Author: |
蕭佳琳 Hsiao, Chia-Lin |
---|---|
Thesis Title: |
逃出臺灣!實境密室逃脫商業模式研究 Escape from Taiwan! Business Model of Real-life Room Escape Games Study |
Advisor: |
王國欽
Wang, Kuo-Ching |
Committee: |
王國欽
Wang, Kuo-Ching 林玥秀 Lin, Yueh-Hsiu 洪久賢 Horng, Jeou-Shyan 曹勝雄 Tsaur, Sheng-Hshiung 陳美燕 Chen, Mei-Yen |
Approval Date: | 2023/06/09 |
Degree: |
博士 Doctor |
Department: |
運動休閒與餐旅管理研究所 Graduate Institute of Sport, Leisure and Hospitality Management |
Thesis Publication Year: | 2024 |
Academic Year: | 112 |
Language: | 中文 |
Number of pages: | 110 |
Keywords (in Chinese): | 密室逃脫 、實境密室逃脫 、實境逃脫遊戲 、商業模式 、產業生命週期 |
Keywords (in English): | room escape, real room escape, real escape game, business model, business life cycle |
Research Methods: | 次級資料分析 、 深度訪談法 、 田野調查法 |
DOI URL: | http://doi.org/10.6345/NTNU202401865 |
Thesis Type: | Academic thesis/ dissertation |
Reference times: | Clicks: 131 Downloads: 5 |
Share: |
School Collection Retrieve National Library Collection Retrieve Error Report |
國內的休閒產業中崛起了一種新型態的休閒活動「實境密室逃脫遊戲」,密室熱潮迅速席捲了大多數的國家,全球玩家近千萬人。實境密室產業十分適合進行跨產業合作,近年已與郵輪、飯店與文化創意園區等合作推出作品。如此新興且快速成長的產業,對於不確定的未來,對於該如何規劃,什麼商業模式會是帶領產業前進的良方,業者們迫切地需要指引方向,但學術相關研究仍付之闕如。因此本研究以企業生命週期理論為基礎,針對實境密室逃脫產業之全球商業模式,以Osterwalder 與 Pigneur (2010)的商業模式九宮格,針對日本、美國、中國、臺灣及新興之東南亞市場,五個具代表性的區域,共30家的業者進行訪談,以了解全球實境密室逃脫產業的生命週期發展與其商業模式的現況。分析流程由評分者A、B分類出482個分析單位,兩週後評分者 A、B重新分類正確數量為469個分析單位,其Intrajudge Reliability為97.3%,又評分者C將分析單位重新分入評分者A、B已分好的構面中,共451個分析單位分類正確,Interjudge Reliability為93.5%,具有研究可行性。研究結果顯示全球實境密室逃脫產業生命週期主要落在三個階段:導入期(即將進入成長期)、成長期(後期)及成熟期(前期)。日本落於成熟期,美國、臺灣、中國則較偏向成長期。東南亞則介於導入期與成長期之間。又研究結果呈現,不同產業生命週期與不同國家之實境密室逃脫商業模式均有所不同,業者可依照不同產業生命週期階段,根據各地地方特色調整其商業模式。
The "Real Escape Game" industry is a relatively new and emerging sector within the leisure market, currently attracting significant interest with over ten million players worldwide. This concept was first introduced in Taiwan in 2011. In recent years, the industry has gained further attention by collaborating with various companies and sectors, such as Cruise ships, hotels and cultural and creative parks. Despite its promising outlook, the future of the real escape game industry remains uncertain for those involved. Questions about the industry's direction and the most profitable business models are still unanswered for both industry professionals and researchers. To address this gap, our study offers an initial examination of the real escape game industry through the lens of the business life cycle and business models from a global perspective. We will conduct in-depth interviews with five executives from the USA, Japan, China, Taiwan, and Southeast Asia, using questions based on the nine business model components identified by Osterwalder與Pigneur (2010). During the analysis, Judges A and B categorized 482 analysis units, achieving a correct classification of 469 units after two weeks, resulting in an Intrajudge Reliability of 97.3%. Judge C re-evaluated the units, correctly classifying 451, yielding an Interjudge Reliability of 93.5%, which is acceptable for research purposes. The findings indicate that the life cycle of the real escape room industry can be divided into three stages: start-up, growth, and maturity. Japan is currently in the maturity stage, while the United States, Taiwan, and China are in the growth stage, and Southeast Asia is in the start-up stage. Additionally, the study reveals that the business models of real escape rooms vary across different life cycle stages and countries.
911密室真人版 (2016,12月7日)。我國真人密室逃脫遊戲發展狀況與前景分析 (2015年)。911密室真人版。 http://blog.sina.com.cn/s/blog_a4c0e5670102voma.html
Miss GAME密室逃脫 (2022)。Miss GAME密室逃脫年度企業報告。未出版之原始資料。
Miss GAME密室逃脫 (2024)。Miss GAME密室逃脫年度企業報告。未出版之原始資料。
EGA密室逃脫產業聯盟 (2021)。以零開始設計密室逃脫。機械工業出版社。
方沛清 (2023,7月10日)。國定古蹟玩密室逃脫 淡古創全國先例開放報名。中央社。https://news.cts.com.tw/cna/local/202307/202307102200571.html
毛旭豔 (2015)。體育用品企業商業模式要素組合的研究—以安踏體育用品有限公司為例。體育與科學,36(4),110-114。 https://doi.org/10.6345/NTNU202201896
王仁聖、林冠仲 (2019)。金融科技 (FinTech)商業模式策略優化研究:以法遵科技 (RegTech)為例。科技管理學刊,24(2),1-30。https://doi.org/10.6378/JTM.200912.0029
王元章、黃柏雄 (2020)。不同生命週期下機構投資人動態行為與公司創新之效應。證券市場發展季刊,32(4),73-154。 https://doi.org/10.6529/RSFM.202012_32(4).0003
王建彬、袁建中 (2007)。不同生命週期產業評估創新政策。科技管理學刊,12(3),35-73。https://doi.org/10.6378/JTM.200709.0035
王國欽 (2017-2018)。實境密室逃脫全球商業模式研究--美國、日本、中國、台灣產業探索。(計畫編號:MOST 106-2410-H-003-096) ) [補助]。科技部。
王淑芬、陳意蓁 (2010)。臺灣半導體產業價值鏈、生命週期與公司價值之研究。評價學報,3,1-12。https://doi.org/10.30073/JV.201008.0001
臺灣沉浸式體驗協會 (2022)。臺灣沉浸式體驗產業白皮書。未出版之原始資料。
史經文 (2015)。設備設施管理與物業管理產業的商業模式創新案例分析。物業管理學報,6(1),74-88。https://doi.org/10.29467/JPM.201009.0007
田羽晨、林儷蓉 (2019)。原住民部落接待家庭之商業模式探討:以卓溪鄉部落接待家庭為例。休閒與社會研究,19,1-25。 https://doi.org/10.6345/NTNU201900326
艾昌明、王如鈺 (2022)。探討微型文創企業商業模式之關鍵因素。中原企管評論,20(3),1-22。 https://www.airitilibrary.com/Article/Detail?DocID=17298822-202212-202212220006-202212220006-1-22
何沛霖 (2016,7月12日)。紅毛港文化園區推出「AR解謎逃脫實境遊戲」。NOWnews今日新聞。http://www.nownews.com/n/2016/07/12/2166404
何明豐、林博文 (2015)。移地邏輯:進入新興市場的商業模式演進。中山管理評論,23(1),91-135。 https://doi.org/10.6160/2015.03.03
吳淑玲、楊詠凱 (2014)。社會創業觀點下文創創業之可行商業模式探索性研究。兩岸基層選舉與地方治理研究通訊,1(2),13-25。 https://www.airitilibrary.com/Article/Detail/P20170206001-201406-201702060023-201702060023-13-25
李振勇 (2009)。商道邏輯︰成功商業模式設計指南。中國水利水電出版社。
李雅純 (2014)。從屬公司文創效益對集團績效影響之探討-以A集團為例 [未出版碩士論文]。國立中興大學。
沈友慎 (2014)。沈媽豆花之商業模式探討 [未出版碩士論文]。國立高雄大學。
沈熙傑(2016,11月18日)。柯南主題密室遊戲 USJ限期上線。大紀元。http://www.epochtimes.com/b5/16/11/18/n8505663.htm
阮柏銘 (2017)。虛擬實境結合密室逃脫之設計研究---以The-Cube Game為例 [未出版碩士論文]。國立臺北教育大學。
卓文穎、陳雅文 (2019)。旅遊地空間特性與生命週期之研究-以屏東縣為例。樹德科技大學學報,21(2),15-28。 https://tpl.ncl.edu.tw/NclService/JournalContentDetail?SysId=A19025831
孟晉瑭 (2015)。臺灣實境遊戲業商業模式初探 [未出版碩士論文]。國立成功大學。
林上倫 (2015)。網路銀行商業模式於臺灣和印尼間的比較研究 [未出版碩士論文]。國立交通大學。
林可凡、胡太山、解鴻年、賈秉靜 (2012)。地方產業群聚之演化 - 以新竹地區為例。建築與規劃學報,13(2),45-73。 https://doi.org/10.30054/JAP.201206.0003
林原君 (2015)。實境遊戲之設計流程與製作之研究- 以真人實境密室逃脫設計為例 [未出版碩士論文]。國立臺北教育大學。
林彩芯 (2018)。密室逃脫融入創造力教學探討國小學生自然科學習成效、學習動機、創意自我效能、問題解決能力以及創造力之研究 [未出版碩士論文]。國立成功大學。
林婷鈴、陳靜怡 (2008)。產業生命週期、技術特性與廠商策略異質性-層級貝氏迴歸模式之實證。行銷科學學報,4(2),163-197。 https://www.airitilibrary.com/Article/Detail/18166601-200810-201410200046-201410200046-163-197
柯俊如 (2020)。利用創新密室逃脫遊戲推廣國立臺灣圖書館特藏資源。臺北市立圖書館館訊,35(3),24-42。 https://www.airitilibrary.com/Article/Detail/10112081-202006-202009030016-202009030016-24-42
胡保亮 (2015)。基於畫布模型的物聯網商業模式構成要素研究。技術經濟,34(2),44-49。 https://qikan.cqvip.com/Qikan/Article/Detail?id=663729459&from=Qikan_Article_Detail
范鴻雁、李建民、劉青、康姣姣、任輝斌 (2013)。中小農林企業商業模式創新研究一以河北德勝農林科技有限公司為例。林業經濟問題,33(5),442-446。 https://qikan.cqvip.com/Qikan/Article/Detail?id=48595812&from=Qikan_Article_Detail
孫芃 (2015)。以群眾募資測試工業設計生涯發展網站 [未出版碩士論文]。國立臺北科技大學。
徐淑芬 (2014)。覺旅咖啡之商業模式創新 [未出版碩士論文]。實踐大學。
崔冰潔 (2014)。中小娛樂服務業商業模式創新研究-以LN為例。行銷與技術市場,9,75-80。 https://doi.org/10.6342/NTU202101302
張文武、賴靜美 (2017)。企業生命週期對董監事暨重要職員責任保險需求之影響。管理與系統,24(2),215-257。 https://doi.org/10.29416/JMS.201704_24(2).0003
張存金、葉惠仁、陳昀萱 (2023)。駁二特區大逃脫--以密室逃脫帶動地方創生。觀光與休閒管理期刊,11,23-30。https://www.airitilibrary.com/Article/Detail/2225949X-N202308090021-00003
張勝榮、金高峰 (2008,1月2日)。新興產業的競爭戰略。特區經濟。https://read01.com/7zKL7P.html
張瑜筱丹、張永安 (2016)。互聯網企業免費商業模式價值模型研究。管理觀察,17,98-101。 https://doi.org/10.3969/j.issn.1674-2877.2016.17.029
許智雄、李宣 (2015,10月14日)。獨/年產值逾2億!瘋密室逃脫 臺大工程師棄百萬年薪創業。三立新聞。http://www.setn.com/News.aspx?NewsID=100383
郭守亭、李萬方、蔡佳佳 (2016)。基於模組化思想的零售商業模式構成及創新路徑研究。宏觀經濟研究,2,113-119。 https://qikan.cqvip.com/Qikan/Article/Detail?id=667983527&from=Qikan_Article_Detail
郭逸涵 (2018)。密室逃脫遊戲學習融入國小自然科對學生學習表現之影響 [未出版碩士論文]。國立臺灣師範大學。
陳妍妍 (2013)。沃爾瑪的商業模式研究—基於奧斯特瓦德商業模式畫布模型。知識經濟,7,119-120。 https://doc.mbalib.com/view/708c980ad9d9dec001ce167b3826b17e.html
陳昇鴻、鍾國貴、周隆耀 (2013)。臺灣地區中小企業內部授信評等決定因素:企業主特質與財務狀況、企業財務特性、產業生命週期與景氣展望的角色。臺灣金融財務季刊,14(2),41-70。 https://www.airitilibrary.com/Article/Detail/16079256-201306-201307080003-201307080003-41-70
陳松進 (2014)。環境監測儀器設備代理商之商業模式分析與競爭策略─以臺灣N公司為例 [未出版碩士論文]。國立高雄大學。
陳欣妤、邱耿中 (2017)。相對績效評估與高階經理人薪酬:論企業生命週期之影響。中華會計學刊,13(2),157-192。https://doi.org/10.6538/TAR.2017.1302.01
陳威廷 (2013,10月15日)。蘋果調查:破關紓壓10萬人夯密室逃脫。蘋果日報。http://www.appledaily.com.tw/appledaily/article/headline/20131015/35364149/
陳彥宏 (2015)。以系統動態學討論自有品牌與大眾品牌在臺灣嬰兒用品專門店的商業模式畫布 [未出版碩士論文]。國立高雄大學。
陳素燕、劉修祥 (2010)。網路旅行社商業模式之個案研究-以易遊網為例。休閒暨觀光產業研究,5(1&2),90-99。。https://doi.org/10.6158/JLTIR.201012_5(1_2).0006
陳隆輝、黃子明 (2017)。小林社區社會企業商業模式之研究-以「2021社會企業」為例。輔仁管理評論,24(1),47-75。 https://www.airitilibrary.com/Article/Detail/10254412-201701-201703020017-201703020017-47-75
陳隆輝、薛昭義、黃子明 (2018)。社會企業商業模式關鍵成功因素之研究。中山管理評論,23(3),381-414。 https://doi.org/10.6160/SYSMR.201809_26(3).0001
陳蕙芬、林彥甫 (2021)。隨物共創:密室逃脫浮現的團隊互動。行銷評論,18(1),63-94。 https://www.airitilibrary.com/Article/Detail/18134483-202106-202107010017-202107010017-63-94
陳蕙芬、梁煥煒 (2021)。團隊互動、資源疆界與隨創作為:密室逃脫所展現的團隊創造力。人力資源管理學報,21(1),83-113。https://doi.org/10.6147/JHRM.202106_21(1).0004
彭琮瑋 (2018)。虛擬實境遊戲中互動性之設計與評估:以密室逃脫遊戲為例 [未出版碩士論文]。健行科技大學。
黃世豪 (2015)。傳統皮膚科創新商業模式之研究 [未出版碩士論文]。大葉大學。
黃仕揚 ((2019,1月3日)。史上最狂!環球影城「Cool Japan」6大動漫齊聚闖關。udn生活新聞。https://udn.com/news/story/7266/3572040
黃孝璋、李晶 (2015)。以方法目的鏈理論探討實境遊戲之體驗與價值。大專體育學刊,17(2),109–126。https://doi.org/10.5297/ser.1702.001
黃意堯 (2022)。技職校院轉型之探討-以A技術學院為例。兩岸職業教育論叢,6(1),32-28。https://doi.org/10.6685/ASVEJ.202210_6(1).0003
楊琇然(2013)。游泳池管理顧問業經營模式之研究 [未出版碩士論文]。國立體育大學。
楊智仁 (2024)。《獵人》實境解謎遊戲開跑!貪婪之島打躲避球、250坪造景搶先看。ETtoday新聞雲 https://game.ettoday.net/article/2765715.htm
楊智雯(2014,6月14日)。今夏遊樂園 瘋解謎逃脫遊戲。蘋果日報。http://www.appledaily.com.tw/appledaily/article/supplement/20140614/35892516/
葉瑩君、王宥甯、洪繪雅、林宛靜、廖乃鼎、蔡雅雯 (2021)。創新教學-以密室逃脫活動概念設計實習生教案。臺灣醫檢雜誌,36(4),9-14。
廖君雅 (2015)。密室逃脫真人版 正夯的企業教育訓練 團隊集體闖關 每個人都是福爾摩斯。財訊雙週刊,471,110-111。
劉小瑜 (2014)。實踐大學附設幼兒園之商業模式創新 [未出版碩士論文]。實踐大學。
劉俊儒、張育琳、劉均怡 (2017)。在不同企業生命週期下經營績效對高階經理團隊薪酬之影響。當代會計,18(1),79-120。https://doi.org/10.6675/JCA.18.1.04
潘姿吟 (2015,10月13日)。亞洲之光!臺灣隊入圍遊戲界奧斯卡獎。蘋果日報。http://www.appledaily.com.tw/realtimenews/article/new/20151013/710709/
蔡佩君 (2020)。臺灣職能治療產業創新經營模式之比較-以商業模式圖分析。臺灣職能治療研究與實務雜誌,16(1),1-10。 https://doi.org/10.6534/jtotrp.202006_16(1).0001
鄭伊婷、黃純真 (2021)。社會企業永續經營模式之分析-以財團法人釋迦牟尼佛寺 (釋迦山)為例。觀光與休閒管理期刊,9(1),1-9。 https://doi.org/10.6510/JTLM.202106_9(1).0001
鄭宜東 (2018)。探討密室逃脫實境遊戲工作室經營成功關鍵因素 [未出版碩士論文]。朝陽科技大學。
鄭哲惠、王兼善、張嘉文 (2015)。現金流量資訊衡量電子業的企業生命週期之概況:兼論其對盈餘攸關性之影響。東吳經濟商學學報,91,61-80。 https://www.airitilibrary.com/Article/Detail?DocID=02593769-201512-201604060019-201604060019-61-80
黎婉瑜 (2017)。技能教育導向實境密室逃脫設計模式研究 [未出版碩士論文]。國立成功大學。
盧鴻鋆 (2015)。覺旅咖啡兩家分店商業模式之比較─商業模式畫布觀點 [未出版碩士論文]。實踐大學。
蕭丞祖 (2015)。真人密室逃脫遊戲顧客滿意度、休閒效益 與再參與意願關係之研究 [未出版碩士論文]。朝陽科技大學。
賴佳昀 (2016,8月5日)。酷!飯店宴會廳變密室逃脫空間 吃飯還可玩闖關遊戲。蘋果日報。http://www.appledaily.com.tw/realtimenews/article/new/20160805/922170/
賴宛琳 (2013)。實境密室逃脫上班族紓壓新寵。看雜誌,137,31-35。https://www.watchinese.com/article/2013/8683
賴明弘、高姿宜 (2017)。以核心策略觀點探討自造者空間業者之商業模式。科技管理學刊,22(3),1-29。 https://www.airitilibrary.com/Article/Detail/10287353-201709-201709250012-201709250012-1-29
賴明弘、楊筑涵 (2017)。美臺育成加速器與群眾募資平臺商業模式比較研究。中科大學報,4(1),1-36。https://doi.org/10.6902/JNTUST.201712_4(1).0001
謝騄璘 (2014)。植物工廠商業模式之探討 [未出版碩士論文]。國立清華大學。
鍾政偉、羅依婷、王瑜君 (2018)。Maker Space How To Make Money-以商業模式探討臺灣創客基地發展之研究。高雄師大學報:教育與社會科學類, 44,1-15。https://www.airitilibrary.com/Article/Detail/P20120111002-201806-201807050020-201807050020-1-15
簡羽熔 (2015)。臺灣中高齡壽險業務員職能發展策略探索-個人商業模式畫布觀點 [未出版碩士論文]。實踐大學。
羅世輝、黃世豪 (2016)。皮膚科診所創新美容醫學商業模式之研究。醫務管理期刊,17(2),150-167。 https://www.airitilibrary.com/Article/Detail/16086961-201606-201701040031-201701040031-150-167
蘇俊聲 (2014) )。獨立中醫診所轉型連鎖化之經營模式的探討 [未出版碩士論文]。國立成功大學。
顧荃 (2016,7月3日)。暑假限定海賊逃脫遊戲 關渡碼頭暑假開航。中央社。http://appweb.cna.com.tw/webm_dev/menu/aall/201607030104.aspx
Achtenhagen, L., Melin, L., & Nald, L. (2013). Dynamics of business models–Strategizing, critical capabilities and activities for sustained value creation. Long Range Planning, 46(6), 427-442. https://doi.org/10.1016/j.lrp.2013.04.002
Akbari, M., Omrane, A., Hoseinzadeh, A., & Nikookar, H. (2022). Effects of innovation on corporate performance of manufacturing companies: Which roles associated to social responsibility? Transnational Corporations Review, 14(4), 438-453. https://doi.org/10.1080/19186444.2021.1940055
Akehurst, G., Comeche, J. M., & Galindo, M. A. (2009). Job satisfaction and commitment in the entrepreneurial SME. Small Business Economics, 32(3), 277-289. https://doi.org/10.1007/s11187-008-9116-z
Alvarez, E. G., Sintas, J. L., & Martinez, A.S. (2012). Challenges and trends in digital leisure: Transformation of dimensions, experiences and the new business models. Arbor-Ciencia Pensamiento Y Cultura, 188(754), 395-407. https://doi.org/10.3989/arbor.2012.754n2011
Andries, P. & Debackere, K. (2007). Adaptation and performance in new businesses: Understanding the moderating effects of independence and industry. Small Business Economics, 29(1-2), 81-99. https://doi.org/10.1007/s11187-005-5640-2
Anwar, M. (2018). Business model innovation and SMEs performance—Does competitive advantage mediate? International Journal of Innovation Management, 22(07), 1-31. https://doi.org/10.1016/0165-4101(92)90018-W
Asia Escape Game (2017, October 5). Southeast Asia. Asia Escape Game. https://asiaesacpegame.wordpress.com/2017/10/05/southeast-asia/
Belas, J., Gavurova, B., Čepel, M., & Kubák, M. (2020). Evaluation of economic potential of business environment development by comparing sector differences: Perspective of SMEs in the Czech Republic and Slovakia. Oeconomia Copernicana, 11(1), 135–159. https://doi.org/10.24136/oc.2020.006
Bocken, N. M. P., Short, S. W., Rana, P., & Evans, S. (2014). A literature and practice review to develop sustainable business model archetypes. Journal of Cleaner Production, 65, 42-56. https://doi.org/10.1016/j.jclepro.2013.11.039
Boons, F., & Lüdeke-Freund, F. (2013). Business models for sustainable innovation: State-of-the-art and steps towards a research agenda. Journal of Cleaner Production, 45, 9-19. https://doi.org/10.1016/j.jclepro.2012.07.007
Bowyer, S. (2021). Learn, play, design: using the escape room concept to teach creativity and innovation in a business course. Business Education Innovation Journal, 13(1), 59-67. https://doi.org/10.18778/8088-073-3.02
Carroll, J. A. & Morse, K. J. (2022). Engaging learners in productive struggle: Escape rooms as a teaching tool. The Journal of Nursing Education, 61 (9), 545-548. https://doi.org/10.3928/01484834-20220413-01
Chen, W. (2016, October 22). What are the best "escape rooms" in San Francisco? Quora https://www.quora.com/What-are-the-best-escape-rooms-in-San-Francisco
Chesbrough, H. (2003). Open innovation: The new Imperative for creating and profiting from technology. Harvard Business School Press.
Chesbrough, H. (2010). Business model innovation: Opportunities and barriers. Long Range Planning, 43(2-3), 354-363. https://doi.org/10.1016/j.lrp.2009.07.010
Chesbrough, H., & Rosenbloom, R. S. (2002). The role of the business model in capturing value from innovation: Evidence from Xerox Corporation's technology spin‐off companies. Industrial and corporate change, 11(3), 529-555. https://doi.org/10.1093/icc/11.3.529
Chiang, W. J. & Shyu, M. L. (2016). Key Success Factors in the Business Model of B&B Industry in Taiwan. Revista de Cercetare si Interventie Sociala, 53, 89-96. https://doi.org/10.33788/rcis.64.3
Chiu, H. P. (2022). Playful and social interaction in physical game: A quantitative and qualitative study of real-life escape room. TRAMES: A Journal of the Humanities & Social Sciences, 26(2), 207-227. https://doi.org/10.3176/tr.2022.2.06
Cilliers, C. D. & Hermann, U. P. (2023). The business model canvas and challenges of volunteer tourism. African journal of hospitality, Tourism and Leisure, 12(1), 31-45. https://doi.org/10.46222/ajhtl.19770720.352
Civelek, M., Gajdka, K., Světlík, J., & Vavrečka, V. (2020). Differences in the usage of online marketing and social media tools: Evidence from Czech, Slovakian and Hungarian SMEs. Equilibrium. Quarterly Journal of Economics and Economic Policy, 15(3), 537-563. https://doi.org/10.24136/eq.2020.024
Clarke, S., Peel, D., Arnab, S., Morini, L., Keegan, H. & Wood, O. (2017). EscapED: A framework for creating educational escape rooms and interactive games to for higher/further education. International Journal of Serious Games, 4(3), 73-86. https://doi.org/10.17083/ijsg.v4i3.180
Daft, R. L. (2004). Organization theory and design (8th ed.). South-Western.
de Chernatony, L., & Riley, L. (1999). Experts’ views about defining services brands and the principles of services branding. Journal of Business Research, 46(2), 181-192. https://doi.org/10.1016/S0148-2963(98)00021-6
Decrop, A. (1999). Triangulation in qualitative tourism research. Tourism Management, 20(1), 157-161. https://doi.org/10.1016/S0261-5177(98)00102-2
Demil, B., & Lecocq, X. (2010). Business model evolution: in search of dynamic consistency. Long Range Planning, 43 (2), 227-246. https://doi.org/10.1016/j.lrp.2010.02.004
Dieck, M. C. T., Jung, T., & Han, D. I. (2016). Mapping requirements for the wearable smart glasses augmented reality museum application. Journal of Hospitality and Tourism Technology, 7(3), 230-253. https://doi.org/10.1108/JHTT-09-2015-0036
Dilek, S. E. & Dilek, N. K. (2018). Real-life escape rooms as a new recreational attraction: the case of Turkey. An International Journal of Tourism and Hospitality Research, 29(4), 495-506. https://doi.org/10.1080/13032917.2018.1439760
Doganova, L., & Eyquem-Renault, M. (2009). What do business models do? Innovation devices in technology entrepreneurship. Research Policy, 38(10), 1559-1570. https://doi.org/10.1016/j.respol.2009.08.002
Drucker, P. (2005). Managing oneself. Harvard Business Review, 83(1), 100-109. https://doi.org/10.4324/9780080575315-7
Ensley, M. D., Hmieleski, K. M., & Pearce, C. L. (2006). The importance of vertical and shared leadership within new venture top management teams: Implications for the performance of startups. The Leadership Quarterly, 17(3), 217-231. https://doi.org/10.1016/j.leaqua.2006.02.002
French, S. & Shaw, J. M. (2015, July 20). The unbelievably lucrative business of escape rooms. MarketWatch. http://www.marketwatch.com/story/the-weird-new-world-of-escape-room-businesses-2015-07-20
Gavurova, B., Belas, J., Bilan, Y., & Horak, J. (2020). Study of legislative and administrative obstacles to SMEs business in the Czech Republic and Slovakia. Oeconomia Copernicana, 11(4), 689–719. https://doi.org/10.24136/oc.2020.028
George, G. & Bock, A. J. (2011). The business model in practice and its implications for entrepreneurship research. Entrepreneurship Theory and Practice, 35(1), 83-111. https://doi.org/10.1111/j.1540-6520.2010.00424.x
Grant, R, M, (2005). Contemporary strategy analysis: Concepts, techniques, applications (5TH ed). Blackwell Publishing.
Guigon, G. Humeau, J., & Vermeulen M. (2018). A model to design learning escape games: SEGAM [Conference presentation]. 10th International Conference on Computer Supported Education, Funchal, Madeira, Portugal.
Gündüz, S. (2018). Preventing blue ocean from turning into red ocean: A case study of a room escape game. International Journal of Human Sciences, 15(1), 1-7. https://doi.org/10.14687/jhs.v15i1.5140
Guttentag, D. A. (2010). Virtual reality: Applications and implications for tourism. Tourism Management,31(5), 637-651. https://doi.org/10.1016/j.tourman.2009.07.003
Heger, T., & Rohrbeck, R. (2012). Strategic foresight for collaborative exploration of new business fields. Technological Forecasting and Social Change, 79(5), 819-831. https://doi.org/10.1016/j.techfore.2011.11.003
Hernández-Linares, R., Kellermanns, F. W., & López-Fernández, M. C. (2021). Dynamic capabilities and SME performance: The moderating effect of market orientation. Journal of Small Business Management, 59(1), 162-195. https://doi.org/10.1111/jsbm.12474
Hill, C. W. L., & Jones, G. R. (2009). Strategic management theory: An integrated approach (9th ed.). South-Western College Pub.
Huang, Y. C., Backman, K. F., Backman, S. J., & Chang, L. L. (2016). Exploring the implications of virtual reality technology in tourism marketing: An integrated research framework. International Journal of Tourism Research, 18(2), 116-128. https://doi.org/10.1002/jtr.2038
iAudit (2016, March 5). Real-Life Escape Game Industry overview YE2015. Slideshare. https://www.slideshare.net/slideshow/reallife-escape-game-industry-overview-ye2015-59125462/59125462
IBISWorld (2023, July 12). Escape rooms industry in the us - market research report. IBISWorld. https://www.ibisworld.com/united-states/market-research-reports/escape-rooms-industry/
Järveläinen, J., & Paavilainen-Mäntymäki, E. (2019). Escape Room as Game-Based Learning Process: Causation - Effectuation Perspective [Paper presentation]. The 52nd Hawaii International Conference on System Sciences, Hawaii.
Jawahar, I. M., & McLaughlin, G. L. (2001). Toward a descriptive stakeholder theory: An organizational life cycle approach. The Academy of Management Review, 26(3), 397-414. https://doi.org/10.2307/259184
Johanson, J. & Vahlne, J. E. (1977). The internationalization process of the firm — A model of knowledge development and increasing foreign market commitments. Journal of International Business, 8, 23-32. https://doi.org/10.1057/palgrave.jibs.8490676
Jung, T., Chung, N., & Leue, M. C. (2015). The determinants of recommendations to use augmented reality technologies: The case of a Korean theme park. Tourism Management, 49, 75-86. https://doi.org/10.1016/j.tourman.2015.02.013
Kassarjian, H. H. (1977). Content analysis in consumer research. Journal of Consumer Research, 4(1), 8-18. https://doi.org/10.1086/208674
Kolar, T. (2017). Conceptualising tourist experiences with new attractions: the case of escape rooms. International Journal of Contemporary Hospitality Management, 29(5), 1322-1339. https://doi.org/10.1108/IJCHM-12-2015-0687
Kolar, T., & Cater, B. (2018). Managing group flow experiences in escape rooms. International Journal of Contemporary Hospitality Management, 30(7), 2637-2661. https://doi.org/10.1108/IJCHM-03-2017-0152
Kuratko, D. F., & Hodgetts, R. M. (2001). Entrepreneurship: A contemporary approach (5th ed). Harcourt.
Kusumah, E. P., Hurriyati, R., Disman, D., & Gaffar, V. (2022). Determining revisit intention: the role of virtual reality experience, travel motivation, travel constraint and destination image. Tourism and Hospitality Management, 28(2), 297-314. https://doi.org/10.20867/thm.28.2.3
Lincoln, Y., & Guba, E. (1985). A naturalistic inquiry. Sage Publications.
Magretta, J. (2002). Why Business Models Matter. Harvard Business Review, 80(5), 86–92. https://search.ebscohost.com/login.aspx?direct=true&AuthType=ip,uid&db=bth&AN=6623782&lang=zh-tw&site=ehost-live
McLaughlin, K., Davis, J., Gonzales, M., Koh, C., Taylor, L., & Crowell, T. L. (2024). Engage, educate, escape: the new jersey department of health project firstline escape room. Health Education Journal, 83(2), 205-214. https://doi.org/10.1177/00178969241228945
Menashe, J. & Stone, P. (2018). Escape room: a configurable testbed for hierarchical reinforcement learning. Artificial Intelligence, 1-24. https://doi.org/10.48550/arXiv.1812.09521
Nicholson, S. (2016, October 20). Ask why: Creating a better player experience through environmental storytelling and consistency in escape room design. [Paper presentation]. Meaningful Play 2016, Lansing, Michigan. https://scottnicholson.com/pubs/askwhy.pdf
Nicholson, S. (2018). Creating engaging escape rooms for the classroom. Childhood Education, 94(1), 44-49. https://doi.org/10.1080/00094056.2018.1420363
Osterwalder, A., & Pigneur, Y. (2010). Business model generation: A handbook for visionaries, game changers, and challengers. John Wiley & Sons Inc.
Pan, R. Lo, H., & Neustaedter, C. (2017, June 10). Collaboration, awareness, and communication in real-life escape rooms [Paper presentation]. The 2017 Conference on Designing Interactive Systems, Edinburgh, UK. https://doi.org/10.1145/3064663.3064767
Rezaee, S., Sadeghi-Niaraki, A., Shakeri, M., & Choi, S. M. (2021). Personalized augmented reality based tourism system: big data and user demographic contexts. Applied Sciences, 11(13), 6047-6072. https://doi.org/10.3390/app11136047
Ries, E. (2011). The lean startup: How today's entrepreneurs use continuous innovation to create radically successful businesses. Random House.
Rink, D. R. & Swan, J. E. (1979). Product life cycle research: A literature review. Journal of Business Research, 7(3), 219-242. https://doi.org/10.1016/0148-2963(79)90030-4
Runfola, A., Rosati, M., Guercini, S. (2013). New business models in online hotel distribution: emerging private sales versus leading IDS. Service Business, 7(2), 183-205. https://doi.org/10.1007/s11628-012-0150-1
Ryant, E., & Grissler, J. (2013). The start-up guide for opening, remodeling and running a successful beauty salon. Ready Set Go Publishing.
Sarvari, H., Chan, D. W., Alaeos, A. K. F., Olawumi, T. O., & Aldaud, A. A. A. (2021). Critical success factors for managing construction small and medium-sized enterprises in developing countries of Middle East: Evidence from Iranian construction enterprises. Journal of Building Engineering, 43, 103-152. https://doi.org/10.1016/j.jobe.2021.103152
SCRAP Entertainment Inc (2016. December 23). Real Escape Game. SCRAP Entertainment. http://realescapegame.com/
Shakeri, H., Singhal, S., Pan, R., Neustaedter, C., & Tang, A. (2017). Escaping together: The design and evaluation of a distributed real-life escape room. Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 115–128. https://doi.org/10.1145/3116595.3116601
Sinfield, J. V., Calder, E., McConnell, B., & Colson, S. (2012). How to identify new business models. Sloan Management Review, 53(2), 85-90. https://doi.org/10.7551/mitpress/11633.003.0016
Sinkovics, N., Sinkovics, R. R., & Yamin, M. (2014). The role of social value creation in business model formulation at the bottom of the pyramid-Implications for MNEs? International Business Review, 23(4), 692-707. https://doi.org/10.1016/j.ibusrev.2013.12.004
Spinelli, S. & Adams, R. (2012). New venture creation: Entrepreneurship for 21th Century (9th ed). McGraw-Hill.
Starcher, B. (2015, March 12). Manage you business model across the business lifecycle. Slidershare. https://www.linkedin.com/pulse/manage-your-business-model-across-lifecycle-bruce-starcher?trk=mp-reader-card
Su, J., Zhang, S., & Ma, H. (2020). Entrepreneurial orientation, environmental characteristics, and business model innovation: A configurational approach. Innovation, 22(4), 399-421. https://doi.org/10.1080/14479338.2019.1707088
Taiwo, M. A., Ayodeji, A. M., & Yusuf, B. A. (2012). Impact of small and medium enterprises on economic growth and development. American Journal of Business and Management, 1(1), 18-22. https://doi.org/10.11634/21679606170644
Teece, D. J. (2010). Business Models, Business Strategy and Innovation. Long Range Planning, 43, 172-194. https://doi.org/10.1016/j.lrp.2009.07.003
Vörös, A. I. V., & Sárközi, Z. (2017). Physics escape room as an educational tool. American Institute of Physics Conference, 1916(1), 25-27. https://doi.org/10.1063/1.5017455
Warmelink, H., Mayer, I. Weber, J., Heijligers, B., & Haggis, M. (2017). AMELIO: Evaluating the Team-building Potential of a Mixed Reality Escape Room Game [Paper presentation]. The Annual Symposium on Computer-Human Interaction in Play, Netherlands.
Weaver, R. K. (1985). The politics of industrial change. The Booking Institution.
Yount, K. M., Crandall, A., & Cheong, Y. F. (2018). Women’s age at first marriage and long-term economic empowerment in Egypt. World Development, 102, 124-134. https://doi.org/10.1016/j.worlddev.2017.09.013
Zhang X. C., Lee, H., Rodriguez, C., Rudner, J., Chan, T. M., & Papanagnou, D. (2018). Trapped as a group, escape as a team: Applying gamification to incorporate team-building skills through an ‘Escape Room’ Experience. Cureus, 10(3), 1-9. https://doi.org/10.7759/cureus.2256
Zott, C., & Amit, R. (2010). Business model design: An activity system perspective. Long Range Planning, 43(2-3), 216-226. https://doi.org/10.1016/j.lrp.2009.07.004
Zott, C., Amit, R., & Massa, L. (2011). The business model: Recent developments and future research. Journal of Management, 37(4), 1019–1042. https://doi.org/10.1177/0149206311406265