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The virtual escape room game used to educate a hospital system's employees about medical literature was a hit. They drew names for prizes as an incentive to get nurses and other employees to try their escape room, but it was noted that the activity was so well-liked, no one who completed the final challenge even asked what the prize was. A sense of accomplishment is apparently a reward in itself. Several requests for assistance with library resources came through as employees discovered the library through the game. Analytics showed that the library website had a higher access rate during the time the game was available, demonstrating that many people visited the site after finishing the escape room. Gamification of education has proven time and again to be an effective way of engaging students and advertising services. Their Frankenstein of a virtual escape room proved to be a monster of a success.
