On the use of serious games technology to facilitate large-scale training in cybercrime response

Natalie Coull, Iain Donald, Ian Ferguson, Eamonn Keane, Thomas Mitchell, Oliver V. Smith, Erin Stevenson, Paddy Tomkins

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As technology becomes pervasive in everyday life, there are very few crimes that don’t have some ‘cyber’ element to them. The vast majority of crime now has some digital footprint; whether it’s from a CCTV camera, mobile phone or IoT device, there exists a vast range of technological devices with the ability to store digital evidence that could be of use during a criminal investigation. There is a clear requirement to ensure that digital forensic investigators have received up-to-date training on appropriate methods for the seizure, acquisition and analysis of digital devices. However, given the increasing number of crimes now involving a range of technological devices it is increasingly important for those police officers who respond to incidents of crime to have received appropriate training.

The aim of our research is to transform the delivery of first responder training in tackling cybercrime.

A project trialling the use of computer games technology to train officers in cybercrime response is described. A game simulating typical cybercrime scenes has been developed and its use in training first responders has been evaluated within Police Scotland. Overall, this approach to the large-scale provision of training (potentially to a whole force) is shown to offer potential.
Original languageEnglish
Pages (from-to)123-130
Number of pages8
JournalEuropean Police Science and Research Bulletin
VolumeSpecial Conference Edition
Issue number3
Publication statusPublished - 22 Nov 2017
Event2016 CEPOL European Police Research and Science Conference: Global trends in law enforcement training and education - National University of Public Service, Budapest, Hungary
Duration: 5 Oct 20167 Oct 2016


  • Cybercrime
  • Training
  • Serious games
  • Incident response


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