1. Introduction
Cloud computing provides a relevant and essential architecture to deploy IT infrastructure and services. The promised value of cloud service providers (CSP) is to deliver high levels of service and security and save business costs. Significant players have dedicated themselves to providing cloud-based solutions to the customer. Customers rely on CSPs with more and more critical applications in the cloud. In particular, this cloud deployment is gaining traction with critical infrastructures due to the high resilience of the deployed environments. Companies in the industry are providing cloud-based products and solutions, such as MindSphere [
1] and Teamplay [
2], to the customer.
Due to the nature of cloud-based systems, they are facing various security threats listed in [
3]. These threats include the nefarious use of cloud services and the lack of cloud security architecture and strategy. Poor management of cloud cybersecurity can lead to severe consequences. In 2017 [
4], the United States Department of Defense disclosed login credentials to their cloud environment, which led to the disclosure of secret government intelligence data hosted in their cloud-deployed infrastructure. Also, misconfigurations of S3 buckets in Amazons’ cloud environment have allowed several high-profile information to be leaked, resulting in severe monetary consequences due to the data breaches [
5]. In [
6], Scheffler provides details on the Man-in-the-cloud attack. In this type of attack, the goal of the malicious party is to gain control of the victims’ cloud account by capturing credentials such as those present in OAuth tokens. One of the ways that the author proposes to address this problem is through regular security training to raise awareness on cloud cybersecurity.
The origin of cloud vulnerabilities is often two-fold. On the one hand, there are technical vulnerabilities, e.g., the poor configuration of cloud environments (either manual or automated). On the other hand, there is a lack of cloud security awareness among managers, cloud asset operators, and customers of cloud services. In this work, we address cloud security awareness issues considering particular roles and responsibilities in cloud service provisioning.
There are numerous standards that regulate cloud security, such as [
7,
8,
9] and security guidelines [
10,
11] that describe the roles and responsibilities in cloud computing. Security training is the primary method to communicate these standards and guidelines to developers and managers. Enterprises are obligated to help their developers and managers to understand the importance of cloud security and, more precisely, how cloud security standards relate to daily work. Otherwise, the continuity of business is put in danger.
To address this challenge, we propose a serious game in this work—raising awareness on roles and responsibilities related to cloud security. In this research, we are interested in the design of a serious game that facilitates the training of developers and managers about cloud security, especially the roles and responsibilities and the collaboration between cloud service providers and customers. This work presents a tabletop game prototype designed to introduce fundamental concepts in cloud security and the first results on the validation of this game.
The research contribution of this work is to propose a serious game, in the form of a board game, to increase the game participants’ awareness of cloud security in an industrial setting. We also provide the results of three trial runs in the industry and discuss our preliminary results.
This article is organized as follows.
Section 2 acquaints the related serious game designs, and especially games that target information security.
Section 3 reviews the method we employ in our research.
Section 4 illustrates the design of our game; and explains details about the evaluator as a novel element in the prototype.
Section 5 presents the feedback we collected from our trial runs and discusses our thinking upon it.
Section 6 summarizes this work and gives an outlook into possible future research directions.
2. Related Work
There are many standards for information security in the industry, and cloud security is a critical subset of cyber-security. Best known are ISO/IEC27001 [
12] and MITRE ATT&CK [
13]. The standard ISO/IEC27001 [
12] describes how to provide their customers with certified products and services. The standard specify how cloud assets should be protected, e.g., by monitoring and data encryption, and mandate secure deployment and maintenance. MITRE ATT&CK [
13] categorizes attack action and defense mechanisms in a cloud matrix based on industry standards and real-world observationSecure mechanisms are highly required in the cloud. Muñoz et al. provides in [
14] an overview of the importance of the monitoring of security properties in cloud computing scenarios. Without necessary monitoring, cloud asset are easy victims of hackers. Popović et al. argured in [
15] it is very important to take security and privacy into account when designing and using cloud services. That requires people working at the front line realize the importance of cloud security and comply with the standard in their daily work. Our work helps to transfer the requirement of industry standards to industry practitioners by assisting the understanding of cloud security concepts in the format of a serious game.
Dörner et al. establish a baseline for developing serious games [
16]. In their seminal work, they define serious games as games that are designed with a goal other than pure entertainment. One such type of serious game is a game that has the goal of raising the cybersecurity awareness of the game participants. We use this work in the design and in the instantiation of our game. Previous work has shown that serious games are an appropriate method to address industry’s cybersecurity training requirements. In fact, serious games are discussed in the IT Baseline Protection (BSI Grundschutzkatalog) of the German Federal Office for Information Security [
17] as a possible means to raise cybersecurity awareness. However, Alotaibi et al. in [
18] have shown that, while many studies claim the effectiveness of serious games in raising cybersecurity awareness, the game design should be properly addressed in addition to the participants’ needs.
The review of various serious games in cybersecurity by Shostack [
19] demonstrates the number and amount of serious games in the domain of cybersecurity. However, none of the listed games specifically addresses the topic of cloud security. In particular, Shostack presented in [
20] a card game
Elevation of Privilege that draws developers into threat modeling, whose importance used to be underestimated. It shares similarities with this work in that it aims to utilize a tabletop board game to teach software developers the basic terms of threat modeling.
By designing a cyber-physical systems game, Frey et al. [
21] studied the information security field’s decision-making process. This is different from
Elevation of Privilege, because the purpose of the game is to understand the decision-making process, not to train the participants on cyber-physical system security.
Romand-Latapie pointed out in [
22] that a role-playing game similar to
Dungeons and Dragons was helpful in training neophyte audience to the basic principles of computer security. They included cloud computing as a single element in the game design. Beckers et al. designed a serious game to elicit social engineering threats, and subsequent security requirements [
23]. It is tested to be effective and efficient in teaching employees on different facets of social engineering attacks.
In [
24,
25,
26,
27], Gasiba et al. present and discuss a serious game, inspired on the capture-the-flag genre, successfully developed to raise awareness of secure coding of software developers in the industry. In particular, Gasiba el al. discuss the necessary requirements to design a serious game to address software developers in an industrial environment. Their work hints at possible differences in the design of serious games in general and serious games that are developed and geared towards usage in the industry. However, their game, which was evaluated and validated with more than 200 industry participants, focuses on secure software development rather than addressing secure deployment of cloud environments.
Nevertheless, this presented previous work served as a source of inspiration while designing our game to address cloud computing’s specific security topics, such as the shared responsibility model, cloud-specific threats, and mitigation.
This article extends our previous work [
9] by providing more trial runs results and deeper discussions on these. We also discuss possible variations of our gaming mode and briefly introduce a digital platform to design the game.
4. Game Design
We introduce the initial design elements and the game prototype in this section. This section starts with the initial design elements, and then the game process is introduced. The is a novel element for the game. Design details of the are also included in this section. In the last part of this section, various gaming modes and the implementation of the digital platform are explained.
4.2. Game Process
The classic game prototype needs a Game Master (GM) to organize and host the game. Before the game begins, GM explains the game flow and rules to the participants and handles the questions raised by the participants during the game.
During the game, the defender team should develop a defense plan and the attacker team an attack plan. Each team uses a game board to place different sets of cards to model attack and defense plans. Attackers and defenders can only place a limited number of cards. This constraint reflects the reality that neither attacker nor defender has unlimited resources, and both of them need to prioritize accordingly. This drafting of attack and defense plans is done in teamwork. Teams use breakout rooms virtually to discuss and develop plans in an online game. If the game is played face-to-face, different teams should sit apart and work on their defense or attack plan separately.
In total, there are 40 cards, of which 24 cards are available to the defender team and 16 to the attacker team, as
Table 1 shows. On each card for defender team states one countermeasure to secure cloud assets, for example, “Information Encryption” or “Network Segmentation” (see
Figure 1). On each card for the attacker team states one attack action to cloud assets, for example, “Monitoring Escaping” or “Network Service Discovery” (see
Figure 2).
Figure 3 presents the phases of the game as a flow chart.
When the game starts, the GM randomly assigns players to the two teams:
defender and
attacker. During the game, the task of the
defender team is to build a defense plan from scratch by selecting defense cards and assigning them to one of the roles: cloud asset owner and cloud asset manager. They should discuss and decide together with their teammates to assign two cards to Asset Owner and four cards to Asset Manager. The defender team needs to determine which ones of the 24 cards are the responsibility of the Cloud Asset Owner and which ones should be taken care of by the Cloud Asset Manager based on their understanding and knowledge. If a card is assigned to the wrong role, it will be sorted out from the defense plan and not contribute to a successful defense.
Table 1 illustrates the number of cards of each category. Two cards could be assigned either to Asset Owner or Asset Manager. That is the reason why the sum of the second and fourth row of
Table 1 is two more than the total number of defense cards. On the other hand, the
attacker should build a three-step attack plan: Gain Access, Launch Attack and Make Impact. In total, 16 attack cards categorized into the three steps are made available to them, and they should discuss and decide with their teammates to assign 2, 3, and 1 card(s) to each step. Both teams have 20 minutes to build their defense plan or attack plan.
We derived the attack cards, defense cards, and the mapping relation between them from MITRE ATT&CK [
13] primarily and the CSA cloud control matrix [
10] for additional information. The cloud matrix demonstrates the typical attack and defense actions in a cloud environment based on real-world incidents. In case that the players are not so familiar with cloud security defenses and attacks, cheat sheets with the key information are made available to them for their assistance throughout the game process.
Both the defender team and attacker team submit their defense plan and attack plan to an evaluator. The evaluator runs an algorithm to simulate the attack and defense steps and compute the probability of the defense plan withstanding the attack plan.
The GM shows the results of the evaluator to participants and explains to them when necessary. For instance, how an attack action is blocked by a single or multiple defense action card(s) and which attack action is left undefended if there is any. The evaluator finally outputs a percentage number of the probability for the Defender Team to survive the attack in the end.
In the next step, we designed a “Wheel-of-Fortune”. This step involves a virtual spinning wheel with different slices marked as “Attacker wins” or “Defender wins.” The size of each area is determined by the probability calculated by the evaluator in the previous step. For instance, if the evaluator calculates that the defense plan has 80% of chance withstanding the attack plan, the marked “Defender wins” area will take up 80% of the wheel. The areas are distributed evenly on the surface of the wheel. At the end of the game, GM will spin the “Wheel-of-Fortune”, and the winner will be announced.
According to the best of our knowledge, there is no similar design of such an evaluator that is tailored to the requirements of a serious game for cloud security. The key parameter of the evaluator will be introduced in the following sub-section. The evaluator algorithm itself is only introduced briefly in this paper.
5. Evaluation of the Game
For evaluation of the game, we have organized three trial runs in an industry setting. In this section, the first trial run (TR 1) will be described in detail as an example, and we will compare the second and third trial run (TR 2 and 3). The result of all the trial runs will be presented and discussed.
5.3. Discussion on the Game Results
Table 3 provides details of which cards are chosen in TR 1, 2, and 3 by the corresponding attacker teams and the defender teams.
In these trial runs that we have conducted, some interesting patterns can be observed from the gathered results. Some cards are frequently chosen, such as Abuse Credential and Abuse Trusted Relationship for the attacker team.
In step 1 of the attack plan, abuse credentials almost always provide an attack surface for further attack actions. This might be the reason why the card "Abuse Credentials" was always chosen. The reason for the teams choosing those cards might also be related to previous cybersecurity awareness training of the participants.
Abuse trusted relationship was also chosen in all trial runs for step 2. This is probably since, in cloud security, we rely more on the product and services by a trusted third party, and it worries us if the trusted relationship gets abused. Playing this card can also indicate that the participants consider the insider threat important for cloud systems. A surprising result was that all the attacker teams had selected the card Monitoring Escaping in their second step. This could be related to the participants’ thinking that cloud-deployed systems are more heavily monitored than non-cloud deployed systems. It is important first to disable the monitoring mechanism to avoid being caught. Further investigation is needed to understand this point.
Also, on the third step of the attacker plan, Resource Hijacking was selected two times compared to Defacement, only one time. We think this might be related to the fact that cloud resources are a “popular” victim of crypto-mining and distributed denial of service. However, further investigation is needed to understand the attackers’ motivation.
For the defender team, Application Developer Guidance and Network Segmentation were chosen all the time. This indicates that the players believed it is essential to teach application developers to write code securely employing developer guidelines. According to our experience in the industry, this result was expected, as the participants also have an industry background. Furthermore, the importance of network segmentation was also prominent in our results. This result is in line with previous internal training in the company where the game took place, which raises awareness about network segmentation to enhance cybersecurity.
An unexpected result was that only the defender team selected the Information Encryption card in the first trial run. Previous incidents in the past have shown that information placed in cloud environments can be leaked. Encrypting the information can drastically reduce the usability of the data by malicious parties. According to our experience, data in the cloud should be stored encrypted. Therefore, the results that we have collected are surprising since only the first team chose to play this card.
Finally, we would like to mention that our preliminary results indicate that attackers choose the following attack path: abuse credentials, abuse trusted relationship, and escape monitoring, while defenders have consistently chosen the following defense plan: application developer guidance and network segmentation.
Author Contributions
Conceptualization, T.Z., T.G., U.L. and M.P.-A.; Methodology, U.L.; software, T.Z.; validation, T.Z., T.G., U.L. and M.P.-A.; writing—original draft preparation, T.Z.; writing—review and editing, T.Z., T.G., U.L. and M.P.-A.; visualization, T.Z.; supervision, U.L. and M.P.-A. All authors have read and agreed to the published version of the manuscript.
Funding
This work (Maria Pinto-Albuquerque) is partially financed by Portuguese national funds through FCT—Fundação para a Ciência e Tecnologia, I.P., under the projects FCT UIDB/04466/2020 and FCT UIDP/04466/2020. Ulrike Lechner acknowledges partial funding of this work in project LIONS by dtec.bw.
Institutional Review Board Statement
Not applicable.
Informed Consent Statement
Informed consent was obtained from all subjects involved in the study.
Data Availability Statement
Not applicable, the study does not report any data.
Acknowledgments
Maria Pinto-Albuqueque thanks the Instituto Universitário de Lisboa and ISTAR, for their support. Ulrike Lechner acknowledges partial funding of this work in project LIONS by dtec.bw.
Conflicts of Interest
The authors declare no conflict of interest.
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