Cyber Crime Game
Immersive Technologies
Semester programme:Minor Immersive Experience Design
Client company:Uijesbazen
Project group members:Vladimirova, Polly
Duró Hernandez, Maider
Pop, Adrian
Hato, Jayden
Perrin, Solenn
Jantolić, Lara
Project description
Design an immersive game experience to enable employees of big companies in a workplace without knowledge of cybersecurity to play a combination of physical and digital game with false cybersecurity threats, such as phishing, social engineering (tailgating) with an engaging and memorable learning experience.
Context
The project is developed in collaboration with Uitjesbazen, a Dutch company of about 50 employees that organizes over 3,000 corporate events per year in the Netherlands and Belgium. They aim to improve their Cyber Crime Games; an initiative focused on cybersecurity awareness for companies and employees. Around 10 employees currently develop these serious game formats, and the company already offers three different versions of the experience. Even though Uitjesbazen operates internationally, their target audience for their Cyber Crime Games is largely the same: office employees without extensive or any cybersecurity knowledge. They already served over 100 customers this year, with ambitions for further global growth.
Results
The main outcome of this project is a prototype of a hybrid (physical–digital) cybersecurity awareness game designed for office employees without prior cybersecurity knowledge. Through research and discussions with the client we identified that learning is more effective and memorable when it is immersive, interactive, and fun, rather than purely instructional.
An important insight is that game-based experiences improve engagement and knowledge retention, especially when players collaborate. This led to a design that integrates storytelling, teamwork, and realistic cybersecurity scenarios focused on phishing, password security, social engineering, ...
The concept meets key stakeholder requirements, including low production cost, scalability for large groups, a plug-and-play setup, only playable once, and worldwide distribution via a physical format that fits through a mail slot. These constraints ensured that the design is both innovative and feasible.
About the project group
The goal is to do a game raising awareness around cybersecurity threat, we spend 4 months doing it, and worked on it as a group. Three of us are not Fontys student and were not in UX design before so we are discovering a lot about those subjects.