Developing a gamified peer-reviewed bug bounty programme

Jamie O'Hare, Lynsay A. Shepherd*

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)


Bug bounty processes have remained broadly unchanged since their inception. Existing literature recognises that current methods generate intensive resource demands, impacting upon programme effectiveness. This paper proposes a novel implementation which aims to alleviate resource demands and mitigate inherent issues through gamification. This incorporates the use of additional crowdsourcing of vulnerability verification and reproduction by peers, allowing the client organisation to reduce overheads at the cost of rewarding participants. The system has the potential to be used in Higher Education Institutions which typically face resource and budget constraints.
Original languageEnglish
Title of host publicationHCI International 2022 Posters
Subtitle of host publication24th International Conference on Human-Computer Interaction, HCII 2022, Virtual Event, June 26 – July 1, 2022, Proceedings
EditorsConstantine Stephanidis, Margherita Antona, Stavroula Ntoa
Place of PublicationCham
Number of pages9
Volumepart IV
ISBN (Electronic)9783031063947
ISBN (Print)9783031063930
Publication statusPublished - 16 Jun 2022
Event24th International Conference on Human-Computer Interaction - Online
Duration: 26 Jun 20221 Jul 2022
Conference number: 24th

Publication series

NameCommunications in Computer and Information Science (CCIS)
ISSN (Print)1865-0929
ISSN (Electronic)1865-0937


Conference24th International Conference on Human-Computer Interaction
Abbreviated titleHCI International 2022
Internet address


  • Bug Boutny
  • Ethical hacking
  • Human-computer interaction
  • Gamification
  • Higher education


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