The Star path

Escaping the Story: Example Three: Construction in Escape Rooms


This chapter examines escape rooms as performative environments, where players construct their own narrative meaning by engaging with space, objects, and puzzles—akin to Wayfinder’s actors interacting with the Box.





PATHS.

Which way will you go?

The Lost /
The Dead

Guided Freedom

A short film on the freedom of youth and the consequences of that raw energy. Where do your feet lead you, and are you in control of them? 

Dance

The Stars /
The Grandmother

August Barrington's Journal 18 May 2065

A short film on the freedom of youth and the consequences of that raw energy. Where do your feet lead you, and are you in control of them? 

Dance

The Lost /
The Dead

Acting the Unknown

A short film on the freedom of youth and the consequences of that raw energy. Where do your feet lead you, and are you in control of them? 

Dance

The Lost /
The Dead

Locked Doors & Openings

A short film on the freedom of youth and the consequences of that raw energy. Where do your feet lead you, and are you in control of them? 

Dance









Footnotes & References


  • Core Theoretical Foundations:

    1. Schechner, R. (1985). Between Theatre and Anthropology (on ritualistic space).

    2. Montola, M. (2011). Pervasive Games (on escape rooms as interactive narratives).

    3. Csikszentmihalyi, M. (1990). Flow (on player immersion and construction of meaning).
    4.  
  • Critical Debates and Counterarguments:

    1. Mateas, M. & Stern, A. (2005). Façade (on AI-driven player interaction).

    2. Salen, K. & Zimmerman, E. (2004). Rules of Play (game mechanics over narrative).

    3. Laurel, B. (1991). Computers as Theatre (criticizing player-driven narrative as inconsistent).
    4.  
  • Empirical Studies & Case Studies:

    1. Studies on improvisational performance in escape rooms.

    2. The Stanley Parable (game-driven construction).

    3. Escape room design research in interactive theatre.
    4.