The exploration of the ways of knowledge was in the centre of my analysis. For this I used museums as models, which were founded to collect, systematize, interpret and display mankind's universal erudition. As we get to know their history, those directions stand out, which depart from the past, through the present, into the future. Studying and entertainment appeared together and simultaneously as way-marks, until the arrival of the experience culture. I displayed here widely defined museums, who put into practice the serious games and the playful learning examplary. They use digitalization, as an opportunity to broaden the limits of time and space. With this they build the community of the postdigital network culture, where knowledge is easily accessible for anyone, anytime, anywhere.
Finally, my goal was to create a model, which can marketably connect relaxation and the acquisition of knowledge, so in the first place I touched upon entertainment industry as well as education. Their connection stands out in the common network of exploration, active creation and sharing, which can be enhanced with digital dimension, as in the case of museums. Based on this particular idea, a business plan of an enterprise has been created, which combines the adventurous games of popular escape rooms and the experience of knowledge trough exhibition of interactive installations, into a tech-art experimental playground.