the Quest: An Escape Room Inspired Interactive Museum Exhibition

被引:4
作者
Back, Jon [1 ]
Bexell, Emma [2 ]
Stanisic, Stefan [2 ]
Back, Svante [2 ]
Rosqvist, Daniel [3 ]
机构
[1] Uppsala Univ, Dept Informat & Media, Box 513, S-75120 Uppsala, Sweden
[2] Bombina Bombast, Smalandsgatan 20c, S-21430 Malmo, Sweden
[3] Natl Museum Sci & Technol, Museivagen 7, Stockholm, Sweden
来源
CHI PLAY'19: EXTENDED ABSTRACTS OF THE ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY | 2019年
关键词
Quest room; escape room; museum; science centre; science center; STEM; STEAM; public setting; activity design;
D O I
10.1145/3341215.3356987
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
In this project, we report on designing an interactive museum exhibit in a technology museum, inspired by escape room game mechanics and technology. The project aims to create a deeper more immersed engagement with and interest in the exhibition, and thereby increase the interest in the exhibit's subject. In the game, the players take on the role of grandchildren to a known (fictitious) turn-of-the-century explorer and set out to find the treasures she hid around the world during her years of adventure. Clues to the treasures are hidden within the museum exhibition and by using knowledge found around the exhibition the players can solve the riddles and find the treasure, while also picking up some knowledge along the way.
引用
收藏
页码:81 / 86
页数:6
相关论文
共 5 条
[1]  
Bremmer Fatima, 2017, JAVLA SOLSKEN BIOGRA
[2]  
Fine G.A., 2002, Shared fantasy: Role playing games as social worlds
[3]  
Nicholson S., 2015, PEEKING LOCKED DOOR
[4]  
STEM, DESCR DEV FACTS ENCY
[5]  
Wiemker Markus., 2015, Escape Room Games: "Can you transform an unpleasant situation into a pleasant one?"