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CYBR.HAK.CAST Episode 12: Fergus Hay of The Hacking Games

Phil Wylie and Michael Farnum talk with Fergus Hay about how the cybersecurity industry is missing a huge opportunity by overlooking gamers and young, neurodiverse problem-solvers who already have the mindset to become the next generation of ethical hackers.

In this episode of CYBR.HAK.CAST, hosts Phil Wylie and Michael Farnum sit down with Fergus Hay, CEO and co-founder of The Hacking Games, to explore how the cybersecurity industry is overlooking a massive pool of untapped talent: young gamers. Hay shares how his journey began not from a technical background but from concern as a parent, after learning that many cybercriminals are recruited from gaming communities. The conversation dives into the need to reframe hacking as a creative, problem-solving mindset rather than purely criminal behavior, the strong overlap between gamers and hackers, and why traditional cybersecurity training fails to connect with Gen Z. Together, they discuss how engaging kids within gaming environments — rather than restricting them — can help guide them toward ethical hacking and ultimately strengthen the future cybersecurity workforce.

SHOW NOTES:

Things Mentioned:

Episode 12 Timestamps:

0:00 – 1:25
Intro, conference chatter, Zero Trust World recap, RSA mentions

1:25 – 3:30
Guest intro: Fergus Hay + early discussion about hacker culture and community

3:30 – 5:00
CYBR.HAK.CON promotion (lineup, CFPs, community focus)

5:00 – 7:30
Fergus origin story + founding of The Hacking Games

  • Not technical background
  • Parental motivation
  • Discovery: kids are being groomed via gaming platforms

7:30 – 9:30
Parenting + real-world exposure

  • Controlled gaming environments still vulnerable
  • Grooming reality
  • Question: regulate vs guide kids

9:30 – 12:00
Reframing hacking

  • Media failure
  • “Hacker = criminal” narrative problem
  • Hacking as a mindset, not a crime

12:00 – 14:00
Gamers = hackers pipeline

  • Pattern recognition
  • Neurodiversity
  • Alan Turing + Enigma analogy

14:00 – 16:00
Gaming as a training ground

  • 3.2B gamers
  • 93% of Gen Z gaming
  • “Gaming is a live laboratory”

16:00 – 18:30
The Hacking Games model

  • Gen Z teaching Gen Z
  • Authenticity over corporate training
  • Youth-led cybersecurity education

18:30 – 21:00
Tactile vs digital learning

  • Puzzles, escape rooms, physical problem-solving
  • Bridging analog + digital thinking

Do you have a question for the hosts? Reach out to us at media@cscgroupllc.com 

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