Collaboration
Chatzifoti, Olga, Abbott, Daisy, Louchart, Sandy Jean-Jacques, Goodwins, Rupert and Duffy, Clare (2022) Collaboration. SECRIOUS research project.
|
|
|
Creators/Authors: | Chatzifoti, Olga, Abbott, Daisy, Louchart, Sandy Jean-Jacques, Goodwins, Rupert and Duffy, Clare | ||||
---|---|---|---|---|---|
Abstract: | This game is the direct result of a process of investigation leading to new insights, effectively shared. It is therefore firmly a research output in terms of both methodology and purpose. An extended abstract justifying this follows. Game description Collaboration celebrates the importance of psychology, responsibility, and human relationships in a cybersecurity environment and their impact on the final outcome. After engaging with the game, there is a post-play activity, where players are actively prompted to reflect on their own professional life, their co-workers' needs and values, their own communication skills and its impact on others. The game adopts the same fictional universe with its light-hearted tone and colourful iconography as its sister game (“Protection”, also produced by the SECRIOUS project), but expands the list of in-game metaphors to include concepts for: The player controls one of the members of the dev team and needs to work with their associates to construct and release the RAINBOW which has seven distinct parts. The RAINBOW is a metaphor for public software infrastructure which serves a need. It contributes to the digital rainforest by creating rain, however ‘rain’ has variable safety levels, depending on how well the RAINBOW has been constructed, and this can either benefit or potentially harm the ecosystem. Collaboration plays as a turn-based, puzzle game, with each level being a work day. Each team member has their own expertise and personality (behaviour). The player should master the RAINBOW construction manual on the one hand (the technical aspect), and observe and understand their (NPC) colleagues’ different personalities on the other (the human aspect), in order to take the appropriate actions each time and make sure that by the end of the day, the rainforest has the safest RAINBOW it can get. Each worker has an action point pool that symbolizes their energy/time during a work shift and can power two types of player actions: either directly constructing a rainbow lane (writing code) or talking to another co-worker (sharing info). Talking can be done with various moods/communication styles which will influence the response of their co-worker. Players are free to revoke their actions with no cost so as to allow for maximum experimentation. This game was created in response to three identified issues related to cybersecurity: The game aims to address these by building counternotions into the game’s foundations. More specifically, the game through its rule system and feedback loops evokes the following key learning outcomes: Research insights Our intervention steers away from technical matters and is focused on the human aspect of cybersecurity, as indicated by findings that show that the majority of cybersecurity incidents are attributed to human factors. The game abstracts the technical cybersecurity content to the utmost degree, so that the post-play activity is essential to a complete experience, since that is when the game experience is again re-contextualized in the domain of cybersecurity. This choice doubles as an attempt to show the universality of some of the statements that the game aims to make outside of cybersecurity. In terms of game design, the game subverts common player expectations, for example, that every challenge presented is both feasible and perfectable. On the contrary, in real life, many challenges can only be handled with a “as good as it gets” approach, where others may be simply impossible due to bad management, which can manifest as lacking expertise, overload and/or conflicting priorities. The game deliberately uses ‘impossible to perfect’ levels within the gameplay to allow players to construct this notion for themselves. Another common concept that is rejected within this game is that of a mandatory ‘baseline’ of a player’s performance. A player may make progress in the game (complete a level and unlock the next) with even the worst possible performance. Instead of restricting progress, the game represents the detrimental effect on the digital ecosystem instead. This aspect can be explored (and to some extent, mitigated) using player actions within the menu screen (using resources they have earned to improve the digital rainforest.) The gameplay leaves the player as the only person truly responsible to safeguard the quality of their own work, again supporting our goals of reflection rather than instruction. This was also done as an expression of the fact that in real life, given lack of industry standards, each individual’s responsibility over security issues acts as the regulator for the safety of the end-product. | ||||
Official URL: | https://secrious-research-project.itch.io/collaboration | ||||
Output Type: | Other (Serious game (digital)) | ||||
Uncontrolled Keywords: | cybersecurity, serious games, provoking game, game-based learning, critical reflection | ||||
Media of Output: | Online | ||||
Schools and Departments: | School of Innovation and Technology | ||||
Dates: |
| ||||
Status: | Published | ||||
Funders: | EPSRC | ||||
Projects: | SECRIOUS | ||||
Output ID: | 8281 | ||||
Deposited By: | Daisy Abbott | ||||
Deposited On: | 30 Jun 2022 10:13 | ||||
Last Modified: | 08 Mar 2023 15:47 |