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A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
Gasiba, Tiago, Lechner, Ulrike, Rezabek, Filip & Pinto-Albuquerque, M. (2020). Cybersecurity games for secure programming education in the industry: gameplay analysis. In First International Computer Programming Education Conference (ICPEC 2020) OASIcs, Volume 81. (pp. 10:1-10:11).: Dagstuhl publishing.
Exportar Referência (IEEE)
T. E. Gasiba et al.,  "Cybersecurity games for secure programming education in the industry: gameplay analysis", in 1st Int. Computer Programming Education Conf. (ICPEC 2020) OASIcs, Volume 81, Dagstuhl publishing, 2020, vol. OASIcs, Volume 81, pp. 10:1-10:11
Exportar BibTeX
@inproceedings{gasiba2020_1734958718487,
	author = "Gasiba, Tiago and Lechner, Ulrike and Rezabek, Filip and Pinto-Albuquerque, M.",
	title = "Cybersecurity games for secure programming education in the industry: gameplay analysis",
	booktitle = "First International Computer Programming Education Conference (ICPEC 2020) OASIcs, Volume 81",
	year = "2020",
	editor = "",
	volume = "OASIcs, Volume 81",
	number = "",
	series = "",
	doi = "10.4230/OASIcs.ICPEC.2020.10",
	pages = "10:1-10:11",
	publisher = "Dagstuhl publishing",
	address = "",
	organization = "",
	url = "https://icpeconf.org/2020"
}
Exportar RIS
TY  - CPAPER
TI  - Cybersecurity games for secure programming education in the industry: gameplay analysis
T2  - First International Computer Programming Education Conference (ICPEC 2020) OASIcs, Volume 81
VL  - OASIcs, Volume 81
AU  - Gasiba, Tiago
AU  - Lechner, Ulrike
AU  - Rezabek, Filip
AU  - Pinto-Albuquerque, M.
PY  - 2020
SP  - 10:1-10:11
DO  - 10.4230/OASIcs.ICPEC.2020.10
UR  - https://icpeconf.org/2020
AB  - To minimize the possibility of introducing vulnerabilities in source code, software developers may attend security awareness and secure coding training. From the various approaches of how to raise awareness and adherence to coding standards, one promising novel approach is Cybersecurity Challenges. However, in an industrial setting, time is a precious resource, and, therefore, one needs to understand how to optimize the gaming experience of Cybersecurity Challenges and the effect of this game on secure coding skills. This work identifies the time spent solving challenges of different categories, analyzes gaming strategies in terms of a slow and fast team profile, and relates these profiles to the game success. First results indicate that the slow strategy is more successful than the fast approach. The authors also analyze the possible implications in the design and the training of secure coding in an industrial setting by means of Cybersecurity Challenges. This work concludes with a brief overview of its limitations and next steps in the study.
ER  -