In recent years, the concept of gamification, and escape rooms (ER) as one of its methods, has become very popular. ER has been shown to be widely applicable for numerous target groups and contexts. This chapter presents explorative testing of two different ER contexts that have rarely been reported in the literature so far: one for needs analysis in a business setting (n = 21) and one as a tool for science communication in society (n = 63). Participants evaluated the ER with a 5-point Likert rating scale questionnaire (containing 12 respectively 11 items). The results confirm the entertaining nature of the method and show that the ER succeeded in raising awareness of the respective topics. Comparing the rooms provided valuable findings regarding different fields of application. It offers insights into developing this innovative method and conceptualizing future ER. Further implications and limitations are discussed.