Escape rooms and other immersive experiences in the library
著者
書誌事項
Escape rooms and other immersive experiences in the library
ALA Editions, 2019
- : paper
大学図書館所蔵 全1件
  青森
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  福島
  茨城
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  埼玉
  千葉
  東京
  神奈川
  新潟
  富山
  石川
  福井
  山梨
  長野
  岐阜
  静岡
  愛知
  三重
  滋賀
  京都
  大阪
  兵庫
  奈良
  和歌山
  鳥取
  島根
  岡山
  広島
  山口
  徳島
  香川
  愛媛
  高知
  福岡
  佐賀
  長崎
  熊本
  大分
  宮崎
  鹿児島
  沖縄
  韓国
  中国
  タイ
  イギリス
  ドイツ
  スイス
  フランス
  ベルギー
  オランダ
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  アメリカ
注記
Includes bibliographical references and index
内容説明・目次
内容説明
By one count, there are more than 7,200 escape room environments in 1,445 cities in 105 countries. So why not in libraries? Sharpening participants' problem solving and collaboration skills by mashing up real-time adventure, immersive theater, gaming, and old-fashioned entertainment, they're a natural for libraries. And, as Kroski demonstrates in this fun guide, they're feasible for a range of audiences and library budgets. Whether you're already an escape room aficionado who's eager to replicate the experience at your own institution, or an intrigued novice looking for ways to enliven your programing, Kroski has got you covered. This book;
discusses the differences between escape rooms, which are highly structured, and immersive experiences, which are more casual;
shows how these unique experiences can be used to teach information literacy skills, add unique youth programming, bring adults into the library, and instruct patrons about library resources in the form of puzzles and challenges;
profiles several successful library projects, from large scale programs like New York Public Libraries' Find the Future: The Game to smaller ones like Search for Alexander Hamilton;
offers dozens of programming ideas and examples that can be tailored to fit a variety of libraries and budgets; and
provides information on game kits available for purchase, tips for partnering with local Escape Room businesses, and links to additional resources.
With the assistance of Kroski's guide, libraries everywhere can offer their own take on these exciting forms of entertainment, engagement, and education.
目次
List of Figures
Preface
Part I Introducing Escape Rooms and Immersive Experiences
Chapter 1 Escape Rooms and Immersive Experiences Explained
Chapter 2 The Escape Room Opportunity
Chapter 3 Escape Room Activity in Libraries
Part II How to Create, Organize, and Run Eleven Project Types
Chapter 4 How to Host a Pre-Designed Escape Room Event
Chapter 5 How to Design an Escape Room from Scratch
Chapter 6 How to Create a Pop-Up Escape Room
Chapter 7 How to Create an Escape Room Enthusiasts Club
Chapter 8 How to Host an Immersive Experience
Chapter 9 How to Host a Kid-Friendly Escape Room Event
Chapter 10 How to Design a Digital Breakout
Chapter 11 All About Escape Room Board Games
Chapter 12 How to Host an Escape Room Event for Team-Building and Training
Chapter 13 How to Add a High-Tech Twist to Your Escape Room
Chapter 14 Start-to-Finish Model: The Search for Alexander Hamilton and the Missing Librarian
Appendix A Escape Room Set-Up Document Template
Appendix B Escape Room Puzzle Document Template
Resources
Index
「Nielsen BookData」 より