Phantom’sLab in education

  • Educational institution: ROC Midden Nederland ICT College
  • Name: Olivier van Zijl
  • Role: Student Software developer
  • Why: We wanted to increase our awareness of cyber threats and strengthen our security culture through training that was both enjoyable and educational. Traditional training methods weren’t creating the engagement we needed, so we looked for something that would genuinely resonate with us as tech savvy students while complementing our existing curriculum.
“The gamification created the kind of engagement we rarely see with cybersecurity training. We found it much more enjoyable because of the game format.”

Case summary

The challenge

Engaging software development students with cybersecurity education in ways that feel relevant and exciting rather than obligatory. As students pursuing technology careers, many of us believe we already understand digital threats, making traditional training feel redundant or boring. We needed to strengthen our security culture and increase awareness of cyber threats in a format that would genuinely appeal to us while adding value to our existing educational materials. The challenge was making cybersecurity education feel like something we wanted to do rather than had to do, transforming passive learning into active engagement.

The experience

We found the game both enjoyable and educational, approaching it with enthusiasm and genuine engagement. What stood out immediately was how the gamification created involvement that traditional formats simply don’t achieve. We found it much more appealing because of the interactive game format, which transformed what could have been another mandatory assignment into something we actually wanted to finish. The game proved to be an excellent and enjoyable complement to traditional school materials, bringing theoretical concepts to life in ways that textbooks and lectures cannot.

The interactive and practical approach resonated strongly with us as ICT students who appreciated seeing concepts in action rather than just reading about them. The competitive element added significant motivation, making the experience more fun while simultaneously making the learning more effective. The clarity with which cyber threats were conveyed helped us understand not just what attacks look like but how they actually work, bridging the gap between classroom theory and real world application. Even those of us who considered ourselves tech savvy gained new insights into how easily personal information can be misused and how quickly a simple mistake can cascade into serious consequences.

The outcome

The game delivered increased awareness of digital risks and cyber threats while prompting concrete changes in how we approach cybersecurity. We now understand viscerally how vulnerable even technical users can be and how critical security awareness is for our future careers as software developers. The gamification successfully transformed cybersecurity training from something we tolerate into something we engage with, providing the perfect complement to traditional educational materials. It created the kind of meaningful, memorable learning that will help us build and maintain secure systems throughout our careers.

“Phantom’s Game is the perfect complement to traditional education. It transformed how we engage with cybersecurity, making learning enjoyable while preparing us better for our future careers.”

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Transform cybersecurity from policy into practice. Our interactive game creates real behavioral change, boosts your existing programs, and turns every student into an active defender.

What our clients say

“Phantom’s Game transformed our students from confident learners into genuinely aware security professionals who understand their own vulnerabilities. The game uniquely blends excitement and education. Our students didn’t just understand cyber threats — they experienced them.”

Amsterdam University of Applied Sciences

Michael Drent Cybersecurity Coordinator and Lecturer Continue reading

“At the University of Antwerp, we wanted students to go beyond theory and feel what cyber risk really means. Phantom’s Game offers exactly that – an immersive, realistic experience that sparks reflection, curiosity, and genuine awareness. It encourages students to think critically about their own digital behavior and vulnerabilities. It turns learning about cybersecurity into something truly memorable.”

University of Antwerp

Tim Apers Coordinator & Teaching Assistant Continue reading

“Phantom’s Game transformed how we approach cybersecurity education at LJMU. Students voluntarily immersed themselves in realistic scenarios, gaining the kind of practical experience that strengthens both knowledge and resilience. This innovative approach gives students the chance to apply their knowledge in a realistic, immersive environment. It’s helped us strengthen resilience and make learning genuinely engaging and impactful.”

Liverpool John Moores University

Dr. Áine MacDermott Senior Docent in Cyber Security and Digital Forensics Continue reading

“At Rotterdam University of Applied Sciences, we wanted to kick off the academic year with something that would truly grab attention and set the tone. Phantom’s Game did exactly that, turning cybersecurity from abstract theory into an engaging, hands-on experience. It was interactive, surprising, and sparked valuable discussions among students. A powerful and memorable way to build awareness from day one.”

Rotterdam University of Applied Sciences

Ruben Julen Lecturer-Researcher in Digital Business Continue reading

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