Academic literature on the topic 'Real Escape Game'
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Journal articles on the topic "Real Escape Game"
Koenig, Nikolaus, Natalie Denk, Simon Wimmer, and Hanna Prandstaetter. "Creating an Escape Room for Cultural Mediation: Insights from "The Archivist's Dream"." European Conference on Games Based Learning 16, no. 1 (September 29, 2022): 297–306. http://dx.doi.org/10.34190/ecgbl.16.1.682.
Full textTzima, Stavroula, Georgios Styliaras, and Athanasios Bassounas. "Revealing Hidden Local Cultural Heritage through a Serious Escape Game in Outdoor Settings." Information 12, no. 1 (December 25, 2020): 10. http://dx.doi.org/10.3390/info12010010.
Full textMaggiorini, Dario, Laura Anna Ripamonti, and Federico Sauro. "Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine." International Journal of Computer Games Technology 2014 (2014): 1–12. http://dx.doi.org/10.1155/2014/485019.
Full textWhaley, Ben. "Virtual Earthquakes and Real-World Survival in Japan'sDisaster ReportVideo Game." Journal of Asian Studies 78, no. 1 (February 2019): 95–114. http://dx.doi.org/10.1017/s0021911818002620.
Full textWang, Danli, Tingting Wang, and Zhen Liu. "A Tangible Programming Tool for Children to Cultivate Computational Thinking." Scientific World Journal 2014 (2014): 1–10. http://dx.doi.org/10.1155/2014/428080.
Full textLevan, Kristine, and Steven Downing. "Virtual Total Control: Escaping a Simulated Prison." Games and Culture 14, no. 1 (June 26, 2016): 46–66. http://dx.doi.org/10.1177/1555412016653035.
Full textChiu, H.-P. "PLAYFUL AND SOCIAL INTERACTION IN PHYSICAL GAME: A QUANTITATIVE AND QUALITATIVE STUDY OF REAL-LIFE ESCAPE ROOM." Trames. Journal of the Humanities and Social Sciences 26, no. 2 (2022): 207. http://dx.doi.org/10.3176/tr.2022.2.06.
Full textBinns, Daniel. "Attuning to the environment through media: Escape and incorporation through fire, plague and video game development software." Journal of Environmental Media 2, no. 1 (March 1, 2021): 117–30. http://dx.doi.org/10.1386/jem_00043_1.
Full textAdkins, Alex, Lorraine Lin, Aline Normoyle, Ryan Canales, Yuting Ye, and Sophie Jörg. "Evaluating Grasping Visualizations and Control Modes in a VR Game." ACM Transactions on Applied Perception 18, no. 4 (October 31, 2021): 1–14. http://dx.doi.org/10.1145/3486582.
Full textChonka, Tetiana, and Adalbert Bárány. "The category of play as philosophical and aesthetic factor in the works by Hermann Hesse." Philological Review, no. 1 (May 31, 2022): 146–55. http://dx.doi.org/10.31499/2415-8828.1.2022.257965.
Full textDissertations / Theses on the topic "Real Escape Game"
Mo, Juexiao. "ARG design for orientation of college students in mainland China." Thesis, Queensland University of Technology, 2018. https://eprints.qut.edu.au/118351/2/Juexiao%20Mo%20Thesis.pdf.
Full textYuan-Chung, Lin, and 林原君. "A Research Design of Reality Game on Model and Production : A Real Escape Game." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/j57ft3.
Full text國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
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Reality Escape reality game is a type of service activities, where main participants are trapped in a “Area” and are asked to find "key" and to effectively use these keys in order to successfully escape the" Area." The participants will encounter a series of obstacles and puzzle, and they have to use various means including observation, information collection, integration of information, and problem-solving to break through these obstacles. In this process, they would need to harness their skills of teamwork, interpersonal communication, imagination, logical inference, crisis management, etc., in order to accomplish their goals. Reality games are gaining popularity worldwide, the reason or which is that in the gaming arena where virtual and smart devices are the mainstreams, players constantly pursue a higher level of interactive experience and mental stimulation. As people never stops looking for new forms of entertainment and as technology advances, there are gradually more attempts to investigate if the traditional gaming experiences from the past can be copied to the reality world and REG has the communication element between reality and virtual world. The REG industry in Taiwan just got started during as the last two to three years. While a lot of reality game studios are being established, they vary greatly with each other in their themes and in how games are carried out. The reasons is that reality game is a relatively new industry and there is no inheritance of previous experiences regarding the design of procedures and game execution. This thesis proposal aims to discuss the design elements and production procedures of REG, so as to provide references for the industry and for other reality game- related fields.
Stadler, Dennis Michael. "Real-life escape games: target group analysis and long-term customer satisfaction through franchising for the german market." Master's thesis, 2016. http://hdl.handle.net/10071/12045.
Full textTeamEscape Dresden is a branch of the ‘TeamEscape’ franchising network that was founded in 2013 by collaboRATIO GmbH. Today, the network is the biggest provider of real-life escape games on the German market. The author of this work is the managing director of the TeamEscape Dresden branch. In the current situation, from various newspaper articles it can be assumed that real-life escape games are a booming phenomenon in the German market (Ludwig, 2014). As a room escape concept appears to be a one-time experience, questions arise for venue owners whether their type of business is sustainable and what kind of actions can be undertaken to retain customers. In the specific case of TeamEscape Dresden, circumstances are once again different as the branch is part of a franchising company. Real-life escape games arrived in Germany only in 2013 (Dietrich, 2014). The amount and quality of available scientific literature dealing with real-life escape games can be described as very limited. Also, the generation of a random sample would exceed the given capacity of this work. Nevertheless, this work bases its findings on the available literature and conducts a survey with a convenient sample in order to reveal tendencies and assumptions that give more clarity about the customer profile of real-life escape games and strategies to maintain the business in a franchising environment for the German market
Books on the topic "Real Escape Game"
Farrell, Simon, and Jon Sutherland. The Great Escape (Real Life Gamebooks). Berkley Pub Group (Mm), 1988.
Find full textG, Uncle. Laughable Adolescence to Adult Lessons: Read the Book, Play the Game, and Enjoy the Escape! Inspired Forever Books, 2020.
Find full textFrank, Jason. The Democratic Sublime. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780190658151.001.0001.
Full textBook chapters on the topic "Real Escape Game"
Zintus-art, Kalanyu, Supat Saetia, Varichmaes Pongparnich, and Surapa Thiemjarus. "Dogsperate Escape: A Demonstration of Real-Time BSN-Based Game Control with e-AR Sensor." In Knowledge, Information, and Creativity Support Systems, 253–62. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-24788-0_23.
Full textSimon, David Carroll. "Knowingness and Eros: Andrew Marvell’s ‘Last Instructions to a Painter’." In Imagining Andrew Marvell at 400, 217–35. British Academy, 2022. http://dx.doi.org/10.5871/bacad/9780197267073.003.0012.
Full textSembi, Pritpal Singh. "Writing Text." In Doing Text, 59–72. Liverpool University Press, 2017. http://dx.doi.org/10.3828/liverpool/9781911325031.003.0004.
Full textKunzig, Robert. "Gee Whiz Science Writing." In A Field Guide for Science Writers. Oxford University Press, 2005. http://dx.doi.org/10.1093/oso/9780195174991.003.0025.
Full textBailey, James. "‘A study, in a way, of self-destruction’: The Driver’s Seat and the Impotent Gaze." In Muriel Spark's Early Fiction, 142–70. Edinburgh University Press, 2021. http://dx.doi.org/10.3366/edinburgh/9781474475969.003.0005.
Full textConference papers on the topic "Real Escape Game"
Zhang, John, and Yu Sun. "A Real-time Multiplayer FPS Game using 3D Modeling and AI Machine Learning." In 12th International Conference on Computer Science and Information Technology (CCSIT 2022). Academy and Industry Research Collaboration Center (AIRCC), 2022. http://dx.doi.org/10.5121/csit.2022.121310.
Full textArmie, 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.
Full textPappas, 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.
Full textCasarin, Jordana, Haline Costa, and Jorge Forero. "Extended researchers. Towards ameta social human beings." In LINK 2021. Tuwhera Open Access, 2021. http://dx.doi.org/10.24135/link2021.v2i1.113.
Full textRosero, Veronica, Andrea Gritti, Juan Carlos Dall'Asta, Riccardo Porreca, Daniele Rocchio, and Franco Tagliabue. "Study of morphological structures of historical centres as a basic toll for understanding the new conditions of social habitat. Quito, Siracusa and Suzhou." In 24th ISUF 2017 - City and Territory in the Globalization Age. Valencia: Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/isuf2017.2017.6261.
Full textBarreda Usó, Gemma, María Antonia Zalbidea Muñoz, and Julia Osca Pons. "Comparativa entre distintos consolidantes inorgánicos nanoparticulados a base de hidróxido cálcico." In III Congreso Internacional de Investigación en Artes Visuales :: ANIAV 2017 :: GLOCAL. Valencia: Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/aniav.2017.5702.
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