scholarly journals Theme park as interface to the wizarding (story) world of Harry Potter

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.

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.


Author(s):  
Nicholas Furze

It has been 12 years since Harry Potter and the Deathly Hallows, the last in the initial series of Harry Potter books was published, and yet the franchise remains very popular, with various films, plays, computer games, theme park rides and websites still being created, and enjoyed, by people all over the globe. All of this has helped feed a large and diverse fanbase whose engagement with the series remains just as strong as it was when the initial book series was first published. It is this fan community that is the focus of Frankel’s edited collection, which covers a wide variety of subjects from the more official expanded sources, such as Erin Pyne’s consideration of The Wizarding World of Harry Potter at Universal Studios to the more unofficial fan-created stories, films and online activities, that have allowed the fan community to maintain its loyal base over the years. Similarly, this edited collection also includes interviews with various practitioners in the Harry Potter fan community, with their insights providing useful contextual information which could be useful for future scholars working in this field. Therefore, this edited collection makes a valuable contribution within the growing field of fan studies but it can also be enjoyed by those same fan communities who feature in the text.


2020 ◽  
Author(s):  
Rebecca Williams

This chapter reiterates how theme parks offer a crucial site for the exploration of transmediality and the development of paratexts, offering an ongoing site for analysis of the intersections between fandom, media texts, and merchandise, as well as fans’ own affective and physical responses to visiting the parks. It highlights the ongoing commercial and economic value of themed spaces and the continuing expansion of such sites around the world. Arguing for a move away from Western-centric views of themed spaces and transmedia theory, the chapter concludes by proposing avenues for the future of studying theme park spaces, their fans, and the ongoing tensions that occur when fans of themed spaces and their intellectual properties come into proximity with one another.


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.   


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.


2019 ◽  
Vol 7 (2) ◽  
pp. 113-131 ◽  
Author(s):  
Line Nybro Petersen ◽  
Vilde Schanke Sundet

This article considers fans’ playful digital practices and focuses on the play moods that are co-constructed in online fan communities. We analyse how these play moods are negotiated across the life course for participating fans. Play moods are closely tied to the playful modes of fan practices, and by gaining a greater understanding of the moods that fans engage in at different stages of their life course we gain new insights into fan play as it relates to issues of age-related norms in fan communities. Specifically, this article analyses the Norwegian teenage streaming drama SKAM (Shame) (NRK, 2015‐17), which was produced for a target audience of 16-year-old Norwegian girls but ended up capturing the hearts of people of all ages across Scandinavia and internationally. This study is based on interviews with 43 Scandinavian fans aged between 13 and 70. The participants were all active on social media (Facebook, Instagram, the show’s blog, etc.) while the show was on the air and the interviews offers insights into issues of age-appropriateness as it relates to fan practices. As such, fans ‘police’ both themselves and each other based on perceptions of age, while also engaging in practices that are by nature playful and may be considered subjectively and culturally ‘youthful’ or ‘childish’. The article combines theory of play and fan studies with a focus on the life course and cultural gerontology in order to highlight these tendencies in the SKAM fandom.


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.


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.


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