'Escape rooms' are games in which players have to interpret clues and solve puzzles to move through, or 'escape' from, a series of rooms. You decide to go to one with some friends. On the way there, one of your friends insists the puzzles will be easy. After completing the game, that same friend references the one puzzle that everyone in your team agreed was easy. However, when you ask them about the other puzzles that you found difficult, they admit they forgot about those. What could explain this phenomenon?
A) generativity
B) confirmation bias
C) functional fixedness
D) means-end analysis
E) incubation
Correct Answer:
Verified
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