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From the first pleasure gardens to the global theme park companies, this book provides an understanding of the nature and function of theme parks as spaces of entertainment. It portrays the impacts of theme parks as global competitive actors, agents of global development and cultural symbols, in the context of their role in the developing economy.
OBriens multi-book series pays homage to the greatest of the great--those who made the amusement parks, theme parks, and waterparks what they are today.
This essay sheds light on the future of the theme park industry, explicates how advanced technologies can revolutionize the theme park industry, and demystifies the benefits of companies leveraging robots in the theme park industry. The future of the theme park industry will not only be characterized by dynamism as it continues to metaphorically evolve, but will also be eminently auspicious for competitors in the theme park industry. Technological advancements are profoundly changing the theme park industry and are rendering it all the more of a technology-driven industry. The behemoth theme park industry shows no signs of contracting anytime in the imminent future. Theme parks are also known as “a type of amusement park”. The rides and attractions of theme parks are often based on “a central theme”. Theme parks often feature a multitude of “areas with disparate themes”. Competitors in the theme park industry are aptly poised to have lucrative and auspicious futures as more tourists visit theme parks and as the popular franchise-based attractions of theme parks garner more interest worldwide among customers. “The global amusement parks market size was valued at $45,200,000,000 in 2017” (“Amusement Parks Market,” 2018). “Amusement Parks market size is set to grow at a compound annual growth of 6.2% during 2020-2025, projected to reach $72,440,000,000 by 2025” (“Amusement Parks Market,” n.d.). There are a multitude of reasons as to why the theme park industry is projected to expand in the pending future. “Innovative rides, accommodation facilities, and merchandise in amusement parks are gaining popularity among visitors of all age groups. As a result, there is a rise in the number of adults and children visiting amusement parks, thus expanding the size of the target audience. Sale of merchandise and food and beverages through retail outlets and restaurants located inside the amusement parks are anticipated to be the key sources of ancillary revenue for amusement parks. Additionally, increasing urban population, international tourism, and rising disposable income of middle-class population are providing an upthrust to the amusement park market worldwide” (“Amusement Parks Market,” 2018). There are ample factors that are able to accelerate the growth of the behemoth theme park industry. The rapid growth of the global population can also contribute to the robust growth of the theme park industry. Theme parks are replete with franchise-based attractions that manage to garner interest worldwide among customers. Theme parks allow people to experience unalloyed excitement and provide a thrilling divertissement which causes people to divert their attention away from dwelling on stressors. In the coming years, more virtual reality technologies will be apt to be ushered into theme parks. Virtual reality technologies can be utilized (“How Technological Advancements,” n.d.) in order to render “rides more entertaining and immersive, transporting riders to a world entirely separate from their own. Virtual reality technologies allow theme park owners to revitalize existing rides and create a brand-new experience through a software update instead of an overhaul of physical infrastructure” (“How Technological Advancements,” n.d.). Virtual reality technologies can allow existing rides to become all the more immersive, engrossing, and dynamic. It is possible for theme park companies to furnish customers with a robust virtual reality experience without the customers needing to wear bulky virtual reality headsets to experience virtual reality. Virtual reality technologies can allow creative theme park ride designers to eminently revamp rides to the extent that the customer feels as though they have been transported into a vibrant fantasy world. Ample “rides at Universal Studios Hollywood, for instance, already feature HD and 3D screens that create an immersive ride experience without the hassle of a headset” (“How Technological Advancements,” n.d.). It stands to preponderantly reason that the future of the theme park industry will be apt to feature more virtual reality rides for customers to indulge in experiencing. In the coming years, more augmented reality technologies will be apt to be ushered into theme parks. Augmented reality technologies are able to digitize the real world by “overlaying digital elements on top of the real world” (“How Technological Advancements,” n.d.).
This essay sheds light on the future of the theme park industry and explicates how emerging technologies will revolutionize the theme park industry. Moreover, the benefits of leveraging robots in the theme park industry are demystified in this essay. Furthermore, how to earn substantial money online so that you can afford to procure your own theme park passes is expounded upon in this essay. The future of the theme park industry will not only be characterized by dynamism as it continues to metaphorically evolve, but will also be eminently auspicious for theme park operators and customers. Technological advancements are profoundly changing the theme park industry and are rendering it all the more technology driven. The behemoth theme park industry shows no signs of decelerating anytime in the imminent future. Theme parks are also known as amusement parks. Theme parks are poised to have prosperous, lucrative, and auspicious futures as disposable incomes rise among tourists and as their popular franchise based attractions garner more interest worldwide. "The global amusement parks market size was valued at $45,200,000,000 in 2017" ("Amusement Parks Market," 2018). "Amusement Parks market size is set to grow at a compound annual growth of 6.2% during 2020-2025, projected to reach $72,440,000,000 by 2025" ("Amusement Parks Market," n.d.) "Innovative rides, accommodation facilities, and merchandise in amusement parks are gaining popularity among visitors of all age groups. As a result, there is a rise in the number of adults and children visiting amusement parks, thus expanding the size of the target audience. Sale of merchandise and food and beverages through retail outlets and restaurants located inside the amusement parks are anticipated to be the key sources of ancillary revenue for amusement parks. Additionally, increasing urban population, international tourism, and rising disposable income of middle-class population are providing an upthrust to the amusement park market worldwide" ("Amusement Parks Market," 2018). There are ample factors that will accelerate the growth of the behemoth theme park industry. The rapid growth of the global population will also contribute to the robust growth of the theme park industry. Theme parks are chalk full of franchise based attractions that manage to garner interest worldwide from tourists who are domiciled around the world. Theme parks allow people to experience unalloyed excitement and provide a divertissement from the hardships of everyday life. In the coming years, more virtual reality technologies will be ushered into theme parks. Virtual reality technologies can be utilized ("How Technological Advancements," n.d.) in order to render "rides more entertaining and immersive, transporting riders to a world entirely separate from their own. Virtual reality technologies allows theme park owners to revitalize existing rides and create a brand-new experience through a software update instead of an overhaul of physical infrastructure" ("How Technological Advancements," n.d.). Virtual reality technologies can allow existing rides to become all the more immersive, engrossing, and dynamic. It is possible for theme park operators to furnish customers with a robust virtual reality experience without the customers needing to wear bulky virtual reality headsets to experience virtual reality. Virtual reality technologies can allow creative theme park ride designers to eminently revamp rides to the extend that the customer feels as though they have been transported into a vibrant fantasy world. Ample "rides at Universal Studios Hollywood for instance already feature HD and 3D screens that create an immersive ride experience without the hassle of a headset" ("How Technological Advancements," n.d.). It stands to preponderantly reason that the future of the theme park industry will feature more virtual reality rides for customers to indulge in experiencing.
This book offers a comprehensive, multidisciplinary introduction to theme parks and the field of theme park studies. It identifies and discusses relevant economic, social, and cultural as well as medial, historical, and geographical aspects of theme parks worldwide, from the big international theme park chains to smaller, regional, family-operated parks. The book also describes the theories and methods that have been used to study theme parks in various academic disciplines and reviews the major contexts in which theme parks have been studied. By providing the necessary backgrounds, theories, and methods to analyze and understand theme parks both as a business field and as a socio-cultural phenomenon, this book will be a great resource to students, academics from all disciplines interested in theme parks, and professionals and policy-makers in the leisure and entertainment as well as the urban planning sector.
Seminar paper from the year 2006 in the subject Tourism - Miscellaneous, grade: 1,7, Stralsund University of Applied Sciences, course: Specials of Leisure Markets, language: English, abstract: A theme park is an amusement park in which all the settings and attractions have a central theme, such as the world of the future. So the question is how an amusement park is defined. It is a commercially operated park offering various forms of entertainment, such as arcade games, carousels, roller coasters, and performers, as well as food, drink, and souvenirs. Amusement parks differ from circuses, carnivals, and world's fairs (see exposition) in that, parks are permanently located entertainment complexes, open either all year or seasonally every year. In today's theme parks more or less exotic worlds which do not exist in reality are staged on a delimited area as a setting for entertainment (cp. Stemshorn 2000, p.9). A huge number of leisure opportunities are packaged within a theme park and serve as a contrast to everyday life (cp. Opaschowski 1998, p.24 et seq.). They are characterized by following features: # Sophisticated, extensive services for different target groups # Extensive and differentiated gastronomic offers; # all inclusive entertainment range # Continuity and change # Usage of marketing instruments like special prices or special offers, joint venture or special offers for target groups; # Possibilities for overnight stays by integrated or nearby situated hotels; # Perfection and professionalism as quality mark; intensive training of staff; # Attractions: the general range of attractions includes rides with a lot of thrill, nostalgic carousels, clowns, shooting galleries and so on; # Artists, stunt- shows, music- shows, parades, animal- shows, firework and more. (www.kuwi.uni.linz.ac.at/LehreUniLinz.htm) On the following pages theses features and some more characteristics of theme parks will be explained in detail by using the two examples "Seaworld, Orlan
A photographic retrospective covers more than 100 years of images from the history of the American amusement park.
Experience the electrifying, never-before-told true story of amusement parks, from the middle ages to present day, and meet the colorful (and sometimes criminal) characters who are responsible for their enchanting charms. Step right up! The Amusement Park is a rich, anecdotal history that begins nine centuries ago with the "pleasure gardens" of Europe and England and ends with the most elaborate modern parks in the world. It's a history told largely through the stories of the colorful, sometimes hedonistic characters who built them, including: Showmen like Joseph and Nicholas Schenck and Marcus Loew Railroad barons Andrew Mellon and Henry E. Huntington The men who ultimately destroyed the parks, including Robert Moses and Fred Trump Gifted artisans and craft-people who brought the parks to life An amazing cast of supporting players, from Al Capone to Annie Oakley And, of course, this is a full-throttle celebration of the rides, those marvels of engineering and heart-stopping thrills from an author, Stephen Silverman, whose life-long passion for his subject shines through. The parks and fairs featured include the 1893 Chicago World's Fair, Coney Island, Steeplechase Park, Dreamland, Euclid Beach Park, Cedar Point, Palisades Park, Ferrari World, Dollywood, Sea World, Six Flags Great Adventure, Universal Studios, Disney World and Disneyland, and many more.
This book provides in-depth empirical reports on specific topics within five general areas of tourism management and marketing: (1) scanning and sense making; (2) planning; (3) implementing; (4) evaluating actions/process and performance outcomes; and (5) administering. Offering descriptions, tools and examples of tourism management decision making, the book is useful for students in tourism and management and for tourism executives. It has 27 chapters and a subject index.
Taking a global and multidisciplinary approach, The SAGE International Encyclopedia of Travel and Tourism examines the world travel and tourism industry, which is expected to grow at an annual rate of four percent for the next decade.