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Will you start the fans please?
(a.k.a. Escape Rooms for Museums in 7 minutes or less)
@MrJohnSear
Real-world Game Designer
SPOILER ALERT: DIY tutorials – johnsear.com
Use
Repurpose
Remix
ME
Use technology & game design principles to build magical real-world experiences?
Building ‘escape rooms’ for museums (larger budgets)
WHAT is an ‘Escape Room’?
a.k.a. locked room puzzles, quest game, live escape experience, real-world
adventures
Primarily: Social Experience
• Typically 2-6 players
• In a physical space
• 60 minutes
• Collaborative
• Solve a set of puzzles
• Themed
• Purpose: to escape
• Gamehost
• Paid: ~£20 each
What happens?
• Players enter
• Briefing
• Explore the space
• Find clues, puzzles & tools
• Solve puzzles
• Unlock more areas
• Receive hints
WHY is this of interest?
Audience | Revenue | Engagement | Storytelling
3 years ago there were 50 rooms
Now over 800 rooms in the UK
exitgames.co.uk
Benefits of game playing (Escape Rooms)
• Problem Solving
• Critical thinking
• Collaboration
• Creative thinking
• Communication
• Ability to hypothesis &
experiment
• Active learning
• Interpret information
educational
subject matter
+
Problems: Escape Rooms into Museums
• Space occupied for an hour
• Limited number of ‘players’
• Gamehost
• Reset period
• Players thoroughly explore a room
• What can you charge?
Big question: how do we increase the player flow-rate?
What are your options?
Create your own
•Traditional room
•Exhibition
•Museum wide
•Special Event
•School visits?
Partner with ER
• Rent out your space
•Revenue Split
•Franchise
•Pop up
EXAMPLES
Unlimited ways of how you interpret ‘Escape Room’
Cheddar Caves
History Mystery
Luminopolis
Norris Box
The Board Game
HOW DIY Escape Room?
Learn from these experiences & create our own (low budget)?
My pitch: Lo-tech / No tech Gallery wide
• Either analogue or simple tech: android
tablet
• Timer | Hints | Code entry
• Played asynchronously
• By teams
• Minimise Reset period
• No gamemasters (reception desk &
gallery staff)
Breakout EDU
• Rise of ER in education
• Originally OpenSource platform
allowed teachers to share ideas /
games
• Buy kit & access for ~£120
• Can buy the bits yourself
Full workshop (& free android app?) coming soon at:
johnsear.com/tutorials
@MrJohnSear
Real-world Game Designer
john@johnsear.com
Bonus Secret Slide:
There are no (few) experts
Social before puzzles
Build | Playtest | Repeat
Rebrand puzzles with theme
4 digit codes connect puzzles

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Will you start the fans please? Museums meet Live Escape Games!

  • 1. Will you start the fans please? (a.k.a. Escape Rooms for Museums in 7 minutes or less) @MrJohnSear Real-world Game Designer
  • 2. SPOILER ALERT: DIY tutorials – johnsear.com Use Repurpose Remix
  • 3. ME Use technology & game design principles to build magical real-world experiences? Building ‘escape rooms’ for museums (larger budgets)
  • 4.
  • 5. WHAT is an ‘Escape Room’? a.k.a. locked room puzzles, quest game, live escape experience, real-world adventures
  • 6. Primarily: Social Experience • Typically 2-6 players • In a physical space • 60 minutes • Collaborative • Solve a set of puzzles • Themed • Purpose: to escape • Gamehost • Paid: ~£20 each
  • 7. What happens? • Players enter • Briefing • Explore the space • Find clues, puzzles & tools • Solve puzzles • Unlock more areas • Receive hints
  • 8. WHY is this of interest? Audience | Revenue | Engagement | Storytelling
  • 9. 3 years ago there were 50 rooms Now over 800 rooms in the UK exitgames.co.uk
  • 10. Benefits of game playing (Escape Rooms) • Problem Solving • Critical thinking • Collaboration • Creative thinking • Communication • Ability to hypothesis & experiment • Active learning • Interpret information educational subject matter +
  • 11. Problems: Escape Rooms into Museums • Space occupied for an hour • Limited number of ‘players’ • Gamehost • Reset period • Players thoroughly explore a room • What can you charge? Big question: how do we increase the player flow-rate?
  • 12. What are your options? Create your own •Traditional room •Exhibition •Museum wide •Special Event •School visits? Partner with ER • Rent out your space •Revenue Split •Franchise •Pop up
  • 13. EXAMPLES Unlimited ways of how you interpret ‘Escape Room’
  • 19. HOW DIY Escape Room? Learn from these experiences & create our own (low budget)?
  • 20. My pitch: Lo-tech / No tech Gallery wide • Either analogue or simple tech: android tablet • Timer | Hints | Code entry • Played asynchronously • By teams • Minimise Reset period • No gamemasters (reception desk & gallery staff)
  • 21. Breakout EDU • Rise of ER in education • Originally OpenSource platform allowed teachers to share ideas / games • Buy kit & access for ~£120 • Can buy the bits yourself
  • 22. Full workshop (& free android app?) coming soon at: johnsear.com/tutorials @MrJohnSear Real-world Game Designer john@johnsear.com
  • 23. Bonus Secret Slide: There are no (few) experts Social before puzzles Build | Playtest | Repeat Rebrand puzzles with theme 4 digit codes connect puzzles

Hinweis der Redaktion

  1. These experiences have been around for a while. Escape room name is something the consumer understands.
  2. Social experience Gamehost Gamejockey Clue System
  3. Pictures of puzzles
  4. Movement towards experience rather than ownership… Particularly with millenials.
  5. Nearly all towns and cities will have at least one company. Larger towns will have 4 or 5. We’re also seeing expansion of big players and outside investment. Similar figures in the US. 44 rooms  1800.
  6. Sometimes it’s difficult to see the problem solving in Call of Duty & Grand Theft Auto – escape games are very apparent. All games – subject matter.
  7. Big question: how do we increase the player flow-rate?
  8. £5000 buy a room ready to go. Electronics / Script / Multimedia / Service
  9. Escape
  10. Captivate Heritage Ltd First live escape game set in a church. Grade 1 listed buildings. Really focused on History. One is a rental. Church is a revenue share. Another one in a Church. Only opens at weekends and the church remains open.
  11. Luminpolis – Cap Science in Bordeaux Temporary exhibition at a science centre – paid entry 8 EUROS 1 hour in the exhibition Multiple teams in the space at the same time 41 – modules – level of difficulty I suspect that this isn’t a true Escape room. Reviews suggest that it is linear experience. 40 stations. Basically you choose the difficulty and you wait your turn. Crazy golf.
  12. Flip on it’s head. Trying to get into a box. Developed by Jane Norris – former teacher. She has a number of boxes / games which can be taken to a site. Designed around Key Stage 2 and 3. Business model is to expand into new areas: schools and uniformed groups.
  13. People have created these using simple websites & google forms
  14. https://mirrorintoteaching.com/2017/01/14/breakout-edu-open-source-materials-list-archived/ $60 to access the platform (good material without this)