Real-life room escape
Real-life room escape games are a type of physical adventure game in which people are locked in a room with other participants and have to use elements of the room to solve a series of puzzles, find clues, and escape the room within a set time limit. Some games include sub-plots.[1] The games are based on "escape the room" video games in which the player is locked inside a room and must explore their surroundings in order to escape. Players must be observant and use their critical thinking skills to escape the room. Other inspirations include adventure board games and movies.
Weekend or day event escape games have been held in the United States, Europe, Australia and a number of Asian countries. In the 2010s, real-life room escape games became popular in the United States, Japan, Taiwan and mainland China. Each game integrates local concepts or original themes to settings. For example, some games require you to escape prison cells, space stations[2] or werewolf villages.[3] Some games may contain special sounds, lighting or other effects.[4]
Permanent real life escape games in fixed locations were first opened in Asia[5] and followed later in North America, Europe, Australia and South America.[6] Notable organisers include AdventureRooms, ClueQuest, The Escape Hunt Experience, ClueJob and Puzzle Break.
History
The earliest real-life room escape, "Origin", was created in Silicon Valley by a group of system programmers in 2006.[7] The mysteries and challenges in the game were inspired by the works of Agatha Christie and became a popular tourist attraction.[8]
Real Escape Game (REG) in Japan was developed by 35-year-old Takao Kato,[9] of the Kyoto publishing company, SCRAP Co., in 2008. It is based in Kyoto, Japan and produces a free magazine by the same name. Beyond Japan, escape games appeared in Singapore from 2011.[10] Escape games in Singapore expanded quickly with over 50 games by 2015.[11]
In 2015, there were over 2,800 real-life room escape venues worldwide.[12]
A 2015 American Science Channel television game show Race to Escape is based on this theme.
Reception
The South China Morning Post described the real-life escape games as a hit among "[h]ighly stressed students and overworked young professionals." Sometimes the excitement becomes a bit much, though, and players get so invested that they tear down equipment or decorations inside their "fake" prisons, as Zhu Yumeng, chief operating officer of Beijing room escape game site Taoquan told China Daily.
Hong Kong room escapes have been reviewed by local journalists as an attempt to escape the living conditions of the city.[13]
Escape rooms have been used by corporate organizations as team building exercises.
References
- ↑ Locked up, The game with no escape by Mario Hugo August 2013 Wired
- ↑ "[Vol 6] Escape from the Moon Base". Real escape game in Singapore. Retrieved 13 September 2014.
- ↑ "Escape from the Werewolf Village in LA". Real Escape Game by SCRAP. Retrieved 13 September 2014.
- ↑ "Escape Adventure Canada FAQ". Escape Adventure Canada. Retrieved 19 January 2016.
- ↑ "The unbelievably lucrative business of escape rooms". MarketWatch. Retrieved 20 July 2015.
- ↑ "Escape Room Directory". Escape Room Directory. Retrieved 11 December 2015.
- ↑ "真人密室逃脫 | accessdate = 2013-04-03". Baidu. 17 February 2013.
- ↑ "Real escape game popular young people entertainment new favourites". Newzstreet. 2012-02-12. Retrieved 2013-04-01.
- ↑ Corkill, Edan (2009-12-20). "Real Escape Game brings its creator’s wonderment to life". Japan Times. Retrieved 2013-03-31.
- ↑ Marinho, Natalie (2012-01-31). "The Real Escape Game in Singapore". recognitionpattern. Retrieved 2013-03-31.
- ↑ "Peeking Behind the Locked Door: A Survey of Escape Room Facilities" (PDF). White Paper. Retrieved 2015-05-24.
- ↑ http://www.marketwatch.com/story/the-weird-new-world-of-escape-room-businesses-2015-07-20
- ↑ "Real-life escape games offer respite from daily stresses| accessdate = 2013-04-10". South China Morning Post. 2013-02-13.