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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

En åkattraktion till det förflutna : att bruka det förflutna för en upplevelse i samtiden / A Roller Coaster to the Past : the use of history for an experience in contemporary life

Eklöf, Michaela January 2012 (has links)
This essay discusses the use of history, and primarily how the current Swedish society perceives and uses the Viking age. The analysis is based on a literature study as well as a case study of the planned theme park in Fullerö north of Uppsala, Sweden. The aim of the essay is to understand the regional debate which arose in media regarding the planning of Fullerö Park and how it reflects the contemporary use of history. Research about the use of history has become increasingly common in recent years and deals with how history is actively being used in society in order to meet its existing needs. These needs varies among different groups and individuals and results in a multitude of usages, where the interests of the different actors may be contradictory. This essay highlights such a conflict of interest in the case of Fullerö; namely between the official heritage management and the commercial use of history. In the latter it is often the stereotypical images of history that are being used, since it fits well into the contemporary society’s quest for experience. Although these images are often romanticized and scientifically incorrect, this usage still has a purpose. The receivers and visitors do not necessarily perceive this as the true history, they appreciate it for other reasons, and it can function as a means of generating further interest.
2

The story, but a different story

Cha, Minjeong January 2011 (has links)
This project started with my naive and utopian hypothesis: 'Is there any one experience, equally memorable for everybody, that affects people‘s ordinary lives in a meaningful way afterward?‘ To explore this matter from multiple angles, I needed a research location that already had strongly staged experiences with a clear theme, diverse actors, and its own narratives. And I hit upon the right place: Disneyland Paris. To discuss 'the experience‘, I categorized peoples‘ different impressions of their experiences at Disneyland Paris. When I interviewed staff and visitors on their way out of Disneyland Paris, some people said that their experience had been awful, while others said it had been fantastic. What makes for such different responses to the same place? Two theorists declare, 'Experiences are inherently personal and no two people can have the same experience, because each experience derives from the interaction between the staged event (like a theatrical play) and the individual‘s state of mind‘ (Pine Ⅱand Gilmore, 1998). Since the individual‘s state of mind cannot be grasped and is a broad research term, in this thesis I am mostly concerned with the key experience-generating elements: age and social role. The ultimate purpose of this project is to investigate the pre-and post-experience at the entrance and exit of a given venue for a special experience with a clear theme, that bridge connecting visitors‘ and staff‘s everyday experiences to the staged experience. The practical outcome of this research-led project consists mainly of various trials of a procession that engages visitors at the borders of the venue. This research will consist of the following: 1) Analytical reflection upon visitors‘ and staff‘s one-day experience in a Disney theme park, based on narrative structure and perception of time, 2) Observations of different time perceptions in adults and children, 3) Definition of flow of experience (pre-experience / main experience / post-experience), and 4) Presentation of a new model of participatory stories in a given theme1 to smooth the flow of experience. 1Disneyland Paris was my chosen site for the theoretical background, and the practical methodologies are developed through Konstfack‘s 2011 spring exhibition. What this project intends to do, however, is not to upgrade the experiences in both, but rather to focus on the experiments in order to vary the existing definitions of the flow of experience. The final outcome is intended to be applied to the diverse venues that aim to offer their visitors special experiences with a clear theme. This has been an in-depth exploration of how experience design can be applied as a renewing force, or 'twist‘, to help people experience immersive moments and to gain unforgettable memories which, in turn, influence their future experiences. / <p>Research question: How can experience design be used to connect the daily experience of visitors and staff with memorable commercially staged experiences in an existing theme park (e.g. Disneyland Paris)?</p>
3

A tale of two cities? an examination of the re-imagining of gold mining history at Gold Reef City and in Johannesburg's Main Street precinct

Van Straaten, Philippa Sarah 02 February 2009 (has links)
Abstract This research report attempts to examine how the story of gold, and gold mining, is told, and is being retold, at both the Victorian- themed Gold Reef City theme park and in within the Main Street mining precinct in the Johannesburg Central Business District (CBD). The report will therefore look at how imbued ideologies have resulted in a particular formation of the mining heritage shown in both themed spaces. Works by de Certeau (1988) and Eco (1990), for example, form a framework for academic discourse around practiced space within the ‘city’, and the nature of hyperreality. Overall, and including results from participant observation at the theme park, and sample surveys undertaken in the Main Street precinct, one is able to better attempt an understanding of how the story of gold at both sites has been created by certain ideologies, and examine them in light Johannesburg’s changing persona in light of global influences.
4

Evermore Park: Audience Takeover and the Role of the Twenty-First Century Spectator in Immersive Experiences

Haines, Elise Raycel 18 June 2020 (has links)
Supportive fan bases in live events are more than casual viewers. They are the result of an active audience who have shifted the power dichotomy between producers and viewers via their range of participation. Drawing from scholars like Jacques Ranciere, Henry Jenkins, and Adam Alston, this essay uses Evermore Park in Pleasant Grove, UT, as a case study to review levels of engagement within spectatorship, and particularly how fandom can lead to audience takeover of immersive spaces. Evermore Park is a unique site that sits at the intersection of all three performance genres--immersive theater, park studies, and live action role-play. It is ripe for takeover as the producers encourage audiences to participate in increasingly liberal ways. This paper specifically focuses on the powerful position of the "fan" to contest producers and take over the space through their influence over the narrative, costume design, and online presence.
5

Analysis and Implications of Guest Attitudes Towards Queuing in Theme Parks

Lemaster, Austin 01 May 2015 (has links)
Queue lines are a fundamental inevitably of the modern theme park. Parks have begun to introduce various systems for combating the normal queue, some of which are at no extra cost to guests and some of which are an extra cost. These systems feature a variety of methods by which guests can bypass the normal queue and enter one featuring a minimal wait. Parks have also started to introduce elements within queues that make waiting in them easier and change guests’ perception of time, thus making the waits seem shorter. This thesis attempts to determine the attitudes of guests towards these new trends as well as traditional queuing. Experiences and perceptions of queues from theme park guests were collected and have been compared with existing literature on guest satisfaction, theme parks and queue lines in order to determine relationships between current practices and theory. The findings from these relationships resulted in several suggestions for theme parks to take into account as queues continue to evolve in order to best suit guest needs.
6

The Importance of Authenticity of Atmospheric Theming to Revisit Intention of Food and Beverage Venues in Theme Parks

O'Dell, Billy Ray 05 1900 (has links)
Atmospheric theming is the use of the sensory experience in connection to a theme. The purpose of this research is to examine the effects of atmospherics with theming and their effects on customer behavior in food and beverage operations of a theme park. The official research questions developed for this study include: Does the impact of the authenticity of atmospheric theming influence an effect on revisit intention? Does the type of theme (land's theme or venue's theme) influence the effect of visitor revisit intention? These questions guided the current research in previously non-evaluated fields of study. This study used the Mehrabian–Russel (M-R) model to create a new research model. In the current study, atmospheric theming was the stimuli, emotional value was the emotional response, and visitor revisit intentions was the behavioral intention. Restaurant image was added to the model to obtain a cognitive reason.The results from the multiple regression indicated that all hypotheses were accepted. Restaurant image had a positive influence on both authenticity variables, and both authenticity variables had a positive influence on emotional value. Finally, emotional value was found to have a positive influence on revisit intention. These results indicated that atmospheric theming influenced revisit intention through emotional value. Furthermore, the results indicated that when it comes to the different types of themes within a venue, as indicated in the second research question, the venue's theme has a stronger influence on the emotional value than the land's theme.
7

[en] DESIGN, SCENERY AND ENTERTAINMENT: AN ANALYSIS OF THE THEMED SPACES EVOLUTION / [pt] DESIGN, CENOGRAFIA E ENTRETENIMENTO: UMA ANÁLISE DA EVOLUÇÃO DOS ESPAÇOS TEMÁTICOS

FLAVIA DALBUQUERQUE ANDRADE 26 April 2004 (has links)
[pt] A inserção de um tema na concepção de espaços comerciais pode tornar-se uma forma de promovê-los. Cada vez mais, estabelecimentos optam pelo título de temático com a intenção de adquirir novos valores, em especial aqueles que o tema traz consigo. Assim, são criados espaços de fuga do cotidiano onde todos os elementos compositivos devem remeter claramente ao tema adotado; quanto mais óbvia a identificação da narrativa melhor. Nesta dissertação, procuramos entender a construção deste modelo, as possíveis causas de sua consolidação e sucesso, o porquê do fascínio exercido pelos Espaços Temáticos, considerando-os sempre como produto histórico. Buscamos, ainda, dentro deste modelo temático, a identificação de futuras tendências, onde se enquadrariam as grandes marcas que se tornam temas de si próprias. / [en] The addition of a theme during the conception of commercial spaces can become a way of promoting them. More and more establishments opt for the themed title willing to acquire new values, especially those brought along with the theme. This way, we create spaces of escape where all the elements clearly refer to the adopted theme; the more obvious the identification of the story told, the better. In this dissertation we intended to understand the construction of this model, the possible causes of its consolidation and success; the reason for the enchantment produced by the Themed Spaces, considered always as historical products. We still searched, within this thematic model, for the identification of future tendencies in which can be included the brands that turn into their own themes.
8

Planta de reciclaje con parque temático / Recycling plant with theme park

Fortunic Soriano, Fiorella Yesú 14 September 2019 (has links)
El proyecto, es una Planta de Reciclaje: Eco Parque Tecnológico, para Integración de Población, Industria y Medioambiente. Esta planta es un plan piloto para ordenamiento de los residuos en nuestro país y un diseño adecuado de industria medioambiental, que tenga un espacio urbano para integración de la población con la industria, un edificio híbrido. El objetivo principal es el diseño de una planta de recolección, selección y separación de residuos, que incluya abrirse hacia la ciudad a través de espacios, áreas verdes, y que, a la vez, ayude a difundir conocimientos relacionados con el reciclaje y el cuidado ambiental, además de crear un vínculo más personal entre esta industria y el usuario, todo esto se logra por el diseño inclusivo personalizado del proyecto donde integra oficinas, industria y parque. Además, se mostraría un concepto mejor llevado de la arquitectura industrial, ya no se va a ver como la industria apartada de todo sino como la industria que está involucrada con un ambiente de enseñanza y recreación, además de ser ecológicamente amigable. El proyecto es auto sostenible ya que se plantea una planta de tratamiento de aguas residuales, con esto se tiene agua para mantenimiento de áreas verdes y para los inodoros de las instalaciones del parque, por otro lado, energía limpia para abastecer las instalaciones del proyecto y materiales de bajo mantenimiento e impacto ambiental. / The project is a Recycling Plant: Eco Parque Tecnológica, for the Integration of Population, Industry and Environment. The project is a pilot plan for garbage management in our country and an adequate design of environmental industry, which has an urban space for integration of the population with the industry, a hybrid building. The main objective is the design of a waste collection, selection and separation plant, which includes opening to the city through spaces, green areas, and, at the same time, helping to disseminate knowledge related to recycling and care environmental, in addition to creating a more personal link between this industry and the user, all this is achieved by the custom inclusive design of the project where it integrates offices, industry and park. In addition, a better concept of industrial architecture would be shown, it will no longer be seen as the industry apart from everything but as the industry that is involved with a teaching and recreation environment, as well as being ecologically friendly. The project is self-sustainable since a wastewater treatment plant is planned, with this there is water for maintenance of green areas and for the toilets of the park facilities, on the other hand, clean energy to supply the project facilities and Low maintenance materials and environmental impact. / Trabajo de suficiencia profesional
9

A qualidade da experiência e suas relações com a satisfação e a intenção de retorno: o caso do parque Beto Carrero World / The quality of the experience and its relationship with the satisfaction and retention intention: the case of Beto Carrero World park

Facco, Ana Luiza Rossato 11 December 2016 (has links)
Understanding what drives a tourist's satisfaction is one of the most relevant areas of marketing research. In the tourism industry, satisfied tourists tend to repeat their visit because of their positive experience. The level of satisfaction of a visitor is the result of different factors. Thus, this study intends what factors explain the quality of the experience and its relations with the satisfaction and intention of return of the Beto Carrero World park visitors. In order to understand this process, the quality dimensions of the experience were identified as well as its interrelations between experiential quality, experiential value, experiential satisfaction, image of the theme park and intention to revisit perceived by the participants of the theme park. To do so, the research is considered descriptive and quantitative approach, through a survey adapted from the studies of Wu, Li and Li (2014) applied to students of higher, middle and technical education in the municipality of Santa Maria-RS and region. The data collection was performed in the period of August 2016, with 429 students of higher education, technical and average distributed among private colleges of Santa Maria and Cruz Alta, Polytechnic College of Santa Maria and University of Santa Maria-UFSM as well as UFSM-Palmeira das Missões. Data analysis included univariate, bivariate and multivariate techniques. In the initial model, of the ten existing dimensions, eight maintained all variables, however, the variable EQ1, FV1 and FV2 were excluded because they presented factorial loads less than 0.5. As a result, the present research presented 10 dimensions and 24 variables. Regarding the evaluation of the park's visitors, the dimensions of the research model were: EQ3- "visiting this theme park is a pleasant experience" with an average of 4.36 and TP2- "this theme park has a good reputation" With an average of 4.29. It was noticed that the age of the visitors is the factor that most influences the variables of the research model, in all ten variables were impacted. By means of the hypothesis test, the results highlight that the dimensions of experience, functional value and emotional value influence the satisfaction of the experience of the visitors of theme parks, as well as through the statistical results it was verified that the image perception Of the park and the satisfaction of the experience impact the intention of return of the visitors of the theme parks. Still, it is noted that the emotional value (R = 0.719) and the image perception of the park (R = 0.631) were the dimensions that most positively influenced the quality of the experience. However, it has been proven that the quality of the interaction does not positively impact the quality of the experience. / Entender o que impulsiona a satisfação de um turista é uma das áreas mais relevantes das pesquisas em marketing. Na indústria do turismo, turistas satisfeitos tendem repetir a sua visita devido a sua experiência positiva. O nível de satisfação de um visitante é o resultado de diferentes fatores. Neste contexto, este estudo propõe-se a identificar quais fatores explicam a qualidade da experiência e suas relações com a satisfação e intenção de retorno dos frequentadores do parque Beto Carrero World. Visando compreender esse processo, foram identificadas as dimensões de qualidade da experiência bem como foi investigado as interrelações entre qualidade da experiência, valor da experieêcia, satisfação da experiência, imagem do parque temático e intenção de revisitar percebidos pelos frequentadores do parque temático. Para tanto, a pesquisa é considerada descritiva e com abordagem quantitativa, por meio de uma survey adaptada dos estudos de Wu, Li e Li (2014) aplicada a estudantes do ensino superior, técnico e médio do município de Santa Maria-RS e região. A coleta de dados foi realizada no período de agosto de 2016, com 429 estudantes do ensino superior, técnico e médio distribuídos entre colégios particulares de Santa Maria e Cruz Alta, Colégio Politécnico de Santa Maria e a Universidade de Santa Maria-UFSM bem como na UFSM-Palmeira das Missões. A análise de dados compreendeu as técnicas univariadas, bivariadas e multivariadas. No modelo inicial, das dez dimensões existentes, oito mantiveram todas as variáveis. Como resultado, a presente pesquisa apresentou 10 dimensões e 24 variáveis. Em relação à avaliação dos frequentadores do parque as dimensões do modelo de pesquisa, destacaram-se as variáveis EQ3- “visitar esse parque temático é uma experiência agradável” com média de 4,36 e TP2- “esse parque temático tem uma boa reputação” com média de 4,29. Notou-se que a e idade dos visitantes é o fator que mais influencia as variáveis do modelo de pesquisa, ao todo dez variáveis foram impactadas. Por meio do teste de hipóteses, destacam-se como resultados que as dimensões qualidade da experiência, valor funcional e valor emocional influenciam a satisfação da experiência dos visitantes de parques temáticos, como também por meio dos resultados estatísticos comprovou-se que a percepção de imagem do parque e a satisfação da experiência impactam a intenção de retorno dos visitantes de parques temáticos. Ainda, nota-se que o valor emocional (R = 0,719) e a percepção de imagem do parque (R = 0,631) foram às dimensões que mais influenciaram positivamente a qualidade da experiência. Contudo, comprovou-se que a qualidade da interação não impacta positivamente a qualidade da experiência.
10

A qualidade da experiência e suas relações com a satisfação e a intenção de retorno: o caso do parque Beto Carrero World / The quality of the experience and its relationship with the satisfaction and retention intention: the case of Beto Carrero World park

Facco, Ana Luiza Rossato 11 December 2016 (has links)
Understanding what drives a tourist's satisfaction is one of the most relevant areas of marketing research. In the tourism industry, satisfied tourists tend to repeat their visit because of their positive experience. The level of satisfaction of a visitor is the result of different factors. Thus, this study intends what factors explain the quality of the experience and its relations with the satisfaction and intention of return of the Beto Carrero World park visitors. In order to understand this process, the quality dimensions of the experience were identified as well as its interrelations between experiential quality, experiential value, experiential satisfaction, image of the theme park and intention to revisit perceived by the participants of the theme park. To do so, the research is considered descriptive and quantitative approach, through a survey adapted from the studies of Wu, Li and Li (2014) applied to students of higher, middle and technical education in the municipality of Santa Maria-RS and region. The data collection was performed in the period of August 2016, with 429 students of higher education, technical and average distributed among private colleges of Santa Maria and Cruz Alta, Polytechnic College of Santa Maria and University of Santa Maria-UFSM as well as UFSM-Palmeira das Missões. Data analysis included univariate, bivariate and multivariate techniques. In the initial model, of the ten existing dimensions, eight maintained all variables, however, the variable EQ1, FV1 and FV2 were excluded because they presented factorial loads less than 0.5. As a result, the present research presented 10 dimensions and 24 variables. Regarding the evaluation of the park's visitors, the dimensions of the research model were: EQ3- "visiting this theme park is a pleasant experience" with an average of 4.36 and TP2- "this theme park has a good reputation" With an average of 4.29. It was noticed that the age of the visitors is the factor that most influences the variables of the research model, in all ten variables were impacted. By means of the hypothesis test, the results highlight that the dimensions of experience, functional value and emotional value influence the satisfaction of the experience of the visitors of theme parks, as well as through the statistical results it was verified that the image perception Of the park and the satisfaction of the experience impact the intention of return of the visitors of the theme parks. Still, it is noted that the emotional value (R = 0.719) and the image perception of the park (R = 0.631) were the dimensions that most positively influenced the quality of the experience. However, it has been proven that the quality of the interaction does not positively impact the quality of the experience. / Entender o que impulsiona a satisfação de um turista é uma das áreas mais relevantes das pesquisas em marketing. Na indústria do turismo, turistas satisfeitos tendem repetir a sua visita devido a sua experiência positiva. O nível de satisfação de um visitante é o resultado de diferentes fatores. Neste contexto, este estudo propõe-se a identificar quais fatores explicam a qualidade da experiência e suas relações com a satisfação e intenção de retorno dos frequentadores do parque Beto Carrero World. Visando compreender esse processo, foram identificadas as dimensões de qualidade da experiência bem como foi investigado as interrelações entre qualidade da experiência, valor da experieêcia, satisfação da experiência, imagem do parque temático e intenção de revisitar percebidos pelos frequentadores do parque temático. Para tanto, a pesquisa é considerada descritiva e com abordagem quantitativa, por meio de uma survey adaptada dos estudos de Wu, Li e Li (2014) aplicada a estudantes do ensino superior, técnico e médio do município de Santa Maria-RS e região. A coleta de dados foi realizada no período de agosto de 2016, com 429 estudantes do ensino superior, técnico e médio distribuídos entre colégios particulares de Santa Maria e Cruz Alta, Colégio Politécnico de Santa Maria e a Universidade de Santa Maria-UFSM bem como na UFSM-Palmeira das Missões. A análise de dados compreendeu as técnicas univariadas, bivariadas e multivariadas. No modelo inicial, das dez dimensões existentes, oito mantiveram todas as variáveis. Como resultado, a presente pesquisa apresentou 10 dimensões e 24 variáveis. Em relação à avaliação dos frequentadores do parque as dimensões do modelo de pesquisa, destacaram-se as variáveis EQ3- “visitar esse parque temático é uma experiência agradável” com média de 4,36 e TP2- “esse parque temático tem uma boa reputação” com média de 4,29. Notou-se que a e idade dos visitantes é o fator que mais influencia as variáveis do modelo de pesquisa, ao todo dez variáveis foram impactadas. Por meio do teste de hipóteses, destacam-se como resultados que as dimensões qualidade da experiência, valor funcional e valor emocional influenciam a satisfação da experiência dos visitantes de parques temáticos, como também por meio dos resultados estatísticos comprovou-se que a percepção de imagem do parque e a satisfação da experiência impactam a intenção de retorno dos visitantes de parques temáticos. Ainda, nota-se que o valor emocional (R = 0,719) e a percepção de imagem do parque (R = 0,631) foram às dimensões que mais influenciaram positivamente a qualidade da experiência. Contudo, comprovou-se que a qualidade da interação não impacta positivamente a qualidade da experiência.

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