Arcade events are primarily held at 3CS Symposiums. Click HERE to learn more about 3CS and event locations.  If you have a National Cybersecurity Student Association student chapter and would like us to host a game(s) for your chapter, email us at chapters@cyberstudents.org. 

(c)  National CyberWatch Center
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