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
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?
The Stars /
The Grandmother
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?
The Lost /
The Dead
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?
The Lost /
The Dead
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?
Footnotes & References
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Core Theoretical Foundations:
- Schechner, R. (1985). Between Theatre and Anthropology (on ritualistic space).
- Montola, M. (2011). Pervasive Games (on escape rooms as interactive narratives).
- Csikszentmihalyi, M. (1990). Flow (on player immersion and construction of meaning).
- Schechner, R. (1985). Between Theatre and Anthropology (on ritualistic space).
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Critical Debates and Counterarguments:
- Mateas, M. & Stern, A. (2005). Façade (on AI-driven player interaction).
- Salen, K. & Zimmerman, E. (2004). Rules of Play (game mechanics over narrative).
- Laurel, B. (1991). Computers as Theatre (criticizing player-driven narrative as inconsistent).
- Mateas, M. & Stern, A. (2005). Façade (on AI-driven player interaction).
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Empirical Studies & Case Studies:
- Studies on improvisational performance in escape rooms.
- The Stanley Parable (game-driven construction).
- Escape room design research in interactive theatre.
- Studies on improvisational performance in escape rooms.