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DiGRA
The paper argues that utterances such as "try turning that" or "we've solved this" enact play rather than merely reporting it.
Key claim. Speech is framed as a performative tool that prompts actions, triggers technology, and sustains puzzle momentum.
This paper proposes a framework for understanding the player's voice in escape rooms, a physically co-present form of live-action play in which speech functions as a primary navigational and world-shaping tool rather than merely a means of communication. Drawing on speech-act theory from Austin and Derrida, the authors argue that utterances such as "try turning that" or "we've solved this" do more than describe play; they enact it, prompting actions, triggering technology, and sustaining momentum through puzzles. The work positions vocality as central to how escape rooms operate, in contrast to the visual and material emphasis common in discussions of such spaces, and aims to extend existing research on voice that has largely focused on digital environments.
The framework identifies four parties that shape the escape room soundscape: the Game, which establishes constraints and affordances tied to speech and listening; Game Masters, who intervene through instructions, hints, and narration; Actors, who provide dramaturgical texture through scripted or improvised responses; and Players, who generate the majority of vocal activity. The model visualises how these contributors interact and emphasises how player speech moves upward through the system, influencing design components, actor responses, and the pacing of play.
The paper also considers the affective and social dimensions of player voice. Group composition, familiarity with the genre, confidence, and differing comfort with improvisation all shape whose ideas are taken up and how freely players vocalise speculation. These factors can foster flow and satisfaction or produce hesitation and frustration, making the experience of speaking and being heard a variable and consequential part of play.
The study is conceptual rather than empirical in the material provided: it sets out a theoretical framework and its interacting components without presenting survey data, sample sizes, or observational findings. Its stated contribution is a way of thinking about how designers might craft escape rooms that respond dynamically to the voices within them.
DiGRA · 2026