A Cultural History of the Disneyland Theme Parks
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Summer 2017 • Volume 26 • Number 2
sUMMER 2017 • Volume 26 • Number 2 Welcome Home “Son, we’re moving to Oregon.” Hearing these words as a high school freshman in sunny Southern California felt – to a sensitive teenager – like cruel and unusual punishment. Save for an 8-bit Oregon Trail video game that always ended with my player dying of dysentery, I knew nothing of this “Oregon.” As proponents extolled the virtues of Oregon’s picturesque Cascade Mountains, I couldn’t help but mourn the mountains I was leaving behind: Space, Big Thunder and the Matterhorn (to say nothing of Splash, which would open just months after our move). I was determined to be miserable. But soon, like a 1990s Tom Hanks character trying to avoid falling in love with Meg Ryan, I succumbed to the allure of the Pacific Northwest. I learned to ride a lawnmower (not without incident), adopted a pygmy goat and found myself enjoying things called “hikes” (like scenic drives without the car). I rafted white water, ate pink salmon and (at legal age) acquired a taste for lemon wedges in locally produced organic beer. I became an obnoxiously proud Oregonian. So it stands to reason that, as adulthood led me back to Disney by way of Central Florida, I had a special fondness for Disney’s Wilderness Lodge. Inspired by the real grandeur of the Northwest but polished in a way that’s unmistakably Disney, it’s a place that feels perhaps less like the Oregon I knew and more like the Oregon I prefer to remember (while also being much closer to Space Mountain). -
The Theme Park As "De Sprookjessprokkelaar," the Gatherer and Teller of Stories
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2018 Exploring a Three-Dimensional Narrative Medium: The Theme Park as "De Sprookjessprokkelaar," The Gatherer and Teller of Stories Carissa Baker University of Central Florida, [email protected] Part of the Rhetoric Commons, and the Tourism and Travel Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Doctoral Dissertation (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Baker, Carissa, "Exploring a Three-Dimensional Narrative Medium: The Theme Park as "De Sprookjessprokkelaar," The Gatherer and Teller of Stories" (2018). Electronic Theses and Dissertations, 2004-2019. 5795. https://stars.library.ucf.edu/etd/5795 EXPLORING A THREE-DIMENSIONAL NARRATIVE MEDIUM: THE THEME PARK AS “DE SPROOKJESSPROKKELAAR,” THE GATHERER AND TELLER OF STORIES by CARISSA ANN BAKER B.A. Chapman University, 2006 M.A. University of Central Florida, 2008 A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the College of Arts and Humanities at the University of Central Florida Orlando, FL Spring Term 2018 Major Professor: Rudy McDaniel © 2018 Carissa Ann Baker ii ABSTRACT This dissertation examines the pervasiveness of storytelling in theme parks and establishes the theme park as a distinct narrative medium. It traces the characteristics of theme park storytelling, how it has changed over time, and what makes the medium unique. -
Global Attractions Attendance Report
2014 2014 GLOBAL ATTRACTIONS ATTENDANCE REPORT Cover: The Wizarding World of Harry Potter — Diagon Alley ™, ©Universal Studios Florida, Universal Orlando Resort, Orlando, Florida, U.S. CREDITS TEA/AECOM 2014 Theme Index and Museum Index: The Global Attractions Attendance Report Publisher: Themed Entertainment Association (TEA) 2014 Research: Economics practice at AECOM 2014 Editor: Judith Rubin Publication team: Tsz Yin (Gigi) Au, Beth Chang, Linda Cheu, Daniel Elsea, Kathleen LaClair, Jodie Lock, Sarah Linford, Erik Miller, Jennie Nevin, Margreet Papamichael, Jeff Pincus, John Robinett, Judith Rubin, Brian Sands, Will Selby, Matt Timmins, Feliz Ventura, Chris Yoshii ©2015 TEA/AECOM. All rights reserved. CONTACTS For further information about the contents of this report and about the Economics practice at AECOM, contact the following: GLOBAL John Robinett Chris Yoshii ATTRACTIONS Senior Vice President, Americas Vice President, Economics, Asia-Pacific ATTENDANCE [email protected] [email protected] T +1 213 593 8785 T +852 3922 9000 REPORT Brian Sands, AICP Margreet Papamichael Vice President, Americas Director, EMEA [email protected] [email protected] The definitive annual attendance T +1 202 821 7281 T +44 20 3009 2283 study for the themed entertainment Linda Cheu www.aecom.com/What+We+Do/Economics and museum industries. Vice President, Americas [email protected] Published by the Themed T +1 415 955 2928 Entertainment Association (TEA) and For information about TEA (Themed Entertainment Association): the -
Star Wars: Rise of the Resistance Makes Galactic Debut at Walt Disney World Resort
Star Wars: Rise of the Resistance Makes Galactic Debut at Walt Disney World Resort Groundbreaking new attraction brings guests into a battle between the Resistance and First Order beginning Dec. 5 at Disney’s Hollywood Studios and Jan. 17, 2020, at Disneyland Park LAKE BUENA VISTA, Fla. (Dec. 4, 2019) – This is the Disney attraction you’re looking for. Star Wars: Rise of the Resistance makes its public debut Dec. 5, 2019, inside Star Wars: Galaxy’s Edge at Disney’s Hollywood Studios in Florida, and at Disneyland Park in California on Jan. 17, 2020. After years of anticipation for this groundbreaking new attraction, guests will now become heroes of the Resistance in a climactic battle with the First Order. During a special dedication ceremony Wednesday night inside Star Wars: Galaxy’s Edge at Disney’s Hollywood Studios, Disney Parks, Experiences and Products Chairman Bob Chapek lauded the attraction’s immersive storytelling and technological innovation. “Star Wars: Rise of the Resistance sets a new standard for what a theme park experience can be,” Chapek said. “Tonight, we’re welcoming the world to experience the Star Wars galaxy like never before, with the opening of the most ambitious, immersive, advanced, action-packed attraction we’ve ever created.” Star Wars: Rise of the Resistance is one of the most ambitious attractions ever created for a Disney park. The thrilling action takes place in massive sets that give guests the feeling of stepping inside a Star Warsfilm as they elude the clutches of Kylo Ren and the First Order in a mad dash through a Star Destroyer. -
Fact Book 2004 Fact Book 2004
Fact Book 2004 Fact Book 2004 Table of Contents Welcome Letter 2 Management Executive Team 4 Board of Directors 4 Operations Media Networks Profile 6 Business 7 Key Dates 8 Fast Facts 10 Data 13 Studio Entertainment Profile 22 Business 22 Key Dates 23 Fast Facts 25 Data 27 Parks and Resorts Profile 34 Business 34 Key Dates 35 Fast Facts 40 Data 42 Consumer Products Profile 48 Business 48 Key Dates 49 Fast Facts 51 History 55 Financials Income Statements 73 Balance Sheets 76 Cash Flows 78 Quarterly Statements 2004 80 Quarterly Statements 2003 82 Financial Ratios 85 Stock Statistics 86 Reconciliations 87 1 Fact Book 2004 Welcome to The Walt Disney Company Fact Book 2004 The Walt Disney Company’s Fact Book 2004 profiles the company’s key business segments and performance, and highlights key events from throughout the company’s 81 year history. The Walt Disney Company strives to be one of the world’s leading producers and providers of quality entertainment and information. Our investment in new content and characters as well as building, nurturing and expanding our existing franchises, gives us an advantage to strengthen and reinforce the affinity that consumers have with our brands and characters across all of our business segments. By growing operating income, improving returns on capital and delivering strong cash flow, the company strives to provide long-term value to Disney’s shareholders. Disney enjoys competitive advantages that underpin all of our successes, both financial and creative. In the long run, we prosper from the inventiveness of our film, television, and other programming; our ability to connect with our audiences; the use of technological advances to enhance our products; the opportunity to delight people around the world with our toys, clothing and other consumer products; and the ability to surprise our Guests with magical experiences at the parks, cruise lines and resorts. -
2017 School Days Workbook
2017 School Days Workbook Student Name: School: Class: Teacher: Date: 1 | P a g e Words in the Park Search R E V I R Y Z A L F D M C O A W L T Z U I T A O B S Z K N R U M L C I E S H I P S E D I L S I A E D R N T L E U A R P S I C E E G D P T X I K S D H M X F I L G C E L E B R A T I O N W W M W U U L I S A N K P S W E M Q G A S E Q X B A L N R S U N S H I N E J V I R P H P H H I E A I S P N I R C I E R M C S N P C W N L E D V W A I Q G S R Q L B E O N A J G S T I G C W A T Y E G I O A O C O O A X E N L M V G T M F N K H O L Z O R S E S D A C D X J R I I B L H P Y S Z P E B X I H S J W Q K M M C F X E R B R I L A J R P G Z Y I M D Y B J L V A B E E P U M U E O M U I O E W A E U A S V Q Q T T I M L N Z W H D F F X Q R W V E T V F S J J E S S R Y Y E U F L Z H Q D U Z A F A I M H K V Z E S E G W P W A H M U M A Q O L L W K K X S L W F D I B W I V G N P J C W G U A N J G F O Z P Q X K F K G E K E Celebration Slides Coasters Summer Elephant Ears Sunshine Ferris Wheel Swimming Fun Thrilling Ice Cream Timberhawk Icee Water Lazy River Wave Pool Pizza Wild Waves Rides Zipline 2 | P a g e Words in the Park Use a dictionary to define the following words. -
The Immersive Theme Park
THE IMMERSIVE THEME PARK Analyzing the Immersive World of the Magic Kingdom Theme Park JOOST TER BEEK (S4155491) MASTERTHESIS CREATIVE INDUSTRIES Radboud University Nijmegen Supervisor: C.C.J. van Eecke 22 July 2018 Summary The aim of this graduation thesis The Immersive Theme Park: Analyzing the Immersive World of the Magic Kingdom Theme Park is to try and understand how the Magic Kingdom theme park works in an immersive sense, using theories and concepts by Lukas (2013) on the immersive world and Ndalianis (2004) on neo-baroque aesthetics as its theoretical framework. While theme parks are a growing sector in the creative industries landscape (as attendance numbers seem to be growing and growing (TEA, 2016)), research on these parks seems to stay underdeveloped in contrast to the somewhat more accepted forms of art, and almost no attention was given to them during the writer’s Master’s courses, making it seem an interesting choice to delve deeper into this subject. Trying to reveal some of the core reasons of why the Disney theme parks are the most visited theme parks in the world, and especially, what makes them so immersive, a profound analysis of the structure, strategies, and design of the Magic Kingdom theme park using concepts associated with the neo-baroque, the immersive world and the theme park is presented through this thesis, written from the perspective of a creative master student who has visited these theme parks frequently over the past few years, using further literature, research, and critical thinking on the subject by others to underly his arguments. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27. -
Street, Usa New Orleans Square
L MAIN STREET, U.S.A. FRONTIERLAND DISNEY DINING MICKEY’S TOONTOWN FANTASYLAND Restrooms 28 The Golden Horseshoe Companion Restroom ATTRACTIONS ATTRACTIONS Chicken, fish, mozzarella strips, chili and ATTRACTIONS ATTRACTIONS Automated External 1 Disneyland® Railroad 22 Big Thunder Mountain Railroad 44 Chip ’n Dale Treehouse 53 Alice in Wonderland tasty ice cream specialties. Defibrillators 2 Main Street Cinema 29 Stage Door Café 45 Disneyland® Railroad 54 Bibbidi Bobbidi Boutique 55 Casey Jr. Circus Train E Information Center Main Street Vehicles* (minimum height 40"/102 cm) Chicken, fish and mozzarella strips. 46 Donald’s Boat Guest Relations presented by National Car Rental. 23 Pirate’s Lair on 30 Rancho del Zocalo Restaurante 47 Gadget’s Go Coaster 56 Dumbo the Flying Elephant (One-way transportation only) 57 Disney Princess Fantasy Faire Tom Sawyer Island* hosted by La Victoria. presented by Sparkle. First Aid (minimum height 35"/89 cm; 3 Fire Engine 24 Frontierland Shootin’ Exposition Mexican favorites and Costeña Grill specialties, 58 “it’s a small world” expectant mothers should not ride) ATM Locations 4 Horse-Drawn Streetcars 25 Mark Twain Riverboat* soft drinks and desserts. 50 52 presented by Sylvania. 49 48 Goofy’s Playhouse 5 Horseless Carriage 26 Sailing Ship Columbia* 31 River Belle Terrace 44 59 King Arthur Carrousel Pay Phones 49 Mickey’s House and Meet Mickey 60 Mad Tea Party 6 Omnibus (Operates weekends and select seasons only) Entrée salads and carved-to-order sandwiches. 48 51 47 50 Minnie’s House 61 Matterhorn Bobsleds Pay Phones with TTY 27 Big Thunder Ranch* 32 Big Thunder Ranch Barbecue 46 7 The Disney Gallery 51 Roger Rabbit’s Car Toon Spin (minimum height 35"/89 cm) hosted by Brawny. -
The 50Th Magical Milestones Penny Machine Locations
Magical Milestones Penny Press Locations Magical Milestones Penny Press Locations This set has been retired and taken off-stage This set has been retired and taken off-stage Magical Milestones Pressed Penny Machine Locations List Magical Milestones Pressed Penny Machine Locations List Disneyland's 50th Anniversary Penny Set Disneyland's 50th Anniversary Penny Set Courtesy of ParkPennies.com ©2006 Courtesy of ParkPennies.com ©2006 Updated 10/2/06 Sorted by Magical Milestones Year Sorted by Machine Location YEAR Magical Milestones Theme 50th Penny Machine Location 1962 Swiss Family Tree House opens (1962) Adventureland - Raja's Mint Machine (in the Bazaar) # 1 1955 Opening Day of Disneyland ® park (July 17, 1955) Main Street Disneyland - Penny Arcade Machine # 2 1994 "The Lion King Celebration Parade" debuts (1994) Adventureland - Raja's Mint Machine (in the Bazaar) # 1 1956 Tom Sawyer Island opens (1956) Adventureland - Raja's Mint Machine (in the Bazaar) # 2 1999 Tarzan's Treehouse™ opens (1999) Adventureland - Raja's Mint Machine (in the Bazaar) # 1 1957 House of the Future opens (1957) Main Street Disneyland - Penny Arcade Machine # 5 1956 Tom Sawyer Island opens (1956) Adventureland - Raja's Mint Machine (in the Bazaar) # 2 1958 Alice In Wonderland opens (1958) Main Street Disneyland - Penny Arcade Machine # 6 1963 Walt Disney's Enchanted Tiki Room opens (1963) Adventureland - Raja's Mint Machine (in the Bazaar) # 2 1959 Disneyland® Monorail opens (1959) Disneyland Hotel - Fantasia Gift 1995 Indiana Jones Adventure™ - Temple of the Forbidden Eye open (1995) Adventureland - Raja's Mint Machine (in the Bazaar) # 2 1960 Parade of Toys debuts (1960) Main Street Disneyland - Penny Arcade Machine # 4 1965 Tencennial Celebration (1965) Disneyland Hotel - Fantasia Gift Shop The Disneyland® Hotel is purchased by The Walt Disney Co. -
A Critique of Disney's EPCOT and Creating a Futuristic Curriculum
Georgia Southern University Digital Commons@Georgia Southern Electronic Theses and Dissertations Graduate Studies, Jack N. Averitt College of Spring 2019 FUTURE WORLD(S): A Critique of Disney's EPCOT and Creating a Futuristic Curriculum Alan Bowers Follow this and additional works at: https://digitalcommons.georgiasouthern.edu/etd Part of the Curriculum and Instruction Commons, and the Curriculum and Social Inquiry Commons Recommended Citation Bowers, Alan, "FUTURE WORLD(S): A Critique of Disney's EPCOT and Creating a Futuristic Curriculum" (2019). Electronic Theses and Dissertations. 1921. https://digitalcommons.georgiasouthern.edu/etd/1921 This dissertation (open access) is brought to you for free and open access by the Graduate Studies, Jack N. Averitt College of at Digital Commons@Georgia Southern. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons@Georgia Southern. For more information, please contact [email protected]. FUTURE WORLD(S): A Critique of Disney's EPCOT and Creating a Futuristic Curriculum by ALAN BOWERS (Under the Direction of Daniel Chapman) ABSTRACT In my dissertation inquiry, I explore the need for utopian based curriculum which was inspired by Walt Disney’s EPCOT Center. Theoretically building upon such works regarding utopian visons (Bregman, 2017, e.g., Claeys 2011;) and Disney studies (Garlen and Sandlin, 2016; Fjellman, 1992), this work combines historiography and speculative essays as its methodologies. In addition, this project explores how schools must do the hard work of working toward building a better future (Chomsky and Foucault, 1971). Through tracing the evolution of EPCOT as an idea for a community that would “always be in the state of becoming” to EPCOT Center as an inspirational theme park, this work contends that those ideas contain possibilities for how to interject utopian thought in schooling.