The purpose of this study is to classify the types of Room-Escape games based on play and to derive unique narrative conventions of Room-Escape games that appear on various platforms such as online, offline, and virtual reality. The Room-Escape game sets up the 'room' and strengthens the magic circle, allowing the player to experience the 'insideness' of the place. It also applies the plot of 'the riddle' to induces players to solve puzzles and quests, as well as to infer narrative satellite events and probabilities. The Room-Escape game is a unique game genre that appears through the integration of game and narrative. It is classified into Escape-purpose-oriented type that emphasizes interaction with objects and rules, and Escape-process-oriented type which shows the enhancement of narrative features. The Room-Escape game is a game that reflects a contemporary aspect of Korean modern society desiring to escape from daily life and return at the same time.