Revolutionizing Board Cyber-Risk Management Using
Collaborative Gaming
Tony Delvecchio
1a
, Sander Zeijlemaker
2b
, Giancarlo De Bernardis
1c
and Michael Siegel
2d
1
Cybersecurity Laboratory, BV TECH S.p.A., Milan, 20123, Italy
2
Cyber Security at MIT Sloan, Sloan School of Management, Massachusetts Institute of Technology, U.S.A.
{tony.delvecchio, giancarlo.debernardis }@bvtech.com
{szeijl, msiegel }@mit.edu
Keywords: Cyber-Risk Management, Security Education, Collaboration, Management Game.
Abstract: International and regulatory developments push cybersecurity into the boardroom. However, strategic group
decision-making approach akin to a management board process need to be developed. We used a scientifically
grounded cyber-risk management collaborative game in our research. Since not all board members have a
solid background in technology and security, we followed the natural user interface design theory to create a
management dashboard serious game that fosters an understandable and collaborative setting for managing
and educating on cyber-risks. The results show that groups perform significantly better in terms of financial
performance and risk profile than individuals. Moreover, the collaborative game allowed executives and
business leaders to learn about cyber-risk management issues, thus improving their results. Our future work
should focus more on emerging and unpredictable adversarial behavior. Our research has significant
implications for security awareness and education in high-level collaborative decision-making bodies.
1 INTRODUCTION
Recent breaches of Atlassian (Kovacs, 2023),
MailChimp (Whittaker, 2023), Slack (Burgess,
2023), LastPass (Kapko, 2023), and Dropbox
(Gatlan, 2022) show that cyber-risk management
goes far beyond compliance. In order to do so, a
company must strengthen its strategic decision-
making process concerning cyber-risks. Decision-
makers tend to have a false perception of security
caused by the nature of cybersecurity itself
(Zeijlemaker & Siegel, 2023), trust too much in off-
the-shelf solutions (Jalali et al., 2019), underestimate
both the probability of cyber threats (Jalali et al.,
2019) and the impact of cyber threats (De Smidt &
Botzen, 2018), and prioritize other business activities
(Anderson, 2001).
To strengthen the global state of security,
international and regulatory developments push
cybersecurity into the boardroom (European
Commission, 2022; European Commission, 2020;
a
https://orcid.org/0009-0004-7940-0521
b
https://orcid.org/0000-0002-2697-5207
c
https://orcid.org/0009-0007-6805-4303
d
https://orcid.org/0000-0002-1483-5530
Pearlson & Hetner, 2022; Zeijlemaker et al., 2022).
This implies three critical issues: First, decision-
making about cyber-risk management becomes a
group process (Bezemer et al., 2014). Second, not all
members of this group have a solid background in
information technology or cybersecurity (Gale et al.,
2022). Finally, this group’s strategic dialog focuses
on the business, operational, and financial context of
cyber-risk. (Pearlson & Hetner, 2022; Zeijlemaker et
al., 2022).
Previous research about cyber-risk management
did not fully consider these implications because it
focused on individual participants (Jalali et al., 2019),
with solely technology/security backgrounds (Jalali
et al., 2019; Zeijlemaker et al., 2022), or group
decisions under stress conditions (Zeijlemaker et al.,
2022). These studies did not fully explore the
potential benefits of collaboration. Collective
intelligence acts differently from individual
intelligence because it depends on the collaboration
and diversity of the decision-makers’ group as shown
112
Delvecchio, T., Zeijlemaker, S., De Bernardis, G. and Siegel, M.
Revolutionizing Board Cyber-Risk Management Using Collaborative Gaming.
DOI: 10.5220/0012349400003648
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 10th International Conference on Information Systems Security and Privacy (ICISSP 2024), pages 112-119
ISBN: 978-989-758-683-5; ISSN: 2184-4356
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
in Woolley et al., (2010), Kesari (2021) and Malone
(2018) and we believe leveraging on it, can help
better managing cyber-risk.
We have included the exercise of Jalali et al.
(2019) in a cyber range. Since the human-machine
interface has become critically important in
strengthening collaboration and decision making
(Boy, 2017), we created a user interface that allows
for a collaborative and participatory approach to
strategic cyber-risk management while explaining
cyber-risk management in an accessible and non-
technical way. A natural user interface collaborative
gesture-based game has been developed and an
inverse roulette metaphor has been used for this
purpose.
Our research indicates that a collaborative
approach to cyber-risk management significantly
strengthens organizational performance. The
prerequisites for this collaboration are time and space
for good dialog before decision-making, as well as
providing understandable insights into the matter at
hand.
2 LITERATURE
Currently, decisions are increasingly taken through
artificial intelligence/machine learning (AI/ML)-
enhanced, web-based management dashboards, and
decision support (AlSadhan & Park, 2021; Dunie et
al., 2015). However, the complex nature of cyber-risk
management requires exploration and training in the
decision-making process (Jalali et al., 2019;
Zeijlemaker et al., 2022; Armenia et al., 2021). This
will provide decision makers with an awareness of the
topics at hand and an understanding of the
consequences of their decision process. It makes the
design of user interfaces critical in strengthening
decision-makers' understanding and awareness, as
well as fostering collaboration in the decision-making
process (Wisiecka, 2023).
2.1 Decision Support Tools Usage in
Cybersecurity Decision-Making
Cyber-risk management is immensely complex
(Zeijlemaker & Siegel, 2023). The risk of security
blind spots can overwhelm decision-makers due to
complexity and pressure to act. To mitigate this risk,
decision-makers use decision-support tools to access
and manage cyber-risks (Moore et al., 2016).
However, decision-makers are often biased to make
decisions that yield immediate, easy-to-observe gains
at the cost of long-term, often hard-to-measure
consequences (Sterman, 2001).
2.2 The Need for Exploration and
Training
Simulation-aided serious games translate system
science and simulation modeling into learning
experiences (Rooney-Varga et al., 2022; Tseng et al.,
2019). They capture human behavior and contribute
to knowledge retention, behavioral change, as well as
soft skill development.
There is a set of games available that focus on
training decision-makers to cope with the complex
nature of the cyber-risk landscape (Jalali et al. 2019,
Zeijlemaker et al. 2022, Armenia et al. 2021).
All these games recognize the importance of
improving decision-making but fail to consider the
importance of decision support tool interface design
in a collaborative setting with decision-makers who
have no ties to technology or cybersecurity.
2.3 Criticality of a Successful Interface
Design
In this context, the ability to interact with machines
plays a fundamental role in decision making (Jin et
al., 2022). A Natural User Interface (NUI) is
considered the best way to reduce the communication
gap between human and computer, increasing the
potential of expert users and making inexperienced
users efficient and practical (Wigdor & Wixson,
2011, Fu et al., 2018), especially if it is accompanied
by non-verbal communication (Wilson et al., 2008;
Bailey et al., 2017; Soro et al,.2011). For this purpose,
we use Rapid Iterative Testing and Evaluation (RITE)
(Medlock, et al., 2002, 2018) for the design and
development of the natural interface and the
Mechanics, Dynamics, and Aesthetics (MDA)
(Robinet al., 2004; Dwi Putra et al., 2021; Rogério &
Frutuoso, 2021; Mohammadzadeh et al., 2022) to
refine it.
2.4 Our Contribution to the Literature
Cybersecurity investments are well known to those
with adequate training on the subject, but not all
members of the group have specific skills in the field,
and thus spending money on cybersecurity may be
seen as merely a cost by some. The system proposed
here consists of a collaborative system with natural
interaction that frees the decision-making process
from the need to learn how to operate with the system
itself. This system guarantees a very rapid learning
curve through a simple, automatic, unconscious, and
Revolutionizing Board Cyber-Risk Management Using Collaborative Gaming
113
above all, engaging interaction.
3 RESEARCH DESIGN
In the previous section, we explained the criticality of
interface design in strengthening collaboration and
decision-making. Regarding our research design, we
reused a well-appreciated executive training
simulation (Jalali et al., 2019) with a new natural user
interface to strengthen collaboration in the decision-
making process and created a setup to identify this
collaboration.
3.1 Explaining the Executive Training
Simulation
We used a version of the cybersecurity game by Jalali
et al. (2019) that is scientifically grounded in system
dynamics and control theory to create a collaborative
game for decision-makers with limited knowledge
about technology and cybersecurity. This game
simulates a strategic decision-making environment
for investing in cybersecurity prevention, detection,
or response measures. The participant with the
highest accumulated profits over the five-year period
minimizes the total overall cost for the company and
wins the game.
3.2 Design of the Interface and
Validation
Using the RITE method, we identified four different
metaphors for cybersecurity performance and
adopted the "Inverse Roulette" metaphor. The MDA
framework was applied to refine the metaphor and
present the results with semantic meaning.
Figure 1: Inverse Roulette.
At the beginning of each simulation step, a
hypothetical starting situation is shown on the roulette
table, representing the known or unknown
vulnerability of the company’s ITC systems. The
defenders can only bet in suitable areas distributed
around the table, representing the cybersecurity
defensive measures. By betting on these areas, the
users can indirectly operate on the roulette table,
switching the transparent yellow (detection) and
transparent purple (response) colors to full yellow or
full purple colors, or covering other table numbers in
blue (prevention).We adopted a performance index to
measure the quality of the decision taken. This index
is based on the ratio between the accumulated profit
and the sum of the systems at risk and the systems
affected. Department managers may decide not to
enforce strict security policies to reduce costs or
realize more profit. However the company's increased
risk exposure becomes visible only later in the game.
If the performance index exceeds a pre-defined
threshold, it is displayed on the game's roulette board,
meaning that budget allocation impeded the attacker
from breaching the company's systems.
The performance index/threshold method is
suitable for the game, but it lacks meaning from the
perspective of learning about cybersecurity.
Therefore, another powerful feedback with semantic
content is introduced. The final performance index is
shown within a 2 x 2 matrix, called Risk-Profit
Matrix. It defines a space of four areas in which the
final performance index can be plotted: defense gap,
risky defense posture, security burden, and balanced
behavior.
It is possible to determine what kind of cyber-risk
management action should be performed to improve
the company’s cybersecurity posture considering
where the performance index is on this matrix.
In addition to learning about cybersecurity risks
and their management, this semantic representation
can also serve as a strategic tool for investment
planning and cybersecurity posture.
3.3 Research Approach
This study aims to verify whether a collaborative
natural interaction game-based system provides
learning benefits and better performance. It consists
of two phases, both employing the same
predetermined attack scenario.
ICISSP 2024 - 10th International Conference on Information Systems Security and Privacy
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Figure 2: Two-by-two Risk Profit Matrix.
In the first phase, several individual players
performed the game a predetermined number of
times. In the second phase, a group of users played
together for the same number of times. At the end of
each session (which involves simulating a time span
of five business years), the players are notified of the
performance index obtained according to the graphic
representation shown in Figure 2. To avoid members
of the groups having learned something by playing
alone before, those who played as single players
cannot play as group members.
The results of single sessions are compared to
those of group sessions in order to determine the
validity of adopting the collaborative system.
4 RESEARCH RESULTS
We performed ten (3 single players and 7 groups) test
sessions using inverse roulette with 100 individuals
with different roles and functions, and different skills
and experiences. Each session comprises 10 runs, that
complete a five-year scenario.
4.1 Performance Index Representation
In each run, a team or a single player allocates
investments in cybersecurity measures. The
accumulated profit and the number of "affected" and
"at-risk" assets at the end of the year are collected.
Dividing the former by the sum of the other two, a
performance index is obtained. It represents the
appropriateness of the allocation choice. Since the
scenario is deterministic and is the same for each team
and each run, the performance index can be used to
compare the performance of the test sessions. The
trend of the performance index obtained by each team
or single player within their own test session is shown
in Figure 3.
Figure 3: Performance Index obtained in the test sessions.
4.2 Team’s Performance Index
Although some performances improve more than
others, overall, the trends are positive. This growth is
due to two factors: the model is specifically designed
to encourage learning about cybersecurity issues, and
Revolutionizing Board Cyber-Risk Management Using Collaborative Gaming
115
the natural interface allows users to learn faster. The
importance of this second factor is more evident when
comparing the results of phase 1 (single-player test
session) with those of phase 2 (multiplayer test
session).
4.3 Single vs. Multiplayer Performance
There is an observably significant difference in
financial performance and risk between single
(labeled as T01–T03 in our dataset) and group
(labelled as T04–T10) decision-making. We used a t-
test (Hair et al., 2006) for comparison. When
comparing the total runs of the 10 test sessions
combined (8 degrees of freedom), a right-tailed P
value of 0.0024 was observed. Additionally, at the
level of individual test comparison (98 degrees of
freedom), we obtained a significant P value of
0.00000. In both situations, there is a significant
difference favoring collective decision-making
Further, regression analysis (Hair et al., 2006)
demonstrates the association between performance
index and compromised systems and accumulated
profit (F = 52 and adj-R2 = 0.51). The regression
shows that for every 1-point increase in the
performance index, the accumulated profit will
increase by 0.01, and for every 1-point increase in the
performance index, the compromised systems will
decrease by 0.34%. These relationships are very
significant as the P value is below 0.001.
Comparing the results achieved for the two types
of groups, it is also possible to understand if and how
the adoption of a natural interface on a collaborative
decision-making system produces notable effects.
The results of the groups are superior in terms of
performance achieved and in terms of the learning
curve, except in two cases. To provide more evidence
of the above, a graphic representation is proposed in
Figure 4.
Figure 4: Trend of Performance Index per User Group and
Run.
Performance Index in single and group sessions is
represented in an aggregated profile view. Only one
single player has reached a performance index greater
than 35. Another consideration is that the learning
curve is faster for teams than for single players, and
the performance is higher.
4.4 Risk-Profit Matrix Areas and
Learning Path
Another relevant analysis can be performed when all
the obtained performance indexes are represented in
the Risk-Profit Matrix described in 3.2. These results
are shown in Figure 5. Fur purpose of comparison we
ran a minimum and maximum baseline scenario. This
minimum scenario involves no investments and
results in 45% affected assets and 1750 accumulated
profits. The maximum scenario involves full
investments in all capabilities and yielded 0%
affected systems and an accumulated profit of 2275.
Figure 5: Learning behavior per team across the Risk-Profit
Matrix.
Test sessions with better performance index
growth tend to "move" toward the Balanced behavior
area, where there is a balance between business need
and cyber-risk. Each plot can be seen as the
“learning path,” that is, how, within the 10 runs, each
player/group changes the approach to improve their
own performance (see Figure 6). The risky defense
posture quadrant appears to play a significant role in
learning because it seems that suffering from material
threats offers an essential contribution to learning.
The curves represent the learning path each
user/group followed to arrive at their last run. The
best performances are achieved when the balance
behavior area is reached, which has been achieved
from T06 and T07 and especially from T09 and T08.
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4.5 Discussion and Future Research
This study showed that a cooperative NUI improves
cybersecurity budget allocation versus cyber-risk
performances in a high-level decision process
scenario. Furthermore, it speeds up the learning
process and narrows the gap between skilled and
unskilled users in strategically managing cyber-risks.
The Risk-Profit Matrix graphical representation
shows how players change their approach step-by-
step within the cybersecurity operative range, from
high risk with low profits to high risk with high
profits, and ultimately to low risk with high profits.
We used different levels of employees to see how
such an instrument can be used to improve the
learning of the importance of balancing risk versus
profits in cyber-security.
The final goal is to propose the game as a
powerful tool for raising awareness on the issue of
cybersecurity in high-level decision-making contexts
in which not all participants are familiar with the
specific issue (executives like CEO, CTO, CIO…),
allowing roles such as the CISO to make others
understand that spending resources on cybersecurity
should be seen not only as a cost but as an investment
necessary for corporate well-being. However, to
better mimic reality, the game can simulate a random
attack instead of the deterministic one used in this
research. Another significant result could emerge
from these scenarios.
5 CONCLUSION
We created a management dashboard serious game
with a NUI that fosters an understandable and
collaborative setting for managing and educating on
cyber-risks. The game allowed executives and
business leaders to learn about cyber-risk
management issues, thus improving the results of
their decision-making process.
Figure 6: Groups learning paths.
Revolutionizing Board Cyber-Risk Management Using Collaborative Gaming
117
Our work shows that cyber-risk management
dashboard design and collaborative board setting are
critical drivers for the success of cyber-risk
management and is an example of the application of
a new kind of collective intelligence where
interconnected groups of people and computers doing
intelligent things, in our case, manage cyber-
risks (Malone & Bernstein, 2022).
ACKNOWLEDGEMENTS
This work was supported in part by the Fondo
Europeo di Sviluppo Regionale Puglia Programma
Operativo Regionale (POR) Puglia 2014-2020-Axis
I-Specific Objective 1a-Action 1.1 (Research and
Development) Project Titled: CyberSecurity and
Security Operation Center (SOC) Product Suite by
BV TECH S.p.A., under grant CUP/CIG
B93G18000040007.
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