A laboratory-based course on internet security
SIGCSE '03 Proceedings of the 34th SIGCSE technical symposium on Computer science education
IH '02 Revised Papers from the 5th International Workshop on Information Hiding
Anti-Phishing Phil: the design and evaluation of a game that teaches people not to fall for phish
Proceedings of the 3rd symposium on Usable privacy and security
Security analysis of the diebold AccuVote-TS voting machine
EVT'07 Proceedings of the USENIX Workshop on Accurate Electronic Voting Technology
Keep your enemies close: distance bounding against smartcard relay attacks
SS'07 Proceedings of 16th USENIX Security Symposium on USENIX Security Symposium
Personal knowledge questions for fallback authentication: security questions in the era of Facebook
Proceedings of the 4th symposium on Usable privacy and security
The heart of a whistle-blower: a corporate decision-making game for computer ethics classes
Proceedings of the 40th ACM technical symposium on Computer science education
A spotlight on security and privacy risks with future household robots: attacks and lessons
Proceedings of the 11th international conference on Ubiquitous computing
Protection Poker: The New Software Security "Game";
IEEE Security and Privacy
Overcoming an Untrusted Computing Base: Detecting and Removing Malicious Hardware Automatically
SP '10 Proceedings of the 2010 IEEE Symposium on Security and Privacy
Experimental Security Analysis of a Modern Automobile
SP '10 Proceedings of the 2010 IEEE Symposium on Security and Privacy
Telex: anticensorship in the network infrastructure
SEC'11 Proceedings of the 20th USENIX conference on Security
Proceedings of the 43rd ACM technical symposium on Computer Science Education
Detecting and defending against third-party tracking on the web
NSDI'12 Proceedings of the 9th USENIX conference on Networked Systems Design and Implementation
Optimizing adaptivity in educational games
Proceedings of the International Conference on the Foundations of Digital Games
IEEE Security and Privacy
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We scoped, designed, produced, and evaluated the effectiveness of a recreational tabletop card game created to raise awareness of and alter perceptions regarding-computer security. We discuss our process, the challenges that arose, and the decisions we made to address those challenges. As of May 2013, we have shipped approximately 800 free copies to 150 educators. We analyze and report on feedback from 22 of these educators about their experiences using Control-Alt-Hack with over 450 students in classroom and non-classroom contexts. The responses from the 14 educators who reported on their use of the game in a classroom context variously indicated that: their students' awareness of computer security as a complex and interesting field was increased (11/14); they would use the game again in their classroom (10/14); and they would recommend the game to others (13/14). Of note, 2 of the 14 classroom educators reported that they would not have otherwise covered the material. Additionally, we present results from user studies with 11 individuals and find that their responses indicate that 8 of the 11 had an increased awareness of computer security or a changed perception; furthermore, all of our intended goals are touched upon in their responses.