CyberPrevent: Identify, Intervene, Inspire

Cyber Prevent works with young people, from primary school to university and beyond,  who are interested in computing, coding and cyber related skills.  The aim is to prevent them from getting involved in cyber dependent crime by raising the awareness of the law and the consequences of offending and where they are at risk of offending, to divert their skills to legal and ethical use.   Debriefing of offenders has identified gaming as a common pathway to cybercrime, with offenders usually in ignorance of the law and any impact on victims. First they get involved in online gaming and look into cheats which leads to game modifications learned in   hacking/gaming forums.  Forum participation follows where they learn how to use booters and stressors for competitive advantage.  They can gain kudos as they prove their ability. Curiosity can lead to an interest in hacking tools and techniques and the commission of minor cybercrime to beat the system.  This can spiral into more serious cybercrime for financial gain.  Alongside the gaming pathway, the debriefs identified that an  intervention by parents, teachers, police or others might have led to a more positive outcome.  The need to identify, intervene and inspire these youngsters is the foundation that underpins the Cyber Prevent network.

For more information see the report “Identify, Intervene, Inspire”  compiled by CREST and the NCA.


Steph Frankish and Andy Baldwin from ERSOU’s CyberPrevent team will be speaking about CyberChoices: Diverting Talented and Curious Youngsters from Risk to Reward in the Technology and Educational Resources Theatre on Day 2 at 14:50 – 15:20.