“Watching people play a game is an excellent way to find out what their risk-taking behaviour is like,” explains Dr Oishee Kundu. “How do people react in an imaginary scenario? You can ask whether you would do the same in real life.”
Oishee is one of a team of Bath researchers at the Institute for Digital Security and Behaviour who have created Threats and Trade-offs, a game that that invites players to make business decisions in a complex and dynamic environment.
The game puts you in the shoes of a healthcare technology entrepreneur, tasking you with developing your start-up by balancing growing your business and customer base, and maintaining customer and employee satisfaction.
The biggest obstacle you face? Cyber attacks, which damage your reputation and your balance sheet. However, these risks can be mitigated with a range of countermeasures – provided you invest in them at the right time.
The project's principal investigator, Dr Joanna Syrda, adds:
"Cyber security is important, but where does it sit in your decision-making? You have different competing interests today, but also where does it sit for tomorrow?"
Real-life risks
This question isn't merely an abstract one. According to 2024 statistics from the UK government's Department for Science, Innovation & Technology, approximately half of all UK businesses had experienced a a cyber security breach or attack in the previous 12 months. The likelihood of this grew along with the size of the business.
Despite this alarming prevalence, only 51% of the businesses surveyed had taken measures such as risk assessments, staff training or use of security monitoring tools over the past year.
“What we wanted to understand better is how individuals or companies make decisions around investing in cyber security in general, as well as specifically investing in cyber secure hardware,” says Joanna. “These decisions are not made in a vacuum: any company is balancing a lot of competing interests, and budgets and resources are finite.”
Playing to win

Joanna continues:
"If there's no data [available on a topic] you think, 'Oh, we need to run an experiment – but one that is dynamic. We decided to go for a game because of that iterative, multi-round nature, which means we can observe [people] learning."
When faced with a limited cash pot, some players – as in real life – fall victim to the temptation of not spending money on upskilling staff about the dangers of phishing attacks or purchasing multi-factor authentication until an attack has already occurred. By this point, it may be too late to avoid reputational damage.
Players can, also, choose to spend extra in money initial rounds to make their fictive 'product' more resilient from the outset – a costly move that often pays off in the longer term. Through this mechanic, the researchers hope to sow the seeds for a change of heart around the importance of 'security by design'.
"We never pitched this as a cyber security game, although it becomes like that increasingly [as you play], but rather as a business development game," asserts Oishee. "And cyber security is now an increasingly big part of business strategy."
A hundred playtests
Threats and Trade-offs was initially conceived in 2022 as a physical tabletop game by a research team that also included Dr Kseniya Stsiampkouskaya and Professor Adam Joinson.
It is played cooperatively – with players acting as the board of directors for a tech startup. Gameplay is directed by a facilitator and takes around 45-60 minutes to complete.
Over 2023 and 2024, over 100 players tested the game, providing valuable feedback on user experience and design, and helping the research team observe what worked and what didn't.
For example, cooperative play led to several instances of rule-bending, which practically nullified the scenario of decision-making under constraints. "They didn't pay off their loans, they were side-stepping on regulatory fines – the game was emulating real life much too much!" Joanna mused.
A second edition of Threats and Trade-offs was produced – subtitled 'Competitive Expansion' which enables players to choose between cooperative or competitive modes, and mutual policing in competitive play is expected to help all players adhere to the rules.
To ensure broad accessibility, the researchers have created a free, DIY version for people to print and play at home.
Digital update

In response to the scale-up problem and also to make game play quick and intuitive, the research team applied for further Actionable Insights funding to create a digital version of the game.
This was developed in 2024, in partnership with Bath-based company Storm Consultancy, co-founded by School of Management alumnus David Kelly.
Try the game for yourself online.