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Dissertations / Theses on the topic 'Escape room games'

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1

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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7

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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9

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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Wan-YuLi and 黎婉瑜. "Research on the model of Reality room Escape Game based on Psychomotor Education." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/3pxx7s.

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碩士<br>國立成功大學<br>工業設計學系<br>105<br>The current evaluation of psychomotor education in elementary schools often only assesses psychomotor performance, which often leads to emphasis on results as opposed to the learning process and lacks an assessment strategy that determines whether students have the correct understanding of the psychomotor concept. In addition, halo effect and logical fallacy, among other assessment errors, often occur when determining students’ learning performance, which can easily result in learners having the misconception that “grades are everything” and to students using t
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Lu, Yen-Cheng, and 呂彥承. "The design and evaluation of an escape-room game integrating scaffolding and simulated operation: an example of chemistry titration experiment." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/j9bcz5.

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碩士<br>國立臺灣科技大學<br>應用科技研究所<br>105<br>Experiment is an important part in chemistry learning, but it may also bring possible danger during the experiment. Therefore, if game mechanism and chemistry learning can be integrated for learners to operate experiments in a simulation game, possible risks in the experiment may be reduced. The study developed two chemistry educational games, “Saving Etheus©” and “Circle of Life©,” integrating story contexts and simulated operation. The games applied scaffolding and anchored instruction to guide the players to explore chemistry knowledge in the game based o
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Chen, Wei-Lun, and 陳威綸. "A Study on the Learning Effectiveness and Motivation of Integrating Room Escape Game with Augmented Reality in Social Studies Program." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/9g9mxb.

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碩士<br>臺北市立大學<br>歷史與地理學系社會科教學碩士學位班<br>107<br>The purpose of this research is to understand how the combination of augmented reality with escape rooms can improve the social learning results among sixth grade students. A quantitative empiric research was conducted in order to experiment what were the effects to social learning, given the different teaching method and the different learning capabilities of students, so as to progress the research on digital learning with regards to its practical ramifications. The research was conducted on 102 sixth grade students from primary schools in Taishan
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Huang, Ning-Ya, and 黃寗雅. "A Study on the Relationships among Consumer Experience,Revisiting Willingness and Word-of-Mouth Intention: The case of Reality Room Escape game." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/91982768388076740987.

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碩士<br>銘傳大學<br>傳播管理學系碩士班<br>103<br>The rapid development of the social environment, industrial structure and change of the consumer market, making lifestyle change. Recreation industry in recent years increasing attention, and its increasingly pluralistic development, which went combine recreation and creative thinking of reality Escape game most attention. Reality Escape game original form only on computers and mobile platforms, which is limited puzzle of the game, and then derivative version of reality, so that players can personally experience the game, a substantial increase in presence, an
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15

Cai-SinLin and 林彩芯. "Investigating the Effect of Room-escape Game Integrated Creative Teaching on Elementary Students\' Science Academic Achievement, Learning Motivation, Problem Solving, and Creativity." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/8mf9k2.

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