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The Disruptive Impact of Game Design, Mobile Technology, Social Networks and Emerging Media on Theme Parks

The Disruptive Impact of Game Design, Mobile Technology, Social Networks and Emerging Media on Theme Parks PDF Author: Jeffrey Paul Senita
Publisher:
ISBN:
Category : Amusement parks
Languages : en
Pages :

Book Description
This descriptive study conducts basic research to create an original analysis of the possible disruptive impact of game design, mobile devices, social networking and emerging media technologies on location-based entertainment (LBE), specifically theme parks. This study employs the Delphi Method to identify where disruptions might occur to better understand how the emergences of these technologies affect the theme park industry. Game design, mobile technology, social networks, and emerging media receive special attention. Audience, business, non-technological forces, and design are also reviewed. It was anticipated that these specific technologies have an impact and are fundamentally disrupting theme parks. A panel of theme park experts participated in the Delphi study to explore possible disruptive technologies that may be affecting theme parks, in qualities such as interactivity, immersion, personalization, mobility, shareability, sociability, digitzation, connectivity, repeatability, and extendibility. Consensuses in changes are identified. Ultimately to answer the question: are theme parks being disrupted by new technologies? What was found was a rich and detailed spectrum of various positions that each respondent shares. At this time, it was found that generally theme parks are not being disrupted by technological innovation to the point they have lose control over their design and business models at this time, but they are indeed changing. Rather theme parks are being continually forced to change along a trajectory that they already embrace by seeking novel entertainments to add to their experiences. Generally that change is positive, and not a negative painful restructuring that other industries have faced since the advent of the aforementioned technologies. Although these technologies are sustaining theme parks rather than disrupting them, it is acknowledged that these technologies do have potential for disruption. This continuous change does have various implications for theme parks. This study finds what some of those changes are. A significant tend is that interactivity is increasing, thus the experience is shifting from a passive experience to an active one. Mobile devices, social networks and Internet connectivity combined together are significant forces acting upon the theme park experience. There is an increased emphasis on personalization and customization. A disconnect exists between how social networks technologies are currently utilized and with the potential that those digital social connections represent. As new technologies change in society, those changes are also reflected in the expectations of theme park audiences. Theme parks fundamentally remain a place for people to come for a shared, social, group experience. Fundamentally, technologies remain tools that invisibly support the theme park story and experience, but are not the main attractions. As illustrated here, there are various implications for new technologies as they drive change forward for theme parks.

The Disruptive Impact of Game Design, Mobile Technology, Social Networks and Emerging Media on Theme Parks

The Disruptive Impact of Game Design, Mobile Technology, Social Networks and Emerging Media on Theme Parks PDF Author: Jeffrey Paul Senita
Publisher:
ISBN:
Category : Amusement parks
Languages : en
Pages :

Book Description
This descriptive study conducts basic research to create an original analysis of the possible disruptive impact of game design, mobile devices, social networking and emerging media technologies on location-based entertainment (LBE), specifically theme parks. This study employs the Delphi Method to identify where disruptions might occur to better understand how the emergences of these technologies affect the theme park industry. Game design, mobile technology, social networks, and emerging media receive special attention. Audience, business, non-technological forces, and design are also reviewed. It was anticipated that these specific technologies have an impact and are fundamentally disrupting theme parks. A panel of theme park experts participated in the Delphi study to explore possible disruptive technologies that may be affecting theme parks, in qualities such as interactivity, immersion, personalization, mobility, shareability, sociability, digitzation, connectivity, repeatability, and extendibility. Consensuses in changes are identified. Ultimately to answer the question: are theme parks being disrupted by new technologies? What was found was a rich and detailed spectrum of various positions that each respondent shares. At this time, it was found that generally theme parks are not being disrupted by technological innovation to the point they have lose control over their design and business models at this time, but they are indeed changing. Rather theme parks are being continually forced to change along a trajectory that they already embrace by seeking novel entertainments to add to their experiences. Generally that change is positive, and not a negative painful restructuring that other industries have faced since the advent of the aforementioned technologies. Although these technologies are sustaining theme parks rather than disrupting them, it is acknowledged that these technologies do have potential for disruption. This continuous change does have various implications for theme parks. This study finds what some of those changes are. A significant tend is that interactivity is increasing, thus the experience is shifting from a passive experience to an active one. Mobile devices, social networks and Internet connectivity combined together are significant forces acting upon the theme park experience. There is an increased emphasis on personalization and customization. A disconnect exists between how social networks technologies are currently utilized and with the potential that those digital social connections represent. As new technologies change in society, those changes are also reflected in the expectations of theme park audiences. Theme parks fundamentally remain a place for people to come for a shared, social, group experience. Fundamentally, technologies remain tools that invisibly support the theme park story and experience, but are not the main attractions. As illustrated here, there are various implications for new technologies as they drive change forward for theme parks.

Gaming in Social, Locative and Mobile Media

Gaming in Social, Locative and Mobile Media PDF Author: L. Hjorth
Publisher: Springer
ISBN: 1137301422
Category : Social Science
Languages : en
Pages : 184

Book Description
Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.

Mobile Gaming in Asia

Mobile Gaming in Asia PDF Author: Dal Yong Jin
Publisher: Springer
ISBN: 9402408266
Category : Language Arts & Disciplines
Languages : en
Pages : 245

Book Description
This book analyzes mobile gaming in the Asian context and looks into a hitherto neglected focus of inquiry – a localized mobile landscape, with particular reference to young Asians’ engagement with mobile gaming. This edition focuses not only on the remarkable success of local mobile games, but also on the significance of social milieu in the development of Asian mobile technologies and gaming culture. It analyzes the growth of the current mobile technologies and mobile gaming not as separate but as continuous developments in tandem with the digital economy. It is of interest to both academics and a broader readership from the business, government, and information technology sectors

Playful Disruption of Digital Media

Playful Disruption of Digital Media PDF Author: Daniel Cermak-Sassenrath
Publisher: Springer
ISBN: 981101891X
Category : Social Science
Languages : en
Pages : 318

Book Description
This book starts with the proposition that digital media invite play and indeed need to be played by their everyday users. Play is probably one of the most visible and powerful ways to appropriate the digital world. The diverse, emerging practices of digital media appear to be essentially playful: Users are involved and active, produce form and content, spread, exchange and consume it, take risks, are conscious of their own goals and the possibilities of achieving them, are skilled and know how to acquire more skills. They share a perspective of can-do, a curiosity of what happens next? Play can be observed in social, economic, political, artistic, educational and criminal contexts and endeavours. It is employed as a (counter) strategy, for tacit or open resistance, as a method and productive practice, and something people do for fun. The book aims to define a particular contemporary attitude, a playful approach to media. It identifies some common ground and key principles in this novel terrain. Instead of looking at play and how it branches into different disciplines like business and education, the phenomenon of play in digital media is approached unconstrained by disciplinary boundaries. The contributions in this book provide a glimpse of a playful technological revolution that is a joyful celebration of possibilities that new media afford. This book is not a practical guide on how to hack a system or to pirate music, but provides critical insights into the unintended, artistic, fun, subversive, and sometimes dodgy applications of digital media. Contributions from Chris Crawford, Mathias Fuchs, Rilla Khaled, Sybille Lammes, Eva and Franco Mattes, Florian 'Floyd' Mueller, Michael Nitsche, Julian Oliver, and others cover and address topics such as reflective game design, identity and people's engagement in online media, conflicts and challenging opportunities for play, playing with cartographical interfaces, player-emergent production practices, the re-purposing of data, game creation as an educational approach, the ludification of society, the creation of meaning within and without play, the internalisation and subversion of roles through play, and the boundaries of play.

Social, Casual and Mobile Games

Social, Casual and Mobile Games PDF Author: Michele Willson
Publisher: Bloomsbury Publishing USA
ISBN: 1501310585
Category : Games & Activities
Languages : en
Pages : 319

Book Description
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world.

The Out-of-Home Immersive Entertainment Frontier

The Out-of-Home Immersive Entertainment Frontier PDF Author: Mr Kevin Williams
Publisher: Gower Publishing, Ltd.
ISBN: 1472426975
Category : Business & Economics
Languages : en
Pages : 217

Book Description
Digital Out of Home Entertainment is transforming the customer experience in shops, cinemas, museums; almost any environment where consumers are congregating. This book provides a 'state of play' exploration of the successes, the emerging new applications and the strategies that inform them--and is an essential guide for entertainment executives as well as those involved in retailing, the hotel industry, mobile communications, museums and heritage.

Trends and Applications of Serious Gaming and Social Media

Trends and Applications of Serious Gaming and Social Media PDF Author: Youngkyun Baek
Publisher: Springer
ISBN: 9789811011948
Category : Technology & Engineering
Languages : en
Pages : 0

Book Description
This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world. The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers that have been presented at the Serious Games and Social Connect 2012 conference held in Singapore (October 4, 2012). All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.

The Metaverse

The Metaverse PDF Author: Terry Winters
Publisher: Winters Media
ISBN: 9781913666996
Category :
Languages : en
Pages : 114

Book Description
Curious about the metaverse but can't quite wrap your head around it? Maybe you want to get a headstart but don't know where to begin? In this practical primer, you will learn why and how we should prepare for a new digital renaissance and what it means in terms of job opportunities, investments, and new business models. By reading this book, I invite you to start yourself on a journey of becoming a digital investor, a metaverse business owner, a virtual real estate mogul, voxel architect, or simply a curious onlooker to the latest chapter of the Internet. What you will learn from reading this book: - Who and what will power the metaverse - New business opportunities in the virtual economy and the web3 era - Introduction to decentralized worlds including Decentraland, Axie Infinity, SuperWorld, Cryptovoxels, The Sandbox, and Somnium Space - Insight into investing in virtual real estate, including the buy & flip approach and hoddling - The role of cryptocurrencies, smart contracts, DAOs, and NFTs in the metaverse You will also receive access to a private Discord group for discussing opportunities in the metaverse with the author and community.

The Leisure Commons

The Leisure Commons PDF Author: Payal Arora
Publisher: Routledge
ISBN: 1317678923
Category : Social Science
Languages : en
Pages : 210

Book Description
There is much excitement about Web 2.0 as an unprecedented, novel, community-building space for experiencing, producing, and consuming leisure, particularly through social network sites. What is needed is a perspective that is invested in neither a utopian or dystopian posture but sees historical continuity to this cyberleisure geography. This book investigates the digital public sphere by drawing parallels to another leisure space that shares its rhetoric of being open, democratic, and free for all: the urban park. It makes the case that the history and politics of public parks as an urban commons provides fresh insight into contemporary debates on corporatization, democratization and privatization of the digital commons. This book takes the reader on a metaphorical journey through multiple forms of public parks such as Protest Parks, Walled Gardens, Corporate Parks, Fantasy Parks, and Global Parks, addressing issues such as virtual activism, online privacy/surveillance, digital labor, branding, and globalization of digital networks. Ranging from the 19th century British factory garden to Tokyo Disneyland, this book offers numerous spatial metaphors to bring to life aspects of new media spaces. Readers looking for an interdisciplinary, historical and spatial approach to staid Web 2.0 discourses will undoubtedly benefit from this text.

It's Complicated

It's Complicated PDF Author: Danah Boyd
Publisher: Yale University Press
ISBN: 0300166311
Category : Social Science
Languages : en
Pages : 296

Book Description
Surveys the online social habits of American teens and analyzes the role technology and social media plays in their lives, examining common misconceptions about such topics as identity, privacy, danger, and bullying.