Skip to main content
. 2024 Nov 11;23:234. doi: 10.1186/s12939-024-02304-2

Fig. 1.

Fig. 1

RER intervention flowchart. Note: This flowchart illustrates the progression through the escape room game, detailing each phase from the initial lecture to the final stage of reaching Mars. After the lecture participants are given instructions and form ‘family units,’ undergo a series of puzzles and challenges related to migration, and interact with various themed offices such as Passport, Health, Education, and Ticket offices. Description of the puzzles and offices: 1 Chronological Cards Puzzle: Participants arrange migration fact cards in chronological order to obtain a code. 2 Migration Terminology Puzzle: A crossword puzzle with migrant term definitions reveals a code. 3 Migratory Trends Puzzle: An alphabet soup puzzle about migration trends; unused letters form a code. 4 Migration & Health Literacy Puzzle: Filling gaps in a text about migration health aspects on a computer generates a code. 5 Passport Office: Presenting a family passport with previous codes, participants fill out an application in Martian and pay for translation. Outcomes depend on origin and suspected terrorist links. 6 Health Office: Families undergo medical checks, facing potential treatment costs, quarantine, or rejection. 7 Education Office: Validation of diplomas and demonstrating the relevance of professions for life on Mars. 8 Ticket Office: Families must buy tickets to Mars; inability to pay means returning to their country. 9 Penalties & Random Encounters: Participants face various obstacles like detention for epidemiological/geopolitical risks or corrupt officials demanding bribes. 10 Reaching the Rocket: This immersive experience reaches its climax as participants either successfully reach the rocket to Mars or, more commonly, confront a much harsher reality. The experience concludes with a debriefing session, aimed at consolidating the key learning outcomes and the insights participants have gained throughout their journey