THESIS
2019
xii, 88 pages : illustrations (some color) ; 30 cm
Abstract
The South Rajuan scenario is an educative cybersecurity simulation scenario
aimed at people with technological background, such as IT or software development. Its
goal is to help the user test their knowledge in hacking by making them perform actions
such as SQL injection, local file inclusion, and data tampering. The virtual goal of the
scenario is to hack into a potentially belligerent country’s nuclear plant and shut it down,
without being suspected. The scenario is hosted on a platform named Cywaria, developed
within a cybersecurity services company named Soteria. The scenario brings exceptional
value to the market because of its innovative use of gamification, which makes possible
an effective learning for the user. Indeed, using gamification techniques such as points,
ach...[
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The South Rajuan scenario is an educative cybersecurity simulation scenario
aimed at people with technological background, such as IT or software development. Its
goal is to help the user test their knowledge in hacking by making them perform actions
such as SQL injection, local file inclusion, and data tampering. The virtual goal of the
scenario is to hack into a potentially belligerent country’s nuclear plant and shut it down,
without being suspected. The scenario is hosted on a platform named Cywaria, developed
within a cybersecurity services company named Soteria. The scenario brings exceptional
value to the market because of its innovative use of gamification, which makes possible
an effective learning for the user. Indeed, using gamification techniques such as points,
achievements, and badges, boosts the user’s motivation to complete the scenario with the
best score possible and thus increase their skills in cybersecurity. The South Rajuan
scenario is an entrepreneurial project in that it is aimed at a different market from
Cywaria’s original scenarios, which target cybersecurity professionals, and will be made
into a separate offer from the whole platform.
This thesis will start by introducing the project with background on how it began,
on Cywaria and Soteria, and on the cybersecurity market and research in gamification.
Then, the two technical chapters about cybersecurity and gamification in education will
respectively detail the contents of the scenario, and explain how gamification brings
educative value to it. Finally, the business plan for the project will be explained, from an
analysis of the cybersecurity market and of how the product fits with it, to the scenario’s
sales strategy and business model.
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