Escape Room with a touch of chamber LARP as a creative form of library promotion – a case study
Keywords:
Escape Room, LARP, promotion of library, marketing, gamificationAbstract
On the occasion of the 100th anniversary of the AGH-UST Main Library, a number of activities were organized as a part of the open days to attract the attention of the academic community. One of the main events was an Escape Room game organized as a chamber LARP to remind and show in an unusual way, according to the principles of gamification, how necessary and important the Library is.
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Published
2022-10-17
How to Cite
Imiołek-Stachura, K., & Łapucha, P. (2022). Escape Room with a touch of chamber LARP as a creative form of library promotion – a case study. Zarządzanie Biblioteką, (1(14), 163–172. Retrieved from https://czasopisma.bg.ug.edu.pl/index.php/ZB/article/view/10291
Issue
Section
Biblioteki i bibliotekarze za granicą
Academic Scientific Journals
