Concept

Escape room

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. The goal is often to escape from the site of the game. Most escape games are cooperative but competitive variants exist. 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 and followed later in Hungary, Serbia, Australia, New Zealand, Russia, and South America. Escape rooms are inspired by escape room video games - this is also the likely source of their name. 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. The participants in an escape room normally play as a cooperative team of two to ten players. 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. 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. 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. Challenges in an escape room generally are more mental than physical, and it is usually not necessary to be physically fit or dexterous. Different skills are required for different types of puzzles, ranging from chemistry to mathematics, geography, and a basic understanding of other subjects.

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Related publications (1)

Jeux de cartes sérieux sur des notions de cybersécurité

Yann Benoit Daniel Secq, Felipe Martinez

Cet article présente une modalité pédagogique débranchée à la croisée d’un escape game et d’un livre dont vous êtes le héros pour initier des élèves de 13 à 16 ans à des notions de culture informatique liées à la cybersécurité. L’objectif est de plonger les élèves dans un scénario les invitant à comprendre une situation en découvrant des notions de culture informatique lors de leur parcours. À travers deux jeux de cartes, les élèves plongent dans un scénario les invitant à réaliser des choix et à se confronter à une variété de problématiques : le premier jeu se centre principalement sur des situations pouvant être rencontrées quotidiennement par les élèves et le second sur d’autres plus complexes et propres à un contexte professionnel. L’atelier permettra aux participants d’expérimenter cette modalité avant de découvrir la conception scénaristique et technique de ces jeux sérieux. Cette modalité a été développée dans le cadre de la formation continue CAS pour l’Enseignement de la Science Informatique en Secondaire 1 au sein du projet pilote Edunum du canton de Vaud en Suisse.
2024