Nothing Special   »   [go: up one dir, main page]

skip to main content
research-article

Puzzles Unpuzzled: Towards a Unified Taxonomy for Analog and Digital Escape Room Games

Published: 06 October 2021 Publication History

Abstract

Escape rooms exist in various forms, including real-life facilities, board games, and digital implementations. The underlying idea is always the same: players have to solve many diverse puzzles to (virtually) escape from a locked room. Within the last decade, we witnessed a rapidly increasing popularity of such games, which also amplified the amount of related research. However, the respective academic landscape is mostly fragmented in its current state, lacking a common model and vocabulary that would withstand these games' variety. This manuscript aims to establish such a foundation for the analysis and construction of escape rooms. In a first step, we derive a high-level design framework from prior literature. Then, as our main contribution, we establish an atomic puzzle taxonomy that closes the gap between the analog and digital domains. The taxonomy is developed in multiple steps: we compose a basic structure based on previous literature and systematically refine it by analyzing 39 analog and digital escape room games, including recent virtual reality representatives. The final taxonomy consists of mental, physical, and emotional challenges, thereby providing a robust and approachable basis for future works across all application domains that deal with escape rooms or puzzles in general.

References

[1]
Amata K.K. 2019. Last Labyrinth . Game [Windows]. Amata K.K., Tokyo, Japan. Last played December 2020.
[2]
Jayden Wei Jie Ang, Yin Ni Annie Ng, and Rou Shen Liew. 2020. Physical and Digital Educational Escape Room for Teaching Chemical Bonding. Journal of Chemical Education, Vol. 97, 9 (2020), 2849--2856.
[3]
Angeliki Antoniou, Marios Ilias Dejonai, and George Lepouras. 2019. ?Museum Escape': A Game to Increase Museum Visibility. In International Conference on Games and Learning Alliance. Springer, 342--350.
[4]
Jon Back, Svante Back, Emma Bexell, Stefan Stanisic, and Daniel Rosqvist. 2019. the Quest: An Escape Room Inspired Interactive Museum Exhibition. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. 81--86.
[5]
Hans-Joachim Backe. 2008. Caillois Revisited. In Playing by the Rules of the Game, Ghosh-Schellhorn, Martina and Marti, Roland (Ed.). Lit Verlag, 53--63.
[6]
Boyan Bontchev, Albena Antonova, and Yavor Dankov. 2020. Educational Video Game Design Using Personalized Learning Scenarios. In International Conference on Computational Science and Its Applications. Springer, 829--845.
[7]
Julia Ayumi Bopp, Klaus Opwis, and Elisa D. Mekler. 2018. "An Odd Kind of Pleasure": Differentiating Emotional Challenge in Digital Games. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, 1--12. https://doi.org/10.1145/3173574.3173615
[8]
Inka Brand and Markus Brand. 2016. Exit: The Game . Game [Board Game]. KOSMOS, Stuttgart, Germany. Last played October 2020.
[9]
Jakub Caban, Matt Dembek, and Bartosz Idzikowski. 2018. Escape Tales: The Awakening . Game [Board Game]. KOSMOS, Stuttgart, Germany. Last played October 2020.
[10]
Martino Chiacchiera and Silvano Sorrentino. 2017. Deckscape: Pocket Escape Room Games . Game [Board Game]. AbacusSpiele, Dreieich, Germany. Last played November 2020.
[11]
Adam Clare. 2016. Escape The Game: How to make puzzles and escape rooms .Smashwords Edition.
[12]
Samantha Clarke, Daryl J Peel, Sylvester Arnab, Luca Morini, Helen Keegan, and Oliver Wood. 2017. escapED: a framework for creating educational escape rooms and Interactive Games For Higher/Further Education. International Journal of Serious Games, Vol. 4, 3 (2017), 73--86.
[13]
Alena Denisova, Christian Guckelsberger, and David Zendle. 2017. Challenge in Digital Games: Towards Developing a Measurement Tool. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems . Association for Computing Machinery, New York, NY, USA, 2511--2519. https://doi.org/10.1145/3027063.3053209
[14]
Amir Doroudian, Simone Hausknecht, and David Kaufman. 2018. Creating an online escape room game for older adults: Needs assessment, design process, and usability testing. In International Conference on Human Aspects of IT for the Aged Population. Springer, 516--525.
[15]
Katharina Emmerich. 2020. Designing Player Interdependence to Enhance Players' Social Experience in Multiplayer Games. In The Digital Gaming Handbook, Roberto Dillon (Ed.). CRC Press, 19--35.
[16]
EscapeRoomGames.de. 2018. Country Cottage Escape Yotreat . Game [Windows]. EscapeRoomGames.de. https://www.escaperoomgames.de/escape-games-online-country-cottage-escape. Last played December 2020.
[17]
Nickolas Falkner, Raja Sooriamurthi, and Zbigniew Michalewicz. 2010. Puzzle-based learning for engineering and computer science. Computer, Vol. 43, 4 (2010), 20--28.
[18]
Fireproof Studios. 2012. The Room . Game [iOS]. Fireproof Studios, Guildford, UK. Last played December 2020.
[19]
Fireproof Studios. 2013. The Room Two . Game [iOS]. Fireproof Studios, Guildford, UK. Last played December 2020.
[20]
Fireproof Studios. 2015. The Room Three . Game [iOS]. Fireproof Studios, Guildford, UK. Last played December 2020.
[21]
Fireproof Studios. 2018. The Room: Old Sins . Game [iOS]. Fireproof Studios, Guildford, UK. Last played December 2020.
[22]
Fireproof Studios. 2020. The Room VR: A Dark Matter . Game [Oculus Quest]. Fireproof Studios, Guildford, UK. Last played December 2020.
[23]
Panagiotis Fotaris and Theodoros Mastoras. 2019. Escape rooms for learning: A systematic review. In ECGBL 2019 13th European Conference on Game-Based Learning. Academic Conferences and publishing limited Denmark.
[24]
Miguel Gomez. 2020. A COVID-19 Intervention: Using Digital Escape Rooms to Provide Professional Development to Alternative Certification Educators. Journal of Technology and Teacher Education, Vol. 28, 2 (2020), 425--432.
[25]
Outi Heikkinen, Julia Shumeyko, et almbox. 2016. Designing an escape room with the experience pyramid model. (2016).
[26]
Robin Hunicke, Marc Leblanc, and Robert Zubek. 2004. MDA: A formal approach to game design and game research. In Proceedings of the Challenges in Games AI Workshop, Nineteenth National Conference of Artificial Intelligence. Press, 1--5.
[27]
Saverio Iacono, Daniele Zolezzi, and Gianni Vercelli. 2018. Virtual Reality Arcade Game in Game-Based Learning for Cultural Heritage. In International Conference on Augmented Reality, Virtual Reality and Computer Graphics. Springer, 383--391.
[28]
Jonna J"arvel"ainen and Eriikka Paavilainen-M"antym"aki. 2019. Escape Room as Game-Based Learning Process: Causation-Effectuation Perspective. In Proceedings of the 52nd Hawaii International Conference on System Sciences .
[29]
Zoi Karageorgiou, Panagiotis Fotaris, and Eirini Mavrommati. 2020. Escape Rooms for STEAM Education: Comparing Design Phases. In ECGBL 2020 14th European Conference on Game-Based Learning. Academic Conferences limited, 287.
[30]
Ralf Klamma, Daniel Sous, Benedikt Hensen, and István Koren. 2020. Educational Escape Games for Mixed Reality. In European Conference on Technology Enhanced Learning. Springer, 437--442.
[31]
Andrey Krekhov, Sebastian Cmentowski, Katharina Emmerich, and Jens Krüger. 2019. Beyond Human: Animals as an Escape from Stereotype Avatars in Virtual Reality Games. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play . 439--451.
[32]
Andrey Krekhov and Katharina Emmerich. 2020. Player Locomotion in Virtual Reality Games. In The Digital Gaming Handbook, Roberto Dillon (Ed.). CRC Press, 313--329.
[33]
Jiabao Li, Honghao Deng, and Panagiotis Michalatos. 2017. CatEscape: An Asymmetrical Multiplatform Game Connecting Virtual, Augmented and Physical World. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play. 585--590.
[34]
Conor Linehan, George Bellord, Ben Kirman, Zachary H. Morford, and Bryan Roche. 2014. Learning Curves: Analysing Pace and Challenge in Four Successful Puzzle Games. In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (Toronto, Ontario, Canada) (CHI PLAY '14). Association for Computing Machinery, New York, NY, USA, 181--190. https://doi.org/10.1145/2658537.2658695
[35]
Sonsoles López-Pernas, Aldo Gordillo, Enrique Barra, and Juan Quemada. 2019. Examining the use of an educational escape room for teaching programming in a higher education setting. IEEE Access, Vol. 7 (2019), 31723--31737.
[36]
Lee-Fay Low and Errol Elumir. 2018. 2018 Escape Room Enthusiast Survey. https://thecodex.ca/wp-content/uploads/2018/09/2018EREnthusiastSurveyV1_1.pdf . The Codex: A secret community of Escape Room Enthusiasts.
[37]
Lee-Fay Low and Errol Elumir. 2019. 2019 Escape Room Enthusiast Survey. https://www.thecodex.ca/2019EREnthusiastSurveyV1_2.pdf . The Codex: A secret community of Escape Room Enthusiasts.
[38]
Alberto Marradi et almbox. 1990. Classification, typology, taxonomy. Quality and Quantity, Vol. 24, 2 (1990), 129--157.
[39]
Rachel Menzies. 2019. Unlocking Accessible Escape Rooms. In The 21st International ACM SIGACCESS Conference on Computers and Accessibility (Pittsburgh, PA, USA) (ASSETS '19). Association for Computing Machinery, New York, NY, USA, 510--512. https://doi.org/10.1145/3308561.3354602
[40]
Mahdi Nabiyouni, Ayshwarya Saktheeswaran, Doug A Bowman, and Ambika Karanth. 2015. Comparing the performance of natural, semi-natural, and non-natural locomotion techniques in virtual reality. In 2015 IEEE Symposium on 3D User Interfaces (3DUI) . IEEE, 3--10.
[41]
Scott Nicholson. 2015. Peeking behind the locked door: A survey of escape room facilities. Pozyskano z http://scottnicholson. com/pubs/erfacwhite. pdf (2015).
[42]
Federica Pallavicini, Ambra Ferrari, Alessandro Pepe, Giacomo Garcea, Andrea Zanacchi, and Fabrizia Mantovani. 2018. Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using Resident Evil 7: Biohazard. In International Conference on Universal Access in Human-Computer Interaction. Springer, 87--101.
[43]
Rui Pan, Henry Lo, and Carman Neustaedter. 2017. Collaboration, awareness, and communication in real-life escape rooms. In Proceedings of the 2017 Conference on Designing Interactive Systems. 1353--1364.
[44]
Ulka Chandini Pendit, Muhaimin Bin Mahzan, Mohamad Danial Fadzly Bin Mohd Basir, Mazlan Bin Mahadzir, and Siti Noraishah binti Musa. 2017. Virtual reality escape room: The last breakout. In 2017 2nd International Conference on Information Technology (INCIT). IEEE, 1--4.
[45]
Pillow Castle. 2020. Superliminal . Game [Windows]. Pillow Castle, Seattle, USA. Last played December 2020.
[46]
Daniel Pohlandt, Bernhard Preim, and Patrick Saalfeld. 2019. Supporting Anatomy Education with a 3D Puzzle in a Virtual Reality Environment. Mensch und Computer 2019-Tagungsband (2019).
[47]
Jesse Schell. 2008. The Art of Game Design: A book of lenses .Morgan Kaufmann.
[48]
Schell Games. 2017. I expect you to die . Game [Windows]. Schell Games, Pittsburgh, USA. Last played December 2020.
[49]
Stefan Seebauer, Sabrina Jahn, and Jürgen Mottok. 2020. Learning from Escape Rooms? A Study Design Concept Measuring the Effect of a Cryptography Educational Escape Room. In 2020 IEEE Global Engineering Education Conference (EDUCON). IEEE, 1684--1685.
[50]
Hanieh Shakeri, Samarth Singhal, Rui Pan, Carman Neustaedter, and Anthony Tang. 2017. Escaping together: the design and evaluation of a distributed real-life escape room. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play . 115--128.
[51]
Sanna Tarssanen and M Kyl"anen. 2009. Handbook for experience stagers. Lapland Center of Expertise for the Experience Industry, OY Sevenprint Ltd, Rovaniemi (2009).
[52]
Alice Veldkamp, Liesbeth van de Grint, Marie-Christine P.J. Knippels, and Wouter R. van Joolingen. 2020. Escape education: A systematic review on escape rooms in education. Educational Research Review, Vol. 31 (2020), 100364. https://doi.org/10.1016/j.edurev.2020.100364
[53]
Monica Visani Scozzi, Ioanna Iacovides, and Conor Linehan. 2017. A Mixed Method Approach for Evaluating and Improving the Design of Learning in Puzzle Games. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (Amsterdam, The Netherlands) (CHI PLAY '17). Association for Computing Machinery, New York, NY, USA, 217--228. https://doi.org/10.1145/3116595.3116628
[54]
Harald Warmelink, Igor Mayer, Jessika Weber, Bram Heijligers, Mata Haggis, Erwin Peters, and Max Louwerse. 2017. AMELIO: Evaluating the team-building potential of a mixed reality escape room game. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play. 111--123.
[55]
Josef Wideström, Ann-Sofie Axelsson, Ralph Schroeder, Alexander Nilsson, Ilona Heldal, and Åsa Abelin. 2000. The collaborative cube puzzle: a comparison of virtual and real environments. In Proceedings of the third international conference on Collaborative virtual environments . 165--171.
[56]
Markus Wiemker, Errol Elumir, and Adam Clare. 2015. Escape room games. Game Based Learning, Vol. 55 (2015).
[57]
Samira Yeasmin and Layla Abdulrahman Albabtain. 2020. Escape The Countries: A VR Escape Room Game. In 2020 3rd International Conference on Computer Applications & Information Security (ICCAIS). IEEE, 1--6.
[58]
Xiyuan Zhang, Jing-Qi Lu, and Kyoungju Park. 2018. Interaction Design for Room Escape Virtual Reality Games. TECHART: Journal of Arts and Imaging Science, Vol. 5, 4 (2018), 24--29.
[59]
Y. Zhang, Z. Shen, and Y. Zhang. 2019. Research on the Design of Puzzle Games Based on Unity 3D. In 2019 IEEE 2nd International Conference on Knowledge Innovation and Invention (ICKII) . 145--148. https://doi.org/10.1109/ICKII46306.2019.9042694
[60]
Zhenjun Zhou and Lili Wu. 2012. The study of principles of Puzzle game design. In 2012 International Symposium on Information Technologies in Medicine and Education, Vol. 2. 1079--1083. https://doi.org/10.1109/ITiME.2012.6291487

Cited By

View all

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction  Volume 5, Issue CHI PLAY
CHI PLAY
September 2021
1535 pages
EISSN:2573-0142
DOI:10.1145/3490463
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 06 October 2021
Published in PACMHCI Volume 5, Issue CHI PLAY

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. board games
  2. escape rooms
  3. exit games
  4. puzzles
  5. virtual reality games

Qualifiers

  • Research-article

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)189
  • Downloads (Last 6 weeks)8
Reflects downloads up to 23 Sep 2024

Other Metrics

Citations

Cited By

View all
  • (2024)A scoping review of international allied health professions escape room practices and scholarshipMedical Teacher10.1080/0142159X.2024.2322151(1-16)Online publication date: 11-Mar-2024
  • (2024)Prototyping Cross-Reality Escape RoomsHuman-Centered Software Engineering10.1007/978-3-031-64576-1_5(84-104)Online publication date: 8-Jul-2024
  • (2024)Comparing Performance and Experience in VR vs. Real-World Through a Puzzle GameVideogame Sciences and Arts10.1007/978-3-031-51452-4_6(72-85)Online publication date: 3-Jan-2024
  • (2023)My Heart Will Go On: Implicitly Increasing Social Connectedness by Visualizing Asynchronous Players’ Heartbeats in VR GamesProceedings of the ACM on Human-Computer Interaction10.1145/36110577:CHI PLAY(976-1001)Online publication date: 4-Oct-2023
  • (2023)A Virtual Reality Object Interaction System with Complex Hand InteractionsHCI International 2023 – Late Breaking Papers 10.1007/978-3-031-48050-8_9(122-134)Online publication date: 23-Jul-2023
  • (2022)Save the Yummy Candyland: An Asymmetric Virtual Reality GameExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558319(221-227)Online publication date: 2-Nov-2022

View Options

Get Access

Login options

Full Access

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media