Standard

Automated Player Activity Analysis for a Serious Game About Social Engineering. / Krylov, Boris; Abramov, Maxim; Khlobystova, Anastasia.

Studies in Systems, Decision and Control. Springer Nature, 2020. p. 587-599 (Studies in Systems, Decision and Control; Vol. 337).

Research output: Chapter in Book/Report/Conference proceedingChapterResearchpeer-review

Harvard

Krylov, B, Abramov, M & Khlobystova, A 2020, Automated Player Activity Analysis for a Serious Game About Social Engineering. in Studies in Systems, Decision and Control. Studies in Systems, Decision and Control, vol. 337, Springer Nature, pp. 587-599. https://doi.org/10.1007/978-3-030-65283-8_48

APA

Krylov, B., Abramov, M., & Khlobystova, A. (2020). Automated Player Activity Analysis for a Serious Game About Social Engineering. In Studies in Systems, Decision and Control (pp. 587-599). (Studies in Systems, Decision and Control; Vol. 337). Springer Nature. https://doi.org/10.1007/978-3-030-65283-8_48

Vancouver

Krylov B, Abramov M, Khlobystova A. Automated Player Activity Analysis for a Serious Game About Social Engineering. In Studies in Systems, Decision and Control. Springer Nature. 2020. p. 587-599. (Studies in Systems, Decision and Control). https://doi.org/10.1007/978-3-030-65283-8_48

Author

Krylov, Boris ; Abramov, Maxim ; Khlobystova, Anastasia. / Automated Player Activity Analysis for a Serious Game About Social Engineering. Studies in Systems, Decision and Control. Springer Nature, 2020. pp. 587-599 (Studies in Systems, Decision and Control).

BibTeX

@inbook{10ec3af75d484575be25c6a7057c0c35,
title = "Automated Player Activity Analysis for a Serious Game About Social Engineering",
abstract = "This article proposes a mathematical model that helps to track a player{\textquoteright}s game actions and present them in a structured form. The gaming process is presented as a set of states that are connected by a player{\textquoteright}s actions. Each state is a set of predicates that characterize the player{\textquoteright}s knowledge about the game. This mathematical model was developed as a step in achieving the general goal of the research branch, which is to increase the safety of an information system from social engineering attacks by developing a serious game. This serious game is aimed at improving players{\textquoteright} skills in recognition and counteraction to social engineering attacks as well as at raising awareness among employees.",
keywords = "Game environment for social engineering attacks, Graph theory, Information security, Social engineering attacks, User protection",
author = "Boris Krylov and Maxim Abramov and Anastasia Khlobystova",
note = "Publisher Copyright: {\textcopyright} 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.",
year = "2020",
month = dec,
day = "2",
doi = "10.1007/978-3-030-65283-8_48",
language = "English",
series = "Studies in Systems, Decision and Control",
publisher = "Springer Nature",
pages = "587--599",
booktitle = "Studies in Systems, Decision and Control",
address = "Germany",

}

RIS

TY - CHAP

T1 - Automated Player Activity Analysis for a Serious Game About Social Engineering

AU - Krylov, Boris

AU - Abramov, Maxim

AU - Khlobystova, Anastasia

N1 - Publisher Copyright: © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.

PY - 2020/12/2

Y1 - 2020/12/2

N2 - This article proposes a mathematical model that helps to track a player’s game actions and present them in a structured form. The gaming process is presented as a set of states that are connected by a player’s actions. Each state is a set of predicates that characterize the player’s knowledge about the game. This mathematical model was developed as a step in achieving the general goal of the research branch, which is to increase the safety of an information system from social engineering attacks by developing a serious game. This serious game is aimed at improving players’ skills in recognition and counteraction to social engineering attacks as well as at raising awareness among employees.

AB - This article proposes a mathematical model that helps to track a player’s game actions and present them in a structured form. The gaming process is presented as a set of states that are connected by a player’s actions. Each state is a set of predicates that characterize the player’s knowledge about the game. This mathematical model was developed as a step in achieving the general goal of the research branch, which is to increase the safety of an information system from social engineering attacks by developing a serious game. This serious game is aimed at improving players’ skills in recognition and counteraction to social engineering attacks as well as at raising awareness among employees.

KW - Game environment for social engineering attacks

KW - Graph theory

KW - Information security

KW - Social engineering attacks

KW - User protection

UR - http://www.scopus.com/inward/record.url?scp=85097282663&partnerID=8YFLogxK

UR - https://link.springer.com/chapter/10.1007/978-3-030-65283-8_48

UR - https://www.mendeley.com/catalogue/90add299-6e4c-351f-88d6-bdf96cb3b2dd/

U2 - 10.1007/978-3-030-65283-8_48

DO - 10.1007/978-3-030-65283-8_48

M3 - Chapter

AN - SCOPUS:85097282663

T3 - Studies in Systems, Decision and Control

SP - 587

EP - 599

BT - Studies in Systems, Decision and Control

PB - Springer Nature

ER -

ID: 87278585