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It’s alive! –Making Knowledge Tangible through Educational Escape Games

Unlocking Knowledge

Mary Shelley’s «Frankenstein» is a gripping novel about self-perception, creation, betrayal and the deeper meaning of human existence. But how can its story be brought to life and become playable today? Escape rooms are suited to such immersive adventures, as the players solve interactive puzzles and experience up-close the tragic story of the creature and its creator Dr Frankenstein. In my Master’s thesis, I analyse the practices of the world’s best escape rooms and adapt them for instructive Escape Games. The educational content thus turns into an immersive escape room adventure.

Autor:innen
Céline Neubig
Jahr
2024
Studiengang
MA
Fachrichtung
Game Design
Themen
Escape Room, Storytelling, Immersion
Weitere Informationen
© ZHdK.
© ZHdK.