6th International Conference

Digital Culture & AudioVisual Challenges

Interdisciplinary Creativity in Arts and Technology

Hybrid - Corfu/Online, May 24-25, 2024

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Visconti, Conti e la Bomba: a Technology-Enhanced Escape Room
Date and Time: 24/05/2024 (15:00-16:40)
Location: Ionian Academy
Evangelia Drosoula Mastrogianni, Varvara Garneli, Angelos Floros, Ioannis Deliyannis

Abstract

Designing Escape Rooms that challenge players to solve puzzles and escape necessitates careful consideration, given their potential influence on pivotal skill development domains such as communication, leadership, and conflict resolution, in addition to providing entertainment. In this study, we will enhance design techniques by incorporating advanced technologies in the immersive nature of puzzles and challenges to enrich the player experience.  Additionally, we will conduct an evaluation focused on assessing the impact of these technologies on players' engagement and enjoyment.

Objective

Escape rooms (ER) are immersive adventure games designed for teams. In such games, participants are placed in a themed room filled with puzzles, riddles, and challenges. In this environment, players must collaborate to decipher clues, unlock mysteries, and solve a series of interconnected puzzles within a predetermined time frame. These challenges often require a blend of logic, lateral thinking, teamwork, and creativity to progress and ultimately 'escape' the room [1,2]. Immersive Events, such as the ERs integrate social interaction, sensory experiences, and localization effectively [3]. Furthermore, the use of advanced technologies, such as Augmented Reality [4] or Virtual Reality [5] could enhance this immersive experience and add layers to the game’s interactivity. Therefore, more research is needed to identify best practices in the context of ERs. Hence, we decided to design, develop, and evaluate 'Visconti, Conti e la bomba,' an Escape Room incorporating technology, sucha as Arduino [6] for puzzle implementation and player communication.

 

Method

The main sources of inspiration encompassed various board games such as “Taboo” (1989) [7] along with video games like “We Were Here” (2017) [8], “Them Bombs” (2017) [9], and “Keep Talking and Nobody Explodes” (2019) [10]. Additionally, inspiration was derived from cinematic scenes depicting bomb disarmament in movies, such as “Lethal Weapon” [11], “The Hurt Locker” [12], "The Hangover 3" [13], and "Cats & Dogs" [14]. This extensive research guided critical decisions regarding the game's setting, the puzzle design, and the integration of the appropriate technologies. Notably, we chose to utilize Arduino open-source prototyping platforms [6] to craft and implement our game's riddles, along with walkie-talkies for player communication.

Results

"Visconti, Conti e la bomba" is an Escape Room designed for teenagers and adults. Set on the Teatro alla Scala di Milano during the 1955 performance of La Traviata, the game unfolds as Director Luchino Visconti finds himself locked in the scenery workshop with a bomb, while the technician Francesco Conti is trapped in a storage closet with the janitor Giuseppe (NPC) after nearly apprehending the perpetrator. With wireless devices and no one to hear their calls for help, they must collaborate to disarm the bomb using clues left behind. Both players have access to specific clues found in Visconti's book and Conti's manual. Players take on the roles of Luchino Visconti and Francesco Conti, working together to solve puzzles and disarm the bomb within a limited time frame. The first puzzle is logic-based, the second combines decoding and pattern matching, and the third is a physical challenge. To enhance player engagement, captivating posters featuring images from "La Traviata" and La Scala di Milano are displayed, accompanied by the opera's music. Additionally, interactive engagement with Arduino technology adds natural interactions, such as cutting wires or triggering lights in response to player actions.

 

Evaluation

We evaluated the game, employing a qualitative approach with a group of players who participated in the experience and subsequently responded to our questions. First, we anonymized our data and categorized them to derive insights regarding the impact of the game's features on player engagement. Our focus was particularly on assessing the influence of advanced technologies on player experience, as well as identifying failures or improvements. The interplay between player inputs and Arduino outputs significantly enhanced the game's entertainment and immersion factor. One player remarked that "the use of physical computing was particularly intriguing, allowing for interaction without solely relying on technology." Additionally, the option to cut wires added a unique and interactive element to the game experience. Another player commented, "My experience cutting the cables was delightful.” The reviews were mostly positive. However, we observed some issues that need improvement, such as technical issues with the equipment.

 

Conclusions

The integration of Arduino technology significantly enhanced the game's entertainment and immersion, as evidenced by players' positive feedback. The use of physical computing was highlighted as particularly intriguing, providing interaction beyond traditional technological dependence. Furthermore, the inclusion of interactive elements such as cutting wires added depth to the gameplay, fostering a more engaging and memorable experience. 

Evangelia Drosoula Mastrogianni

Evangelia Drosoula Mastrogianni is a third-year student at Ionian University where she is pursuing a degree in Audio Visual Arts. She is focusing on gaining as much rounded education as possible by choosing subjects from all branches of her degree so she can better understand all the aspects of a creative project. Her interest in games stems from her goal to create fun, creative and accessible games. Upon completion of her undergraduate studies she intends to apply into graduate school to further her studies in video game development to progress as a game developer.


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