Letter to Editor

Design of an Escape Room Game: Practical Clues and Ideas for Librarians

Volume: 39 Number: 3 September 30, 2025
TR EN

Design of an Escape Room Game: Practical Clues and Ideas for Librarians

Abstract

Abstract Escape rooms, an increasingly popular gaming tool today, are playful designs designed around a specific theme or scenario, focused on triggering emotional components in players such as excitement, suspense, a desire to explore and solve puzzles, and a motivation to succeed. Escape rooms challenge players to progress through the game flow within a mysterious gaming adventure, completing tasks and solving riddles and puzzles within a given time limit. In escape rooms, the player's primary motivation is based on their desire to succeed and their determination to escape the room. The game can sometimes involve a single room or multiple rooms. Escape rooms are used as a gamified pedagogical tool to facilitate interactive learning in educational and learning environments, as well as in information centers such as libraries and museums. This study aims to provide practical tips and ideas for designing escape room games for the evolving educational landscape of the 21st century, particularly in libraries and museums. Within the scope of the study, the escape room design idea of the researches titled “ ALPHABET DETECTIVE: Saving the Alphabet in the Ancient Library” was shared.

Keywords

Escape Room Game, Library, Museum

References

  1. Claunch, K., Katembe, M. and Ussery, F. (2023). Creating an academic library escape room: An outreach and assessment experience. Journal of Library Engagement and Outreach. 136-153.
  2. Escape Room Geeks (2024). Step-by-step guide: How I created my own thrilling DIY escape room. DIY Escape Room at Home: Step-by-Step Guide
  3. Fountaine, L. (2020). Breaking out of the ordinary: Using BreakOutEDU and Escape Rooms in the Academic Library. Games and Gamification in Academic Libraries
  4. Kapp, K. (2012). The Gamification of Learning and Instruction. Game-Based Methods and Strategies for Training and Education. San Francisco: Pfeiffer.
  5. Wolph, S.C., Gray, K. and Pool, M. (2018). Designing an escape room game to develop problem-solving and spatial reasoning skills. In ASEE IL-IN Section Conference. Designing an Escape Room Game to Develop Problem Solving and Spatial Reasoning Skills
APA
Soylu, D., & Medeni, T. D. (2025). Design of an Escape Room Game: Practical Clues and Ideas for Librarians. Türk Kütüphaneciliği, 39(3), 365-373. https://doi.org/10.24146/tk.1745301
AMA
1.Soylu D, Medeni TD. Design of an Escape Room Game: Practical Clues and Ideas for Librarians. TL. 2025;39(3):365-373. doi:10.24146/tk.1745301
Chicago
Soylu, Demet, and Tunç D. Medeni. 2025. “Design of an Escape Room Game: Practical Clues and Ideas for Librarians”. Türk Kütüphaneciliği 39 (3): 365-73. https://doi.org/10.24146/tk.1745301.
EndNote
Soylu D, Medeni TD (September 1, 2025) Design of an Escape Room Game: Practical Clues and Ideas for Librarians. Türk Kütüphaneciliği 39 3 365–373.
IEEE
[1]D. Soylu and T. D. Medeni, “Design of an Escape Room Game: Practical Clues and Ideas for Librarians”, TL, vol. 39, no. 3, pp. 365–373, Sept. 2025, doi: 10.24146/tk.1745301.
ISNAD
Soylu, Demet - Medeni, Tunç D. “Design of an Escape Room Game: Practical Clues and Ideas for Librarians”. Türk Kütüphaneciliği 39/3 (September 1, 2025): 365-373. https://doi.org/10.24146/tk.1745301.
JAMA
1.Soylu D, Medeni TD. Design of an Escape Room Game: Practical Clues and Ideas for Librarians. TL. 2025;39:365–373.
MLA
Soylu, Demet, and Tunç D. Medeni. “Design of an Escape Room Game: Practical Clues and Ideas for Librarians”. Türk Kütüphaneciliği, vol. 39, no. 3, Sept. 2025, pp. 365-73, doi:10.24146/tk.1745301.
Vancouver
1.Demet Soylu, Tunç D. Medeni. Design of an Escape Room Game: Practical Clues and Ideas for Librarians. TL. 2025 Sep. 1;39(3):365-73. doi:10.24146/tk.1745301