Hackenator.lu, a game to teach teenagers about cybersecurity

In the middle of Cybersecurity Awareness Month, we are happy to announce the official launch of Hackenator.lu, an educational video game for teenagers aged 13 to 16. By immersing themselves in the world of Techropolis, young players will learn basic cybersecurity concepts, such as protecting their data and defending themselves against cyberthreats, deep fakes and AI-related issues, all while having fun. This game, which combines learning and entertainment, aims to reinforce the digital skills that are essential in the digital age.

The hackenator.lu game was officially launched on the first day of the Libre Office & Open Source conference by WIDE ANDCO and the Luxembourg Media and Digital Design Centre (LMDDC). Supported by the Luxembourg National Research Fund (FNR), the game aims to educate teenagers about the basic concepts of digital and online safety.
Through immersive missions, the player follows a group of heroes, the Hackenators, as they defend the virtual city of Techropolis against attacks from the Binary Shadows, a group of malicious hackers. Each mission addresses a key aspect of cybersecurity, such as how to protect their personal data, avoid online traps, guard against attacks, deepfakes and AI-related issues and they will also learn more about existing organisations in Luxembourg to help them answer their questions or deal with cyberbullying. The gameplay is designed to be accessible and engaging, with different levels of difficulty for different missions, interactive mini-games, and built-in learning maps to reinforce players’ knowledge as they progress.

Our game is aimed at teenagers aged 13 to 16, a group that is particularly vulnerable to online dangers because of their hyper-connectedness. The game can also be a valuable tool for teachers and parents wishing to raise awareness of digital safety among young people. WIDE ANDCO is offering a 1-hour workshop for teachers with IFEN tomorrow, on 11 October, alongside the LMDDC, to present the tool and its potential for use in the classroom.

In addition to the development team, the educational dimension of the game was approved by an advisory committee made up of various players in the field of cybersecurity in Luxembourg. We want to thank them warmly for their support and involvement in the project.

  • Benjamin Joly – National Cybersecurity Competence Centre Luxembourg
  • Benoit Fortemps – Lycée des Arts et Métiers
  • Cedric Mauny – Telindus Luxembourg
  • Pascal Steichen – Luxembourg House of Cybersecurity
  • Merlin Rastoder – BEE SECURE
  • Krystina Gray – Women Cyber Force

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