Abstract
This chapter showcases the realistic cybersecurity scenario simulation platform CyberCentric. The objective of CyberCentric is to reach out to small- and medium-sized enterprises (SMEs) in a number of defined areas to provide them with the capability to share information on cybersecurity-related issues and help them experience the impact of cyberattacks as well as means to mitigate against them. CyberCentric’s overall goal is to provide SMEs and citizens with protective knowledge to improve their cyber resilience. This chapter provides an overview of the game and its components from a user perspective.
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Notes
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CENTRIC is the Centre of Excellence in Terrorism, Resilience, Intelligence and Organised Crime Research at Sheffield Hallam University, UK.
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EU Research COURAGE project. See Akhgar and Brewster (2016).
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Botnets can be used to push other strains of malware, harvest users’ credentials, compromise their online bank or other accounts, exfiltrate confidential information or facilitate other crimes such as denial of service attacks, spam email campaigns or ransomware attacks. Often botnets can compromise many thousands of computers. For example, GameOver Zeus had over 326,000 victims globally (cp. goz.shadowserver.org/stats/), and Conficker – a piece of malware known since 2008 – still has over 600,000 infections globally (cp. https://www.grahamcluley.com/2015/12/seven-years-conficker-worm-dead-dominating/; http://www.shadowserver.org/wiki /pmwiki.php/Stats/Conficker). Crime of this scale requires a paradigm shift in approach for law enforcement globally.
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Akhgar, B., Saunders, J., Hancock, P., Lyle, A., Newsham, D.S.S. (2019). CyberCentric: Increasing SME and Citizen Resilience Against Cyberattacks. In: Akhgar, B. (eds) Serious Games for Enhancing Law Enforcement Agencies. Security Informatics and Law Enforcement. Springer, Cham. https://doi.org/10.1007/978-3-030-29926-2_12
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