Wiemker, M., Elumir, E., & Clare, A. (2015). Escape Room Games: "Can you transform an unpleasant situation into a pleasant one?

Escape Rooms

Grown in popularity in the past few years.

What is an escape room?

What is their appeal?

What skills are applied in playing a game?

Players need to complete a series of challenges to win. Began focused on difficult logic puzzles, and evolved into fully immersive environments with high quality props and effects.

Game Design

Complex design and and how they are played require equally complex deconstruction.

Played in a team of people, in a room filled with challenges and may be made inaccessible.

Uses a number of names: Escape Game, Live Escape, Puzzle room, Live Action Game, Adventure Room/Games

Why Escape Rooms?

Experiential at their core and appeal to players looking for a non-traditional game.

Require a diverse set of skills and knowledge and therefore appeal to team building activities.

Can be tracked back to (and share elements with) Live Action Role Playing and Alternative Reality Games.

Encourage players to think creatively and engage in critical thinking.

Multiple approaches to knowledge

Differ with challenges but encourage students to think differently, unconventionally, and from a new perspective.

Puzzles work in concert with each other.

Tend to be designed to ensure that every member of a team contributes in a meaningful way.

Connected to the theme and understandable by the players based off the information available within the room.

At its core, an escape room puzzle uses a simple loop.

Challenge to overcome

Solution (may be concealed)

Reward for overcoming the challenge

Could be more information for another puzzle, or a chain of puzzles leading to one huge final prize.

Is the puzzle integrated into the storyline?

Are the clues to the puzzle logical?

Can the puzzle be solved using only the information within the room?

Does the puzzle add to the atmosphere of the room?

Puzzles

Mental

Physical

Makes use of the players thinking skills and logic.

Deduce, correlate, decipher clues

Cognitive

Taks or twitch puzzles: Require manipulation of real world artifacts to overcome the challenge.

Used to eat up time or provide a challenge for people who do not like mental challenges.

Meta Puzzles

The answer is derived from solving previous puzzles and putting elements from each together.

Components should be designed for different skills so everybody on the team is engaged.

Linear Path

Open Path

Multi linear path

Puzzles must be done in order

Built in structure for a guided experience.

Easier for players to solve.

Can create a bottle neck effect.

Can be worked on in any order.

Normally, however the final puzzle to escape the room cannot be worked on until all the other puzzles are complete.

Tends to be more difficult for players to solve as there is not a clear indication on where to start.

Conducive to large groups of players because it gives everyone a chance to be involved and decreases the likely-hood for bottle necks

A series of linear path puzzles which can be done in parallel.

Multiple paths can intersect or paths can have different ending points

All paths could be open to the players from the start of the game, or they can be revealed over the course of the game.

Timed effect

Solution of other puzzles

Game Master

Introduces the game

Provides Hints

Monitors the game from either within the room, or via camera.

By voice: using an intercom, walkie-talking, telephone, video

In person: either always present or is summoned by a call button

Pen and paper: Slipped underneath the door

Difficulty of a room increases by limiting the hints, or by modifying how the hints are given.

Set number of hints or unlimited hints?

Earned hits or purchased hints?

Hints available on request if the game master deems it necessary to progress.

No hints

More than a lock on a box

Immersive experience

Engrossing and engaging activity that makes them loose track of time and outside concerns.

Suspension of disbelief allows them to become absorbed

Flow is important

Mental state a player can be in while playing the game.

Fully engaged in the task at hand and focused soley on it. Idea from Mihaly Csikszentmihalyi

When experiencing flow designers need to be aware that:

Players get an merging awareness of action while being in the current moment

Lose track of time and feelings of self-consciousness during the game

If done right, players will be rewarded intrinsically by being engaged in the challenge

Need to have agency over the solution

Happens when people are challenged and entertained

Between frustration and boredom

Mental and physical challenges

Rarely need to be physically fit or particularly dextrous: Challenge players more mentally than physically

Use of time pressure

To simulate an experience of being trapped may require the use of stairs, ladders, crawl ways or trap doors.

Incporporate various puzzles that appeal to different ways of thinking

Maths

Visual

Word

Objects to find

Can require more than 1 person to solve.

Teams should be composed of different people with different skills.

Searching

Observation and Discernment

Correlation

Memorization

Math

Words

Pattern Recognition

Compartmentalisation

Generally require someone to step up as a team leader or overseer.

Compartmentalisation

Correlation skills

Guides people to work on different areas

Competitive escape rooms

Score based escape rooms

Large scale escape event

Escape Rooms in Education

Develop skills in team working

Creative problem solving

Critical thinking

Can be themed with almost any topic

Can be used across all levels

Connected Learning has devised the BreakoutEDU kit targeted at students in younger grades to their final years of secondary education.

Purchased kits

Open sourced Kits

Imported into NZ mid 2016: Angela Lee

Students can design their own puzzle paths

Engage in teacher guided inquiry to figure out how to convey their educational message, and the complications of designing for other people.

Multiple didactic methods to debrief the experience.

Experiential method

If the experience itself is not the educational message, then there are other methods one can use to deliver educational meaning or context.

Educational discourse

How they solved the puzzles

What aspects proved difficult

Socratic discourse amongst the educator, designer and players

Gained visibility

TB Sitcom (Big Bang Theory), Talk Show (Conan) and game show (Race to Escape)

Social media has brought enthusiasts and owners together

Facebook page has over 1500 members

Escape Convention held in Stuttgart, Germany in 2015 (

Escape Room Unconference in Toronto, Ontario, Canada - 60 Escape room owners, designers, and enthusiasts with the intention to better understand the industry and promote the community (Scott Nicholson)

The Future of Escape Rooms

First generation: For some rooms, no theme is attached at the main goal is escaping

Second generation: Immersive elemenets: Quality of the sets and props used were elevated. Electronic and technical components were used to bring about autmation and trggered events.

Narrative was added to the immersion, implementing a story to help involve the players more

Debate to what the third generation of rooms will hold: More complicated/expensive arifacts? More immersion, including sound, smell, taste, rouch? Use of actors for more social interaction be employed, or something entirely different?

Rarely concerns raised about accessibility.

Can they be merged with other, existing forms of entertainment? Theme parts and interactive theatre?

Need more research

Worth looking into all aspects examined here in more detail

Design of rooms can be better deconstructed

Motivations of the design can be further examined

More research and critique is needed as more escape rooms get built

How are they used by corporations for training and educators for learning would be an area of interest

Need an equally valid look into the players and what motivates them

Part of gamings future