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dc.contributor.authorGondree, Mark
dc.contributor.authorPeterson, Zachary N. J.
dc.contributor.authorPusey, Portia
dc.dateSpring 2016
dc.date.accessioned2016-10-14T14:58:14Z
dc.date.available2016-10-14T14:58:14Z
dc.date.issued2016
dc.identifier.citation;login: Spring 2016 VOL. 41, NO. 1. p. 36-39en_US
dc.identifier.urihttp://hdl.handle.net/10945/50282
dc.description.abstractThe recent explosion of cybersecurity games not only reflects a growing interest in the discipline broadly, but a recognition that these types of games can be entertaining as well as useful tools for outreach and education. However, cybersecurity game terminology—those terms used to describe or communicate a game’s format, goals, and intended audience— can be confusing or, at worst, misleading. The result being a potential to disappoint some players, or worse, misrepresent the discipline and discourage the same populations we intend to attract. The year 2015 marked the second USENIX Summit on Gaming, Games, and Gamification in Security Education (3GSE), co-located again with the USENIX Security Symposium. At the event, we invited a community conversation about terminology for cybersecurity games. The conversation was the seed of a draft vocabulary report to be presented to the Cybersecurity Competition Federation for comment and possible adoption. In this article, we summarize some of the issues arising from that discussion.en_US
dc.description.sponsorshipNational Science Foundation, #1140561 and #1419318en_US
dc.format.extent4 p.en_US
dc.rightsThis publication is a work of the U.S. Government as defined in Title 17, United States Code, Section 101. Copyright protection is not available for this work in the United States.en_US
dc.titleTalking about Talking about Cybersecurity Gamesen_US
dc.typeArticleen_US
dc.contributor.corporateNaval Postgraduate School (U.S.)en_US
dc.description.funderNational Science Foundation, #1140561 and #1419318en_US


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