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Paper Citation Record · LEDGER

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography

As of 11 August 2026, this Paper Citation Record lists 27 of 27 outbound references and 2 inbound Pith citation observations for arXiv:2502.06706.

A citation records a reference. It does not transfer a finding from one paper to another.

pith.paper-citation-record.v1
2502.06706 v1

Coverage vector

measured 27 of 27 reference resolution

Typed states for the displayed outbound observations.

Source: paper_references, paper_reference_links, observed 2026-08-08T14:37:31.940727Z

measured 29 of 29 standing notices

One-hop event checks from named stored sources.

Source: scholarly_work_events, retraction_status_cache, observed 2026-08-11T06:34:44.6726+00:00

measured 2 of 2 inbound itemization

Pith citing papers itemized under the disclosed page cap.

Source: paper_references, paper_reference_links, observed 2026-08-02T13:46:15.564861Z

measured 0 of 1 external citation measurements

A source-named dated measurement, never combined with another source.

Source: arxiv_reference, observed 2026-05-19T22:47:49.925955Z

Reference resolution

27 of 27 outbound references displayed

  • verified exact4
  • verified fuzzy18
  • unresolved3
  • parse uncertain0
  • malformed identifier0
  • metadata mismatch2

External citation measurements

No source-named external measurement is stored.

Outbound references

Observation eabe1271-2cf4-40c1-af06-81d881593547 · outbound

This paper cites Knowledge, skills, and abilities for specialized curricula in cyber defense: Results from interviews with cyber professionals,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Knowledge, skills, and abilities for specialized curricula in cyber defense: Results from interviews with cyber professionals,

Reference 1

Resolution
verified fuzzy
raw_fallback, observed 2026-08-08T14:37:32.519207Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.837824Z digest=sha256:be0f9a97100d152aabf8d7267cc4f40d3084b0ff940067c841b5f1860d473bf4

Observation 86816a3a-cfa2-4e29-b072-cadb40a78a43 · outbound

This paper cites 2017 Global Information Security Workforce Study: Benchmarking Workforce Capacity and Response to Cyber Risk,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography 2017 Global Information Security Workforce Study: Benchmarking Workforce Capacity and Response to Cyber Risk,

Reference 2

Resolution
verified fuzzy
raw_fallback, observed 2026-08-08T14:37:32.508346Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.846996Z digest=sha256:c6c62bf8ee7052bd2b4f2b8389bec3c35a253abd248d9981caf17e02ee0bb999

Observation 1154f6a9-6f76-4115-83c8-839f2015ed44 · outbound

This paper cites To gamify or not? on leaderboard effects, student engagement and learning outcomes in a cybersecurity intervention,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography To gamify or not? on leaderboard effects, student engagement and learning outcomes in a cybersecurity intervention,

Reference 3

Resolution
metadata mismatch
raw_fallback, observed 2026-08-08T14:37:32.317935Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.851502Z digest=sha256:77ff41c40c06fddd143e7dcddf820c864dcc1a910251614b6de6599e7605d0d1

Observation 39c1d85e-6962-44b1-bafc-215d24d576e9 · outbound

This paper cites Cybersecurity education within a computing science program - a literature review,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Cybersecurity education within a computing science program - a literature review,

Reference 4

Resolution
metadata mismatch
raw_fallback, observed 2026-08-08T14:37:32.228271Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.855737Z digest=sha256:3344e9567f5e904926a16d4ed18eaea61ada7d208ed2397e797526ebc389ad96

Observation 6d86498b-e2d3-41c2-8b3a-abbfcfeb178b · outbound

This paper cites A cyber attack simulation for teaching cybersecurity,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography A cyber attack simulation for teaching cybersecurity,

Reference 5

Resolution
verified fuzzy
raw_fallback, observed 2026-08-08T14:37:32.497725Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.859616Z digest=sha256:fbffe4a09635770a350b72b1947e7b44728c25386b78fadc4022efab2cade7bf

Observation 5dae5b3a-20b4-489c-af59-61134d475740 · outbound

This paper cites Incorporating psychology into cyber security educa- tion: a pedagogical approach,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Incorporating psychology into cyber security educa- tion: a pedagogical approach,

Reference 6

Resolution
verified fuzzy
raw_fallback, observed 2026-08-08T14:37:32.487694Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.863563Z digest=sha256:ce2505bf5153b1b13c999ff546c873edd4d914ad4977c7a116b8f0fa8b966df0

Observation 6ac2cf21-efd2-46fa-9208-419719387dc6 · outbound

This paper cites A framework for infusing cybersecurity programs with real-world artificial intelligence edu- cation,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography A framework for infusing cybersecurity programs with real-world artificial intelligence edu- cation,

Reference 7

Resolution
verified fuzzy
raw_fallback, observed 2026-08-08T14:37:32.477207Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.867490Z digest=sha256:0358827f8dd71438276bb2fbdf127fa524396f82768dd6cd366772a5657e6005

Observation 98c17129-f6ae-4d85-8d56-2e4532107f54 · outbound

This paper cites Analyzing augmented reality (ar) and virtual reality (vr) recent development in education,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Analyzing augmented reality (ar) and virtual reality (vr) recent development in education,

Reference 8

Resolution
verified fuzzy
raw_fallback, observed 2026-08-08T14:37:32.466698Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.871638Z digest=sha256:8861434ebd20367d119717274f0a028bda1bc28c51b32611e347aecf48d584d2

Observation 94b72f5a-7bfb-4dee-be3a-71ac90613832 · outbound

This paper cites Exploring Cybersecurity Education at the K-12 Level,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Exploring Cybersecurity Education at the K-12 Level,

Reference 9

Resolution
verified fuzzy
raw_fallback, observed 2026-08-08T14:37:32.456242Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.875394Z digest=sha256:feda17385f5005e7d2c3b50c0e868d959d6812eae6fdb4f1722774728859d9b9

Observation 4b2a24e7-ee3d-441d-8693-7aa46c7b4e43 · outbound

This paper cites A sys- tematic review of k-12 cybersecurity education around the world,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography A sys- tematic review of k-12 cybersecurity education around the world,

Reference 10

Resolution
verified fuzzy
raw_fallback, observed 2026-08-08T14:37:32.445468Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.879140Z digest=sha256:43ca30179e0f64e2386fe1e58577e78b942a71e7dd68a838b6a81086c932fab6

Observation 2d420465-bfc1-4dad-9bd7-5c59887b0414 · outbound

This paper cites Integrating ai-based and conventional cybersecurity measures into online higher education settings: Challenges, opportunities, and prospects,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Integrating ai-based and conventional cybersecurity measures into online higher education settings: Challenges, opportunities, and prospects,

Reference 11

Resolution
unresolved
no resolver link, observed 2026-08-08T14:37:31.883052Z

Source-reported events for the cited work

Unavailable: canonical work link unavailable.

source=pdf_text observed=2026-08-08T14:37:31.883052Z digest=sha256:634d2f8a24cc5f5c6776abcb62c1aa7182dbaefdf328ef07fac2cca9e181bc12

Observation 2a1cac88-e3b4-41bf-891b-10a1a9defc59 · outbound

This paper cites CyberMentor: AI Powered Learning Tool Platform to Address Diverse Student Needs in Cybersecurity Education.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography CyberMentor: AI Powered Learning Tool Platform to Address Diverse Student Needs in Cybersecurity Education

Reference 12

Resolution
unresolved
no resolver link, observed 2026-08-08T14:37:31.886687Z

Source-reported events for the cited work

Unavailable: canonical work link unavailable.

source=pdf_text observed=2026-08-08T14:37:31.886687Z digest=sha256:1a89512965f41d2f7777d8ac6dbaadb34e01db3cf60a09574426ac46ead979e8

Observation 175fbe7e-0848-46ae-9071-9547b84b3043 · outbound

This paper cites Leveraging vr/ar/mr/xr technologies to improve cybersecurity education, training, and operations,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Leveraging vr/ar/mr/xr technologies to improve cybersecurity education, training, and operations,

Reference 13

Resolution
verified fuzzy
raw_fallback, observed 2026-08-08T14:37:32.434717Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.890976Z digest=sha256:d5132e12119f3025c59219659aa10e6c4cec8dd2d34a264e7e285f7d28263076

Observation f3b6ef29-78c7-4261-8eba-64861d6b1d30 · outbound

This paper cites Improved retention analysis in freemium role-playing games by jointly modelling players’ motivation, progression and churn,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Improved retention analysis in freemium role-playing games by jointly modelling players’ motivation, progression and churn,

Reference 14

Resolution
verified fuzzy
raw_fallback, observed 2026-08-08T14:37:32.423406Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.894599Z digest=sha256:53ded979eb3ac8b31de335532758e0d2925152b9db35bc65f5bd9194d364ca81

Observation 213842b4-43dd-4a81-ab1c-94294ee45b06 · outbound

This paper cites Leveraging gamification and game-based learning in cybersecurity education: Engaging and inspiring non-cyber students,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Leveraging gamification and game-based learning in cybersecurity education: Engaging and inspiring non-cyber students,

Reference 15

Resolution
verified fuzzy
raw_fallback, observed 2026-08-08T14:37:32.411854Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.898317Z digest=sha256:59dbfdeae330a8ca6c67dbed6972a88b66cafe9e8df00f7f0ec72379264bc3fb

Observation 080cedd0-592d-43f5-b295-2794f25e0ba6 · outbound

This paper cites Virtual reality and gamification in education: a systematic review,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Virtual reality and gamification in education: a systematic review,

Reference 16

Resolution
verified fuzzy
raw_fallback, observed 2026-08-08T14:37:32.400318Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.901936Z digest=sha256:ff44804f29719a0d79bb1cdd6fd6f89eae5c8afac846867bbb70bc32776ed365

Observation b5ba7641-3751-4115-891e-c4ff3d86a674 · outbound

This paper cites Implementation of gamification principles into higher education,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Implementation of gamification principles into higher education,

Reference 17

Resolution
verified exact
doi, observed 2026-08-08T14:37:31.998822Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.905576Z digest=sha256:98bad43cf7356e8d2685f94a9a32c359f3d97bd99dee39f5dfe86f60eaff28ca

Observation 53acfb04-f599-4c2c-a8cb-3ad72bb2cfa8 · outbound

This paper cites Unlocking student engagement and achievement: The impact of leaderboard gamification in online formative assessment for engineering education,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Unlocking student engagement and achievement: The impact of leaderboard gamification in online formative assessment for engineering education,

Reference 18

Resolution
verified exact
doi, observed 2026-08-08T14:37:31.986502Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.909667Z digest=sha256:d1025704034fc97afceec9266da637de1c710e68f3226a1059032eb597c1400f

Observation 7d38352f-69d9-4b99-a818-362e4014ed53 · outbound

This paper cites Gamification of graduate medical education in an emergency medicine residency program,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Gamification of graduate medical education in an emergency medicine residency program,

Reference 19

Resolution
verified exact
doi, observed 2026-08-08T14:37:31.973643Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.913634Z digest=sha256:66bd0e929f8ae6ec137992986f8766092ee02a05e61b1b0584a4b6a2b7be6862

Observation e22f4746-2746-4604-bebf-6af8bfedfd2f · outbound

This paper cites Math231 - introduction to cryptography,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Math231 - introduction to cryptography,

Reference 20

Resolution
verified fuzzy
raw_fallback, observed 2026-08-08T14:37:32.388454Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.917524Z digest=sha256:e67ef565383ed3f960bbb6712e0a0792120df6e4ff66c2e9762c020fed65c534

Observation dcef6fbe-4cab-4687-ac03-de9be3aa4517 · outbound

This paper cites Online cryptography course,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Online cryptography course,

Reference 21

Resolution
verified fuzzy
raw_fallback, observed 2026-08-08T14:37:32.377525Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.921516Z digest=sha256:ef4c671da8950c233a82d10ba7994b93f4498b6b68efbe2d8c0f467d3b5da04b

Observation 142d586f-b3db-45a3-a1be-c63f3e15f571 · outbound

This paper cites Cas cs 538: Fundamentals of cryptography,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Cas cs 538: Fundamentals of cryptography,

Reference 22

Resolution
verified fuzzy
raw_fallback, observed 2026-08-08T14:37:32.354777Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.929747Z digest=sha256:2452708ddcfad0bb8abcf37e80c57ef167e7f99da191035694d2697ece11f0fc

Observation cd1f6ee9-361a-4406-b09c-5de697467baf · outbound

This paper cites Csci 556: Introduction to cryptography,.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Csci 556: Introduction to cryptography,

Reference 23

Resolution
verified fuzzy
raw_fallback, observed 2026-08-08T14:37:32.343355Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.933481Z digest=sha256:ab30d119156eeb77417399e8962f7eb2f455f66df70d9b281a9b298091afa4f6

Observation 36302d49-1e44-445c-a9bd-2c67da2c0544 · outbound

This paper cites Katz and Y.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Katz and Y

Reference 24

Resolution
unresolved
no resolver link, observed 2026-08-08T14:37:31.937078Z

Source-reported events for the cited work

Unavailable: canonical work link unavailable.

source=pdf_text observed=2026-08-08T14:37:31.937078Z digest=sha256:fbb7ed1eb805408ba60a60ee1a313fb735923f4c0ce9ff49415aecf376604ecf

Observation 9df0daa9-f675-4e89-8a1a-ca12640d24d1 · outbound

This paper cites Boneh and V.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Boneh and V

Reference 25

Resolution
verified fuzzy
raw_fallback, observed 2026-08-08T14:37:32.331285Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.940727Z digest=sha256:6646f4bf7f4a609844885c5ad436b900579d28eb933c21f5216f534eeacfd146

Observation fd1a87a6-46be-4f63-9a8f-cafe8787b5d2 · outbound

This paper cites Available: https://doi.org/10.1145/3421254.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Available: https://doi.org/10.1145/3421254

Reference 2020

Resolution
verified exact
doi, observed 2026-08-08T14:37:32.011079Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.842715Z digest=sha256:f1335d84f2be6e319be2a58b45c496853ee8429b7800a6bf5b8ef9fcc8b1fef4

Observation 4d1d8a32-46d2-4928-9c6f-c4cb400960fc · outbound

This paper cites Available: https://crypto.stanford.edu/ ∼dabo/ courses/OnlineCrypto/.

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography Available: https://crypto.stanford.edu/ ∼dabo/ courses/OnlineCrypto/

Reference 2021

Resolution
verified fuzzy
raw_fallback, observed 2026-08-08T14:37:32.366253Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-08-08T14:37:31.925635Z digest=sha256:40de5cd763e704bc02e3e5342bd10a20b98d561432cddb5a4493192bdc5add62

Pith citing papers

Observation 107ee5cd-7939-4257-988a-0be4c65029cf · inbound

EduSOC: Lightweight Security Operations Center Simulator for Cybersecurity Education cites this paper.

EduSOC: Lightweight Security Operations Center Simulator for Cybersecurity Education A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography

Reference 11

Resolution
verified exact
arxiv_id, observed 2026-05-19T22:47:49.927390Z

Source-reported events for the cited work

No event found in the named queried sources as of 2026-08-11T06:34:44.6726+00:00.

source=pdf_text observed=2026-05-19T22:43:16.004689Z digest=sha256:98c2497d00d38ca77f2af6ee435991cdaf83645e2ba2dfb7a2f8acbb17d80060

Observation bf8083b1-1aaf-491b-a24b-76456170f601 · inbound

EduSOC: Lightweight Security Operations Center Simulator for Cybersecurity Education cites this paper.

EduSOC: Lightweight Security Operations Center Simulator for Cybersecurity Education A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography

Reference 10

Resolution
unresolved
no resolver link, observed 2026-08-02T13:46:15.564861Z

Source-reported events for the cited work

Unavailable: canonical work link unavailable.

source=pdf_text observed=2026-08-02T13:46:15.564861Z digest=sha256:dbfa6b9b86312dc03ff9efe36f125827acfa2bdda642c8e5b0f3fc244035d277