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Award GB CF

Gamification of the Data Security and Protection Toolkit (DSPT)

Health Innovation North East and North Cumbria

Stage
Award
the latest stage the buyer has published
Buyer
Health Innovation North East and North Cumbria
Supplier
Hodfords Solutions Ltd
named in the award notice
Value
£41.4K
covers more than the cyber work
Awarded
6 Mar 2025
the award date on the notice
End date
31 Jul 2025
expected
First published
7 Mar 2025
last seen 7 Mar 2025

What the buyer published

We require a Research and/or Academic Organisation to gamify the NHS England Data Security and Protection Toolkit as an accessible training and education resource for senior managers in care homes. We initially require two ALPHA models with the possibility to develop an end product in the future. Cyber-attacks, especially ransomware attacks, are becoming increasingly more common and the scale and sophistication of these attacks is growing over the years. This is significantly increasing business risk across the health and care sector with some attacks demanding payments and posing a threat to patient safety. Due to various structural, financial and operational challenges, the digital maturity and resilience of social care organisations is variable. NHS England have developed the Data Security and Protection Toolkit (DSPT) which is an online self-assessment tool for organisations to measure their performance against the National Data Guardian's 10 data security standards. NHS England and the Department of Health and Social Care have expressed that they would like these standards to be gamified with the aim to improve senior leaders' knowledge of cyber security and behaviourally change their prioritisation of cyber. The reduction of cyber risk is correlated with reducing pressures on the rest of the health and care system. This is due to the requirement, in some instances of relocating service users in event of a cyber-attack. In addition, it reduces the risk of care services closing due to commercial loss and or reputational damage. The gamification provides an accessible learning experience in a complex and stressful space. This will be achieved through engaging across the spectrum of learning types (visual, read/write, auditory and kinaesthetic learning with particular emphasis on the later).

View the original notice ↗