Society for Electronic Transactions and Security(SETS)

(Under O/o The Principal Scientific Adviser to the Govt. of India )

MGR Knowledge City, CIT Campus, Taramani, Chennai - 600113

Gameathon

Gameathon
REGISTRATION CLOSED
Play to Protect — Cybersecurity Awareness through Gamification
Price Pool
Rs. 1,70,000/-
Round 1 starts
21st FEB 2026
Society for Electronic Transactions and Security (SETS) — Under the O/o Principal Scientific Adviser to the Govt. of India
Objective
Develop an innovative desktop/mobile/web app that boosts cybersecurity awareness by helping users recognize and respond to threats like phishing, malware, AI-based cybercrimes, and social engineering. Through gamified learning, real-world case studies, and interactive simulations, the app will teach safe online behaviors and practical defense strategies. The goal is to make cybersecurity education engaging, fun, and effective—reducing users' vulnerability to attacks.
Click the link to download brochure: 📩 DOWNLOAD BROCHURE
Prizes
Winner Rs. 1,00,000/-
Runner Rs. 70,000/-
Contact
For any queries: nsrgsetsindia@gmail.com
Important dates
13th JAN 2026 Registration starts
16th FEB 2026 Registration closes
20th FEB 2026 Idea submission last date
27th FEB 2026 Result for idea submission
20th MAR 2026 Prototype submission last date
26th MAR 2026 Result for prototype
2nd APR 2026 Final round (physical)
Problem statement
Today, many users fall victim to social engineering and malicious attacks due to lack of awareness. The proposed solution is an application that serves as an interactive cybersecurity training platform.
What the app should enable users to:
  • ✔ Recognize phishing attempts, malware, AI-based cybercrimes, and other cyber threats.
  • ✔ Learn through real-world case studies and decision-based simulations.
  • ✔ Practice safe responses in gamified scenarios that adapt to user choices.
  • ✔ Gain actionable safety measures to protect confidential information.
🚨Added advantage: Solutions supporting accessibility and inclusivity for persons with disabilities.
Target participants
  • College/University students from India.
  • ✔ Bonafide should be submitted during registration.
Team members
Form a team of maximum 4 members.
Rounds (3)
Round 1 — Idea submission
Participants are required to submit ideas virtually in either PPT or PDF format.
Submission on or before 06th February 2026.
Round 2 — Prototype demonstration
A virtual review will be conducted after prototype submission, with a live presentation (10 min per team).
Submission on or before 13th March 2026.
Round 3 — Final round (physical)
The final round will be conducted on 2nd April 2026 at SETS, Chennai. The teams selected for this round will get certificate of participation.
⚠️Note: Only selected teams will move forward to the following rounds.
Idea Submission Abstract Template (Round 1)
Students should submit an abstract (Max 10 Pages PPT or PDF) of the idea covering the following sections:
1. Title of the Application/Game and Team Details
Clear, concise, related to cybersecurity and gamification should be considered for the title of the application/game. Team name and names of members (max 4), email ID and college/university name as submitted during the registration.
2. Problem Overview
Briefly describe the cybersecurity awareness problem you are addressing (e.g., phishing, malware, AI‑based cybercrimes, social engineering, poor password practices, etc.).
3. Target Users
Who will use the app/game (e.g., students, employees, public, specific age group) and why they need it.
4. Proposed Solution (Core Idea)
Overall concept of the application/game. Platform(s) planned: mobile, desktop, web (Android, Windows, Mac, Linux, etc.).​ How it will create awareness and teach safe online behaviors.​ How in-game mechanics (levels, points, badges, leaderboards, challenges, storylines, etc.)are integrated. How users will interact with real‑world case studies and decision‑based simulations.​ Key features of the application/game should also be highlighted. Any specific design for accessibility (screen‑reader support, color‑blind friendly design, language options, simple UI, etc.) can also be mentioned.
5. Technology Stack (High-Level)
Planned tools/technologies (game engines, frameworks, languages, cloud services, etc.).
6. Learning Outcomes
What users will learn after playing (e.g., recognize phishing emails, respond to suspicious links, protect confidential information, identify AI‑generated scams).​
7. Uniqueness and Impact
What makes your idea different from existing cybersecurity awareness tools. How it will effectively reduce users’ vulnerability to cyberattacks.
⚠️Note: Abstracts submitted through proper channel on/by 20th February 2026 will be considered for further review.
Click the link to download template: 📩 DOWNLOAD ABSTRACT TEMPLATE
Expected outcome
  • ✔ The outcome should be a usable application/game on either mobile or desktop.
  • ✔ The application/game should be able to give proper awareness or learning.
  • ✔ Any platform can be used for the development.
  • ✔ Developed application can run on any one platform, multiple-platform solutions are also welcome (Android, Windows, Mac, Linux).
⚠️Note: The selected idea(s) will be used by SETS for future development.