The Origin of Escape Rooms

Our current digital age has left the information-overloaded population to once again seek out adventure in the physical world. The phenomena led to the success of escape rooms, and this is evidenced by a closer examination of their roots. Scrap Inc. in Japan was the first documented example where the concept of the digital escape room was transferred to a “lets do this in the real world” counterpart. Scrap Entertainment Inc. is a Kyoto-based event company managed by Takao Kato. The thirty-five-year-old entrepreneur opened Real Escape Game (Riaru Dasshutsu Ge-mu) in July 2007 for teams of 5-6 players. “I thought I could create my own adventure, a story, and then invite people to be a part of it,” said Kato.