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Entertainment tourism has recently become more popular. Entertainment attractions encourage tourists to travel around the world to have fun and are an important part of many gaming destinations. This book explores the tourist experience in entertainment destinations. It introduces and outlines the concept of entertainment and tourism in the global environment, focusing on entertainment tourism development in Las Vegas, USA and Macau, China. Macau has become one of the most famous gaming destinations in the world, now surpassing Las Vegas in terms of gaming revenue. This book explores the market for entertainment tourism market and major trends, such as Virtual Reality, as well as the experience of tourists using entertainment products. This book is a valuable resource not only for social science researchers, but also for those in related fields, such as entertainment service providers and tourism officers, among many others.
'Arts, Entertainment and Tourism' is a pioneering text that, by focusing on the consumer, investigates the relationship between these 3 industries and how this relationship can be developed to its best competitive advantage. Issue-led, this text draws on appropriate disciplines rather than using one single approach, to examine issues in arts and entertainment within the framework of cultural tourism. Written to meet the needs of students studying on management courses in the arts, tourism and leisure, 'Arts, Entertainment and Tourism': * Describes the general arts and tourism background * Identifies a framework for analysis that acknowledges differing levels of interest in the arts and entertainment * Discusses the arts and entertainment that feature (past and present) in tourism * Examines the reasons why the arts, entertainment and tourism have an interest in each other and how they go about developing the relationship * Examines the relationship: are there tourists in audiences and do the arts and entertainment attract tourists to a destination? * Evaluates the wider effects (good and bad) on both the arts and tourism * Discusses the direction of future developments by arts and tourism organizations and for future research
Zoos are important and popular tourist attractions. Spread around the world, they are typically located in major cities, with visitation levels comparable to other major attractions. Nature-based attractions constructed in artificial settings, they face the challenge of trying to balance potentially conflicting aims of conservation, education and entertainment. The best are continually developing fresh and effective techniques on visitor interpretation and management, the worst highlight the manipulation of animals for human gratification. Taking a global approach, this book examines the problems and paradoxes of zoos as they try to balance their roles as visitor attractions while repositioning themselves as leading conservation agencies. "This book provides a detailed and critical examination of the conflicting roles and identities of the modern zoo from a tourism perspective and as such reminds us that zoos are as much about the people who visit them as about the animals that they display. At a time when they are under continual critical scrutiny, this book delivers a fresh approach to our understanding and appreciation of zoos and of the challenges and opportunities that they face as they strive to remain relevant within modern society." Andrew Tribe, University of Queensland, Australia
Following on from The Entertainment Industry: An Introduction, Entertainment Management takes the next step in the development of entertainment as a practice and as an academic subject. Aimed at higher level undergraduates, the book discusses best practices in the entertainment industry, profiling a different discipline per chapter, each one a branch of entertainment that offers employment opportunities within the sector. Fields include marketing, P.R., the media, live events, artist management, arts and culture, consultancy and visitor attractions. The book aims to reflect the knowledge students will need for real world of entertainment management such as technical standards, business management, people management, economic aspects and legal issues. Each chapter discusses the background of the discipline, best practice management principles, issues in the wider environment, case studies of real organisations and future trends.
This book examines the many ways in which innovative technologies represent a powerful development tool for the tourism and leisure sector and presents novel strategies based on these technologies that foster sustainable tourism management and promote sustainable destinations. The aim is to elucidate the ways in which ICTs can be used to create a high-quality experience for citizens and visitors while ensuring the wise, ecologically sound management of human and natural resources. Attention is also focused on the globalized environment in which these advances are occurring, and on the impacts of broader social, economic, and political forces in transforming our understanding of "tourism" in the era of online devices. The book is based on the proceedings of the Fourth International Conference of the International Association of Cultural and Digital Tourism (IACuDiT) and is edited in collaboration with IACuDiT. It will have broad appeal to professionals from academia, industry, government, and other organizations who wish to learn about the latest perspectives in the fields of tourism, travel, hospitality, culture and heritage, leisure, and sports within the context of a knowledge society and smart economy.
This book studied the newly emerged business format of immersive entertainments experience, mainly focusing on offline forms, which have been proved to contribute a lot to the upgrading of modern culture and tourism industry development. With solid theoretical research on interactive digital narrative and immersive experience etc., it defined the immersive entertainment. Based on comprehensive analysis of immersive entertainment industry development at home and abroad, the research team initiated a thorough investigation of status quo of immersive entertainment in Shanghai. By deep interviewing with professionals, operators and consumers in the immersive entertainment industry, it aims to explore the reasons behind the popularity of immersive entertainment experience and the booming immersive industry, introduce typical formats and classification methods of immersive experiences, compare common development models in the immersive entertainment industry, identify development bottlenecks, and discuss future trends and suggestions in the immersive entertainment industry. This book is the collaborative effort of researchers led by Chen Liying’s research team. Chen Liying established the research framework for the entire project and oversaw the final manuscript and revisions. Tao Tingfang contributed a lot to the original idea and framework of the book. Zhangjing was responsible for the initial draft of Chapter 4, 5, 6. Yin Weihua was responsible for the Shanghai immersive entertainment development. Guan Xu was responsible for international cases and experiences. Chen Liying was responsible for Chapter 1, 2, 3, 7 and the initial draft of Chapter 8, as well as supplementing some case studies. Ma Yingjie was responsible for the technological path of Chapter 7.
This book examines the phenomenon of war-related contents tourism throughout Japanese history, from conflicts described in ancient Japanese myth through to contemporary depictions of fantasy and futuristic warfare. It tackles two crucial questions: first, how does war transition from being traumatic to entertaining in the public imagination and works of popular culture; and second, how does visitation to war-related sites transition from being an act of mourning or commemorative pilgrimage into an act of devotion or fan pilgrimage? Representing the collaboration of ten expert researchers of Japanese popular culture and travel, it develops a theoretical framework for understanding war-related contents tourism and demonstrates the framework in practice via numerous short case studies across a millennium of warfare in Japan including: the tales of heroic deities in the Kojiki (Records of Ancient Matters, AD 712), the Edo poetry of Matsuo Basho, and the Pacific war through lens of popular media such as the animated film Grave of the Fireflies. This book will be of interest to researchers and students in tourism studies and cultural studies, as well as more general issues of war and peace in Japan, East Asia and beyond.
A security director must have knowledge of criminal and civil law, risk and personnel management, budgeting and finance, and a host of other areas in order to be effective. Hospitality Security: Managing Security in Today's Hotel, Lodging, Entertainment, and Tourism Environment provides experience-based, proven methods for preventing and resolving the challenges faced by today's hospitality practitioner. Designed for both novice security professionals and industry veterans in need of a reference, the book covers: Risk assessment, where threats and vulnerabilities are calculated with probabilities to determine risk The security plan, where you decide how to apply various layers of control to mitigate the risks Budgeting: the amount of money available to implement the plan determines the next step Policies: how to document policies into a security manual, training manual, emergency procedures manual, and incident action plan Staffing: scheduling, wages, deployment, and contract security Training, including specialized topics such as use of force and bike patrol Physical security and patrol procedures Alarm and camera systems and various software programs Emergency procedures and response Investigations, interviews, and crime analysis Executive skills: learning from proven leadership styles Ideal for novices and veterans alike, this accessible, reader-friendly primer enables security directors to evaluate what risks are inherent to hospitality environments, analyze those risks through threat and vulnerability assessments, and develop methods to mitigate or eliminate them-all the while keeping customers and personnel safe and improving the bottom line.
Now fully revised and updated, the third edition of this bestselling text provides students with a vital understanding of the nature of tourism and contemporary tourists behaviour in political, social and economic context and how this knowledge can be used to manage and market effectively in a variety of tourism sectors including: tourism operations, tourist destinations, hospitality, visitor attractions, retail travel and transport. This third edition has been updated to include: New material on the impacts of IT on research and marketing communications, the rise and influence of social media and virtual technology, the growth in the interest of sustainable tourism products including slow food, the experience economy and new consumer experiences including fulfilment. New international case studies throughout including growth regions such as the Middle East, Russia, Europe, China, India and Brazil. New companion website including Power point slides and a case archive. Each chapter features conclusions, discussion points and essay questions, and exercises, at the end, to help tutors direct student-centred learning and to allow the reader to check their understanding of what they have read. This book is an invaluable resource for students following tourism courses.