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HATCH: Hack And Trick Capricious Humans – A Serious Game on Social Engineering

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Social engineering is the illicit acquisition of information about computer systems by primarily non-technical means. Although the technical security of most critical systems is usually being regarded in penetration tests, such systems remain highly vulnerable to attacks from social engineers that exploit human behavioural patterns to obtain information (e.g., phishing). To achieve resilience against these attacks, we need to train people to teach them how these attacks work and how to detect them. We propose a serious game that helps players to understand how social engineering attackers work. The game can be played based on the real scenario in the company/department or based on a generic office scenario with personas that can be attacked. Our game trains people in realising social engineering attacks in an entertaining way, which shall cause a lasting learning effect.
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HATCH: Hack And Trick Capricious Humans –
A Serious Game on Social Engineering
Kristian Beckers
Technische Universit¨
at M¨
unchen (TUM)
Institute of Informatics
Boltzmannstr. 3
85748 Garching, Germany
kristian.beckers@tum.de
Sebastian Pape
Goethe-University Frankfurt
Faculty of Economics
Theodor-W.-Adorno-Platz 4
60323 Frankfurt, Germany
sebastian.pape@m-chair.de
Veronika Fries
Technische Universit¨
at M¨
unchen (TUM)
Institute of Informatics
Boltzmannstr. 3
85748 Garching, Germany
veronika.fries@tum.de
Social engineering is the illicit acquisition of information about computer systems by primarily non-technical
means. Although the technical security of most critical systems is usually being regarded in penetration
tests, such systems remain highly vulnerable to attacks from social engineers that exploit human behavioural
patterns to obtain information (e.g., phishing). To achieve resilience against these attacks, we need to train
people to teach them how these attacks work and how to detect them. We propose a serious game that
helps players to understand how social engineering attackers work. The game can be played based on the
real scenario in the company/department or based on a generic office scenario with personas that can be
attacked. Our game trains people in realising social engineering attacks in an entertaining way, which shall
cause a lasting learning effect.
Security, Methods, Education, Social Engineering, Serious Gaming
1. INTRODUCTION
Traditional penetration testing approaches often fo-
cus on vulnerabilities in network or software systems
(Mitnick and Simon (2009)). Few approaches even
consider the exploitation of humans via social en-
gineering. While the amount of social engineering
attacks and the damage they cause rises yearly the
awareness of these attacks by employees remains
low (Hadnagy (2010, 2016); Proofpoint (2016)).
Recently, serious games have built reputation for
getting employees of companies involved in security
activities in an enjoyable and sustainable way. While
still preserving a playful character, serious games
are used for e.g. security education and threat
analysis (Williams et al. (2009, 2010), Shostack
(2012, 2014), Denning et al. (2013)). We believe that
there is a major benefit for adapting serious games
specifically for social engineering (Beckers and Pape
(2016a)). Our game aims at enabling common em-
ployees to elicit social engineering threats for their
companies (real world scenario). Additionally, we
have developed a generic scenario for training and
awareness rising, which provides a description of a
fictional office scenario with personas. In this paper
we present our game, the generic scenario and our
preliminary results of its application with students,
academics, and industry.
Figure 1: Picture of a Game Session
2. DESIGN OF THE GAME
In short, the rules of the game are as follows:
1. Each player draws a card from the deck of
human behavioral patterns (principles), e.g.
the Need and Greed principle. The game is
designed based on existing published work
(e.g. Stajano and Wilson (2011), c.f. Beckers
and Pape (2016b)).
2. Each player draws three cards from the deck
of the social engineering attack techniques
(scenarios), e.g. phishing. The game is
c
The Authors. Published by BISL.
Proceedings British HCI 2016 - Fusion, Bournemouth, UK
HATCH: Hack And Trick Capricious Humans – A Serious Game on Social Engineering
Beckers Pape Fries
designed based on existing published work
(e.g. Gulati (2003); Peltier (2006), c.f. Beckers
and Pape (2016b)).
3. The players decide if they are insiders or
outsiders to the organization.
4. Each player presents an attack to the group
and the others discuss if the attack is feasible.
5. The players get points based on how viable
their attack is and if the attack was compliant
to the drawn cards. The player with the most
points wins the game.
6. As debriefing, the perceived threats are
discussed and the players reflect their attacks.
They may be supported by the company’s
security personal.
3. INDEPENDENT SCENARIO
We created a generic scenario that people can relate
to with little effort. We came up with the ACME office
company, a medium sized producing company for
paper. Therefore, we described 10 employees, their
roles in the company, familiarisation with computers
and attitudes towards security and privacy (see
Fig. 2 as an example).
Axel
Persona
Axel works in the front desk of ACME
Office. He decides who is allowed to enter
the building and who is not.
Axel lived most of his life without computers
and knows how to operate basic software.
He is concerned with keeping ACME Office
free of unauthorized persons.
Axel informs himself about new ways of
surveillance useful for ACME Office.
Axel
Figure 2: A persona1within our ACME Office scenario
4. PRELIMINARY RESULTS
To validate our research, we initially played the
context-specific version with 25 full time employees
of the Technical University Munich and Goethe-
University Frankfurt with a university degree. We
1Picture is taken from Flickr https://flic.kr/p/Ch2gjk
were initially interested if the players could elicit
possible and context-specific threats for their
respective environments. We played in total 49 turns
of the game in which a player suggests a threat. The
players deemed 42 of these threats possible and 7
were rated not possible by the players. The results
suggest that the players were able to elicit threats
with the game (c.f. Beckers and Pape (2016a)).
Afterwards, we were interested to measure if playing
the game raises the security awareness of the
players. Kruger and Kearny (Kruger and Kearney
(2006)) measure security awareness in terms of
knowledge (what an employee knows), attitude
(what an employee thinks), and behaviour (what
an employee does). We created a set of 14
questions that measured security awareness with
relation to the attack scenarios in our game on
a 5-point Likert scale. The answers range from
totally disagree to totally agree. We assessed the
questionnaires with games played with 10 full time
employees from academia and 4 senior employees
of an organisation A. The academics used our
ACME office scenario and the senior employees
the context-specific version of the game. We could
measure on average between 0.5 and 1 point
increase in security awareness with the players
after they played HATCH. There was no statistical
significant difference in persons who worked with
ACME office scenario and the ones with the context-
specific version of the game.
In future, we will try both versions of the game with
a larger sample of participants and we are planning
to measure the flow construct (Csikszentmihalyi
(2000)) in relation to playing the game. In particular,
we are planning to use the Flow Kurz Skala
(Rheinberg et al. (2016)) to measure how intensive
the player emerge in the game and correlate this
to the difference in security awareness before and
after the game. We assume that the flow experience
is positively correlated to an increased security
awareness. Additionally, we will create more generic
scenarios to allow players with different background
an easier access to the game.
5. ACKNOWLEDGEMENTS
We thank all the players of our game that provided
us with invaluable feedback and spend their precious
time with us improving the game. This research
has been partially supported by Federal Ministry of
Education and Research Germany (BMBF) within
the focal point “IT-Security for Critical Infrastructures”
(grant number 16KIS0240) and the TUM Living Lab
Connected Mobility (TUM LLCM) project funded
by the Bayerisches Staatsministerium f¨
ur Wirtschaft
und Medien, Energie und Technologie (StMWi).
HATCH: Hack And Trick Capricious Humans – A Serious Game on Social Engineering
Beckers Pape Fries
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... In addition, serious games can entertainingly raise awareness for social engineering. Beckers et al. [15,16] and Micallef and Arachchilage [17] and Aladawy et al. [18] each designed serious games based on concepts related to social engineering attacks to help game participants learn about social engineering and raise awareness of social engineering attacks. Providing training and education to system stakeholders is an effective way to defend against social engineering attacks. ...
... In addition, serious games can entertainingly raise awareness for social engineering. Beckers et al. [15,16] and Micallef and Arachchilage [17] and Aladawy et al. [18] each designed serious games based on concepts related to social engineering attacks to help game participants learn about social engineering and raise awareness of social engineering attacks. In most of these studies on training and education, most of the approaches only propose an abstract defence idea, not enough to propose specific defence countermeasures for specific attack scenarios. ...
... In generating social engineering security patterns, we have initially evaluated the security, usability, and economy of patterns. Secondly, we prioritise all defence plans based on the value of the prioritising criteria for each defence plan (refer to lines [14][15][16][17][18][19][20]. We then generate and prioritise defence plans against the SEA scenario based on the above process. ...
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Social engineering attacks are a growing threat to modern complex systems. Increasingly, attackers are exploiting people's "vulnerabilities" to carry out social engineering attacks for malicious purposes. Although such a severe threat has attracted the attention of academia and industry, it is challenging to propose a comprehensive and practical set of countermeasures to protect systems from social engineering attacks due to its interdisciplinary nature. Moreover, the existing social engineering defence research is highly dependent on manual analysis, which is time‐consuming and labour‐intensive and cannot solve practical problems efficiently and pragmatically. This paper proposes a systematic approach to generate countermeasures based on a typical social engineering attack process. Specifically, we systematically ‘attack’ each step of social engineering attacks to prevent, mitigate, or eliminate them, resulting in 62 countermeasures. We have designed a set of social engineering security patterns that encapsulate relevant security knowledge to provide practical assistance in the defence analysis of social engineering attacks. Finally, we present an automatic analysis framework for applying social engineering security patterns. We applied the case study method and performed semi‐structured interviews with nine participants to evaluate our proposal, showing that our approach effectively defended against social engineering attacks.
... Therefore, at a first glance the use of a serious game for awareness raising and training against SE attacks, e. g. HATCH [11,12], seems to be fine. However, in this paper we investigate the legal challenges to make use of the game HATCH, which offers two different types of scenarios. ...
... The serious game considered for our use case is HATCH [11,12], which aims to improve the employees' understanding of SE. For our analysis, we briefly sketch how HATCH works: Each player is in the role of an attacker. ...
... Virtual scenarios are used when HATCH is used for training and awareness purposes [11]. These consist of a plan of a department or company (see Fig. 1) and for each of the employees shown in the plan there is a persona card that outlines the basic characteristics of the employee (see Fig. 2). ...
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Zusammenfassung It is generally accepted that the management of a company has a legal obligation to maintain and operate IT security measures as part of the company’s own compliance – this includes training employees with regard to social engineering attacks. On the other hand, the question arises whether and how the employee must tolerate associated measures, as for example social engineering penetration testing can be very intrusive.
... -Sect. 2.2.1 describes the serious game HATCH, along with its two different applications [16,17] (cf. Sect. ...
... They are described in more detailed in the following subsections. [16], PROTECT [72] and CyberSecurity Awareness Quiz [158] HATCH [16,17] (cf. Sect. ...
... Hack and Trick Capricious Humans (HATCH) is a physical (tabletop) serious game on social engineering [16,17]. The game is available in two versions, a real life scenario and a generic version. ...
Thesis
Full-text available
In order to address security and privacy problems in practice, it is very important to have a solid elicitation of requirements, before trying to address the problem. In this thesis, specific challenges of the areas of social engineering, security management and privacy enhancing technologies are analyzed: Social Engineering: An overview of existing tools usable for social engineering is provided and defenses against social engineering are analyzed. Serious games are proposed as a more pleasant way to raise employees’ awareness and to train them. Security Management: Specific requirements for small and medium sized energy providers are analyzed and a set of tools to support them in assessing security risks and improving their security is proposed. Larger enterprises are supported by a method to collect security key performance indicators for different subsidiaries and with a risk assessment method for apps on mobile devices. Furthermore, a method to select a secure cloud provider – the currently most popular form of outsourcing – is provided. Privacy Enhancing Technologies: Relevant factors for the users’ adoption of privacy enhancing technologies are identified and economic incentives and hindrances for companies are discussed. Privacy by design is applied to integrate privacy into the use cases e-commerce and internet of things.
... Therefore, in this paper, we aim to adjust a serious game to a specific target group by adapting it accordingly. For that purpose we chose the serious game HATCH [5] and developed a new scenario for one of its variants in order to be suitable for consulting companies. This approach tackles that problem, that although many serious games for IT security exist, it is still hard to find a accurately fitting serious game for a specific organisation or scenario. ...
... Hack and Trick Capricious Humans (HATCH) is a physical (tabletop) serious game on social engineering [4,5]. The game is available in two versions, a real life scenario and a generic version. ...
... In order to not unnecessarily expose and blame colleagues during a training session, it is based on a virtual scenario with personas as attack victims [16]. The scenario consists of a layout of a medium-sized office and ten employees as personas, printed on cards that contain fictional descriptions of them: their names, role within the organization, familiarization with computers and their attitude towards security and privacy [5]. ...
Chapter
While social engineering is still a recent threat, many organisations only address it by using traditional trainings, penetration tests, standardized security awareness campaigns or serious games. Existing research has shown that methods for raising employees’ awareness are more effective if adjusted to their target audience. For that purpose, we propose the creation of specific scenarios for serious games by considering specifics of the respective organisation. Based on the work of Faily and Flechais [11], who created personas utilizing grounded theory, we demonstrate how to develop a specific scenario for HATCH [4], a serious game on social engineering. Our method for adapting a scenario of a serious game on social engineering resulted in a realistic scenario and thus was effective. Since the method is also very time-consuming, we propose future work to investigate if the effort can be reduced.
... In order to describe the necessity of legal and ethical assessments, we briefly introduce the game HATCH [143], a serious game on social engineering. The aim of HATCH is to foster the players' understanding of social engineering attacks. ...
... We had a look at the following games: Control-Alt-Hack [157] [158], OWASP Cornucopia [159], CyberSecurity Awareness Quiz [150], Data Breach [160], d0x3d! [161] [162], Decisions and Disruptions [163], Friend Inspector [164], HATCH [143] [148], NeoSens Training Method [165], OWASP Operation Digital Chameleon [166], Operation Digital Snake [167], PERSUADED [168], Playing Safe [169], Project config.Play [170], PROTECT [151], Protection Poker [171], Security Requirement Education Game (SREG) [172], Security Tactic Planning Poker (SToPPER) [173], Snakes and Ladders [174], The Agile App Security Game [175], and What.Hack [176]. ...
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This report proposes a conceptual framework for the monitoring and evaluation of a cybersecurity awareness (CSA) program. In order to do so, it uses a nonsystematic or purposive literature review. Initially, it reviewed nine existing frameworks/models on CSA mainly to derive the skeleton (phases and sub-phases) of the framework. This is followed by a set of guidelines and practical advice in each phase and sub-phases of the framework that would be useful for the enhancement of a CSA program. The guidelines and advice on "what to do in each phase" as well as "what to expect in each phase" will be useful for CSA professionals, individuals, or organizations who intend to design a CSA program. In addition to this, the report also presents the evaluation criteria of two CSA mechanisms, which are posters and serious games.
... Schaab et al. [48] examined the psychological principles of social engineering and investigated which psychological techniques induce resistance to persuasion applicable for social engineering. Based on the identified gaps [49], the serious game HATCH [5] is proposed to foster the players' understanding of social engineering attacks. When playing HATCH, players attack personas in a virtual scenario based on cards with psychological principals and social engineering attacks. ...
Chapter
Serious games seem to be a good alternative to traditional trainings since they are supposed to be more entertaining and engaging. However, serious games also create specific challenges: The serious games should not only be adapted to specific target groups, but also be capable of addressing recent attacks. Furthermore, evaluation of the serious games turns out to be challenging. While this already holds for serious games in general, it is even more difficult for serious games on security and privacy awareness. On the one hand, because it is hard to measure security and privacy awareness. On the other hand, because both of these topics are currently often in the main stream media requiring to make sure that a measured change really results from the game session. This paper briefly introduces three serious games to counter social engineering attacks and one serious game to raise privacy awareness. Based on the introduced games the raised challenges are discussed and partially existing solutions are presented.
... There is a large number of tabletop games for security training or awareness raising [6,8,4,3,14] targeting different domains, asset and areas in the academia. ...
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