• DocumentCode
    2166087
  • Title

    picoCTF 2013 - Toaster Wars: When interactive storytelling game meets the largest computer security competition

  • Author

    Kaiyang Zhang ; Shihao Dong ; Guoliang Zhu ; Corporon, Danielle ; McMullan, Tim ; Barrera, Salvador

  • Author_Institution
    Entertainment Technol. Center, Carnegie Mellon Univ., Pittsburgh, PA, USA
  • fYear
    2013
  • fDate
    23-25 Sept. 2013
  • Firstpage
    293
  • Lastpage
    299
  • Abstract
    Computer security competitions have become a great resource for students who are interested in computer science as a career. Most of these computer security competitions, commonly known as CTFs (Capture the Flag), are presented in a Jeopardy Board style of gameplay. This type of presentation only displays the problems and lacks a compelling storyline, interaction, or player immersion. A team of five graduate students (dubbed Team Osiris) from Carnegie Mellon University´s Entertainment Technology Center worked with Carnegie Mellon´s Hacking Club PPP to create `picoCTF,´ a computer security competition to encourage U.S. middle school and high school student´s interest in computer science. It was Team Osiris responsibility to add gamification to picoCTF; to push the game presentation beyond a static Jeopardy Board. Team Osiris created game design, art, animation, and programming around a fun, interactive story. The result of this effort was Toaster Wars, a CTF game experience. The competition took place from Apr. 26th to May 5th 2013, were almost 10,000 players participated. By adding gamification to picoCTF 2013 or Toaster Wars, players had a more immersive learning and competition experience.
  • Keywords
    avatars; computer games; interactive systems; security of data; CTF game experience; Carnegie Mellon University; Entertainment Technology Center; Hacking Club PPP; Team Osiris; Toaster Wars game; U.S. high school student; U.S. middle school student; capture-the-flag; computer science; computer security competition; game animation; game art; game design; game presentation; game programming; gamification; immersive learning; interactive storytelling game; picoCTF; static jeopardy board-style gameplay; Art; Computer crime; Computer hacking; Computer science; Educational institutions; Games; CTF; Competition; Computer Security; Multiplayer; Storytelling;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Games Innovation Conference (IGIC), 2013 IEEE International
  • Conference_Location
    Vancouver, BC
  • ISSN
    2166-6741
  • Print_ISBN
    978-1-4799-1244-5
  • Type

    conf

  • DOI
    10.1109/IGIC.2013.6659158
  • Filename
    6659158