The Product of Adversity “Mystery Solving Escape Game”

lecture

experience

mc

For the purpose of giving awareness about perceptional change in COVID-19 pandemic to TIEC and HIH residents, JASSO held a lecture by an active startup company in the field of attempting to create new value. In addition, participants also experienced "Mystery Solving Escape Game" which was born as the result of creating new value and had an exchange meeting. Furthermore, this event, which was characterized as a joint exchange between both residents hall, utilized the feature of the online.

1.Date and Time

Saturday, October 23, 2021
17:00pm-20:30pm

2.Venue

ONLINE (ZOOM)

3.Program

Part 1: Lecture (17:00pm-17:50pm)

Lecturer

Mr. Atsushi NAKAMURA (Executive Officer of IKUSA Inc.)

Theme

Creating New Value at Covid-19 Pandemic

In this lecture, Mr. NAKAMURA explained the sequence of how he created “RIMONAZO (mystery solving online escape game in a remote environment)” on the economic slump due to covid-19 pandemic. As Mr. NAKAMURA summarized in his talk, he demonstrated “the image of value” by showing graphs and then mentioned necessary points to create new value. Participants were asked about a widespread trait of top selling products so far and whether game products in virtual reality become the future mainstream of game industry.

Part 2: Experience of Mystery Solving Escape Game (17:50pm-20:00pm)

In this section, participants carried out parallel versions of “escape from a closed cyber city” in Japanese and English versions and team competition for each predefined language group of up to 5 people. The mystery solving escape game followed procedures to show questions and write-in columns in IKUSA’s game sites and to conduct game contents (such as directing the worldview of game and team consultation) by the usage of ZOOM. Each team was seen to have active talks to solve mysteries. In a similar vein, some teams explained to their teammates by drawing pictures on paper and using body languages. Feedback was obtained from one representative of the winning team of each language. Prizes were awarded to winning team members at a later date.

Part 3: Networking (20:00pm-20:30pm)

The networking divided into two language groups - Japanese and English - and, if too many participants, carried out by using breakout rooms function of ZOOM. Although this section carried out a ten-minute meeting twice during the online-exchange meeting, all participants interacted each other in the same team. Some participants came forward as a candidate for a facilitator in each team and managed their teams. They talked about their familiar online-games in their countries / regions and online mobile games on their tablet and phone. As to the “mystery solving escape game,” they made comments like “I used my brain hard” “This is an excellent game for graduate students who want to think in a more flexible way” “At the beginning of the game, I was able to solve questions easily.”

4.Participants

TIEC and HIH residents

5.The number of Participants

45(Part1), 18(Patr2), 12(Part3) (The number of part 1 includes staff members)

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    Subsidized by the Nakajima Foundation
Back Number
Contact
Strategy Planning Unit, Student Exchange Programs Planning Division, Student Exchange Department, Japan Student Services Organization
  • TEL 03-5520-6012
  • E-mail tiecproject at mark jasso.go.jp
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