TripleQ-s’ Escape Game: Study Room Girl -Final- is a short-form interactive narrative that blends visual-novel mechanics with puzzle/escape-room structure to explore memory, consent, and the ethics of play. This paper argues the work functions as a liminal text that uses constrained player agency, diegetic puzzles, and audiovisual design to stage emotional labor and cognitive dissonance, producing an experience whose aesthetics and mechanics mutually reinforce themes of trauma, surveillance, and relational repair.
As you enter the game, you find yourself in a small, cluttered study room. You're greeted by a mysterious message from the game master, explaining that a girl has been trapped in the room and it's up to you to help her escape. The story unfolds as you progress through the game, revealing a complex web of clues, puzzles, and secrets.