Cybersecurity awareness business - Liverpool John Moores University | Phantom'sLab

Phantom’sLab in university

  • Educational institution: Liverpool John Moores University
  • Name: Dr. Áine MacDermott
  • Role: Senior Lecturer in Cyber Security and Digital Forensics
  • Why: We wanted to bring game based learning into our curriculum in an optional, engaging way that would allow students to explore cybersecurity concepts beyond traditional coursework. The goal was creating an immersive environment where learning feels exciting rather than obligatory.
“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.”

Case summary

The challenge

Making advanced cybersecurity concepts accessible and engaging for students in an optional, self directed format. We wanted to offer students an opportunity to deepen their understanding of the cyber kill chain and real world threats without the pressure of mandatory coursework. The challenge was creating something compelling enough that students would voluntarily participate while ensuring the experience would genuinely enhance their understanding of cybersecurity principles. We needed game based learning that would feel like an exciting opportunity rather than another assignment.

The experience

Students enthusiastically embraced the personalized, interactive cyber scenario game tailored specifically to LJMU’s School of Computer Science and Mathematics. The eight dynamic chapters guided them through the complete cyber kill chain, from reconnaissance to action on objectives, creating a comprehensive journey through realistic cybercrime scenarios. Students tackled real world challenges, uncovered threats, protected critical systems, and competed on leaderboards for recognition.

The immersive environment transformed theoretical concepts into tangible experiences. The competitive element kept students motivated and engaged, while the personalization made scenarios feel directly relevant to their studies. The clarity with which cyber threats were conveyed helped students understand not just what attackers do but why and how each stage of an attack unfolds. Adding to the experience, students enjoyed popcorn during gameplay, creating a relaxed, enjoyable atmosphere that made cybersecurity exploration feel like an event rather than studying. Upon completion, students earned certificates recognizing their achievement.

The outcome

The game successfully brought innovative game based learning into our curriculum, strengthening student resilience and making cybersecurity education genuinely engaging and impactful. Students gained practical experience applying theoretical knowledge in realistic situations, deepening their understanding of the cyber kill chain and threat landscapes. The voluntary participation and high completion rates demonstrated that when cybersecurity education is immersive and well designed, students actively choose to engage, transforming optional learning into a memorable, certificate worthy achievement that enhances their academic journey.

Cybersecurity game Liverpool John Moores University - Awareness | Phantom'sLab

“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.”

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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

“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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