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Unlocking Accessible Escape Rooms

Published: 24 October 2019 Publication History

Abstract

Escape rooms are popular recreational activities. Players are locked in a room and must solve a series of puzzles in order to 'escape'. To date there has been no research conducted to examine the accessibility of escape rooms for individuals with disabilities. Escape room designers and players completed an online questionnaire exploring the use of technology and the accessibility of escape rooms. Results show that accessibility remains a key challenge in the design and implementation of escape rooms, despite the inclusion of technology that could be used to improve the experience of users with disabilities

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Carlos Borrego, Cristina Fernandez, Ian Blanes, and Sergi Robles. 2017. Room Escape at Class: Escape Games Activities to Facilitate the Motivation and Learning in Computer Science. Journal of Technology and Science Education 7, 2 (2017), 162--171.
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Barbara Leporini, Maria Claudia Buzzi, and Marina Buzzi. 2012. Interacting with Mobile Devices via VoiceOver: Usability and Accessibility Issues. In Proceedings of the 24th Australian Computer-Human Interaction Conference (OzCHI '12). ACM, New York, NY, USA, 339--348. http://dx.doi.org/10.1145/2414536.2414591
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Scott Nicholson. 2015. Peeking Behind the Locked Door: A Survey of Escape Room Facilities. (2015). http://scottnicholson.com/pubs/erfacwhite.pdf
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Cited By

View all
  • (2024)Unlocking knowledge: a meta-analysis assessing the efficacy of educational escape rooms in health sciences educationAdvances in Health Sciences Education10.1007/s10459-024-10373-9Online publication date: 12-Sep-2024
  • (2023)Development of a Virtual Reality Escape Room Game for Emotion ElicitationInformation10.3390/info1409051414:9(514)Online publication date: 19-Sep-2023
  • (2023)Communication Challenges in Social Board GamesSimulation & Gaming10.1177/1046878123118390854:5(489-507)Online publication date: 12-Jun-2023
  • Show More Cited By

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    cover image ACM Conferences
    ASSETS '19: Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility
    October 2019
    730 pages
    ISBN:9781450366762
    DOI:10.1145/3308561
    Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 24 October 2019

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    Author Tags

    1. accessibility
    2. escape room
    3. player experience
    4. technology

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    ASSETS '19 Paper Acceptance Rate 41 of 158 submissions, 26%;
    Overall Acceptance Rate 436 of 1,556 submissions, 28%

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    Cited By

    View all
    • (2024)Unlocking knowledge: a meta-analysis assessing the efficacy of educational escape rooms in health sciences educationAdvances in Health Sciences Education10.1007/s10459-024-10373-9Online publication date: 12-Sep-2024
    • (2023)Development of a Virtual Reality Escape Room Game for Emotion ElicitationInformation10.3390/info1409051414:9(514)Online publication date: 19-Sep-2023
    • (2023)Communication Challenges in Social Board GamesSimulation & Gaming10.1177/1046878123118390854:5(489-507)Online publication date: 12-Jun-2023
    • (2021)Puzzles UnpuzzledProceedings of the ACM on Human-Computer Interaction10.1145/34746965:CHI PLAY(1-24)Online publication date: 6-Oct-2021

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