What if students could discover how hackers think? At the University of Antwerp, one hundred students get that chance. Instead of a traditional lecture, they dive into an interactive game full of digital traps. Cyber Crime Game makes cybersecurity exciting, educational, and personal for anyone who wants to learn more about cyber threats.
Name: Tim Apers
Role: Coordinator & Teaching Assistant
Digital resilience is no longer a luxury, but a necessity—especially for students who will soon play key roles in organizations. At the University of Antwerp, we want to introduce students to cybercrime in a low-threshold but high-impact way. Cyber Crime Game offers exactly that: an interactive experience that stays far from boring theory and instead focuses on immersion and awareness.
Not every student realizes how close cyber threats really are. That’s why in April 2026 we are hosting an optional event for 100 interested students who want to learn more about this topic. We aim to engage them, surprise them, and challenge their own online behavior without any obligation—but with real impact.
We expect students to gain insight not only into how cybercriminals think, but also into their own vulnerabilities. By offering the game voluntarily, we anticipate intrinsically motivated participants who are open to behavioral change. The unique combination of excitement, realism, and competition ensures the message sticks well beyond the game itself.
The game will be played in April 2026. While the event has not yet taken place, we trust in the proven added value of Cyber Crime Game in higher education. Students are activated, alerted, and motivated to handle digital risks more intelligently. The comprehensive Game Report at the bottom of this page reveals what the game delivers: high engagement, sharp insights, and lasting impact.