Innovate UK CyberASAP · Bournemouth University

CyGamBIT

A game-based learning platform developed at Bournemouth University and funded through Innovate UK CyberASAP. The research that validated Cyber Innovations' approach to human-layer cybersecurity education.

CyGamBIT game characters
Bournemouth University
Developed by Emily Rosenorn-Lanng and Dr Jane Henriksen-Bulmer in the Department of Computing and Informatics
Innovate UK CyberASAP
Funded through the NCSC's Cyber Academic Startup Accelerator Programme, validating CyGamBIT's commercial and educational potential
Research Methodology
Grounded in social constructivism, pragmatism, and critical theory; same framework underpinning Cyber Self Defence
NCSC Aligned
Designed to support national cybersecurity resilience objectives and the UK's broader cyber resilience agenda
CyGamBIT game in use
Where it started

The research prototype that shaped everything we do

CyGamBIT was the beginning. Developed at Bournemouth University and supported by HEIF funding, it began as a question: could game-based learning make cybersecurity education genuinely effective for people who have no technical background?

The answer, validated through the Innovate UK CyberASAP accelerator, was yes. CyGamBIT demonstrated that scenario-based, psychologically informed learning could shift not just awareness, but behaviour. That research directly shaped the Human Layer Kill Chain model and the pedagogical approach now embedded in Cyber Self Defence.

CyGamBIT is still available to play. But its most important role today is as evidence: proof that the approach underpinning Cyber Innovations' products is grounded in real research, real testing, and real results.

Research connection

The same multi-ontological framework, the same theoretical models, and the same human-centred design principles that shaped CyGamBIT are now embedded across Cyber Self Defence, the CSD Toolkit, and Cyber Innovations' evaluation methodology.

See it in action

CyGamBIT in practice

Watch how CyGamBIT works, how players engage with real-world scenarios, and how the game creates the kind of learning conversations that stay with people long after the session ends.

Academic foundation

What the research established

CyGamBIT's development process generated rigorous evidence for the effectiveness of game-based learning in cybersecurity education, with implications that extend well beyond the game itself.

01

Game-based learning works

CyGamBIT demonstrated measurable improvements in cybersecurity awareness, critical thinking, and knowledge retention compared to traditional awareness methods, particularly in non-technical populations.

02

Human behaviour is the critical layer

Scenario testing consistently showed that cognitive load, emotional pressure, and social context all shape how people respond to cyber threats, regardless of their technical knowledge. This underpins the Human Layer Kill Chain.

03

Psychological safety enables learning

Participants in game-based sessions disclosed more, reflected more deeply, and retained more than those in lecture-based formats. The non-threatening structure of play reduces the shame and avoidance that impair real-world incident response.

04

Scalability requires a hybrid model

CyberASAP validated CyGamBIT's commercial readiness, with a licensing model applicable to schools, MATs, and organisations. The programme confirmed the platform's potential for broad adoption across educational and organisational contexts.

Connection to Cyber Self Defence

From proof-of-concept to flagship programme

CyGamBIT established that game-based, scenario-led approaches can change how people think about cyber threats, and that change persists. Cyber Self Defence takes that finding and scales it into a full training and toolkit ecosystem for organisations.

Where CyGamBIT uses game mechanics to surface human behaviour in cyber scenarios, CSD uses the same understanding to design training, playbooks, and response tools that work for real people under real pressure. The theoretical thread is continuous.

For organisations who want to explore our approach before committing to a full training programme, CyGamBIT offers a direct, low-barrier way in. Try the game, then talk to us about what Cyber Self Defence could look like for your team.

CyGamBIT
Try it

Play CyGamBIT

CyGamBIT is freely available to play. Whether you want to experience the research firsthand, run it with your team, or use it as a conversation starter before exploring Cyber Self Defence, it is open and accessible.

CyGamBIT characters

Launch CyGamBIT

The game runs in your browser. No installation required. Work through real-world scenarios, make decisions under pressure, and see how the human layer determines outcomes.

After playing, if you want to understand how this translates into a full organisational training programme, get in touch.

Developed with and funded by

What comes next

Ready to build on the research?

CyGamBIT shows what is possible when cybersecurity education is grounded in real research. Cyber Self Defence takes it further: a full training programme and toolkit ecosystem for organisations that want to build genuine human-layer resilience.

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