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MANAGE
BEHAVIOUROPS
100
DEPLOYING BEHAVIOU|
BehaviourOps
HUMAN RISK ยท BEHAVIOUR CHANGE ยท GAME-BASED
AWARENESS TRAINING SUCKS.
SO WE BUILT GAMES INSTEAD.

BehaviourOps turns cyber awareness into live, game-based practice for the moments where human risk actually happens.

Fast to launch. Easy to run. Built for teams with actual jobs to do.

BUY IN THE MORNING. RUN BY LUNCH.
SCROLL
โ†“
CYBER AWARENESS MONTH 2026

YOUR FOUR-WEEK CAMPAIGN IS READY.

The campaign is running. Jump in.

CYBER AWARENESS MONTH IS LIVE - WEEK 3
SEE THE CAMPAIGN โ†’
Four games. Four weeks. One campaign.
THE PROBLEM

WHY CYBER AWARENESS KEEPS MISSING THE MARK.

IT TEACHES PEOPLE IN CALM CONDITIONS.

Most awareness happens when people are sat alone, focused and free from pressure. Real attacks don't wait for perfect conditions.

IT TESTS MEMORY, NOT BEHAVIOUR.

Knowing the right answer in a module is not the same as making the right call when your inbox is full and the clock is ticking.

IT FORGETS THE MESSY BIT.

Real risk happens when people are busy, tired, distracted, under pressure or just trying to get through their actual job.

BehaviourOps builds games around those moments.
THE METHOD

THE BEHAVIOUROPS METHOD.

Our games are designed around the moment before the mistake. The click. The rushed approval. The ignored report. The decision that seems small - until it isn't.

PRESSURE

We recreate the messy conditions where risky decisions happen: time pressure, competing priorities, distractions and incomplete information.

CHOICE

Players must make decisions, rank risk, investigate evidence, spot warning signs and respond as a team.

CONSEQUENCE

The game shows how small behaviours create big outcomes. No shame. No blame. No fear-led messaging.

DEBRIEF

The learning lands because players discovered it themselves. Every session ends by connecting the game back to real workplace behaviour.

Awareness tells people what to do. Practice helps them do it when it matters.
THE FULL SUITE

SEVEN GAMES. ONE MISSION.

Every game targets a different human risk. All of them change behaviour - not just knowledge.

โ—† LIVE & READY TO DEPLOY
05
RISK JUDGEMENTALL STAFF
RISK RALLY
Rank the risk. Back your decision. Beat the room.

A competitive risk decision game where teams assess everyday cyber scenarios, prioritise what matters and learn how small decisions change outcomes.

15โ€“30 mins4โ€“200+All staff, Events, ConferencesMOBILE FIRST
07
PHISHINGALL STAFF
INBOX UNDER FIRE
Can your team spot the phish when the inbox is on fire?

A fast-paced inbox simulation where players deal with competing messages, time pressure and suspicious emails hidden inside normal work noise.

8โ€“13 mins1โ€“200+All staff, Finance, LeadersMOBILE FIRST
06
NEWMOBILE FIRST
INCIDENT ROOM
Investigate the breach before the clock runs out.

A team-based cyber investigation game where players work through evidence, logs and red herrings to identify how the breach happened and what human behaviour caused it.

10โ€“30 mins2โ€“200All staff, Leaders, TechnicalMOBILE FIRST
Three difficulty tiers: Boardroom ยท General Staff ยท Technical Teams
โ—‡ IN THE PIPELINE
Four more games are in development. Each targets a different human risk - from physical security to leadership under pressure.
01
ACCESS POINT
Spot the risks hiding in plain sight.
02
BREACH POINT
Investigate the breach before the clock runs out.
03
HUMAN FIREWALL HEIST
Think like the attacker. Then flip the switch.
04
VAULT RACE
Lead the room. Crack the code. Beat the clock.
Want a sneak peek before launch?
GET IN TOUCH FOR A SNEAK PEEK โ†’
YOUR FINANCE TEAM ARE RUSHING MONTH-END.
YOUR OPERATIONS TEAM ARE DROWNING IN EMAILS.
YOUR MANAGERS ARE APPROVING REQUESTS BETWEEN MEETINGS.
YOUR FIELD TEAMS ARE MOVING BETWEEN SITES.
YOUR PEOPLE ARE MAKING HUNDREDS OF TINY DECISIONS EVERY DAY.
THAT IS WHERE CYBER RISK LIVES.

BehaviourOps helps them practise those moments before the real attack happens.

NUMBERS NUMBERS NUMBERS
04 --- THE NUMBERS

THE RESULTS
SPEAK FOR
THEMSELVES.

20%
CLICK RATE BEFORE DEPLOYMENT
0.5%
CLICK RATE AFTER DEPLOYMENT
65%
WORKFORCE REACHED BY CHAMPIONS
32%
PHISHING REPORT RATE BEFORE
55%+
PHISHING REPORT RATE AFTER
60
ACCESS POINT SESSIONS. ONE PRACTITIONER.
UK Power Networks ยท 8,000 employees ยท 2022โ€“2024
UK Power Networks ยท 8,000 employees ยท 2022โ€“2024
MEET THE FOUNDER

NOT BUILT IN A BOARDROOM.

Sean Laidlaw - Counter-IED search operator, British Army
COUNTER-IED SEARCH OPERATOR ยท BRITISH ARMY
Sean Laidlaw delivering a BehaviourOps session
DELIVERING BEHAVIOUROPS ยท LIVE SESSION
SEAN LAIDLAW
FOUNDER ยท BEHAVIOUROPS
FORMER BRITISH ARMY ยท CURRENT CYBER AWARENESS PRACTITIONER

Behaviour Ops was founded by Sean Laidlaw, a former British Army bomb disposal search operator turned cyber security awareness specialist.

During his second tour of Afghanistan, Sean was responsible for delivering Counter-IED training to NATO forces preparing to deploy into Helmand Province. Later, as a contractor in the Middle East, he continued training military and security personnel from a wide range of backgrounds.

Across different countries, organisations and cultures, he kept seeing the same challenge.

People could learn a process in a classroom.
They could pass a test.
They could tell you exactly what they were supposed to do.

But when pressure, stress, time constraints and real-world distractions appeared, behaviour often changed.

Years later, after moving into cyber security and building awareness programmes inside large organisations, Sean realised the same problem still existed.

People were being trained calmly for decisions they would have to make under pressure.

Behaviour Ops was created to close that gap. Not with more compliance training. Not with another annual awareness module. But with immersive experiences that allow people to practise decisions in realistic environments where mistakes have consequences and good behaviours become habits.

EVERY GAME IS BUILT AROUND A SIMPLE BELIEF:
Awareness doesn't change behaviour.
Experience does.
WHY WHY WHY WHY
05 --- THE SCIENCE

BEHAVIOUR CHANGE.
NOT KNOWLEDGE
TRANSFER.

Knowing phishing exists doesn't stop people clicking. Experience does. Every game is built on Dual Process Theory - System 1 responses trained under realistic pressure.

COGNITIVE LOAD
Games prime the brain to process threat scenarios under realistic stress. Decisions made under pressure become automatic.
EMOTIONAL ENCODING
High-stakes social moments create stronger memory traces than passive instruction. People remember what they felt, not what they read.
SOCIAL REINFORCEMENT
Group dynamics and peer accountability drive sustained behaviour change long after the session ends.
SIMPLE PRICING. NO SURPRISES.
BUY TODAY.
RUN TODAY.
No annual contract. No procurement sign-off. No setup fee. Pick your level and go.
PLANPRICESESSIONSPLAYERSACCESS
Starter Pack
ยฃ2993 sessions30/session7 days
Team Pack
ยฃ899Unlimited15030 days
Game Library SprintMOST POPULAR
ยฃ1,499Unlimited25030 daysSPEAK WITH SALES โ†’
Campaign Pass
ยฃ3,499Unlimited75090 daysCOMING SOON
Annual Game Library
ยฃ7,499Unlimited2,500/yr12 monthsCOMING SOON
SECURITY TEAM? PROCUREMENT PROCESS?
Book a 15-minute facilitator walkthrough. We'll run a live game with you, answer your security questions, and share our data handling and DPIA docs.
REQUEST A WALKTHROUGH โ†’
* Campaign and Annual licences available soon. Get in touch to be first: behaviourops@crmda.co.uk
LIVE DATA FROM REAL SESSIONS
WHAT GAMES ACTUALLY
REVEAL ABOUT YOUR PEOPLE.
Every session surfaces real behavioural gaps - not guesswork. Here's what the data from live games looks like.
BEHAVIOUR ACCURACY BY ZONE - ACROSS ALL SESSIONS
๐ŸšจReport It RoadGAP
0%
๐ŸชชIdentity JunctionGAP
0%
๐Ÿ’พData Drop ZoneGAP
0%
๐Ÿ“ถWi-Fi WastelandGAP
0%
๐Ÿ“งInbox AlleyGAP
0%
๐Ÿ“ทQR Code QuarterGAP
0%
BEHAVIOUR GAPS IDENTIFIED
85
INCORRECT BEHAVIOURS ACROSS 500 TOTAL RESPONSES
MOST COMMON BLIND SPOT
๐Ÿšจ Report It Road
In Report It Road, 3 out of 4 teams struggled with questions on response actions for suspicious activity.
4.8
PLAYER ENJOYMENT SCORE
out of 5 - rated by players post-session
"
Really enjoyed this, not a normal quizz, the team had loads of fun and actually learned something, really liked the email after giving me insights into what i can improve
- Sean ยท Risk Rally player
All data from real sessions - updated live
FOR SECURITY & PROCUREMENT TEAMS

ENTERPRISE READY.
PROCUREMENT FRIENDLY.

Everything a CISO, security manager, or procurement lead needs to say yes. No black boxes, no long procurement loops.

Aggregate team metrics are retained for your reporting dashboards. Individual player entries can be deleted on request. Cloud-hosted with TLS encryption in transit and encrypted storage at rest.
SSO/SAML integration for enterprise rollouts is available through a scoping conversation - tell us your IdP (Entra ID, Okta, Google Workspace) and we will match it to your rollout.
SCORM wrappers for LMS embedding are available on request for Campaign and Annual Library licences - so sessions can sit inside your existing learning platform with completion tracking.
Access is gated by licence - revoked licences immediately block future sessions. Facilitator and player actions are timestamped and attributable for audit.
We will share data handling documentation and walk your security team through the platform before you commit. No long contracts - packs start at a single session and scale from there.
NEED OUR SECURITY PACK?
Book a 15-minute walkthrough. We'll run a live game with you, answer your security questions, and share our data handling and DPIA docs.
REQUEST A WALKTHROUGH โ†’

READY TO MAKE AWARENESS FEEL REAL?

Choose a game, launch a session and give your team the closest thing to real-world cyber pressure - without the real-world damage.

Want to skip the call? Buy a pack in minutes โ†’
BEHAVIOUR OVER COMPLIANCE.