Zombie preparedness, adult play, urban resilience, wayfinding, public health simulation, mayorto. 1. Introduction The zombie genre has long served as a metaphor for pandemic response, social collapse, and herd mentality (Brooks, 2003; CDC, 2011). However, the “Escape From Zombie U” series operationalizes this metaphor into a physical, timed, cooperative challenge. Version 2024-10-15, designated “Adult Escape,” deliberately removed child participants to study unmediated adult behavior under non-lethal duress.
Operation I: Adult Escape From Zombie U -v2024-10-15- -mayorto- Subtitle: A Case Study in Experiential Learning, Urban Wayfinding, and Public Health Messaging Under Duress Document ID: v2024-10-15-mayorto Date of Simulation: October 15, 2024 Author: Mayor’s Office of Strategic Urban Resilience (mayorto) Abstract Background: The annual “Escape From Zombie U” event, version 2024-10-15, represents a unique intersection of adult play, civic preparedness, and cognitive stress testing. This paper analyzes the “Adult Escape” iteration, focusing on how adult participants (N=150, ages 25–60) navigated a simulated zombie outbreak across the University of U’s urban campus. The exercise, codenamed “Operation I,” aimed to assess real-time decision-making, resource allocation, and inter-group communication under a low-mortality but high-stress fictional scenario. i--- Adult Escape From Zombie U -v2024-10-15- -mayorto-
The gamified zombie apocalypse functions as a powerful, low-stakes proxy for real urban crises (blackouts, floods, active threats). The -v2024-10-15- -mayorto- iteration successfully identified a critical gap: adults over 45 significantly overestimated their physical sprint capacity, while adults under 30 underestimated their risk of “social contagion” (following a wrong leader). Recommendations include incorporating analog backup mapping and randomized leadership rotations in future v2025 exercises. The scenario included 12 “infection” checkpoints
Mixed-method evaluation: pre/post-surveys (Likert scales on self-efficacy, map reading, cooperative behavior), GPS tracking of escape routes, and facilitator-led debriefings. The scenario included 12 “infection” checkpoints, 3 safe zones, and a dynamic “horde” timing mechanic. 3 safe zones
| Archetype | % of cohort | Mean escape time (min) | Team size preference | |-----------|-------------|------------------------|----------------------| | Routinizer | 42% | 58 | 2–3 | | Scout | 35% | 47 | 1–2 | | Guardian | 23% | 82 | 4–6 |
Participants exhibited three distinct escape archetypes: Routinizers (followed pre-marked paths, 42%), Scouts (deviated for intel, 35%), and Guardians (slowed to assist others, 23%). Contrary to expectations, prior zombie media consumption did not correlate with escape success; however, prior experience with urban orienteering and public transit mapping did. Key failure points included “information lock” (over-reliance on a single digital device) and “bystander effect” in resource distribution.
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