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ABMT Player is a free music and video player designed for musicians to work on their favorite songs by repeating sections. This multimedia player comes with a variety of features that make it easy to use while playing an instrument. With ABMT Player, you can define loop sections to work on and have as many sections and markers as you want. You can also change the speed and pitch of audio and video, and play them in the background.
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Escape rooms are live-action games set in immersive environments. In creating these environments, many designers base their games off of real-world settings or specific fictional worlds. While these settings offer much to a designer to create challenges that are authentic and embedded in the world, they also carry a risk that some players who do not have the cultural background needed to succeed will be frustrated and unable to engage with the game. Reducing experiences of cultural bias is even more pertinent at the time of writing this paper, as the global COVID-19 lockdown has prompted the design of remote and virtual escape rooms that have the possibility of hosting multicultural teams of players from any location around the world. In an attempt to reduce these negative experiences for players, particularly those players who play escape rooms while traveling, this paper identifies best practices and provides solutions for escape room owners and designers looking to minimize cultural bias in their escape room designs.
Analyzing player experiences of cultural bias resulted in the conceptualization of five primary categories of experiences, based on various socio-cultural models and adapted to the specific environment of escape rooms. These categories are as follows:
This section considers the cultural biases most often experienced in pre-recorded or in-person interactions between escape room staff, including game masters/hosts and actors, and players. These interactions include the game introduction, briefing, in-game interactions, and hints, and is considered through the lenses of language, symbols, and norms.
Ideally, escape room briefings and hints would employ no language at all, but this may not be practical to implement. Spoken narration is the primary source of language barriers in interactions. These could be pre-game or in-game recorded content or live presentation of
content by the game master or actors. One way this is commonly dealt with is for the escape room to create scripts in multiple languages and to allow the team to choose the language for the game. Another route is to create written translations of the content in multiple languages; while not the same as seeing something presented verbally, it can still help players to figure out what is going on. The best route is to reduce the reliance on language and ensure there is nothing the players need to know that is presented via language.
Spoken language hints can be misunderstood for non-native speakers, and even native speakers can have difficulties with spoken hints through low sound quality speakers or portable radios. This can be mitigated by removing language from hints and using symbols or artifacts instead. For example, the 2019 Red Bull Escape Room World Championship used language-free hints that were timed animations playing on a screen inside the room that demonstrated how to manipulate artifacts in the room. As another example, in a situation where players need a hint to find a key in the room, instead of directing players verbally, the game host can use a light or color symbol for signposting, such as a spotlight shining on the area of the room players should be paying attention to.
As mentioned above, use of symbols in hints can avoid the use of language. Always be sure to pair color hints with a distinct shape or sound to assist colorblind players, and ensure the symbol is clearly introduced to players outside of time constraints so they can easily identify the message while playing and under time pressure.
Under the category of norms, cultural bias most often occurs due to differences in folkways and genre. Multiple problematic experiences were reported of players being greeted in character by actors or game masters, also known as a cold start. In an example of a cold start game, a player approaches the escape room location, knocks on the door and is greeted by an aggressive bouncer who demands to know why they are there, then grabs their arm and drags them into the building. This in-character interaction can be uncomfortable for players, particularly if they are not expecting that type of interaction, or if the actor is aggressive or loud. Interactions involving personal space or touching also have different expectations and comfort levels for players from different cultures.
Challenges in escape rooms, such as puzzles and physical activities that require the players to successfully complete them to continue with the game, are the primary experience for which players play and were the focus of the previous study on cultural bias in escape rooms. To minimize the incidences of cultural bias in the design of challenges, this section will briefly describe the difficulties found in all five cultural bias categories, i.e. language, symbols, norms, artifacts, and knowledge.
In challenges, symbols are most often seen used as icons or objects. In this case, cultural bias occurs when players do not recognize specific symbols in order to connect them to a puzzle or
to identify the meaning they represent. For example, using the colors of a flag as a symbol in a challenge to represent a country is not effective if a player does not know the flag colors or the associated country. These issues can be avoided by using highly recognizable objects as symbols, as opposed to objects specific to a certain location.
Another option is to create a set of symbols used in the game storyworld, and then introduce those to the players and use them consistently. For icons, ensuring that there is a reference in the room or environmental storytelling will assist players who do not know the meaning of the icon; this can be a way that the players can be taught about the meaning and importance of real-world symbols and icons. A third solution is to provide an information resource for the players to help them interpret the symbols, but the designer must account for the extra time it will take players to discover, learn to use, and then cross-reference a resource in overcoming the challenge.
Indicating that a character within the escape room has travelled to a location without naming the country could use a symbol of a flag, but not all players may recognize it. Instead, consider a map on the wall with markers at the locations visited, or a plane/train ticket with a clear logo indicating mode of transportation and the final destination.
In a science fiction themed escape room, creating a unique set of symbols for players to learn can create storytelling moments and moments of discovery. For example, when players press a button with one symbol, they hear lasers firing. Another symbol powers the lights on and off. In a case such as this, keep new symbols for players to learn few in number. Ensure symbols are simple in design and distinct from each other, i.e. one round symbol, one square symbol, one lightning bolt shaped symbol, etc.
In a room requiring players to read a Roman numeral, the designers included tombstones that had years in both Arabic and Roman numerals. The examples were chosen so that they would provide players with all of the information needed to determine the Roman numeral needed to succeed at the challenge. This design still did have an assumption that players understood the basic concept of how Roman numerals worked so that they could interpret the numbers on the tombstones.
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