Want to Play a Game? Get Your Game On with Hacking Gamification
summary
Argues gamified, hands‑on practice speeds up security skills and incident readiness, showing a live path: uploaded fake firmware to trigger NTLM leak, captured the hash with responder, cracked NTLM with hashcat, authenticated via WinRM (evil‑winrm) to get a shell, then runs winPEAS and uses a RICOH driver Metasploit module to escalate — the demo reaches privilege escalation. Recommends platforms (HackTheBox, TryHackMe, Immersive Labs), highlights big exercises (Locked Shields: ~3,000 people, 38 countries) and prioritizes simulated incident response for fastest business impact.
AI-written summary · about
chapters (20)
- 0:00Start
- 1:13DISCLAIMER & ETHICS
- 4:14GAMIFCATION - The Beginning
- 6:16GAMIFCATION - EIGHTIES
- 8:41CYBERSECURITY IS LIKE A GAME OF SPACE INVADERS
- 9:31INDUSTRY CHALLENGES
- 11:48Why Gamification?
- 13:26TRAINING TEAMS AND ENHANCE SKILLS
- 14:25LEARN HACKING TECHNIQUES
- 16:27SECURITY AWARENESS TRAINING
- 18:26Understand & LEARN Vulnerabilities
- 20:27BRING BACK THE FUN
- 23:09REMEMBER THIS?
- 23:57HACKING IS NOT A CRIME IT IS A WAY OF LIFE
- 25:21GAMIFICATION DESIGN
- 26:19SOME GAMIFICATION PLATFORMS
- 30:36Attack Path Techniques
- 31:27LETS PLAY A GAME - THE DEMO
- 50:43THE FUTURE
- 52:00KEY TAKEAWAYS AND NEXT STEPS
related talks
01h 06mHow hacking works
51mHacker’s Perspective on Your Infrastructure: Lessons from the Field
30mShall We Play a Game?
58mHacking in 2016 - How is our systems broken?
41mSimulation Hacking, the Good, Bad and the Ugly
20mPlay, Learn, Secure: The Power of Gamification in Security Training
59mMaking Hacking Childs Play
30mHackers Going to Hack
