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European Conference on Games Based Learning (ECGBL)
The Archivist's Dream was developed by the University for Continuing Education Krems for the Archives of Contemporary Arts in Austria. It aims at cultural mediation and audience development rather than direct instruction.
"The Archivist's Dream" is a live escape room developed by the University for Continuing Education Krems for the Archives of Contemporary Arts in Austria, designed to foster cultural mediation and audience development rather than to teach directly. The work is positioned at the intersection of cultural mediation and serious games, framed as an "advergame" that translates archival thinking, namely attributing, deciphering, and contextualizing, into puzzle mechanics. Its central aim is to spark lasting interest in the arts by making the archive appear a desirable place to return to, while avoiding three design pitfalls: unclear simplification, superficiality, and negativity.
The game's design relies on layered immersion. Players move through four transition points, a lobby, a locker room, a digital adventure game, and a dream space, which carry them from everyday life into a playful, dream-logic version of archival work. Puzzles are arranged sequentially to accommodate novices and small groups. Each follows three principles: abstracted archival tasks, distorted reproductions of real archive materials that remain accessible to non-specialists, and references to the artists' pre-digital working methods. Representative puzzles, such as sorting archival boxes, sequencing audio cassettes, aligning overhead slides, and decoding a mirrored-handwriting typewriter challenge, combine these skills and culminate in a meta-puzzle that resolves the narrative.
The authors conclude that in serious games for cultural mediation, the serious purpose must drive design decisions, with the theme established as a precondition rather than an outcome. They argue that these constraints provide a dependable guiding framework that enriches creative work and connects the fictional game world to real-world archival domains. Notably, the approach's effectiveness is not yet demonstrated by empirical data. A separate user study is planned to evaluate the game in the coming months, and its findings are to be reported at a later date.
European Conference on Games Based Learning (ECGBL) · 2026