<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-09-20T05:00:30Z</responseDate><request verb="GetRecord" identifier="oai:dspace.mit.edu:1721.1/119945" metadataPrefix="dim">https://dspace.mit.edu/server/oai/request</request><GetRecord><record><header><identifier>oai:dspace.mit.edu:1721.1/119945</identifier><datestamp>2022-01-13T07:54:05Z</datestamp><setSpec>com_1721.1_7582</setSpec><setSpec>com_1721.1_7581</setSpec><setSpec>col_1721.1_131024</setSpec></header><metadata><dim:dim xmlns:dim="http://www.dspace.org/xmlns/dspace/dim" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.dspace.org/xmlns/dspace/dim http://www.dspace.org/schema/dim.xsd">
   <dim:field mdschema="dc" element="contributor" qualifier="advisor" lang="en_US">David Robert Wallace.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author" lang="en_US">Orozco, Eduardo, S.B. Massachusetts Institute of Technology</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="other" lang="en_US">Massachusetts Institute of Technology. Department of Mechanical Engineering.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department">Massachusetts Institute of Technology. Department of Mechanical Engineering</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="accessioned">2019-01-11T16:04:26Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="available">2019-01-11T16:04:26Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="copyright" lang="en_US">2018</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="issued" lang="en_US">2018</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="uri">http://hdl.handle.net/1721.1/119945</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="oclc" lang="en_US">1080309738</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Thesis: S.B., Massachusetts Institute of Technology, Department of Mechanical Engineering, 2018.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Cataloged from PDF version of thesis.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Includes bibliographical references (page 48).</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract" lang="en_US">Recently, escape rooms, or live-action physical and mental adventure games that require players to solve puzzles and riddles to complete certain objectives in order to "escape" the room have been very popular. The design of this type of game demands knowledge and expertise in user-oriented product design in a live-action game scenario that engages and challenges participants of all ages. 5 Wits Productions is in the process of producing a live-action game experience based around dozens of "rooms" that each contain physical and mental challenges for small groups of guests to solve. Using the elements of user-centric design such as storyboarding and sketch modeling, a room theme was created and refined to give users a one of a kind experience that transports them to that theme. The theme was based off of the board game "Battle Ship" where players have to sink a ship using balls to defeat the game within the time limit. The final product was a display board ball detection system that showed the players their progress in the game and what areas they needed to hit in order sink the ships.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="statementofresponsibility" lang="en_US">by Eduardo Orozco.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="degree" lang="en_US">S.B.</dim:field>
   <dim:field mdschema="dc" element="format" qualifier="extent" lang="en_US">48 pages</dim:field>
   <dim:field mdschema="dc" element="language" qualifier="iso" lang="en_US">eng</dim:field>
   <dim:field mdschema="dc" element="publisher" lang="en_US">Massachusetts Institute of Technology</dim:field>
   <dim:field mdschema="dc" element="rights" lang="en_US">MIT theses are protected by copyright. They may be viewed, downloaded, or printed from this source but further reproduction or distribution in any format is prohibited without written permission.</dim:field>
   <dim:field mdschema="dc" element="rights" qualifier="uri" lang="en_US">http://dspace.mit.edu/handle/1721.1/7582</dim:field>
   <dim:field mdschema="dc" element="subject" lang="en_US">Mechanical Engineering.</dim:field>
   <dim:field mdschema="dc" element="title" lang="en_US">User-centered product design of live-action game experiences</dim:field>
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   	&lt;Title>User-centered product design of live-action game experiences&lt;/Title>
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   	&lt;PublicationDate>2018&lt;/PublicationDate>
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    &lt;Keyword>Mechanical Engineering.&lt;/Keyword>
   	&lt;Abstract>Recently, escape rooms, or live-action physical and mental adventure games that require players to solve puzzles and riddles to complete certain objectives in order to &amp;quot;escape&amp;quot; the room have been very popular. The design of this type of game demands knowledge and expertise in user-oriented product design in a live-action game scenario that engages and challenges participants of all ages. 5 Wits Productions is in the process of producing a live-action game experience based around dozens of &amp;quot;rooms&amp;quot; that each contain physical and mental challenges for small groups of guests to solve. Using the elements of user-centric design such as storyboarding and sketch modeling, a room theme was created and refined to give users a one of a kind experience that transports them to that theme. The theme was based off of the board game &amp;quot;Battle Ship&amp;quot; where players have to sink a ship using balls to defeat the game within the time limit. The final product was a display board ball detection system that showed the players their progress in the game and what areas they needed to hit in order sink the ships.&lt;/Abstract>
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