scholarly journals Creating Cultural and Historical Imaginaries in Physical Space: Worldbuilding in Chinese Theme Parks

2021 ◽  
Vol 58 (1) ◽  
pp. 88-108
Author(s):  
Carissa Baker

Theme parks are fascinating texts built on spatial narratives and detailed storyworlds. Worldbuilding and subcreation are literal in these spaces, but they likewise contain symbolic experiences that represent cultural and historical imaginaries. China is one of the largest markets in the global theme park industry. The design ethos in many parks is to represent fantasy versions of reality or depict cultural beliefs. This article offers analysis of examples in Chinese parks that signify simulated place or culture (for example, Splendid China’s parks), a romanticized historical time (the Songcheng parks), local stories (Sunac Land parks), and national cultural stories (the Fantawild Oriental Heritage model). Each of these spaces presents narratives and immersive environments that have the power to engage visitors on physical, sensual, conceptual, and emotional levels. They are second worlds to play in, imagine in, and to consume fantasy in while also providing a shifting model of theme park experience.

2016 ◽  
Vol 21 (2) ◽  
pp. 173-188 ◽  
Author(s):  
Abby Waysdorf ◽  
Stijn Reijnders

This article examines the visitor experience of the Wizarding World of Harry Potter (WWOHP) theme park at Universal Studios Orlando. The park is hugely popular and has been embraced by the series’ devoted but critical fanbase. Prior research on theme parks has generally focused on critiques of their form, leading to a limited understanding of their appeal. This article asks how fan-visitors interpret this simulated environment, and what leads them to embrace it. It does this with an ethnographic approach, utilizing in-depth interviews with 15 visitors combined with participant observation. We show how WWOHP is understood by its visitors as an adaptation of the series into physical space, via the medium of the theme park, and how the visitor’s experience is shaped through use of ironic imagination. In doing so, we present a new understanding of the immersive media experience of theme parks.


Humaniora ◽  
2012 ◽  
Vol 3 (2) ◽  
pp. 455
Author(s):  
Anak Agung Ayu Wulandari

Cultural display in an open space or known as cultural parks appears rapidly as a worldwide phenomenon. From the European model which has a strong educational value, to the Asian parks which not only has educational function, but also has recreational purposes. So many types and characteristics of these parks, researches give them different names, thodse are Open-air museums, Ethnographic Theme Parks or even Theme Parks. Taman Mini Indonesia Indah as a part of this phenomenon was built first and foremost for educational purposes, therefore Taman Mini can be considered as an open-air museum. However, since Taman Mini also has recreational purposes, others can argue that Taman Mini is a theme park. Qualitative method will be used for this research, through observation to Taman Mini Indonesia Indah, followed by extensive literature review. With these data along with a table which points out the distinction between museum and theme parks. It can  be concluded that Taman Mini is a Theme Park.   


2021 ◽  
pp. 23-40
Author(s):  
Oksana Chepelyk

The article is devoted to the scientific problem of theoretical elaboration and contextualization of immersive environment realized in the physical space of a gallery or museum, in VR and on the new virtual platforms on the Internet, as well as in hybrid space, in the augmented and mixed reality of the 21st century. The aim of the research is to identify the peculiarities of the formation of the immersive environment and of the practices of VR and AR projects creation in Ukrainian contemporary art in recent years. The task is to elaborate the theoretical bases of the development of immersive environments and VR, review and analysis of projects that use the digital technologies in order to create an immersion and AR. The methodology of the study consists in theoretical and field research of immersivity and in the author’s experiments development. The main method is a comprehensive and systematic approach to the development of the theory of virtuality, visual and photometric methods, analysis of concepts, spatial structure and technological features of online VR platforms and artistic realizations. The concept of sensorium is involved, which describes the feeling, perception and interpretation of information about the world around. The peculiarities of creating immersive environments in physical space in the projects «MetaPhysical Time-Space», «Refraction of Reality», «Living Energy» were explored (to be included into the national art discourse), as well as in VR in the frame of VR-festivals, such, as Carbon Media Art Festival, «Frontier» and «Virtuality» that serve as a testing ground for the development of new technological art. The possibilities of new online VR platforms, such as Mozilla Hubs, WebXR, AltspaceVR, artspaces.kunstmatrix, Cryptovoxels, Transmadatac Virtual Museum, are analyzed. The practice of creating VR projects on platforms on the Internet: Artefact Chornobyl 33 and Artefact Chornobyl + MADATAC, «VR Collider» and «Genesis» are considered as case study. Drift from immersive environments in physical space to virtual reality has been detected. The multi-vector nature of AR projects and different types of connection with book publishing, public art objects, contemporary sculpture and urban practice have been revealed.


2020 ◽  
Author(s):  
Rebecca Williams

This chapter explores the activity of meeting characters within theme parks which provides the opportunity to meet recognizable ‘stars’ from Disney (such as the Princesses and Villains) or Universal (including Shrek, SpongeBob SquarePants, The Simpsons and the Minions). It considers how meeting characters provides an avenue for adult fans to present their own preferences regarding characters, films or brands despite their awareness that these characters are not ‘real’. It argues that theme park meet-and-greets necessitate complex negotiations of immersion, participation and affective attachment. Introducing the concepts of ani-embodiment and metonymic celebrity, the chapter explores what it means to view character interactions as forms of celebrity encounter, and how this complicates established dichotomies of ordinary/celebrity, star/character, and live-action/animation.


2019 ◽  
Vol 75 (2) ◽  
pp. 402-413 ◽  
Author(s):  
Lamya Abbas Darwish Abdulla Lari ◽  
Shilpa Iyanna ◽  
Fauzia Jabeen

Purpose The purpose of this paper is to identify dimensions of theme park quality from an Islamic perspective and develop a framework to examine the interrelationships between theme park service quality dimensions, visitor delight and visitor loyalty in theme parks in the United Arab Emirates (UAE). Design/methodology/approach The study is based on a detailed literature review and analysis of visitors’ comments on TripAdvisor.com about their experience in theme parks in the UAE. Findings Theme park service quality can be assessed across 4 main dimensions (physical environment, interaction, consumables and access) and 13 sub-dimensions. A relationship is proposed between these dimensions and visitors’ delight, with visitor loyalty a consequence of visitor delight. Nationality is proposed to have a moderating effect on the delight–loyalty relationship. Originality/value This study attempts to propose a model for theme park service quality that reflects both traditional dimensions of service quality and dimensions related to Islamic attributes. It is one of very few attempts to investigate theme park visitors’ perception of service quality and its relation to delight and loyalty in the UAE. It is also, as far as the authors are aware, the first study to investigate the moderating effect of nationality on the delight–loyalty relationship.


Author(s):  
Tayllor Lillestol ◽  
Dallen J. Timothy ◽  
Rebekka Goodman

Purpose – This paper aims to examine the competitive strategies employed by two of the largest theme park operators in Florida, based on a content analysis of popular media articles about theme park giants in the USA. It aims to provide a comparative examination of their competitive strategies, to develop a conceptual model of the same and to expand knowledge about current competitiveness in the theme park sector. Design/methodology/approach – This study used directed content analysis to identify and analyze strategies applied in the theme park sector as manifested in the mass media. Each database was searched using the following four key terms: competition, strategy, Disney and Universal Studios. Results were screened for relevance based on their inclusion of all four key terms. At the conclusion of the search, 87 articles from 34 US-based sources were amassed, varying in circulation size and published between 1985 and 2013. Each article was read, and sentences that suggested the use of a strategy were recorded. Although the intention was to leave each data point at a one-sentence maximum, occasionally, a second sentence was included for context and clarification. Each article was read twice to ensure the inclusion of all potential data points. Findings – The findings suggest that the largest US-based theme parks utilize strategies of value, uniqueness, niche markets, innovation, variety and quality as highlighted in the research literature. However, this study also confirms two additional competitive strategies that have heretofore not been examined in tourism studies – currency and convenience – as advantageous management and promotional mechanisms against their competitors. Research limitations/implications – Limitations to this research include a limited number of popular media articles available for analysis. This precluded a random sample of articles. In addition, the study was based on print media statements and keyword identification, which could also limit the generalizability of the findings. Nonetheless, it is believed that the case studies researched in this paper are indicative of many of the competitive strategies used by theme park managers throughout the world. Practical implications – The paper developed a competitive strategy model that has utility for them park planners and managers, as they attempt to understand the competitive advantages and those of their direct competitors. The findings in this study have broader implications for other theme parks throughout the world. Social implications – The social implications of this study are manifold. They include the notion that theme park attendees manifest certain behaviors and seek out certain experiences as they make decisions on which parks to attend. The notions of value, uniqueness, niche markets, innovation, variety, quality, currency and convenience all reveal how some consumers determine their choice of venue for recreational travel. Originality/value – This paper provides an original research of the theme park sector by examining two of the USA’s largest theme park giants and the strategies they use in a comparative and competitive manner to attraction clientele and maintain visitation. In particular, the paper develops a conceptual model based upon the review of strategies literature and, then, tests it and modifies it based on the findings of the study.


Author(s):  
Victoria Godwin

Theme parks such as Universal Orlando's Wizarding World of Harry Potter (WWoHP) offer material interfaces that engage multiple senses (touch, taste, and smell, as well as the sight and sound of more conventional narrative forms) to facilitate immersion in imaginary story worlds. They thus offer new aspects of both fan tourism and material fan practices to explore. Both fan studies and current scholarship on theme parks emphasize active participatory conceptions, countering oversimplifications and misrepresentations of both audiences and theme park visitors as passive spectators or consumers. Corporate-created and -controlled theme parks frame and market fan activities to encourage consumption. Yet fans often use merchandise as additional interfaces to participate actively and to facilitate immersion. For example, in WWoHP, interactive wands use technology to create specific physical "spell" effects in specific locations. Both wands and spells act as a synecdoche for the story world's magic, enabling immersion.


2006 ◽  
Vol 7 (1-2) ◽  
pp. 61-76 ◽  
Author(s):  
Brian G. Brereton

Cornell University This paper analyzes the mnemonic roles of mythological theme parks in contemporary Taiwan. I investigate two popular theme parks, Madou’s “Prefecture that Represents Heaven” (代天府) and its single Taiwanese precedent, the “Palace of Southern Heaven” (南天宮) in Zhanghua. I term these sites “mythological theme parks” because they differ significantly in form and function from other popular religious temples throughout Taiwan and China. Though both theme park and temple are loci of social production and reproduction, the nature of interaction at mythological theme parks resembles in many ways that which occurs at the imaginary realms manufactured by secular theme parks. These mythological theme parks feature moral imaginaries displayed in sculptural and animatronic depictions of the afterlife and acts of filial piety. My study addresses both textual sources and ethnographic data, collected while conducting fieldwork during the summers of 2004 and 2005, to evaluate how these mythological theme parks culturally convey the past into the present.


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