MD TAWFIQUZZAMAN's Reflection / MD TAWFIQUZZAMAN's Reflection /
UTM Arena 2.0

Gaming-related events and tournaments can be a great method to spread cybersecurity awareness and instruct participants on how to defend their devices and networks from online attacks. Although UTM Arena 2.0 is intended to offer security measures for computer networks, it might be utilised as a venue for such events.

Gamification is a powerful tool for engaging consumers and piqueing their curiosity about a subject, and it may be especially useful when it comes to cybersecurity, a difficult and technical issue. More individuals may become interested in defending themselves and their networks from online attacks if cybersecurity education is made entertaining and engaging.

In general, integrating UTM Arena 2.0 with gaming tournaments and events may be UTM Arena 2.0 was an event on online gaming arranged by University Teknologi Malaysia gaming club. The event was created during the covid time.

The event was created including three famous games- Valorant, PUBG and mobile legends. Many students of different faculty participated in this event. My team participated on this event, and we played valorant in this event. The whole event was very interesting for me and it was quite good time with others team playing games. My team got 3rd position on that tournament.

 

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