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Case study: a cybersecurity escape game for 600 INFRABEL employees

INFRABEL wanted to raise cybersecurity awareness across its ICT department with a format different from a standard presentation. Coddy designed a custom escape game for around 600 employees, run in a single afternoon.
INFRABEL

INFRABEL manages Belgium's railway infrastructure. Cybersecurity is one of the internal awareness topics for its ICT department.

600
participants in one afternoon
6
players per team, departments mixed
100%
custom game for the ICT department

Objective

The aim was to work with employees from INFRABEL's ICT department on cybersecurity situations and how to respond to an attack.

We wanted to find a different, fun, and engaging way to raise our colleagues’ awareness about the importance of cybersecurity.
Elise Dubuisson (Communication Business Partner for ICT at INFRABEL)

Project constraints

Two constraints shaped the project: a short lead time and close to 600 participants playing in the same afternoon. The teams also had to mix colleagues who did not usually work together.

Participants

Around 600 employees from the ICT department took part. Teams were arranged to mix departments, with 6 players per team.

How the activity worked

The game alternated puzzles, decisions and missions inspired by cybersecurity situations. Teams searched for clues, discussed their options and chose how to respond at each stage.

How the afternoon ran

  1. Briefing in French and Dutch by the Coddy team

  2. Teams of 6, mixing colleagues from different departments

  3. Start of the game

  4. Missions included

    Introducing a fake virus, calling support, solving puzzles as a team, searching for clues and observation challenges.

  5. Teams gather at the finish

  6. Prize ceremony and closing remarks

Results

Participation

The teams completed the game. According to INFRABEL's feedback, the escape-game format and scoring system helped keep participants' attention throughout the activity.

Topics covered in the game

The missions put participants in front of risky behaviours and choices about how to respond to a cyberattack. The consequences of those choices were built directly into the score and timer.

What INFRABEL took from the format

INFRABEL highlighted how point and time penalties made the consequences of certain behaviours immediately visible during the game.

When colleagues realized that certain behaviors clearly caused them to lose points and/or time in the game, they remembered the dangers of these behaviors much more effectively than through a traditional communication campaign.
Elise Dubuisson (Communication Business Partner for ICT at INFRABEL)

Working with Coddy

Coddy designed and deployed the game on a short lead time for around 600 people, using INFRABEL's own facilities. A site visit was used to adapt the challenges, participant flows and communication needs.

Feedback from colleagues on this activity was very positive. We observed a lot of interest from them; they all completed the game. The fact that we used the concept of an escape game greatly helped in keeping everyone’s attention.
Elise Dubuisson (Communication Business Partner for ICT at INFRABEL)
Coddy assisted us on a very tight schedule in creating a custom game that met all our initial learning requirements. With just one site visit, they managed to propose challenges that took into account our infrastructure, the large number of participants, and our communication needs.
Elise Dubuisson (Communication Business Partner for ICT at INFRABEL)

In summary

In one afternoon, around 600 employees played an escape game designed around their working environment and cybersecurity challenges. INFRABEL's feedback particularly highlighted the attention maintained through to the end and the way the scoring system helped participants remember risky behaviours.

The format was designed to complement existing awareness initiatives with a group activity played on site and built around concrete situations.

What came next

After this first edition, INFRABEL was considering offering the game to other teams in the company.

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