no more Karaoke or passive entertainment like the movies - the immersive form of Jubensha is on fire in China taking our young generations by storm resulting in a US$2B industry!

there is movement in the United States towards making this trend a reality with an English-speaking audience. What aspects of American culture must we adapt to?

We got a chance to play two English Jubensha modules in Summer of 2022:

  1. ghost story with 6 ppl complete with themed room and cosplay
  2. Memento story with 7 ppl complete with full-on whiteboarding to figure out the story!

Both experiences had very clever “plot twists” we did not foresee (which is part of the fun in reverse engineering “what happened”)

China's Gen Z can't get enough of Jubensha, drawing in many into the hype

2021 was the year that saw a boom in this industry at home. Likely a result of a year-long locked-down life due to the pandemic, young people were desperate to embrace interactive activities in real-life post-lockdown.****

FEATURE: Murder mystery games a hit in China but Japan missing the fun

The 44-year-old game developer cites the need for players to have strong literacy and communication skills, as well as the requirement to secure the exact number of people for each script, as among the reasons for the sluggish uptake.

clearly the strategy is not to convince online gamers to come online.

we have to enlist people who have no issues expressing themselves in real life (IRL):

  1. cosplay (think Comicon)
  2. actors (esp in LA)
  3. dancers
  4. those who enjoy improv
  5. Burning Man community
  6. cities with active neighborhood cultures (think San Francisco)