What an Escape Room Can Reveal About the Way Your Team Communicates
Lessons from corporate groups at ClueHQ Kingston on communication, collaboration and what happens when colleagues have 60 minutes, one shared objective and no job titles to hide behind.
ONE TEAM.
ONE GOAL.
The game ends when the clock stops. The conversation about how the team communicated often starts immediately afterwards.
Meetings are designed for communication. Escape rooms are not. And that may be exactly why they can reveal so much about how a team actually communicates.
Over years of operating ClueHQ Kingston, we have welcomed corporate groups looking for something different from the traditional team lunch, presentation or away day.
They arrive expecting puzzles, clues and an hour of entertainment. What we have repeatedly found more interesting is what happens between the players.
Someone who is relatively quiet in the office notices an important detail. Another person naturally starts coordinating the group. Someone else becomes the connector between pieces of information discovered by different colleagues.
After the game, teams often start analysing themselves: who communicated clearly, who listened, where information got stuck, who organised the group and what they would do differently next time.
The entertainment may last 60 minutes. The conversation it creates can continue well beyond the game.
Discover
Different players notice different clues, details and patterns.
Communicate
Useful information has to move between people instead of staying with one player.
Coordinate
The group starts dividing work, connecting ideas and adapting its approach.
Reflect
Afterwards, the team can discuss what helped—or slowed—their progress.
Why escape rooms create an unusual environment for teams
Most workplace collaboration takes place inside a familiar structure. People have job titles, departments, reporting lines and established relationships. There are also assumptions about who normally leads, who normally speaks and who normally makes decisions.
An escape room temporarily removes much of that structure.
The Finance Manager, Marketing Executive, Engineer and Operations Director suddenly have exactly the same objective: work together and solve the problem before the clock reaches zero.
Nobody has an organisational advantage. The puzzle does not care about seniority.
At ClueHQ Kingston, the experience revolves around a time-limited game in which players need to find clues, solve puzzles and use teamwork and initiative. The venue specifically promotes corporate team building as one of its use cases.
Operational observation and academic evidence are kept separate in this article. The research cited below comes mainly from educational and professional simulation settings, not from a controlled study of ClueHQ Kingston corporate customers.
The information is distributed across the team
One reason escape rooms encourage collaboration is simple: one person rarely has all the information.
Someone may discover a number. Another person has already found a lock. A third player may have seen a symbol elsewhere in the room that connects the two.
Unless those pieces of information are communicated, progress stops.
This is remarkably similar to what happens inside organisations. Marketing knows something Sales does not. Operations has information Finance needs. A technical team identifies an issue but assumes somebody else already knows about it.
Listening can become more important than speaking
Good communication is sometimes mistaken for talking more. Escape rooms can demonstrate something different.
A team may have several people suggesting solutions simultaneously. The breakthrough may come from the person quietly saying that they have seen a matching symbol somewhere else.
Whether the group hears that person can determine what happens next.
of participants in one mixed-methods interprofessional escape-room study identified improving communication as a theme in their reflections.
of participants in another interprofessional escape-room activity felt it improved communication and teamwork.
in that same study felt team members were listened to.
Those studies were conducted in healthcare education rather than corporate leisure, so they should not be treated as proof that a recreational escape room permanently changes workplace behaviour. They do, however, reinforce the idea that escape-room environments can make communication and teamwork highly visible.
Different strengths suddenly matter
A good escape room does not reward only one type of intelligence. There may be numerical puzzles, observation challenges, pattern recognition, word puzzles, spatial reasoning, searching, memory, logic and lateral thinking.
That creates an interesting dynamic.
The colleague who normally has the most senior role may not be the person who solves the most puzzles. Someone whose contribution is less visible during ordinary meetings may suddenly become essential to the team.
People get an opportunity to experience their colleagues’ strengths rather than simply know their job titles.
Leadership appears naturally
Another interesting observation is what happens when there is no appointed leader.
Some teams immediately organise themselves. Someone starts collecting information. Another person allocates puzzles. Someone periodically asks, “What have we got?”
Other teams begin with everybody working independently and only later realise that they need more structure.
Neither approach is automatically right or wrong. But it gives the team something concrete to discuss afterwards: Who naturally coordinated? Did that help? Did everyone feel able to contribute? Did the team adapt when its first approach was not working?
Pressure changes communication
Put a countdown clock in front of a group and communication changes.
At the beginning of the game there may be plenty of discussion. With ten minutes remaining, things become more interesting. Some teams become increasingly organised. Others begin repeating work, holding information too long or working on the same problem without realising it.
The pressure is artificial—but some of the behaviours it brings out can feel familiar. Teams in the workplace also operate under deadlines, incomplete information and changing priorities.
A 2026 study comparing an escape-room simulation with high-fidelity simulation found that requesting input, cross-monitoring and closed-loop communication occurred more frequently in the escape-room condition, although the high-fidelity simulation performed better across the overall communication assessment. That nuance matters: escape rooms are not a substitute for formal professional communication training.

The most valuable part may happen after the door opens
For us, this is one of the most interesting observations from operating ClueHQ Kingston.
A corporate team completes the room—or the clock runs out. The game itself has finished. But almost immediately the analysis starts.
Teams talk about the clue they had for twenty minutes, the idea nobody heard, the person who was unexpectedly brilliant at a certain puzzle, or the moment they should have reorganised.
These conversations happen spontaneously because everyone has just participated in the same experience.
There is no theoretical case study to discuss. They are discussing themselves.
Five questions worth asking after the game
How well did we share useful information with one another?
Did everyone have an opportunity to contribute, or were some voices overlooked?
How did we organise ourselves and did any roles emerge naturally?
What happened to our communication when the time pressure increased?
If we played again immediately, what would we change about the way we worked together?
Why this can work particularly well for established teams
Traditional team-building activities are often associated with newly formed teams. But the idea can be equally interesting for people who have worked together for years.
Established teams develop habits. Some are productive. Others become invisible because everyone is accustomed to them.
An unfamiliar challenge changes the normal context. A manager may have to follow someone else’s idea. A quiet employee may become the key problem solver. Two people from different departments may need one another’s information.
That temporary rearrangement of roles can give colleagues a different perspective on one another.
And it doesn’t need to feel like training
Tell employees they are attending a three-hour communication workshop and reactions may vary. Tell them they have 60 minutes to escape from a room and the reaction is usually rather different.
The learning—if it happens—is largely incidental. Participants are trying to win. They are not completing an exercise labelled “Collaborative Communication Module 3”.
A 2024 scoping review of escape-room teamwork training found consistently high enjoyment and engagement across the studies it reviewed, while also warning that the evidence base has methodological limitations and often relies on self-reported outcomes.
What an escape room can do
Create an engaging, time-limited shared challenge in which communication, listening, delegation, problem-solving and coordination become visible.
What it should not claim to do
Replace formal leadership development, professional facilitation, communication training or evidence-based organisational interventions where those are needed.
That is close to how we think companies should approach the activity: come primarily because it is fun, then use the experience to create a conversation the team might not otherwise have had.
A shared challenge.
A useful conversation.ClueHQ Kingston · Surbiton / Kingston upon Thames
Put your team’s communication to the test.
Step away from emails, meetings and everyday job roles and into a shared escape-room challenge. ClueHQ Kingston can accommodate large corporate groups across multiple games, followed by the opportunity to compare experiences and debrief together.
ClueHQ Kingston · 1st Floor, 402 Hook Rise North, Surbiton, Kingston upon Thames, KT6 5AT · 020 3903 9500
Sources used to support this insight
- ClueHQ Kingston — Large Group & Corporate Team Building Bookings
- ClueHQ Kingston — Live Escape Games
- Effectiveness of an escape room for undergraduate interprofessional learning — mixed-methods evaluation
- Interprofessional Health Care Escape Room for Advanced Learners — Journal of Nursing Education
- Escape room design in training crew resource management in acute care — scoping review
- The impact of an escape room versus high fidelity simulation on interprofessional communication and teamwork
Research from healthcare education and simulation is included as supporting context, not as evidence that a leisure escape-room session automatically improves long-term workplace performance. DBIO’s ClueHQ observations are operational observations rather than the results of a controlled research study.