4 Matching Annotations
  1. Dec 2020
    1. The narrative that leads the players through the game and gives them their roles and mission

      In terms of design, is the designer being reminded here enough to consider what and how to introduce the Escape Room - enough info to be interesting but people can be put off by a game that is too 'worthy' or 'educational' it has to be fun - hard/challenging/frustrating fun, but fun is also part of the story that the designer has to incorporate. Even a game addressing homelessness, if anything it might be more important that the frustration element gets satisfied. I don't know if that should go here or elsewhere, but the title, the narrative, the story is also in the dosing.

    2. Escape Rooms are an excellentformat to introduce the concept ofreflection, becoming a reflectivepractitioner and more broadlyaround the adoption of a growthmindset, as well as interculturalcommunication and cultural bias.

      Nice!

    3. here are several models of learning that can help us in Escape Room design.

      Could you incorporate Bartle's gamer types or a visual X & Y diagram? It's clear that the intention is to highlight how important it is to have tasks that appeal to different learning styles but in here is the motivation to participate as well as be competent or useful. I'm thinking in terms of getting to the designer to think about those learner compatability in terms of motivation (like explorer or achiever) not just preferred style of learning. https://gameanalytics.com/blog/understanding-your-audience-bartle-player-taxonomy/. Depending on if the audience are all gamers or willing or part of a larger group, this isn't just learning style it's addressing the concept that the audience will be coming at it from different stages and angles - not just previous knowledge but even familiarity or affinity for the structure of gaming.