Academic literature on the topic 'Escape room games'

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Journal articles on the topic "Escape room games"

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Jeon, Min-seok, Young-mi Hong, and Jae-young Yun. "Flow Measurement and Analysis of VR Room-escape Games - Comparative Analysis with Offline Room-escape Games -." Journal of Communication Design 72 (July 31, 2020): 61–76. http://dx.doi.org/10.25111/jcd.2020.72.05.

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Grande-de-Prado, Mario, Sheila García-Martín, Roberto Baelo, and Víctor Abella-García. "Edu-Escape Rooms." Encyclopedia 1, no. 1 (2020): 12–19. http://dx.doi.org/10.3390/encyclopedia1010004.

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Escape Rooms are cooperative games in which players must find clues, solve puzzles, and perform a variety of tasks within a limited time. The goal is usually to escape or leave a room, place, or environment. When the Escape Rooms have a pedagogical purpose, they are usually called Edu-Escape Rooms and can be related to gamification and Game-Based Learning. The potential for student engagement and motivation is one of the main advantages of Edu-Escape Rooms.
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Zhang, Xiyuan, Jing-Qi Lu, and Kyoungju Park. "Interaction Design for Room Escape Virtual Reality Games." TECHART: Journal of Arts and Imaging Science 5, no. 4 (2018): 24–29. http://dx.doi.org/10.15323/techart.2018.11.5.4.24.

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Moore, Leigh, and Narelle Campbell. "Escaping the Norm: Games for Wider Participation with a Sense of Success." Student Success 11, no. 2 (2020): 127–33. http://dx.doi.org/10.5204/ssj.1609.

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This practice report describes how escape rooms have been used by one Australian university to successfully engage with high-school students who reside in areas of relative socio-educational disadvantage. We discuss how the escape room approach aligns with Lizzio’s Five Senses of Success and offer recommendations for further use and evaluation.
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Borrego, Carlos, Cristina Fernández, Ian Blanes, and Sergi Robles. "Room escape at class: Escape games activities to facilitate the motivation and learning in computer science." Journal of Technology and Science Education 7, no. 2 (2017): 162. http://dx.doi.org/10.3926/jotse.247.

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Real-life room-escape games are ludic activities in which participants enter a room in order to get out of it only after solving some riddles. In this paper, we explain a Room Escape teaching experience developed in the Engineering School at Universitat Autònoma de Barcelona. The goal of this activity is to increase student’s motivation and to improve their learning on two courses of the second year in the Computer Engineering degree: Computer Networksand Information and Security.
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Hermanns, Melinda, Belinda Deal, Ann M. Campbell, et al. "Using an “Escape Room” toolbox approach to enhance pharmacology education." Journal of Nursing Education and Practice 8, no. 4 (2017): 89. http://dx.doi.org/10.5430/jnep.v8n4p89.

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Background: Faculty are encouraged to use a variety of teaching/learning strategies to engage nursing students. While simulation and games are now common, there were no reports in the nursing literature using an “escape room” concept. Escape rooms use an entertainment approach as teams engage in critical thinking to solve puzzles and find clues to escape a room. In the classroom setting, this concept is modified to solve a mystery by finding various objects through a series of puzzles to locate clues. Some of these games involve finding numerical clues to open locks on a box, such as a toolbox
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Mijal, Michał, Martyna Cieśla, and Monika Gromadzka. "Escape room as an adult education tool." Homo Ludens, no. 1 (13) (December 15, 2020): 163–78. http://dx.doi.org/10.14746/hl.2020.13.10.

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Games gain popularity as teaching tools. Escape rooms, however, are a novelty, with most authors focusing on their description rather than the analysis of effects of their utilisation. The objective of this paper is to analyse experiences of players partaking in an educational escape game, and to observe escape rooms from the viewpoint of a scholar interested in the efficiency of the tool. The research material consists of questionnaires filled in by research subjects and transcripts of structured interviews. Due to the relatively large sample (N = 258), it is possible to conclude from the gat
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Cotner, Sarah, Kelly M. Smith, Leah Simpson, David S. Burgess, and Jeffrey Cain. "1311. Incorporating an “Escape Room” Game Design in Infectious Diseases Instruction." Open Forum Infectious Diseases 5, suppl_1 (2018): S401. http://dx.doi.org/10.1093/ofid/ofy210.1144.

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Abstract Background As health professions education evolves toward active learning environments, interest in using games as an educational tool is increasing. One contemporary commercial game that has design potential for learning activities is an “escape” or “breakout” room. Escape rooms are live-action games where teams of players work to achieve a common goal in a set amount of time. Limited literature is available assessing this type of gaming format for education design. This study investigated the design and implementation of an escape room learning activity in a third-year pharmacy infe
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Lama, Arsenio Villar, and Miguel García Martín. "Decoding escape rooms from a tourism perspective: A global scale analysis." Moravian Geographical Reports 29, no. 1 (2021): 2–14. http://dx.doi.org/10.2478/mgr-2021-0001.

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Abstract There has been a spectacular growth in the escape game sector over the past decade. The extraordinary global impact of escape rooms, their implications for tourism, and the limited literature provide grounds for this research. This paper examines such phenomena using an empirical methodology based on a geographic analysis of business repositories and a global survey. Tourism plays a significant role in the escape room industry: approximately one of every three customers is a tourist. Escape roomer-tourists have even been detected: people who essentially plan their trips with the sole
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Papadopoulos, Ioannis, and Eirini Tenta. "Escape Rooms as a Collaborative Problem-Solving Environment." International Journal of Game-Based Learning 11, no. 4 (2021): 57–71. http://dx.doi.org/10.4018/ijgbl.2021100103.

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Escape room games are a popular recreative activity that recently started gaining popularity as both a means for conducting research studies and a teaching and learning environment. This paper follows a group of 16- to 17-year-old students in an escape room while they encounter logical challenges in order to escape from the room in a limited amount of time. Their ability to work effectively as a team and complete activities quickly is a key element to success. In this setting, the aim was to examine in what ways this innovative environment might help students benefit in terms of social metacog
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Dissertations / Theses on the topic "Escape room games"

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Vaske, Kristofer. "Megalith Grave Escape : Using escape room game mechanics for cultural heritage sites." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17025.

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This report documents the development of a concept and prototype for a mobile application with the purpose of making the megalith graves surrounding the town of Falköping more engaging and interactive for visitors. Because of the limitations of working with heritage sites that cannot be altered to support a gaming experience, the usage of escape room game mechanics is explored. Because escape room games depend on the user's observation and exploration of their environment, they serve as a usable inspiration for applications with the purpose of making visitors experience a location in a similar
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Hansson, Josefine. "What escape rooms can teach interaction designers about design constraints." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21684.

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Design constraints is the first topic new interaction designers learn about intheir studies. These are supposed to be the properties of a design that limitsuser’s actions. This thesis aims to explore these constraints in depth tounderstand if there is more to learn about them when placed in a new setting,such as games. This knowledge could then be used to create better player oruser experience. To discover this, a detailed study of two escape rooms wasconducted and analyzed.The investigation showed that there is more to design constraints thanpreviously mentioned by theorists, especially when
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Pater, Emmy. ""Unlock the Future": An Environmental Escape Game and its Development, Evaluation and Impact." Thesis, Uppsala universitet, Institutionen för geovetenskaper, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-428716.

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To bring about the rapid transformative change needed to address the global sustainability crises, a paradigm shift is needed, characterized by more sustainable beliefs and attitudes. Therefore, this thesis explores the potentials of an escape game intervention as a new strategy to promote sustainable attitudes and beliefs in players, focusing on environmental sustainability. Firstly, a framework was created with Five Pillars for a successful environmental escape game: Fun, Experiential, Urgent, Problem-Rewarding and Social. Afterwards, this Five Pillars Framework guided the design and evaluat
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Roncalli, Elena. "La localizzazione di un gioco da tavolo in stile escape room: Hack Forward." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/22801/.

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In questo elaborato verranno illustrate e analizzate le scelte e le strategie traduttive impiegate nella traduzione dallo spagnolo all’italiano di Hack Forward, un gioco da tavolo a tema escape room. Nel primo capitolo, dopo una breve panoramica sulla storia del gioco da tavolo moderno, si approfondirà il mercato attuale, analizzando anche i fattori che hanno portato a una recente rinascita del settore. A continuazione, si fornirà una descrizione approfondita delle escape room, delle loro caratteristiche, della loro nascita e diffusione, e si porteranno esempi di versioni da tavolo presenti su
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Arpin, Rachel Ann. "The Effectiveness of Digital Escape Rooms to Deliver Leadership Training: A Mixed-Methods Study." Franklin University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=frank1620315747289854.

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Belich, Jerald. "Designing Toolsets for Improving the Accessibility of Immersive Technology." Miami University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=miami1556720229902984.

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Hsiao, Cheng-Tsu, and 蕭丞祖. "The Correlation among Customer Satisfaction, Leisure Benefits and Re-Participation Intention in the Room Escape Games." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/77122534543744376457.

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碩士<br>朝陽科技大學<br>休閒事業管理系<br>103<br>The study investigated the impact of customer satisfaction, leisure benefits and re-participation intention on room escape games. This research selected the people who are room escape games player as the objects.300 Questionnaires were sent out in total, recovering 268 valid questionnaires and the rate of effective returned was 89.33%. The data was analyzed with descriptive statistical analysis, ANOVA analysis, independent samples T test, Regression Analysis and Path Analysis. The results of this study are: Subjects are University (specialist) student of 19-24
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CHIN, HSIAO-NING, and 金筱凝. "The Impact of Experiential Marketing and Service Quality on Experiential Value and Behavioral Intention: A Case Study of Reality Room Escape Games." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/5mm5a6.

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碩士<br>南臺科技大學<br>行銷與流通管理系<br>104<br>Recreational activities have been an irreplaceable part of our lives. Electric products have been changing the behaviors of modern people due to the comprehensive access to the Internet. According to FIND, there are six million people playing with online games in Taiwan in 2014, which represents that computer games are developing fast and have become one of the most important entertainment. With the economic changes and the effect of computer games on recreational activities, visual realization of games has been born. Recently, room escape games in Taiwan eme
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Cheng, Yi-Dong, and 鄭宜東. "To Explore the Key Success Factors of the Escape-room Game Studio." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/bmx543.

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碩士<br>朝陽科技大學<br>企業管理系高階產業經營碩士在職專班<br>106<br>The "Escape-Room" game is a game full of mystery. The earliest "Escape-Room" began in Taiwan in 2013. Back then customers observed that the experience of the escape-room was just as exhilarating and challenging as that of online games. Furthermore, with a wider reach covering various age ranges, the escape-room fad exploded. This research sets out to explore the key success factors of the escape-room experience. Through a review of past literature and expert interviews, this research attempts to sort out and summarize the assessment indicators for th
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Hsieh, Shih-Wan, and 謝詩婉. "The Case Study of Room Escape Game Intergrated into Elementary School Curriculum." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/48576503979892778883.

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碩士<br>國立臺南大學<br>教育學系課程與教學教學碩士班<br>105<br>The aim of this study was to explore how “Escape Room Game” integrated into elementary school curriculum influenced students’ learning motivation. The study primarily adopted a case study methodology. 15 2nd graders and 5 elementary school teachers were research subjects. Prior to the study, the teachers who had used “Escape Room Game” for a teaching and learning purpose were interviewed. During the implementation of the study, student behavior sheet, observer feedback, self-reflection sheet were used to collect related data. The results of this study w
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Books on the topic "Escape room games"

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Nicholson, Scott, and Liz Cable. Unlocking the Potential of Puzzle-Based Learning: Designing Escape Rooms and Games for the Classroom. SAGE Publications, Limited, 2021.

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Nicholson, Scott, and Liz Cable. Unlocking the Potential of Puzzle-Based Learning: Designing Escape Rooms and Games for the Classroom. SAGE Publications, Limited, 2021.

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Meehan, John. EDrenaline Rush: Game-changing Student Engagement Inspired by Theme Parks, Mud Runs, and Escape Rooms. Dave Burgess Consulting, Incorporated, 2019.

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Book chapters on the topic "Escape room games"

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Thurner-Irmler, Julia, and Marietta Menner. "The Development and Testing of a Self-designed Escape Room as a Concept of Knowledge Transfer into Society." In Serious Games. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-61814-8_9.

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Mello-Stark, Suzanne, Mary Ann VanValkenburg, and Emily Hao. "Thinking Outside the Box: Using Escape Room Games to Increase Interest in Cyber Security." In Innovations in Cybersecurity Education. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50244-7_3.

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Grāvelsiņa, Elīna, and Linda Daniela. "Designing an Online Escape Room as an Educational Tool." In Smart Pedagogy of Game-based Learning. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-76986-4_8.

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Hacke, Alexander. "Computer Science Problem Solving in the Escape Game “Room-X”." In Informatics in Schools. New Ideas in School Informatics. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-33759-9_22.

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Dochtsis, Romanos, Dimitrios Kotsifakos, and Christos Douligeris. "An Escape Room Game for Learning Digital Electronics in Vocational Education and Training (VET)." In Internet of Things, Infrastructures and Mobile Applications. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49932-7_62.

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Ma, Jui-Ping, Miao-Hsien Chuang, and Rungtai Lin. "An Innovated Design of Escape Room Game Box Through Integrating STEAM Education and PBL Principle." In Lecture Notes in Computer Science. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92252-2_6.

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Doroudian, Amir, Simone Hausknecht, and David Kaufman. "Creating an Online Escape Room Game for Older Adults: Needs Assessment, Design Process, and Usability Testing." In Human Aspects of IT for the Aged Population. Applications in Health, Assistance, and Entertainment. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92037-5_36.

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Bartlett, Kerry A., and Janice L. Anderson. "Gaming to Learn." In Handbook of Research on Innovative Digital Practices to Engage Learners. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-9438-3.ch001.

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Escape rooms are live action games where “players” are locked into a room and must work together to discover clues, solve puzzles, and ultimately find the way to escape. There are currently over 2,300 escape rooms in the US. Given the popularity of escape rooms, it is no wonder they have been repurposed for the classroom to aid in student learning. Though research into utilizing escape rooms as an educational tool is still in its nascent stages, studies have provided evidence that these academic escape room activities are useful in enhancing student collaboration and communication skills and in building specific content knowledge. This chapter will explore the history of escape rooms, review research on the benefits of using escape rooms in classrooms as an instructional tool, and finally, discuss the results of the pilot test of a compost themed escape room game designed for use in middle school science classrooms.
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Wang, Cynthia. "The Making of Escape Room in a Box." In Indie Games in the Digital Age. Bloomsbury Academic, 2020. http://dx.doi.org/10.5040/9781501356421.0012.

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Stollhans, Sascha. "Designing escape game activities for language classes." In Innovative language teaching and learning at university: treasuring languages. Research-publishing.net, 2020. http://dx.doi.org/10.14705/rpnet.2020.40.1062.

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Escape games are an increasingly popular leisure activity involving a group of players completing tasks to achieve a pre-defined goal, which is usually escaping from a room. In this chapter, I briefly outline the educational potential of escape game activities in language classes within the frameworks of gamification, pervasive learning, and ‘serious games’, and in relation to transferable skills. This is followed by a description and evaluation of an escape game I developed for a grammar class on the idiomatic uses of German modal verbs. This was piloted with a first-year undergraduate class at Lancaster University. I conclude by discussing student feedback and considerations for similar activities in the future.
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Conference papers on the topic "Escape room games"

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Marin Suelves, Diana, Isabel Vidal Esteve, and M. Isabel Pardo Baldoví. "Escape room in education: a bibliometric study." In Sixth International Conference on Higher Education Advances. Universitat Politècnica de València, 2020. http://dx.doi.org/10.4995/head20.2020.10960.

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The impact of technologies in all areas is one of the main points that characterize the current society. In the educational context, recently, great efforts are being made to adapt the system to characteristics and needs of the students of the 21st century. Gamification in education consist on the use of structures, characteristics, dynamics and aesthetics of games for educational purposes, to increase students participation and motivation. The escape room is a gamified activity in which one or more teams must leave a place during a limited time solving a challenge whose goal is learning. This
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Ross, Robert, and Carolyn Bell. "Turning the classroom into an escape room with decoder hardware to increase student engagement." In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8848020.

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Melo, Lafayette Batista. "Playing with Escape Room Games for Children : An online experience at home in times of pandemic." In 2021 16th Iberian Conference on Information Systems and Technologies (CISTI). IEEE, 2021. http://dx.doi.org/10.23919/cisti52073.2021.9476343.

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Yeasmin, Samira, and Layla Abdulrahman Albabtain. "Escape The Countries: A VR Escape Room Game." In 2020 3rd International Conference on Computer Applications & Information Security (ICCAIS). IEEE, 2020. http://dx.doi.org/10.1109/iccais48893.2020.9096727.

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Armie, Madalina, José Francisco Fernández Sánchez, and Verónica Membrive Pérez. "ESCAPE ROOM AS A MOTIVATING TOOL IN THE ENGLISH LITERATURE CLASSROOM AT TERTIARY EDUCATION." In International Conference on Education and New Developments. inScience Press, 2021. http://dx.doi.org/10.36315/2021end058.

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The escape room, also known as escape game, is a gamification tool that aims to promote increased motivation and improved teamwork (Wood &amp; Reiners, 2012). Recently, escape rooms have achieved prominence in the classroom as pedagogical instruments valid for any type of discipline. In the educational field in particular, the escape room can be defined as an action game in real time where the players, in teams, solve a series of puzzles or problems and carry out tasks related to the curricular contents worked on throughout the course, in one or more rooms with a specific objective and at a sp
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Bakhsheshi, Farkhondeh Fazel. "Escape Rooms: A New phenomenon in Tourism." In 2019 International Serious Games Symposium (ISGS). IEEE, 2019. http://dx.doi.org/10.1109/isgs49501.2019.9047040.

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Bakhsheshi, Farkhondeh Fazel. "Serious Games and Serious Gaming in Escape Rooms." In 2019 International Serious Games Symposium (ISGS). IEEE, 2019. http://dx.doi.org/10.1109/isgs49501.2019.9047019.

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Yeasmin, Samira, and Layla Abdulrahman Albabtain. "Implementation of a Virtual Reality Escape Room Game." In 2020 IEEE Graphics and Multimedia (GAME). IEEE, 2020. http://dx.doi.org/10.1109/game50158.2020.9315039.

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Pappas, Georgios, Adamantini Peratikou, Joshua Siegel, Konstantinos Politopoulos, Christopher Christodoulides, and Stavros Stavrou. "CYBER ESCAPE ROOM: AN EDUCATIONAL 3D ESCAPE ROOM GAME WITHIN A CYBER RANGE TRAINING REALM." In 14th International Technology, Education and Development Conference. IATED, 2020. http://dx.doi.org/10.21125/inted.2020.0788.

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"Escape Rooms for Learning: A Systematic Review." In 2th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.179.

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Reports on the topic "Escape room games"

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Designing an Escape Room Game to Develop Problem Solving and Spatial Reasoning Skills. Purdue University, 2018. http://dx.doi.org/10.5703/1288284316855.

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