Escape room: Difference between revisions
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{{Short description|Physical puzzle game played by a team of players}} |
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{{about|the physical puzzle games|a fictional film based on them|Escape Room (film)|the video game genre|Escape the room|other uses|Escape Room (disambiguation)}} |
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{{About|the physical puzzle game|the video game genre|Escape room video game|other uses|Escape Room (disambiguation)}} |
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{{more citations needed|date=August 2018}} |
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[[File: |
[[File:Tulleys Farm Outfitter Escape Room.jpg|thumb|A puzzle being solved in an escape room]] |
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An '''escape room''', also known as an '''escape game''', is a game in which a team of players |
An '''escape room''', also known as an '''escape game''', '''puzzle room''', '''exit game''', or '''riddle room''' is a game in which a team of players discover clues, solve [[puzzle]]s, and accomplish tasks in one or more rooms in order to accomplish a specific goal in a limited amount of time.<ref name="pye ch1">{{cite book|title = Planning Your Escape | first=L.E.|last=Hall|author-link=Laura E. Hall|publisher=[[Simon & Schuster]]|date=2021|isbn=9781982140342|chapter= What Is an Escape Room?}}</ref><ref name="Scott Nicholson"/> The goal is often to escape from the site of the game. |
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Escape rooms became popular in North America, Europe and East Asia in the |
Most escape games are cooperative, but competitive variants exist.<ref name="pye ch10">{{cite book|title = Planning Your Escape | first=L.E.|last=Hall|author-link=Laura E. Hall|publisher=[[Simon & Schuster]]|date=2021|isbn=9781982140342|chapter= The 2010s to Now: The Rise of Escape Room Games}}</ref> Escape rooms became popular in North America, Europe, and East Asia in the 2010s. Permanent escape rooms in fixed locations were first opened in Asia<ref>{{cite web |title=The unbelievably lucrative business of escape rooms |url=http://www.marketwatch.com/story/the-weird-new-world-of-escape-room-businesses-2015-07-20 |website=MarketWatch |access-date=14 January 2024 |url-status=dead |archive-url=https://web.archive.org/web/20151114070320/https://www.marketwatch.com/story/the-weird-new-world-of-escape-room-businesses-2015-07-20 |archive-date=14 November 2015 |ref=14}}{{cbignore}}</ref> and followed later in [[Hungary]], [[Serbia]], [[Australia]], [[New Zealand]], [[Russia]], and South America.<ref>{{Cite news|url=https://www.theguardian.com/world/2015/jul/23/russia-escape-games-quest-moscow-stpetersburg|title=Great escapes: the strange rise of live-action quest games in Russia|last=Raspopina|first=Sasha|date=2015-07-23|newspaper=The Guardian|language=en-GB|issn=0261-3077|access-date=2017-01-16}}</ref> |
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==Definition== |
==Definition== |
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[[File:Interior of Getaway Room Escape.jpg|thumb|right|The briefing room of an escape room in [[Tampere]], [[Finland]]]] |
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Escape rooms are inspired by [[escape room video game]]s – this is also the likely source of their name.<ref name="pye ch9">{{cite book |last=Hall |first=L.E.|author-link=Laura E. Hall |title=Planning Your Escape |date=2021 |publisher=[[Simon & Schuster]] |isbn=9781982140342 |chapter=The 2000s: Precursors and the Birth of Escape Rooms}}</ref><ref name="Katriina Penttilä">{{cite thesis|url=http://www.utupub.fi/handle/10024/145879|title=History of Escape Games : examined through real-life-and digital precursors and the production of Spygame|first=Katriina|last=Penttilä|date=14 August 2018|access-date=5 January 2019|via=www.utupub.fi}}</ref> They are also referred to as "room escapes," "escape games," "exit games," or "live escapes." |
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In spite of the name, escaping a room may not be the main goal for the players, nor is the game necessarily confined to a single room.<ref name="Markus Weimker">{{cite web|url=https://thecodex.ca/wp-content/uploads/2016/08/00511Wiemker-et-al-Paper-Escape-Room-Games.pdf|title=Escape Room Games: "Can you transform an unpleasant situation into a pleasant one?"|first1=Markus|last1=Wiemker|first2=Errol|last2=Elumir|first3=Adam|last3=Clare|date=November 2015| publisher = White Paper}}</ref> |
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Escape rooms are inspired by "[[escape the room|escape-the-room]]"–style video games. This is also the likely source of their name.<ref name="Katriina Penttilä">{{cite journal|url=http://www.utupub.fi/handle/10024/145879|title=History of Escape Games : examined through real-life-and digital precursors and the production of Spygame|first=Katriina|last=Penttilä|date=14 August 2018|accessdate=5 January 2019|via=www.utupub.fi}}</ref> It is also referred to as ''Room Escape'', ''Escape Game'', ''Exit Game'', ''Live Escape'', to name a few.<ref>{{Cite web|url=https://intervirals.wordpress.com/2015/02/18/a-history-of-room-escapes-terminology-and-the-different-names-that-a-room-escape-is-called/|title=A history of room escapes – terminology and the different names that a room escape is called|date=2015-02-18|website=Intervirals Blog|access-date=2019-06-21}}</ref> |
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===Gameplay overview=== |
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In spite of the name, escaping a room may not be the main goal for the players, nor is the game necessarily confined to a single room.<ref name="Markus Weimker">{{cite web|url=https://thecodex.ca/wp-content/uploads/2016/08/00511Wiemker-et-al-Paper-Escape-Room-Games.pdf|title=Escape Room Games: "Can you transform an unpleasant situation into a pleasant one?"|first=Markus|last=Wiemker|first2=Errol|last2=Elumir|first3=Adam|last3=Clare|date=November 2015| publisher = White Paper}}</ref> |
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The participants in an escape room normally play as a cooperative team of two to ten players.<ref name="Katriina Penttilä"/> Games are set in a variety of fictional locations, such as prison cells, dungeons, and space stations. The player's goals and the challenges they encounter usually align with the theme of the room.<ref name="pye ch32">{{cite book|title = Planning Your Escape | first=L.E.|last=Hall|author-link=Laura E. Hall|publisher=[[Simon & Schuster]]|date=2021|isbn=9781982140342|chapter= Making Games Yourself}}</ref> |
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The game begins with a brief introduction to the rules of the game and how to win. This can be delivered in the form of video, audio, or a live gamemaster.<ref name="Scott Nicholson"/> |
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===Game play overview=== |
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Players enter a room or area wherein a clock is started and they have a limited time to complete the game, typically 45 to 60 minutes. During this time, players explore, find clues, and solve puzzles that allow them to progress further in the game. Some escape rooms, especially horror-themed variants, may also include [[Escapology|escaping from restraints]] such as [[handcuffs]] or [[zip tie]]s.<ref name="pye ch1" /> Challenges in an escape room generally are more mental than physical, and it is usually not necessary to be physically fit or dexterous.<ref name="Markus Weimker"/> Different skills are required for different types of puzzles, ranging from [[chemistry]] to [[mathematics]], [[geography]], and a basic understanding of other subjects. Well-designed escape room puzzles don't require players to have expert knowledge in any particular field; any specialized or little-known information required to solve a puzzle should be obtainable within the room itself. |
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The participants in an escape room normally play as a cooperative team ranging anywhere between two and ten players.<ref name="Katriina Penttilä"/> Games are set in a variety of fictional locations, such as prison cells, dungeons, and space stations. The player's goals and challenges they encounter usually follow the theme of the room. |
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If players get stuck, there may be a mechanism in place by which they can ask for hints. Hints may be delivered in written, video, or audio form, or by a live gamemaster or actor present in the room.<ref name="pye ch22">{{cite book|title = Planning Your Escape | first=L.E.|last=Hall|author-link=Laura E. Hall|publisher=[[Simon & Schuster]]|date=2021|isbn=9781982140342|chapter= How Hints Work}}</ref> |
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The game begins with a brief introduction to the rules of the game and how to win. This can be delivered in the form of video, audio, or a gamemaster.<ref name="Scott Nicholson"/> |
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The players "fail" the room if they are unable to complete all of the puzzles within the allotted time, but most escape room operators strive to ensure that their customers have fun even if they don't win.<ref name="Markus Weimker"/> Players may be given different experiences depending on their success or loss in forms of "good endings" and "bad endings" within the room if they win or fail, respectively. Good endings are usually represented by either escaping "alive" within the time limit, completing the room's objective, or even stopping the threat or antagonist of the story, while bad endings usually represent the players getting "killed" by the main driving force of the story or an antagonist of the room coming to get the players once the timer has run out. Some venues allow players extra time or an expedited walk-through of the remaining puzzles. |
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After this, the clock is started and players have 45 to 60 minutes to complete the game. During this time, players explore, find clues, and solve puzzles that allow them to progress further in the game. Challenges in an escape room lean more to mental than physical, and it is not necessary to be physically fit or dextrous.<ref name="Markus Weimker"/> |
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Sometimes, teams with fast times are placed on a leaderboard, and records are kept for future teams to beat. |
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If a team gets stuck, there is a mechanism in place for the players to ask for hints. These hints can be delivered using paper, video, audio, or a gamemaster in the room. |
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If the players are unable to solve the game's puzzles within a time limit, the team is typically notified by the game's operator and escorted out of the room. |
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If players achieve the goal within the time limit, they win the game. Sometimes, teams with fast times are placed on a leaderboard.<ref name="Markus Weimker"/> |
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==Game design== |
==Game design== |
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[[File:balance_puzzle_SMIL.svg|thumb|link={{filepath:balance_puzzle_SMIL.svg}}|An example mathematical puzzle in which gives the combination to a lock on solving it – in [{{filepath:balance_puzzle_SMIL.svg}} the interactive SMIL,] solve the balance puzzle, then click the numbers at the bottom until the red circle turns green]] |
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===Puzzle solving=== |
===Puzzle solving=== |
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Escape rooms |
Escape rooms test the [[problem-solving]], [[lateral thinking]] ("[[thinking outside the box]]"), and [[teamwork]] skills of participants by providing a variety of puzzles and challenges that unlock access to new items or areas in the game when solved.<ref name="pye ch17">{{cite book|title = Planning Your Escape | first=L.E.|last=Hall|author-link=Laura E. Hall|publisher=[[Simon & Schuster]]|date=2021|isbn=9781982140342|chapter= Team Building and Cohesion}}</ref> |
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Escape room puzzles include word games, numbers, and "arranging things into patterns"<ref name="NPR.org 2021">{{cite web | title=Popular board games to try this holiday season | website=NPR.org | date=November 27, 2021 | url=https://www.npr.org/2021/11/27/1059539578/popular-board-games-to-try-this-holiday-season | access-date=November 28, 2021}}</ref> such as [[substitution cypher]]s, [[riddles]], [[crosswords]], [[Sudoku]], [[word search]], and [[mathematics]]; puzzles involving physical objects such as [[jigsaw puzzle]]s, [[matchstick puzzle]]s, and [[chess]]; and physical activity such as searching for a hidden physical object, assembling an object, navigating mazes, or undoing a rope knot. |
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{| class="wikitable" |
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|+Puzzle types noted in "Peeking Behind the Locked Door: A Survey of Escape Room Facilities" by Scott Nicholson<ref name="Scott Nicholson"/> |
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! Puzzle types in an escape room || Survey Response |
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|- |
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| Searching for physical objects hidden in the room |
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| 78% |
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|- |
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| Team Communication |
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| 58% |
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|- |
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| Light |
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| 54% |
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|- |
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| Counting |
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| 53% |
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|- |
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| Noticing something "obvious" in the room |
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| 49% |
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|- |
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| [[Substitution cipher|Symbol substitution]] with a Key (such as looking symbols up in a book) |
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| 47% |
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|- |
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| Using something in an unusual way ([[Thinking outside the box|Out-of‐the‐box thinking]]) |
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| 47% |
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|- |
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| Searching for objects in images |
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| 43% |
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|- |
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| Assembly of a Physical object (such as a [[jigsaw puzzle]]) |
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| 40% |
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|- |
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| Algebra and other Mathematics |
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| 39% |
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|- |
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| Pattern identification (such as visualizing a shape in a set of dots) |
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| 38% |
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|- |
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| [[Riddles]] |
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| 37% |
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|- |
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| [[Substitution cipher|Ciphers]] without a Key (such as letter substitution) |
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| 35% |
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|- |
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| Hearing |
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| 26% |
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|- |
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| Mirrors |
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| 26% |
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|- |
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| Abstract logic (such as [[Sudoku]]) |
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| 22% |
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|- |
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| Research using information sources |
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| 20% |
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|- |
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| Strategic thinking (such as [[Chess]]) |
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| 20% |
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|- |
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| Hand-‐eye Coordination (such as shooting a target) |
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| 17% |
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|- |
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| Rope or chains (such as undoing complex knots) |
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| 16% |
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|- |
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| Traditional Word Puzzles (such as [[crosswords]] or [[word search]]) |
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| 14% |
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|- |
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| Mazes |
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| 14% |
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|- |
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| Physical Agility (such as a laser maze) |
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| 13% |
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|- |
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| Touch |
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| 12% |
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|- |
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| Knowledge of facts not provided in the room |
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| 11% |
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|- |
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| Shape manipulation (such as a [[matchstick puzzle]]) |
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| 11% |
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|- |
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| Liquids |
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| 9% |
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|- |
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| Physical engagement with actors |
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| 4% |
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|- |
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| Smell |
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| 3% |
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|- |
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| Taste |
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| 1% |
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|} |
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==History== |
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An example of an escape room puzzle would be placing a code on a spinning fan so that it can only be read using a stroboscope in the dark. Therefore, players have to turn off the light, turn on the stroboscope, notice the spinning fan, read the code and apply it later in the game.<ref>{{Cite news|url=http://nowescape.com/blog/101-best-puzzle-ideas-for-escape-rooms/|title=101 Best Escape Room Puzzle Ideas|date=2016-03-18|work=Nowescape Blog|access-date=2018-03-11|language=en-US}}</ref> |
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Different attractions contained elements similar to modern escape rooms and could thus be seen as precursors to the idea, including [[Haunted attraction (simulated)|haunted houses]], [[scavenger hunt]]s, entertainment center [[5 Wits]] or [[Interactive theatre|interactive theater]] (such as ''[[Sleep No More (2011 play)|Sleep No More]]'', inaugurated in 2003).<ref name="pye ch7">{{cite book|title = Planning Your Escape | first=L.E.|last=Hall|author-link=Laura E. Hall|publisher=[[Simon & Schuster]]|date=2021|isbn=9781982140342|chapter= The 1980s–2020s: New Ways of Looking at Shared Spaces}}</ref> |
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The format of a room or area containing puzzles or challenges has been featured in multiple TV game shows over the years, including ''Now Get Out of That'' (1981-1984),<ref name="Labyrinth Games">{{cite web|url=http://www.ukgameshows.com/ukgs/Now_Get_Out_of_That|title=Now Get Out of That|publisher=Labyrinth Games|access-date=2018-01-04}}</ref> ''[[The Adventure Game|The Adventure Game (1980-86)]]'',<ref name="iogioco">{{cite news|title=Prigionieri in una scatola?|journal=Io Gioco|year=2017|number=supplement to ''The Games Machine'' n. 346|language=it|page=20}}</ref> ''[[The Crystal Maze]]'',<ref name="iogioco" /> ''[[Fort Boyard (TV series)|Fort Boyard]]'' and ''[[Knightmare (TV series)|Knightmare]]''.<ref name="pye ch6">{{cite book|title = Planning Your Escape | first=L.E.|last=Hall|author-link=Laura E. Hall|publisher=[[Simon & Schuster]]|date=2021|isbn=9781982140342|chapter= The 1970s–1990s: A Game Vocabulary for the Public}}</ref> Similar experiences can be found in [[interactive fiction]] software and [[Escape room video game|escape the room]] video games.<ref name="pye ch11">{{cite book|title = Planning Your Escape | first=L.E.|last=Hall|author-link=Laura E. Hall|publisher=[[Simon & Schuster]]|date=2021|isbn=9781982140342|chapter= Types of Rooms}}</ref> |
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===Stories and themes=== |
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Escape rooms usually have a story line or theme (depending on the style of the game).<ref>{{Cite web | url=https://www.escaperoomuk.com/wiki/Escape_game_style | title=Escape game style - UK Escape Game Wiki}}</ref> Common themes and story lines often found in escape rooms include: |
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An additional impetus for escape rooms came from the "[[Escape room video game|escape the room]]" genre of video games. Escape the room games, which initially began as [[Adobe Flash|Flash]] games for web browsers and then moving onto [[mobile gaming|mobile apps]], challenged the player to locate clues and objects within a single room.<ref name="pye ch9" /><ref>{{cite web | url = https://www.nytimes.com/2014/06/04/arts/video-games/in-escape-rooms-video-games-meet-real-life.html | title = In Escape Rooms, Video Games Meet Real Life | first= Chris | last = Suellentop | date = June 4, 2014 | access-date = December 20, 2019 | work = [[The New York Times]] }}</ref> |
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* Airplane |
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* Bomb Defusing |
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* Carnival |
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* Detective/Police/Crime |
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* Dream |
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* Heist / Thieves |
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* Historical |
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* Horror |
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* Library |
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* Medical / Asylum |
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* Military |
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* Magic |
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* Music |
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* Office |
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* Pirate |
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* Prison |
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* Science |
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* Serial Killer |
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* Sherlock |
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* Space |
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* Spy |
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* Supernatural |
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* Tomb / ancient civilization |
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* Vampire |
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* Western |
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* Zombie |
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[[File:Light Puzzle.jpg|thumb|Players solve a puzzle at the original 5 Wits in downtown Boston, circa 2006]]An early concept resembling modern escapes room was [[True Dungeon]], which premiered at GenCon Indy in [[Indianapolis]], USA, in July 2003.<ref>{{Cite magazine|url=https://www.wired.com/2008/08/true-dungeon-lures-would-be-dragon-slayers/|title=True Dungeon Lures Would-Be Dragon Slayers|last=Sjoberg|first=Lore|date=2008-08-13|magazine=Wired|access-date=2019-08-22|issn=1059-1028}}</ref><ref>{{Cite web|url=http://new.truedungeon.com/index.php/forum?view=topic&catid=590&id=193775|title=True Dungeon: True Dungeon Timeline: 2003 Info (1/7)|website=new.truedungeon.com|access-date=2019-08-22}}{{Dead link|date=August 2023 |bot=InternetArchiveBot |fix-attempted=yes }}</ref> Created by Jeff Martin ([[True Adventures|True Adventures LLC]]), True Dungeon had many of the same elements that people associate with escape rooms today: a live-action team-based game where players explored a physical space and cooperatively solved mental and physical puzzles to accomplish a goal in a limited amount of time. True Dungeon "focuses on problem solving, teamwork, and tactics while providing exciting sets and interactive props".<ref>{{Cite web|url=http://www.truedungeon.com/true/overview.htm|title=True Dungeon - Real Dungeon. Real Props. Real Cool.|date=2007-06-30|archive-url=https://web.archive.org/web/20070630095137/http://www.truedungeon.com/true/overview.htm|access-date=2019-08-22|archive-date=2007-06-30}}</ref> |
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According to a 2018 survey polling escape room enthusiasts, the most popular themes reported were Tombs, Space and Historical. The least popular were Horror, Office and Zombie.<ref name="2018 Survey">{{Cite web|url=https://thecodex.ca/2018-escape-room-enthusiast-survey//|title=2018 Escape Room Enthusiast Survey|date=2018-09-22|website=thecodex.ca}}</ref> |
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Four years later, Real Escape Game (REG) in Japan was developed by 35-year-old Takao Kato,<ref name="Dan Corkill">{{cite news | url = http://www.japantimes.co.jp/life/2009/12/20/to-be-sorted/real-escape-game-brings-its-creators-wonderment-to-life/#.UVfsthc0WuI | title = Real Escape Game brings its creator's wonderment to life | access-date = 2013-03-31 | last = Corkill | first = Edan | date = 2009-12-20 | publisher = [[Japan Times]] | newspaper = The Japan Times Online | archive-date = 2013-06-04 | archive-url = https://web.archive.org/web/20130604043742/http://www.japantimes.co.jp/life/2009/12/20/to-be-sorted/real-escape-game-brings-its-creators-wonderment-to-life/#.UVfsthc0WuI | url-status = dead }}</ref> of the Kyoto publishing company, SCRAP Co., in 2007.<ref name="pye ch9" /> It is based in Kyoto, Japan and produces a free magazine by the same name. Beyond Japan, Captivate Escape Rooms appeared in Australia and Singapore from 2011,<ref name="Natalie Marinho">{{cite web | url = http://recognitionpattern.com/2012/01/31/the-real-escape-game-in-singapore/| title = The Real Escape Game in Singapore | access-date = 2013-03-31 | last = Marinho| first = Natalie | date = 2012-01-31 | publisher = recognitionpattern|archive-url=https://web.archive.org/web/20120724092041/http://recognitionpattern.com/2012/01/31/the-real-escape-game-in-singapore/|archive-date=2012-07-24}}</ref> the market growing to over 60 games by 2015.<ref name="Scott Nicholson">{{cite web | url =http://scottnicholson.com/pubs/erfacwhite.pdf | title = Peeking Behind the Locked Door: A Survey of Escape Room Facilities | access-date = 2015-05-24 | publisher = White Paper}}</ref> Kazuya Iwata, a friend of Kato, brought Real Escape Game to San Francisco in 2012.<ref>{{cite web | url=https://www.cnbc.com/2014/06/21/real-life-escape-rooms-are-new-us-gaming-trend.html | title=Real-life 'escape rooms' are new US gaming trend | publisher=CNBC | date=21 June 2014 | access-date=12 July 2016 | author=Cheng, Evelyn}}</ref> The following year, Seattle-based [[Puzzle Break]] founded by [[Nate Martin]] became the first American-based escape room company.<ref>{{Cite web|url=https://www.geekwire.com/2018/nate-martin/|title=Geek of the Week: There's no escaping it — Puzzle Break's Nate Martin created his dream startup|date=2018-06-22|website=[[GeekWire]]|access-date=2018-10-30|language=en-US}}</ref> Japanese games were primarily composed of logical puzzles, such as mathematical sequences or color-coding, just like the video games that inspired them. |
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==History== |
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Different attractions contained elements similar to modern escape rooms and could thus be seen as precursors to the idea, including [[Haunted attraction (simulated)|haunted houses]], [[scavenger hunt]]s, entertainment center [[5 Wits]] or [[Interactive theatre|interactive theater]] (such as ''[[Sleep No More (2011 play)|Sleep No More]]'', inaugurated in 2003). [[File:Light Puzzle.jpg|thumb|Players solve a puzzle at the original 5 Wits in downtown Boston, circa 2006]] The earliest concept to resemble a modern escape room was [[True Dungeon]], which premiered at GenCon Indy in July 2003.<ref>{{Cite news|url=https://www.wired.com/2008/08/true-dungeon-lures-would-be-dragon-slayers/|title=True Dungeon Lures Would-Be Dragon Slayers|last=Sjoberg|first=Lore|date=2008-08-13|work=Wired|access-date=2019-08-22|issn=1059-1028}}</ref><ref>{{Cite web|url=http://new.truedungeon.com/index.php/forum?view=topic&catid=590&id=193775|title=True Dungeon: True Dungeon Timeline: 2003 Info (1/7)|website=new.truedungeon.com|access-date=2019-08-22}}</ref> Created by Jeff Martin ([[True Adventures|True Adventures LLC]]), True Dungeon had many of the same elements that people associate with escape rooms today; a live-action team-based game where players explored a physical space and cooperatively solved mental and physical puzzles to accomplish a goal in a limited amount of time. True Dungeon "focuses on problem solving, teamwork, and tactics while providing exciting sets and interactive props".<ref>{{Cite web|url=https://web.archive.org/web/20070630095137/http://www.truedungeon.com/true/overview.htm|title=True Dungeon - Real Dungeon. Real Props. Real Cool.|date=2007-06-30|website=web.archive.org|access-date=2019-08-22}}</ref> |
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In 2003 in [[Spain]] Differend Games opened the doors of the escape room [[Négone]] first in [[Getafe]] with "La Maquina" and then in 2005 in [[Madrid]] with "La Fuga". |
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Four years later, Real Escape Game (REG) in Japan was developed by 35-year-old Takao Kato,<ref name="Dan Corkill">{{cite news | url = http://www.japantimes.co.jp/life/2009/12/20/to-be-sorted/real-escape-game-brings-its-creators-wonderment-to-life/#.UVfsthc0WuI| title = Real Escape Game brings its creator's wonderment to life | accessdate = 2013-03-31 | last = Corkill| first = Edan | date = 2009-12-20 | publisher = [[Japan Times]]| newspaper = The Japan Times Online }}</ref> of the Kyoto publishing company, SCRAP Co., in 2007. It is based in Kyoto, Japan and produces a free magazine by the same name. Beyond Japan, Captivate Escape Rooms appeared in Australia and Singapore from 2011,<ref name="Natalie Marinho">{{cite web | url = http://recognitionpattern.com/2012/01/31/the-real-escape-game-in-singapore/| title = The Real Escape Game in Singapore | accessdate = 2013-03-31 | last = Marinho| first = Natalie | date = 2012-01-31 | publisher = recognitionpattern|archiveurl=https://web.archive.org/web/20120724092041/http://recognitionpattern.com/2012/01/31/the-real-escape-game-in-singapore/|archivedate=2012-07-24}}</ref> the market growing to over 60 games by 2015.<ref name="Scott Nicholson">{{cite web | url =http://scottnicholson.com/pubs/erfacwhite.pdf | title = Peeking Behind the Locked Door: A Survey of Escape Room Facilities | accessdate = 2015-05-24 | publisher = White Paper}}</ref> Kazuya Iwata, a friend of Kato, brought Real Escape Game to San Francisco in 2012.<ref>{{cite web | url=https://www.cnbc.com/2014/06/21/real-life-escape-rooms-are-new-us-gaming-trend.html | title=Real-life 'escape rooms' are new US gaming trend | publisher=CNBC | date=21 June 2014 | accessdate=12 July 2016 | author=Cheng, Evelyn}}</ref> The following year, Seattle-based [[Puzzle Break]] founded by [[Nate Martin]] became the first American-based escape room company.<ref>{{Cite news|url=http://www.post-gazette.com/local/north/2017/02/17/IQ-Escape-center-opens-new-game-partners-with-school-ross/stories/201702100014|title=IQ Escape center opens new game, partners with school|work=Pittsburgh Post-Gazette|access-date=2018-10-30|language=en}}</ref><ref>{{Cite web|url=http://www.cracked.com/personal-experiences-2388-i-frustrate-people-living-escape-room-business.html|title=What Running An Escape Room Taught Me About People|website=Cracked.com|language=en|access-date=2018-10-30|date=2016-10-17}}</ref><ref>{{Cite news|url=http://seattlerefined.com/lifestyle/how-to-survive-one-of-seattles-elite-escape-rooms|title=What in the world is an Escape Room, and how do you survive it??|last=Group|first=Sinclair Broadcast|work=Seattle Refined|access-date=2018-10-30|language=en-US}}</ref><ref>{{Cite news|url=https://www.geekwire.com/2018/nate-martin/|title=Geek of the Week: There's no escaping it — Puzzle Break's Nate Martin created his dream startup|date=2018-06-22|work=GeekWire|access-date=2018-10-30|language=en-US}}</ref><ref>{{Cite news|url=https://blog.xola.com/escape-room-community-resources/|title=Escape Room Blogs, Conferences, Groups, and Podcasts|date=2018-05-21|work=Xola University|access-date=2018-10-30|language=en-US}}</ref><ref>{{Cite news|url=https://www.longislandpress.com/2018/03/30/can-you-escape-this-room-in-60-minutes/|title=Can You Escape This Room in 60 Minutes?|last=Content|first=Sponsored|date=2018-03-30|work=Long Island News from the Long Island Press|access-date=2018-10-30|language=en-US}}</ref><ref>{{Cite news|url=https://www.king5.com/article/news/local/puzzle-break-countrys-first-escape-room-located-in-seattle/281-514793812|title=Puzzle Break: Country's first escape room located in Seattle|work=KING|access-date=2018-10-30|language=en-US}}</ref><ref>{{Cite news|url=http://komonews.com/seattle-refined/how-to-survive-one-of-seattles-elite-escape-rooms|title=What in the world is an Escape Room, and how do you survive it??|last=Galbraith|first=Susan|work=KOMO|access-date=2017-04-19|language=en-US}}</ref> Japanese games were primarily composed of logical puzzles, such as mathematical sequences or colour-coding, just like the video games that inspired them. |
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Parapark, a Hungarian franchise that later operated in 20 locations in Europe and Australia, was founded in 2011 in [[Budapest]].<ref name="pye ch9" /><ref>{{Cite web|url=http://velvet.hu/trend/2011/09/09/parapark_tokeletes_elmeny_egy_romkocsma_pincejeben/|title=ParaPark: tökéletes élmény egy romkocsma pincéjében |language=hu |trans-title=ParaPark: A Perfect Experience in the Basement of a Pub's Ruins|last=Bence|first=Gyulai|access-date=2016-07-17|date=2011-09-09}}</ref> The founder, Attila Gyurkovics, claims he had no information about the Japanese escape games and based the game on [[Mihaly Csikszentmihalyi|Mihály Csíkszentmihályi]]'s [[Flow (psychology)|flow theory]] and his job experience as a personality trainer.<ref>{{Cite web|url=https://bbj.hu/life/room-escape-games-the-latest-craze-in-budapest_64942|title=Room escape games the latest craze in Budapest|last=Kummer|first=Krisztián|date=March 2013|website=Budapest Business Journal}}</ref> As opposed to the Japanese precursors, in Parapark's games, players mainly had to find hidden keys or reach seemingly unattainable ones in order to advance. |
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In 2012 |
In 2012, the Swiss physics professor Gabriel Palacios created a scientific escape game for his students. The game was later offered to the public under the name [[AdventureRooms]] and distributed as a franchise in twenty countries. AdventureRooms introduced scientific puzzles (e.g. hidden infrared or polarized codes) to the genre.<ref>{{Cite web|url=https://www.lch.ch/fileadmin/files/documents/BILDUNG_SCHWEIZ/2013/09_2013.pdf|title=Physik: Kriminelle Energie erwünscht|last=Hess|first=Stéphane|date=September 10, 2013|website="BILDUNG SCHWEIZ" (Education Switzerland)|pages=24–25|access-date=April 21, 2018|archive-date=March 3, 2016|archive-url=https://web.archive.org/web/20160303221400/http://www.lch.ch/fileadmin/files/documents/BILDUNG_SCHWEIZ/2013/09_2013.pdf|url-status=dead}}</ref> |
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As of |
As of November 2019, there were estimated to be over 50,000 escape rooms worldwide.<ref>{{Cite web|url=https://thelogicescapesme.com/news/international-escape-room-markets-analysis/|title=International Escape Room Markets analysis{{!}} The Logic Escapes Me|website=thelogicescapesme.com|date=November 2019 |language=en-US|access-date=2020-02-21}}</ref> These can be particularly lucrative for the operators, as the upfront investment has been as low as US$7,000, while a party of 4-8 customers pay around US$25–30 per person for one hour<ref>{{Cite news|url=http://www.myajc.com/entertainment/attractions/for-this-alpharetta-business-will-lock-you-inside-room/zKjBaCJt2KyLy8I9ByycBJ/|title=For $28, this Alpharetta business will lock you inside a room|newspaper=myajc|access-date=2017-01-16}}</ref> to play, potentially generating annual revenue upwards of several hundred thousand dollars.<ref name="French Shaw 2015">{{cite web|url=http://www.marketwatch.com/story/the-weird-new-world-of-escape-room-businesses-2015-07-20|title=The unbelievably lucrative business of escape rooms|last1=French|first1=Sally|last2=Shaw|first2=Jessica Marmor|date=July 20, 2015|website=MarketWatch|access-date=June 19, 2016}}</ref> As the industry has grown, start up costs have increased dramatically and so has the competition. Some customers now expect higher production values and games can cost over $50,000 to create. |
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The format of a room or area containing puzzles or challenges has featured in multiple TV game shows over the years, including ''Now Get Out of That'',<ref name="Labyrinth Games">{{cite web|url=http://www.ukgameshows.com/ukgs/Now_Get_Out_of_That|title=Now Get Out of That|publisher=Labyrinth Games|accessdate=2018-01-04}}</ref> ''[[The Adventure Game]]'',<ref name="iogioco">{{cite news|title=Prigionieri in una scatola?|journal=Io Gioco|year=2017|number=supplement to ''The Games Machine'' n. 346|language=it|p=20}}</ref> ''[[The Crystal Maze]]'',<ref name="iogioco" /> ''[[Fort Boyard (TV series)|Fort Boyard]]'' and ''[[Knightmare]]''.<ref>{{cite web|url=https://www.escaperoomuk.com/wiki/Origins|title=Origins - UK Escape Game Wiki|website=www.escaperoomuk.com}}</ref> A similar experience can be found in [[interactive fiction]] software, and [[escape the room]] video games. |
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==Reception== |
==Reception== |
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[[File:86th FSS unveils Port Royal Mystery Escape Room 160621-F-ZC075-096.jpg|thumb|A player studying a clue]] |
[[File:86th FSS unveils Port Royal Mystery Escape Room 160621-F-ZC075-096.jpg|thumb|A player studying a clue]] |
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The ''[[South China Morning Post]]'' described escape rooms as a hit among "highly stressed students and overworked young professionals."<ref>{{Cite news|url=http://www.scmp.com/news/hong-kong/article/1148918/real-life-escape-games-offer-respite-daily-stresses|title=Real-life escape games offer respite from daily stresses|newspaper=South China Morning Post|access-date=2016-10-14}}</ref> Sometimes |
The ''[[South China Morning Post]]'' described escape rooms as a hit among "highly stressed students and overworked young professionals."<ref>{{Cite news|url=http://www.scmp.com/news/hong-kong/article/1148918/real-life-escape-games-offer-respite-daily-stresses|title=Real-life escape games offer respite from daily stresses|newspaper=South China Morning Post|access-date=2016-10-14}}</ref> Sometimes players damage equipment or decorations inside the game area.<ref>{{Cite news |url=http://usa.chinadaily.com.cn/life/2013-09/21/content_16982459.htm |url-status=dead |archive-url=https://web.archive.org/web/20130926165401/http://usa.chinadaily.com.cn/life/2013-09/21/content_16982459.htm |archive-date=2013-09-26 |title=Rooms with a different kind of view |newspaper=[[China Daily|China Daily USA]]|access-date=2016-10-14}}</ref> |
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The use of Hong Kong room |
The use of [[Freeing HK|Hong Kong room escapes]] as distractions from the city's living conditions has been commented on by local journalists.<ref>{{cite web | url =http://www.scmp.com/news/hong-kong/article/1148918/real-life-escape-games-offer-respite-daily-stresses| title = Real-life escape games offer respite from daily stresses| |access-date=2013-04-10 | date = 2013-02-13 | publisher =[[South China Morning Post]]}}</ref><ref>{{cite web | url =http://www.cbc.ca/news/world/hong-kong-thrill-seekers-think-their-way-to-freedom-1.1406771| title = Hong Kong Thrill Seekers think their way to freedom| |access-date=2013-02-22 | date = 2013-02-22 | publisher =[[CBC News]]}}</ref> |
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== Evolution == |
== Evolution == |
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Early games consisted mainly of puzzles that were solved with paper and pencil. |
Early games consisted mainly of puzzles that were solved with paper and pencil. Some versions are digital or printable only.<ref>{{Cite web|url=https://fisherhuntz.com/faq/|title=Escape Room FAQ|website=www.fisherhuntz.com|access-date=2021-02-21}}</ref> As escape rooms became more sophisticated, physical locks were introduced that could be opened by finding combinations, hidden keys, and codes using objects found in the rooms. These ideas have evolved to include automation technology, immersive decoration,<ref>{{Cite web|url=https://www.escaperoomuk.com/wiki/Immersion|title=Immersion - UK Escape Game Wiki|website=www.escaperoomuk.com|access-date=2019-10-10|archive-date=2019-05-15|archive-url=https://web.archive.org/web/20190515102704/https://www.escaperoomuk.com/wiki/Immersion|url-status=dead}}</ref> and more elaborate storylines to make puzzles more interactive, and to create an experience that is more theatrical and atmospheric.<ref name="pye ch10" /> |
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Some escape rooms have begun to incorporate [[virtual reality]] elements. |
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==Safety== |
==Safety== |
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[[File:Artlung_blacklight_messages.jpg|thumb|A common task is to find parts of an eye-safe [[blacklight]] torch to assemble to reveal [[steganography|messages in invisible ink]] ]] |
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The first known fatal accident to occur in an escape room was the death of five 15-year-old girls in a fire in [[Koszalin]], [[Poland]], on 4 January 2019. The fire was caused by a leaky gas container inside a heater and resulted in the death of the five victims from [[carbon monoxide poisoning]] and injuries to one employee, who was treated for burns. According to the state firefighting service, the chief failure that led to the deaths was the lack of an effective evacuation route. Shortly after the accident, authorities ordered safety checks in escape rooms across Poland and 13 more such establishments were shut down for safety flaws as a result.<ref>{{cite news |url=https://www.bbc.com/news/world-europe-46765692 |title=Escape room fire kills five teenagers in Poland |publisher=BBC News |date=2019-01-04 }}</ref><ref>{{cite news |url=https://globalnews.ca/news/4820270/poland-escape-room-deaths/ |title=Man charged after 5 girls killed in escape room fire in Poland |publisher=Global News |date=2019-01-06 }}</ref> |
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The first known fatal accident to occur in an escape room was the death of five 15-year-old girls in a fire in [[Koszalin]], [[Poland]], on January 4, 2019. The fire was caused by a leaky gas container inside a heater and resulted in the death of the five victims from [[carbon monoxide poisoning]]. One employee was treated for burns. According to the state firefighting service, the chief failure that led to the deaths was the lack of an effective evacuation route. Shortly after the accident, authorities ordered safety checks in escape rooms across Poland and 13 more such establishments were shut down for safety flaws as a result.<ref>{{cite news |url=https://www.bbc.com/news/world-europe-46765692 |title=Escape room fire kills five teenagers in Poland |work=BBC News |date=2019-01-04 }}</ref><ref>{{cite news |url=https://globalnews.ca/news/4820270/poland-escape-room-deaths/ |title=Man charged after 5 girls killed in escape room fire in Poland |publisher=Global News |date=2019-01-06 }}</ref> |
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==In popular culture== |
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''[[Reno 911!|Reno 911]]'', an American comedy show, aired the episode "[[List of Reno 911! episodes#ep102|Escape-O-Rama Room]]" in August 2020.<ref>{{cite web | title=Reno 911! S07E14 - Escape-O-Rama Room (TVShow Time) | website=TV Time | date=August 24, 2020 | url=https://www.tvtime.com/en/show/72336/episode/7901080 | access-date=January 19, 2022 | archive-date=November 6, 2022 | archive-url=https://web.archive.org/web/20221106110812/https://www.tvtime.com/en/show/72336/episode/7901080 | url-status=dead }}</ref> Canadian comedy show ''[[Schitt's Creek]]'' aired an escape room episode, "[[Schitt's Creek (season 6)#ep77|The Bachelor Party]]", in March 2020. ''[[The Big Bang Theory]]'', an American comedy, aired an escape room episode, "[[The Intimacy Acceleration]]", in 2015.<ref>{{Cite web |title='The Intimacy Acceleration' |url=https://ew.com/recap/the-big-bang-theory-season-8-episode-16/ |access-date=2024-01-20 |website=EW.com |language=en}}</ref> In 2023, the [[Dropout (media company)|Dropout]] game show ''[[Game Changer (game show)|Game Changer]]'' aired the episode "Escape the Greenroom". |
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The escape room concept has also been explored in other television programs such as ''[[It's Always Sunny in Philadelphia]], [[Bob's Burgers]]'', and ''[[Harley Quinn (TV series)|Harley Quinn]]''. |
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In 2019, the American psychological horror film ''[[Escape Room (2019 film)|Escape Room]]'' was released in theaters, and its sequel ''[[Escape Room: Tournament of Champions]]'' came out in 2021 following several delays due to the [[COVID-19 pandemic]].<ref>{{cite web |url=https://deadline.com/2021/04/escape-room-2-2022-release-date-1234680330/ |title=Sony Moves Up ''Escape Room 2'' To Summer, Lands On Same Date As Studio's ''Cinderella'' |date=April 26, 2021 |first=Anthony |last=D'Alessandro |website=[[Deadline Hollywood]] |access-date=April 27, 2021 |archive-date=April 27, 2021 |archive-url=https://web.archive.org/web/20210427020729/https://deadline.com/2021/04/escape-room-2-2022-release-date-1234680330/ |url-status=live}}</ref> Both films deal with a mysterious, deadly series of puzzle rooms that explore the traumatic pasts of its players. ''Escape Room'' grossed $155.7{{nbsp}}million worldwide against a production budget of $9{{nbsp}}million,<ref name="BOM1">{{cite web |title=''Escape Room'' (2019) |url=https://www.boxofficemojo.com/movies/?id=escaperoom.htm |work=[[Box Office Mojo]] |access-date=May 10, 2019}}</ref> and ''Tournament of Champions'' grossed $51.8{{nbsp}}million.<ref name="BOM2">{{cite Box Office Mojo |id=9844522 |title=Escape Room: Tournament of Champions (2021) |website=[[Box Office Mojo]] |access-date=August 22, 2021}}</ref><ref name="NUM">{{Cite The Numbers |title=Escape Room: Tournament of Champions |id=Escape-Room-Tournament-of-Champions-(2021) |access-date=August 22, 2021}}</ref> |
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In February 2022, the children's book ''Escape Room'' by Christopher Edge was named "Children's Book of the Week" by ''[[The Times]]''.<ref>{{cite web |last1=O'Connell |first1=Alex |title=Escape Room by Christopher Edge review — gamers will love this mad, intense thriller |url=https://www.thetimes.co.uk/article/escape-room-by-christopher-edge-review-ffp6qk62v |website=The Times |access-date=23 February 2022 |date=29 January 2022}}</ref> |
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Escape rooms started reaching new audiences through the TikTok app.<ref>{{Cite web |last=Akhtar |first=Saima |date=2022-05-13 |title=Viral TikTok shows group performing 'ritual' in Manchester escape room |url=https://www.manchestereveningnews.co.uk/news/greater-manchester-news/viral-tiktok-shows-group-performing-23926630 |access-date=2024-01-19 |website=Manchester Evening News |language=en}}</ref> Escape room companies such as Exit Game OC,<ref>{{Cite web |last=Law |first=Peih-Gee |date=2024-01-12 |title=REPOD Special Release Bonus Episode from S6E3: Going Viral with Christine Barger |url=https://roomescapeartist.com/2024/01/12/repod-bonus-episode-s6e4-christine-barger/ |access-date=2024-01-19 |website=Room Escape Artist |language=en-US}}</ref> Breakout Games<ref>{{Cite web |date=2023-03-02 |title=Escape Room Worker Uses Metal Gear Solid Sneaking Skills To Help Unwitting Players |url=https://kotaku.com/tiktok-escape-room-breakout-sneaking-metal-gear-solid-1850178420 |access-date=2024-01-19 |website=Kotaku |language=en}}</ref> and Amazing Escape Room<ref>{{Cite web |date=2023-10-02 |title=Man locks escape room employees in building and leaves clues on how to escape |url=https://www.unilad.com/community/viral/man-locks-escape-room-employees-building-pennsylvania-377247-20231002 |access-date=2024-01-19 |website=UNILAD |language=en}}</ref> have found new customers through organic viral [[TikTok]] videos. |
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== See also == |
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* [[Escape Game (company)]] |
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==References== |
==References== |
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{{Reflist|40em}} |
{{Reflist|40em}} |
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==External links== |
==External links== |
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{{Commons category|Escape rooms}} |
*{{Commons category-inline|Escape rooms}} |
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{{Prone to spam|date=February 2015}} |
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Latest revision as of 22:02, 2 December 2024
An escape room, also known as an escape game, puzzle room, exit game, or riddle room is a game in which a team of players discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to accomplish a specific goal in a limited amount of time.[1][2] The goal is often to escape from the site of the game.
Most escape games are cooperative, but competitive variants exist.[3] Escape rooms became popular in North America, Europe, and East Asia in the 2010s. Permanent escape rooms in fixed locations were first opened in Asia[4] and followed later in Hungary, Serbia, Australia, New Zealand, Russia, and South America.[5]
Definition
[edit]Escape rooms are inspired by escape room video games – this is also the likely source of their name.[6][7] They are also referred to as "room escapes," "escape games," "exit games," or "live escapes."
In spite of the name, escaping a room may not be the main goal for the players, nor is the game necessarily confined to a single room.[8]
Gameplay overview
[edit]The participants in an escape room normally play as a cooperative team of two to ten players.[7] Games are set in a variety of fictional locations, such as prison cells, dungeons, and space stations. The player's goals and the challenges they encounter usually align with the theme of the room.[9]
The game begins with a brief introduction to the rules of the game and how to win. This can be delivered in the form of video, audio, or a live gamemaster.[2]
Players enter a room or area wherein a clock is started and they have a limited time to complete the game, typically 45 to 60 minutes. During this time, players explore, find clues, and solve puzzles that allow them to progress further in the game. Some escape rooms, especially horror-themed variants, may also include escaping from restraints such as handcuffs or zip ties.[1] Challenges in an escape room generally are more mental than physical, and it is usually not necessary to be physically fit or dexterous.[8] Different skills are required for different types of puzzles, ranging from chemistry to mathematics, geography, and a basic understanding of other subjects. Well-designed escape room puzzles don't require players to have expert knowledge in any particular field; any specialized or little-known information required to solve a puzzle should be obtainable within the room itself.
If players get stuck, there may be a mechanism in place by which they can ask for hints. Hints may be delivered in written, video, or audio form, or by a live gamemaster or actor present in the room.[10]
The players "fail" the room if they are unable to complete all of the puzzles within the allotted time, but most escape room operators strive to ensure that their customers have fun even if they don't win.[8] Players may be given different experiences depending on their success or loss in forms of "good endings" and "bad endings" within the room if they win or fail, respectively. Good endings are usually represented by either escaping "alive" within the time limit, completing the room's objective, or even stopping the threat or antagonist of the story, while bad endings usually represent the players getting "killed" by the main driving force of the story or an antagonist of the room coming to get the players once the timer has run out. Some venues allow players extra time or an expedited walk-through of the remaining puzzles.
Sometimes, teams with fast times are placed on a leaderboard, and records are kept for future teams to beat.
Game design
[edit]Puzzle solving
[edit]Escape rooms test the problem-solving, lateral thinking ("thinking outside the box"), and teamwork skills of participants by providing a variety of puzzles and challenges that unlock access to new items or areas in the game when solved.[11]
Escape room puzzles include word games, numbers, and "arranging things into patterns"[12] such as substitution cyphers, riddles, crosswords, Sudoku, word search, and mathematics; puzzles involving physical objects such as jigsaw puzzles, matchstick puzzles, and chess; and physical activity such as searching for a hidden physical object, assembling an object, navigating mazes, or undoing a rope knot.
History
[edit]Different attractions contained elements similar to modern escape rooms and could thus be seen as precursors to the idea, including haunted houses, scavenger hunts, entertainment center 5 Wits or interactive theater (such as Sleep No More, inaugurated in 2003).[13]
The format of a room or area containing puzzles or challenges has been featured in multiple TV game shows over the years, including Now Get Out of That (1981-1984),[14] The Adventure Game (1980-86),[15] The Crystal Maze,[15] Fort Boyard and Knightmare.[16] Similar experiences can be found in interactive fiction software and escape the room video games.[17]
An additional impetus for escape rooms came from the "escape the room" genre of video games. Escape the room games, which initially began as Flash games for web browsers and then moving onto mobile apps, challenged the player to locate clues and objects within a single room.[6][18]
An early concept resembling modern escapes room was True Dungeon, which premiered at GenCon Indy in Indianapolis, USA, in July 2003.[19][20] Created by Jeff Martin (True Adventures LLC), True Dungeon had many of the same elements that people associate with escape rooms today: a live-action team-based game where players explored a physical space and cooperatively solved mental and physical puzzles to accomplish a goal in a limited amount of time. True Dungeon "focuses on problem solving, teamwork, and tactics while providing exciting sets and interactive props".[21]
Four years later, Real Escape Game (REG) in Japan was developed by 35-year-old Takao Kato,[22] of the Kyoto publishing company, SCRAP Co., in 2007.[6] It is based in Kyoto, Japan and produces a free magazine by the same name. Beyond Japan, Captivate Escape Rooms appeared in Australia and Singapore from 2011,[23] the market growing to over 60 games by 2015.[2] Kazuya Iwata, a friend of Kato, brought Real Escape Game to San Francisco in 2012.[24] The following year, Seattle-based Puzzle Break founded by Nate Martin became the first American-based escape room company.[25] Japanese games were primarily composed of logical puzzles, such as mathematical sequences or color-coding, just like the video games that inspired them.
In 2003 in Spain Differend Games opened the doors of the escape room Négone first in Getafe with "La Maquina" and then in 2005 in Madrid with "La Fuga".
Parapark, a Hungarian franchise that later operated in 20 locations in Europe and Australia, was founded in 2011 in Budapest.[6][26] The founder, Attila Gyurkovics, claims he had no information about the Japanese escape games and based the game on Mihály Csíkszentmihályi's flow theory and his job experience as a personality trainer.[27] As opposed to the Japanese precursors, in Parapark's games, players mainly had to find hidden keys or reach seemingly unattainable ones in order to advance.
In 2012, the Swiss physics professor Gabriel Palacios created a scientific escape game for his students. The game was later offered to the public under the name AdventureRooms and distributed as a franchise in twenty countries. AdventureRooms introduced scientific puzzles (e.g. hidden infrared or polarized codes) to the genre.[28]
As of November 2019, there were estimated to be over 50,000 escape rooms worldwide.[29] These can be particularly lucrative for the operators, as the upfront investment has been as low as US$7,000, while a party of 4-8 customers pay around US$25–30 per person for one hour[30] to play, potentially generating annual revenue upwards of several hundred thousand dollars.[31] As the industry has grown, start up costs have increased dramatically and so has the competition. Some customers now expect higher production values and games can cost over $50,000 to create.
Reception
[edit]The South China Morning Post described escape rooms as a hit among "highly stressed students and overworked young professionals."[32] Sometimes players damage equipment or decorations inside the game area.[33]
The use of Hong Kong room escapes as distractions from the city's living conditions has been commented on by local journalists.[34][35]
Evolution
[edit]Early games consisted mainly of puzzles that were solved with paper and pencil. Some versions are digital or printable only.[36] As escape rooms became more sophisticated, physical locks were introduced that could be opened by finding combinations, hidden keys, and codes using objects found in the rooms. These ideas have evolved to include automation technology, immersive decoration,[37] and more elaborate storylines to make puzzles more interactive, and to create an experience that is more theatrical and atmospheric.[3]
Some escape rooms have begun to incorporate virtual reality elements.
Safety
[edit]The first known fatal accident to occur in an escape room was the death of five 15-year-old girls in a fire in Koszalin, Poland, on January 4, 2019. The fire was caused by a leaky gas container inside a heater and resulted in the death of the five victims from carbon monoxide poisoning. One employee was treated for burns. According to the state firefighting service, the chief failure that led to the deaths was the lack of an effective evacuation route. Shortly after the accident, authorities ordered safety checks in escape rooms across Poland and 13 more such establishments were shut down for safety flaws as a result.[38][39]
In popular culture
[edit]Reno 911, an American comedy show, aired the episode "Escape-O-Rama Room" in August 2020.[40] Canadian comedy show Schitt's Creek aired an escape room episode, "The Bachelor Party", in March 2020. The Big Bang Theory, an American comedy, aired an escape room episode, "The Intimacy Acceleration", in 2015.[41] In 2023, the Dropout game show Game Changer aired the episode "Escape the Greenroom".
The escape room concept has also been explored in other television programs such as It's Always Sunny in Philadelphia, Bob's Burgers, and Harley Quinn.
In 2019, the American psychological horror film Escape Room was released in theaters, and its sequel Escape Room: Tournament of Champions came out in 2021 following several delays due to the COVID-19 pandemic.[42] Both films deal with a mysterious, deadly series of puzzle rooms that explore the traumatic pasts of its players. Escape Room grossed $155.7 million worldwide against a production budget of $9 million,[43] and Tournament of Champions grossed $51.8 million.[44][45]
In February 2022, the children's book Escape Room by Christopher Edge was named "Children's Book of the Week" by The Times.[46]
Escape rooms started reaching new audiences through the TikTok app.[47] Escape room companies such as Exit Game OC,[48] Breakout Games[49] and Amazing Escape Room[50] have found new customers through organic viral TikTok videos.
See also
[edit]References
[edit]- ^ a b Hall, L.E. (2021). "What Is an Escape Room?". Planning Your Escape. Simon & Schuster. ISBN 9781982140342.
- ^ a b c "Peeking Behind the Locked Door: A Survey of Escape Room Facilities" (PDF). White Paper. Retrieved 2015-05-24.
- ^ a b Hall, L.E. (2021). "The 2010s to Now: The Rise of Escape Room Games". Planning Your Escape. Simon & Schuster. ISBN 9781982140342.
- ^ "The unbelievably lucrative business of escape rooms". MarketWatch. Archived from the original on 14 November 2015. Retrieved 14 January 2024.
- ^ Raspopina, Sasha (2015-07-23). "Great escapes: the strange rise of live-action quest games in Russia". The Guardian. ISSN 0261-3077. Retrieved 2017-01-16.
- ^ a b c d Hall, L.E. (2021). "The 2000s: Precursors and the Birth of Escape Rooms". Planning Your Escape. Simon & Schuster. ISBN 9781982140342.
- ^ a b Penttilä, Katriina (14 August 2018). History of Escape Games : examined through real-life-and digital precursors and the production of Spygame (Thesis). Retrieved 5 January 2019 – via www.utupub.fi.
- ^ a b c Wiemker, Markus; Elumir, Errol; Clare, Adam (November 2015). "Escape Room Games: "Can you transform an unpleasant situation into a pleasant one?"" (PDF). White Paper.
- ^ Hall, L.E. (2021). "Making Games Yourself". Planning Your Escape. Simon & Schuster. ISBN 9781982140342.
- ^ Hall, L.E. (2021). "How Hints Work". Planning Your Escape. Simon & Schuster. ISBN 9781982140342.
- ^ Hall, L.E. (2021). "Team Building and Cohesion". Planning Your Escape. Simon & Schuster. ISBN 9781982140342.
- ^ "Popular board games to try this holiday season". NPR.org. November 27, 2021. Retrieved November 28, 2021.
- ^ Hall, L.E. (2021). "The 1980s–2020s: New Ways of Looking at Shared Spaces". Planning Your Escape. Simon & Schuster. ISBN 9781982140342.
- ^ "Now Get Out of That". Labyrinth Games. Retrieved 2018-01-04.
- ^ a b "Prigionieri in una scatola?". Io Gioco (in Italian). No. supplement to The Games Machine n. 346. 2017. p. 20.
- ^ Hall, L.E. (2021). "The 1970s–1990s: A Game Vocabulary for the Public". Planning Your Escape. Simon & Schuster. ISBN 9781982140342.
- ^ Hall, L.E. (2021). "Types of Rooms". Planning Your Escape. Simon & Schuster. ISBN 9781982140342.
- ^ Suellentop, Chris (June 4, 2014). "In Escape Rooms, Video Games Meet Real Life". The New York Times. Retrieved December 20, 2019.
- ^ Sjoberg, Lore (2008-08-13). "True Dungeon Lures Would-Be Dragon Slayers". Wired. ISSN 1059-1028. Retrieved 2019-08-22.
- ^ "True Dungeon: True Dungeon Timeline: 2003 Info (1/7)". new.truedungeon.com. Retrieved 2019-08-22.[permanent dead link ]
- ^ "True Dungeon - Real Dungeon. Real Props. Real Cool". 2007-06-30. Archived from the original on 2007-06-30. Retrieved 2019-08-22.
- ^ Corkill, Edan (2009-12-20). "Real Escape Game brings its creator's wonderment to life". The Japan Times Online. Japan Times. Archived from the original on 2013-06-04. Retrieved 2013-03-31.
- ^ Marinho, Natalie (2012-01-31). "The Real Escape Game in Singapore". recognitionpattern. Archived from the original on 2012-07-24. Retrieved 2013-03-31.
- ^ Cheng, Evelyn (21 June 2014). "Real-life 'escape rooms' are new US gaming trend". CNBC. Retrieved 12 July 2016.
- ^ "Geek of the Week: There's no escaping it — Puzzle Break's Nate Martin created his dream startup". GeekWire. 2018-06-22. Retrieved 2018-10-30.
- ^ Bence, Gyulai (2011-09-09). "ParaPark: tökéletes élmény egy romkocsma pincéjében" [ParaPark: A Perfect Experience in the Basement of a Pub's Ruins] (in Hungarian). Retrieved 2016-07-17.
- ^ Kummer, Krisztián (March 2013). "Room escape games the latest craze in Budapest". Budapest Business Journal.
- ^ Hess, Stéphane (September 10, 2013). "Physik: Kriminelle Energie erwünscht" (PDF). "BILDUNG SCHWEIZ" (Education Switzerland). pp. 24–25. Archived from the original (PDF) on March 3, 2016. Retrieved April 21, 2018.
- ^ "International Escape Room Markets analysis| The Logic Escapes Me". thelogicescapesme.com. November 2019. Retrieved 2020-02-21.
- ^ "For $28, this Alpharetta business will lock you inside a room". myajc. Retrieved 2017-01-16.
- ^ French, Sally; Shaw, Jessica Marmor (July 20, 2015). "The unbelievably lucrative business of escape rooms". MarketWatch. Retrieved June 19, 2016.
- ^ "Real-life escape games offer respite from daily stresses". South China Morning Post. Retrieved 2016-10-14.
- ^ "Rooms with a different kind of view". China Daily USA. Archived from the original on 2013-09-26. Retrieved 2016-10-14.
- ^ "Real-life escape games offer respite from daily stresses|". South China Morning Post. 2013-02-13. Retrieved 2013-04-10.
- ^ "Hong Kong Thrill Seekers think their way to freedom|". CBC News. 2013-02-22. Retrieved 2013-02-22.
- ^ "Escape Room FAQ". www.fisherhuntz.com. Retrieved 2021-02-21.
- ^ "Immersion - UK Escape Game Wiki". www.escaperoomuk.com. Archived from the original on 2019-05-15. Retrieved 2019-10-10.
- ^ "Escape room fire kills five teenagers in Poland". BBC News. 2019-01-04.
- ^ "Man charged after 5 girls killed in escape room fire in Poland". Global News. 2019-01-06.
- ^ "Reno 911! S07E14 - Escape-O-Rama Room (TVShow Time)". TV Time. August 24, 2020. Archived from the original on November 6, 2022. Retrieved January 19, 2022.
- ^ "'The Intimacy Acceleration'". EW.com. Retrieved 2024-01-20.
- ^ D'Alessandro, Anthony (April 26, 2021). "Sony Moves Up Escape Room 2 To Summer, Lands On Same Date As Studio's Cinderella". Deadline Hollywood. Archived from the original on April 27, 2021. Retrieved April 27, 2021.
- ^ "Escape Room (2019)". Box Office Mojo. Retrieved May 10, 2019.
- ^ "Escape Room: Tournament of Champions (2021)". Box Office Mojo. IMDb. Retrieved August 22, 2021.
- ^ "Escape Room: Tournament of Champions". The Numbers. Nash Information Services, LLC. Retrieved August 22, 2021.
- ^ O'Connell, Alex (29 January 2022). "Escape Room by Christopher Edge review — gamers will love this mad, intense thriller". The Times. Retrieved 23 February 2022.
- ^ Akhtar, Saima (2022-05-13). "Viral TikTok shows group performing 'ritual' in Manchester escape room". Manchester Evening News. Retrieved 2024-01-19.
- ^ Law, Peih-Gee (2024-01-12). "REPOD Special Release Bonus Episode from S6E3: Going Viral with Christine Barger". Room Escape Artist. Retrieved 2024-01-19.
- ^ "Escape Room Worker Uses Metal Gear Solid Sneaking Skills To Help Unwitting Players". Kotaku. 2023-03-02. Retrieved 2024-01-19.
- ^ "Man locks escape room employees in building and leaves clues on how to escape". UNILAD. 2023-10-02. Retrieved 2024-01-19.
External links
[edit]- Media related to Escape rooms at Wikimedia Commons