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Admit One to Magic In this collection of fanciful stories set in Disney's Magic Kingdom, one for each of the six lands in the park, you'll take a grand circle tour of exploration, mystery, intrigue, exotic thrills, and things that go bump in the mansion. Brave danger with the intrepid skippers of the Jungle Cruise, team with Mr. Tom Morrow as he fights galactic crime in Tomorrowland, attend a swingin' birthday party in the Haunted Mansion, delve into the fearsome bowels of Big Thunder Mountain, take the villains' side in an all-out assault on Fantasyland, and ride a Main Street train to an enchanted station not on any map. Tickets, please!
Theme Park Fandom argues that serious study of theme parks and their adult fans has much to tell us about contemporary transmediality and convergence, themed and immersive spaces, and audience relationships with places of meaning. Considering the duopoly of Disney and Universal in Orlando, the book explores a range of theme park experiences including planning trips, meeting characters, eating and drinking, engaging in practices such as cosplay and re-enactment, and memorializing lost attractions. Highlighting key themes such as immersion, materiality, cultural distinctions, and self-identity, the book argues that theme parks are a crucial site for the exploration of transmediality and the development of paratexts. Proposing the key concepts of spatial transmedia and haptic fandom, the book offers analysis of the intersections between fandom, media texts, and merchandise, as well as fans' own affective and physical responses to visiting the parks.
When the circus packs up for the season, the animals quickly grow bored. But Molly Monkey organizes them to build the theme park of her dreams. Together they accomplish their goal, and then discover the joy of sharing with others. Ages 4-10
The writing is academic, but it is not inaccessible. It will have wide disciplinary appeal within academia, as tourism studies cross into a variety of fields including history, American studies, fandom studies, performance studies and cultural studies. It will be invaluable to those working in the field of theme park scholarship and the study of Disney theme parks, theme parks in general and related areas like world's expositions and spaces of the consumer and lifestyle worlds. It will also be of interest to Disney fans, those who have visited any of the parks or are interested to know more about the parks and their cultural situation and context.
A perfect gift for all Disney fans! Celebrate the magic of Disneyland Park in California from the comfort of your own home. Immerse yourself in the fun and wonder as you read about the different lands, from the exhilarating Star Wars: Galaxy's Edge, to the quirky world of Mickey's Toontown, and more. The back of the book contains press-out pieces and instructions to build your very own 3D model of Disneyland Park!
Double Shot of the Disney College Program. Two girls from Colorado spend a year in the College Program at Walt Disney World, balancing pixie dust with reality bites, as they spin magic for guests in the parks, but can't talk their roommates into keeping the apartment clean.
Get the fun going for makers of all ages with Build Your Own Theme Park with just scissors, glue, and your imagination! The first in a "Build Your Own" series of dynamic, interactive 3D activity books that combine engineering and creativity in an accessible way. Kids and adults alike will love the creativity and 3D thinking that comes with this paper cut-out theme park. Based on Lizz Lunney's characters and illustrations, build your theme park from the ticket booth to vending machines, arcade games, food stand, a carousel, a water ride with frogs, and mountain roller coaster. Invent your own ride additions for the park, make it your own, and share it online with #BuildYourOwn.
If you've ever visited a theme park and wondered how the magic is created, this is the book for you. Theme park design invites you to become an apprentice Imagineer. Inside, you'll: - Explore the different types of rides and shows- Experience creating an attraction from conception to opening day- Discover the different professional roles in Imagineering so you can determine which best suits your interestsAnd for avid fans and gearheads, a special section takes you on a deep dive into show control, ride control, audio, video and special effects.Whether your goal is to become an Imagineer, or you're just curious about how theme parks are created, Theme Park Design pulls back the curtain on what goes into creating the greatest attractions on Earth
In this second volume of the best-selling Vault of Walt series, Disney historian Jim Korkis reveals even more forgotten tales of Walt Disney and the Disney Company to entertain and enlighten Disney fans.
This book addresses Disney parks using performance theory. Few to no scholars have done this to date—an enormous oversight given the Disney parks’ similarities to immersive theatre, interpolation of guests, and dramaturgical construction of attractions. Most scholars and critics deny agency to the tourist in their engagement with the Disney theme park experience. The vast body of research and journalism on the Disney “Imagineers”—the designers and storytellers who construct the park experience—leads to the misconception that these exceptional artists puppeteer every aspect of the guest’s experience. Contrary to this assumption, Disney park guests find a range of possible reading strategies when they enter the space. Certainly Disney presents a primary reading, but generations of critical theory have established the variety of reading strategies that interpreters can employ to read against the text. This volume of twelve essays re-centers the park experience around its protagonist: the tourist.