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1 – 10 of over 7000Robert Ross, Richard Hall and Sarah Ross
Escape room-based learning is a new educational game-based learning trend which embeds student learning within an exciting escape room scenario. Ordinarily these educational escape…
Abstract
Purpose
Escape room-based learning is a new educational game-based learning trend which embeds student learning within an exciting escape room scenario. Ordinarily these educational escape rooms are in a table-top format which involves learners decoding clues together around a table. In the age of a global pandemic [coronavirus disease 2019 (COVID-19)] with stringent social distancing and lock-downs, this normal game modality was not possible and so an alternate online approach was required. Thus, this paper aims to study escape room activities during global pandemics.
Design/methodology/approach
In this paper, the authors outline how these escape room activities have been taken online, in an synchronous virtual environment and evaluate the student perception of these escape rooms, in contrast to previous cohorts of students who completed escape rooms together in person.
Findings
The authors' results indicate that although students enjoy the escape room game-based learning environment, the remote nature of the activity means the students take longer to solve the puzzles. The students are also more likely to struggle in the activity and find them less engaging than the in-person escape room challenges.
Originality/value
Although educational escape rooms have been devised for a variety of subjects and can be run through several different modalities (table-top, full rooms and online), this study compares different modalities (online vs table-top) for identical puzzles taken over different cohorts of students.
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This paper theoretically and empirically aims to explore customer group flow experiences with an urban adventure game called “escape rooms”.
Abstract
Purpose
This paper theoretically and empirically aims to explore customer group flow experiences with an urban adventure game called “escape rooms”.
Design/methodology/approach
A comprehensive model of group flow antecedents and consequences is proposed and empirically verified by means of survey research and SEM methodology.
Findings
The results indicate that key determinants of group flow experiences are the collective challenge/skills balance, and theming and storytelling. Group flow, in turn, significantly affects participants’ revisit intentions and word-of-mouth communications, as well as group cohesion and subjective quality of life.
Practical implications
The supported research model provides an insight into how group flow experiences can be facilitated by means of gamification and yields important managerial implications. These are systematically discussed in regard to antecedent and consequence constructs.
Originality/value
This paper is one of the first papers to systematically examine the antecedents and consequences of group flow experiences at adventure game-based attractions. It contributes to the understanding and management of peak experiences in contemporary hospitality and tourism.
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The purpose of this paper is to theoretically and empirically explore tourist experiences with the niche-like, yet global phenomenon of escape room attractions.
Abstract
Purpose
The purpose of this paper is to theoretically and empirically explore tourist experiences with the niche-like, yet global phenomenon of escape room attractions.
Design/methodology/approach
An exploratory empirical study of visitors’ experiences with selected top-rated escape rooms in the USA and Europe was carried out by means of netnographic research and automated content analysis.
Findings
The results show that this attraction provides new, peak, unique and fun experiences through the challenging activities and social component of the game play. The findings provide an insight into both the authenticity of experiences with novel attractions and the group aspects of fun and flow concepts.
Research limitations/implications
The findings are restricted to online reviews on the TripAdvisor website and are possibly biased because of the use of a non-random sample.
Practical implications
Theoretical implications are discussed and explicated as future research questions. They are relevant for the conceptual development, research and management of playful experiences within urban and special interest tourism. Societal implications are also addressed.
Originality/value
This paper is a preliminary in-depth examination of the escape room phenomenon from the customer experience standpoint. It is of relevance for the conceptualisation and improvement of tourist experiences with new and fun attractions.
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This paper aims to outline the conceptualization, design and implementation process of an escape room-style game for first-year student orientation sessions hosted by a combined…
Abstract
Purpose
This paper aims to outline the conceptualization, design and implementation process of an escape room-style game for first-year student orientation sessions hosted by a combined academic unit including a university library, archives and museum. The game can be customized and adapted for a variety of learning environments and purposes.
Design/methodology/approach
Breakout EDU kits have been used to create escape room-style games to teach curricular content in new and engaging ways. This orientation session was designed to teach new students how to find and use essential collections and resources on each of the unit’s websites by using a fun, collaborative and engaging game.
Findings
According to post-orientation survey responses, an average of nearly 80% of all new students felt that the Breakout EDU orientation game was either “Moderately Effective” or “Very Effective” in preparing them for their first day of classes. Documented observational assessments further suggest that students had fun playing the game and appreciated the hands-on approach to library orientation.
Originality/value
Although the use of both digital and non-digital games in library orientations are heavily documented, there has been very little research conducted on the use of escape rooms in this context, and almost no research has been conducted on the use of Breakout EDU kits for library orientations. This paper provides a practical example of how academic libraries can incorporate a customizable and highly engaging escape room-style game into first-year orientation sessions of nearly all sizes.
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Diane Roberts and Daniel Hin‐Wing Chan
Contributes towards the research into the potential dangers of unprotected hotel rooms by highlighting the incidence, and cause, of some major hotel fires in Asia and USA…
Abstract
Contributes towards the research into the potential dangers of unprotected hotel rooms by highlighting the incidence, and cause, of some major hotel fires in Asia and USA. Additionally, through the use of fire modelling computer software, predicts various fire scenarios inside the guest room, demonstrates how little time is available for evacuation, and states that without specific precautions, fire fatalities will continue to occur. Suggests that once such an appreciation becomes widespread, together with the worldwide publicity resulting from fires in hospitality environments, this may influence the demands made by travellers, and that hoteliers might be well advised to exceed the requirements placed upon them by statute, and advertise such personal safety guarantees alongside their usual facilities, as part of an overall strategy in the battle for competitive edge.
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Mark Pearcy, Eric Guise and Dana Heller
Problem-based learning (PBL) has long been a regular feature in professions outside K-12 education and is growing in social studies education in recent years. PBL is built around…
Abstract
Purpose
Problem-based learning (PBL) has long been a regular feature in professions outside K-12 education and is growing in social studies education in recent years. PBL is built around student inquiry into an “ill-structured” or “messy” problem (Wieseman and Cadwell, 2005, p. 11). These inquiries are open ended, largely autonomous and student driven (Savin-Baden, 2014). The collaborative nature of PBL scenarios allows students to work with real-world concepts and skills to solve problems (Ferreira and Trudel, 2012). This paper aims to discuss these issues.
Design/methodology/approach
This paper describes an innovative strategy for PBL learning, an Escape the Room (ETR) activity centered on historical content knowledge – in this case, the First World War. The activity incorporates a series of ill-structured problems with the First World War as its historical context.
Findings
The paper concludes with a discussion of the utility of PBL activities like “ETR” and possible applications in the classroom for teachers.
Originality/value
There has been significant research in PBL activities but little in the specific application of “ETR” scenarios, a rising trend in commercially available activities. The potential for student inquiry and engagement is a rich field for social studies educators.
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Fátima Monteiro and Armando Sousa
The purpose of the article is to develop an innovative pedagogic tool: an escape room board game to be played in-class, targeting an introduction to an ethics course for…
Abstract
Purpose
The purpose of the article is to develop an innovative pedagogic tool: an escape room board game to be played in-class, targeting an introduction to an ethics course for engineering students. The design is student-centred and aims to increase students' appreciation, commitment and motivation to learning ethics, a challenging endeavour for many technological students.
Design/methodology/approach
The methodology included the design, development and in-class application of the mentioned game. After application, perception data from students were collected with pre- and post-action questionnaire, using a quasi-experimental method.
Findings
The results allow to conclude that the developed game persuaded students be in class in an active way. The game mobilizes body and mind to the learning process with many associated advantages to foster students' motivation, curiosity, interest, commitment and the need for individual reflection after information search.
Research limitations/implications
The main limitation of the game is its applicability to large classes (it has been successfully tested with a maximum of 65 students playing simultaneously in the same room).
Originality/value
The originalities and contributions include the presented game that helped to captivate students to ethics area, a serious problem felt by educators and researchers in this area. This study will be useful to educators of ethics in engineering and will motivate to design tools for a similar pedagogical approach, even more so in areas where students are not especially motivated. The developed tool is available from the authors at no expense.
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Alla Dementieva, Olga Kandinskaia and Olga Khotyasheva
The novelty of this case is the multidisciplinary focus where the aspects of entrepreneurship, marketing strategy and finance are mixed together. Students are expected to apply…
Abstract
Theoretical basis
The novelty of this case is the multidisciplinary focus where the aspects of entrepreneurship, marketing strategy and finance are mixed together. Students are expected to apply their knowledge of Business Model Canvas and Marketing 4.0, as well as learn about the new type of entrepreneurial finance such as crowdfunding. The setting of this case is novel too – the new quest games industry in Russia. Finally, the novelty of this case is its format where the protagonists’ interview is available as a podcast, and thus, the students will need to review only the tables and the appendices.
Research methodology
This decision case was field researched by the authors who interviewed the founders of this start-up and the business incubator (BI) director. No information was disguised in any way. Also, the secondary research on the main trends in the development of the international and Russian quest markets was completed by the authors in the preparation of this case.
Case overview/synopsis
Paranoiabox.ru case presents an entrepreneurial and strategic marketing decision situation. In May 2019, in Moscow, Russia, two young residents of the MGIMO University BI, Anastasia and Max, founded the start-up business called Paranoiabox.ru. This project was a quest in a new format with home delivery: a mixture of escape, detective and board game. The player received by post a box containing various objects. Interacting with them, he/she unraveled the plot thread, found clues and gradually approached the final clue. The game with complex copyright puzzles had a built-in hint system and provided mechanisms for interaction online. By July 2019, 30 boxes for their first quest were sold. The subscribers were waiting for a new quest. Despite the first sales, Anastasia and Max had no budget for hiring freelancers or outsourcing. They were faced with an urgent and challenging dilemma: whether to concentrate on the current product sales and spend all the budget on promotion or, alternatively, to launch a series of new quests and focus on the target market with high brand awareness. There was an additional funding dilemma: should they apply for crowdfunding?
Complexity academic level
This case is a multidisciplinary case with the aspects of entrepreneurship, marketing strategy and finance. This case is intended primarily for a course in entrepreneurship at the undergraduate or graduate level. This case is also ideal to be used as a capstone project in a degree programme for entrepreneurs.
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Yu Song, Bingrui Liu, Lejia Li and Jia Liu
In recent years, terrorist attacks have gradually become one of the important factors endangering social security. In this context, this research aims to propose methods and…
Abstract
Purpose
In recent years, terrorist attacks have gradually become one of the important factors endangering social security. In this context, this research aims to propose methods and principles which can be utilized to make effective evacuation plans to reduce casualties in terrorist attacks.
Design/methodology/approach
By analyzing the statistical data of terrorist attack videos, this paper proposes an extended cellular automaton (CA) model and simulates the panic evacuation of the pedestrians in the terrorist attack.
Findings
The main findings are as follows. (1) The panic movement of pedestrians leads to the dispersal of the crowd and the increase in evacuation time. (2) Most deaths occur in the early stage of crowd evacuation while pedestrians gather without perceiving the risk. (3) There is a trade-off between escaping from the room and avoidance of attackers for pedestrians. Appropriate panic contagion enables pedestrians to respond more quickly to risks. (4) Casualties are mainly concentrated in complex terrains, e.g. walls, corners, obstacles, exits, etc. (5) The initial position of the attackers has a significant effect on the crowd evacuation. The evacuation efficiency should be reduced if the attacker starts the attack from the exit or corners.
Originality/value
In this research, the concept of “focus region” is proposed to depict the different reactions of pedestrians to danger and the effects of the attacker’s motion (especially the attack strategies of attackers) are classified. Additionally, the influences on pedestrians by direct and indirect panic sources are studied.
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Daniel Hank Miri and Janaina Macke
The purpose of this paper is to analyze how the application of gamification promotes employee motivation and engagement in the workplace. This study sought to identify…
Abstract
Purpose
The purpose of this paper is to analyze how the application of gamification promotes employee motivation and engagement in the workplace. This study sought to identify gamification characteristics, examine motivation and engage at work to relate them to different game designs.
Design/methodology/approach
A qualitative exploratory study of multiple cases involving four companies located in Brazil’s southern region. These companies use gamification with their employees or companies whose business offers gamification solutions focused on people management.
Findings
This multiple case study presented aspects and different approaches to gamification and serious games. Of the four case studies, the Bravi Quiz application was the most satisfactory case because of its attractive design.
Research limitations/implications
The research instruments prioritized the topic of gamification with its tools and applicability. The themes of motivation and engagement at work have been addressed but need further research.
Practical implications
The planning and application of gamification with the appropriate score, feedback and rewards are necessary to promote motivation and engagement in the workplace. Gamification must be linked to its systems and processes on its excellent progress because it is taken in isolation; it does not increase engagement and motivation.
Originality/value
This is one of the few studies dealing with gamification in human resource management by involving developers/instructors, managers and employees/users and different companies’ tools. This study served as a comparison between the tools of gamification and serious games.
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