Escape Rooms in Poland: The Rise and Fall of Big City Entertainment
In the second decade of the 21st century, escape rooms became one of the primary forms of leisure entertainment. Poland was one of Europe’s largest and most innovative markets for this type of entertainment. However, two unpredictable events (a fatal fire and the COVID-19 pandemic) resulted in a dramatic decline in the escape room sector. The main aim of this study is to provide an in-depth characteristic of the development of the escape room sector in Poland in 2014–2024, from the creation of the first room through booming popularity to the rapid decline and crisis in recent years. The author used statistical data obtained from the lockme.pl website, an industry report from 2018, their own research, and the available academic and popular science publications. The conducted cause-and-effect analysis allowed for the identification and definition of the main factors that contributed to the escape room sector’s unprecedented development and the factors responsible for its subsequent fall. The obtained results enabled the author to analyse and describe the unique life cycle of the escape room sector in Poland. Furthermore, spatial analysis allowed the author to find certain regularities in the location of this type of attraction, as well as the course of the geographic spread and shrinkage of the analysed phenomenon (in the territory of the country and 10 of its biggest cities). The presented results carry essential theoretical and practical implications. They point, among other things, to the need for the management to take paradoxical, apparently mutually contradictory actions (coopetition) and sometimes measures that might seem completely irrational (planning responses to unlikely threats as part of strategic crisis management).
Authors
- Andrzej Stasiak (ORCID: https://orcid.org/0000-0001-6964-3408)
Institutions
- University of Łódź (PL)
Publication Details
- Journal
- Sustainability
- Published
- 2025-02-26
- DOI
- https://doi.org/10.3390/su17052003
- Citations
- 1
- Primary Topic
- Digital Games and Media
- Type
- article
- Field-Weighted Citation Impact
- 4.20