Project Details
Description
The industry of “Real Escape Game” is a blend new and emerging activity in leisure business. This industry has been attracting much attention and presently it draws over ten million players globally. This industry was first introduced in 2011 here in Taiwan. Currently it has over 50 studios with more than 500 games. In recent years, allied with other industries and companies (Theme Park, Hotel, National Center for Traditional Arts…etc.), real escape game industry gained more and more attention in leisure business. Although this industry is fairly promising, for practitioners the future of real escape game is still full of uncertainty. In which way, the industry will aim for? And, for what kind of business model the company would gain more profit from? These answers remain unclear to both practitioners and academics. Consequently, because this issue has not been previously addressed our study provides an initial exploration of the real escape game industry in light of the business life cycle and business mode from other country’s perspectives. The purpose of the present study is to extend the limited research on real escape game industry and provide specific managerial implications for industry; also create new knowledge for real escape game theory. In total, 20 executives were be invited for in-depth interviews from U.S.A., Japan, China, and Taiwan, respectively. The results of the study found that joyful and Sense of accomplishment at play game are the key value proposition of real room escape game. Key Activities is game design. Real escape game’s entrepreneurs in U.S.A. care about Under sight and sound effects. Artful thought in the design is important to Japaneses. Taiwan's owner care about the story-line and logicality of game, and quality of services from attendants in games. China’s company put emphasis on grand scenes and cool props by machine-operation. This study provide specific managerial implications for industry; also create new knowledge for real escape game theory.
Status | Finished |
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Effective start/end date | 2017/08/01 → 2018/10/31 |
Keywords
- real room escape
- room escape
- business model
- life cycle
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