Sunday, 24 July 2011

Project Update: GS3 Accepted

Earlier this week, I was happy to find out that my GS3 application was accepted. This collection of forms (which include a the project plan, ethics forms and a training needs analysis), submitted to the faculty board roughly after the initial six months, acts as the official 'Confirmation of Programme of Study'. Following the GS1 (research proposal) and GS2 (interview), these forms cement my research plan and give me the go-ahead to begin my research. I include my research plan here:  

This research seeks to fill an important gap in theme park studies: whilst economic (The Global Theme Park Industry[1]) and cultural (The Disneyization of Society[2], The Theming of America[3]) analyses of the industry are increasingly identified as valid research subjects, the aesthetic analysis of theme park design, and the methods through which the medium communicates with its audience, remain unexplored.
My hypothesis is that the theme park is a unique and distinct medium, adept in the practice of experiential storytelling, and utilising a heavily multidisciplinary approach which needs to be researched in the context of its own unique techniques, theories, debates, industry and history. Building on a combined application of the semiotics of film theory and spatial theory (film theory due to both mediums’ entertainment role, historic origins and development, and continued operational links, particularly in regards to ownership and synergy, and spatial theory due to the move into three dimensional audience space), supported by more specialised theories depending on subject and the contributions of individuals involved directly within the industry, comprehension of the language of themed design, and its ability to immerse its audience in a spatial narrative experience, can be much more deeply understood.

As processes such as Disneyization, virtual reality, immersive design and multimedia environments continue to permeate society, an examination of this unique design style, and its influence upon its audience, is crucial to its understanding and progression.

Research Question:

How can the application of film and spatial theory enable a deeper understanding of theme park design – its techniques, theories, debates and context - in its attempt to create spatial narrative experiences?
 
This question will be answered through a number of aims;

1.      Defining the Medium (what is theming, what is story, what is the theme park trying to accomplish).
2.       Contextualising the Medium (history, enabling factors, ownership).
3.       Design Processes of the Medium (and how that system affects its output).
4.       Articulating the Medium (the proposition of a vocabulary, grammar and informed context to enable more thorough critical discussion of the theme park).
Each of these serves the largest section: the semiotic analysis of the theme park in the communication of spatial narrative experiences. The working methodology for this research will involve the systematic application of a range of film theory elements merged with spatial design, through an interpretive process of application, adaptation, obsoletion and informed creation of theory. As film studies divides the medium’s production into various disciplines, so too will I organise my approach to theme park design into distinct projects (set design, ambient music, story design, roller coaster design etc.), each then investigated with the appropriate theoretical tools (e.g. queueing theory and attraction lines, city planning and park layout) in addition to film and spatial theory. Through this, elements of design can be isolated, collated and analysed for design trends, including role, traditions of use, history, popularity, effectiveness across varying circumstances, justifications, influencing factors and effects on wider issues such as story diegesis. Just as some film theory may identify, for example, that a wide shot of a single actor, in appropriate circumstances, can manifest empathetic feelings of isolation, so too can the formulas of theme park design be identified in relation to their effect on the audience. Existing theories will be applied to the theme park equivalents of their subjects, modified by the move into spatial experiences, and revised as necessary to explain the specific adaptions of the theme park medium. This research is inspired by the results, intentions, methods and critical processes employed by André Bazin in his wide body of investigations into defining and understanding cinema as a palimpsestic yet distinct medium.   This work will take a post-structural approach to the understanding of how the various theme parks signs can be read by its audience, drawing heavily on film theory’s understanding of meaning in narrative and emotional manipulation - acknowledging the various contexts from which an audience may approach the text, and investigating the designers’ attempts to weight their work for a specific interpretation.
Data will be drawn from: 
  1. Existing literature.
  2. Observation and analysis (including field research in both theme parks and design studios) revealed through the aforementioned adapted approaches of theory.
  3. Quantifiable data, including attendance figures, operational figures in investigations of virtual queuing, efficiency, time management etc. Three databases have been established (Parks, Lands and Attractions), wherein gathered data (opening years, costs, celebrity involvement etc.) already reveal quantifiable support to design trends across time. 
  4. Interviews with theme park designers, and others in applicable roles (theme park operations, video game design etc.) conducted by myself. Already I have made contact with a number of professionals within the industry, including Walt Disney Imagineering, Merlin Entertainments, JoraVision, BRC Imagination Arts and others, all of whom have very kindly been open to assisting with my research.
Data collection and analysis will be simultaneous; cumulatively building upon each other as new observations and theories are proposed to designers, and in turn influence new areas of enquiry.
Specific opinions from guests on design elements will not be sought, stemming from a wide ignorance of the peculiarities of themed design – as James Monaco applicably writes concerning film: “precisely because the media so very closely mimics reality, we apprehend them much more easily than we comprehend them.”[4]  Just as untrained opinion on cinema would focus too heavily on star performers or special effects at the expense of editing, sound design, set design etc., so too would this manifest in themed design: theme parks are a medium in which ‘magic’ is repeated as a differentiating factor by guests lacking an understanding of the design supporting it. More general audience approval and reactions to attractions will be considered through factors such as attendance figures, queue lengths in relation to capacity, longevity, clone and sequel attractions, and community responses (websites, guide books etc.), with quality of design additionally ascertained through expert consensus (interviews, THEA Awards, critic reviews etc.).
Whilst the breadth of focus can be elusive to determine (being dependant largely on the access gained to companies and designers), the intention is to relate each area specifically to the design of the spatial narrative experience (for example, roller coaster design studied not for mechanics, but for its storytelling role - the creation of a personality through track design etc.) and how it accomplishes the narrative goals of the medium: convincing the guests of another place and time, immersing the audience in a virtual reality, communicating story, entertaining the guests as an audience, and incorporating the guests as actors in a spatial story-world.
Milestones
                January 2011 – August 2011                             Literature Review, Research Design
                * September 2011 – May 2012                        Interviews and Data Collection
                * June 2012 – April 2013                                   Data Analysis
                * May 2013 – September 2013                        Case Studies (Research Application)
                October 2013 – March 2014                            Thesis Writing
                April 2014 – June 2014                                      Submission
* Each of these three sections will in many cases be conducted simultaneously for each project, but these dates nevertheless show the primary focus of each time period.
Key Texts
Bazin, A. (1967) What is Cinema? Volume 1. London: University of California Press
Clavé, A. (2007) The Global Theme Park Industry. Oxfordshire: CABI
Gottdiener, M. (2001) The Theming of America. Oxford: Westview Press
Harvey, P. (1996) Hybrids of Modernity. Oxford: Routledge
Hench, J. (2008) Designing Disney: Imagineering and the Art of the Show. New York: Disney Editions
Lonsway, B. (2009) Making Leisure Work: Architecture and the Experience Economy. Oxford: Routledge


[1] Clavé, A. (2007) The Global Theme Park Industry. Oxfordshire: CABI
[2] Bryman, A. (2004) The Disneyization of Society. London: SAGE Publications Ltd.
[3] Gottdiener, M. (2001) The Theming of America. Oxford: Westview Press
[4] Monaco, J. (1977) How to Read a Film. Oxford: Oxford University Press p.17

Contact


To contact me, my email is

My LinkedIn profile can be found at http://uk.linkedin.com/pub/david-younger/30/591/587

My Academia.edu page is http://ulincoln.academia.edu/DavidYounger

Or feel free to add me on Facebook through http://www.facebook.com/ThemeParkTheory

About the Author


My name is David Younger and I was born in Durham, England, from which I was lucky enough to grow up with yearly trips to Disneyland Paris and later Walt Disney World Resort. Choosing to study film and media at Nottingham Trent University in 2007, a series of fortunate events lead to me spending six months living and studying in Long Beach, California, just twenty minutes from Disneyland. It was a chance meeting there with Tony Baxter and John Lasseter that convinced me to make the leap and use my film knowledge to study my childhood, and adulthood, passion - theme parks.
I left California with a 4.0 GPA at California State University Long Beach, graduated as valedictorian with a First Class Honours degree in BA Media from Nottingham Trent University, and was accepted just six months later onto a PhD research course at the University of Lincoln School of Architecture which I began in January 2011. Now able to investigate theme parks full time, I hope for a future that allows me to both promote the academic study of the themed attraction medium, and actively contribute to the medium in a professional design role when I complete my research in September 2014. 

I am a member of both the Themed Entertainment Association and the International Association of Amusement Parks & Attractions.

Academic CV

Current Education (January 2011 – 2014 Expected)
Full-time PhD Research Student in Art & Design, studying Theme Park Design
at THE UNIVERSITY OF LINCOLN SCHOOL OF ART, ARCHITECTURE & DESIGN
The world’s first PhD level research project into theme park design, focusing on the communication of narrative in physical environments; a self-taught research programme, conducted under the supervision of Dr Geoff Matthews in the Department of Museum and Exhibition Design. 
June 2011: Recipient of the Themed Entertainment Association SATE 2011 Conference Scholarship, funded by Walt Disney Imagineering
2007 - 2010 NOTTINGHAM TRENT UNIVERSITY
BA Media (First Class Honours), graduating as Valedictorian         
Courses included: Theorizing and Researching Culture (Awarded First Class Honours), Approaches to Media and Culture (First), Reading the Screen (First), Working With the Media (First), Globalization and Culture (First), Cultural Policy (First), Journalism and Society (First), Critical Issues in Journalism (First), Desire and Addiction (First), Introduction to Social Theory (Upper Second), Cinema Studies 2 (Upper Second), Analysing Gender and Sexuality (Upper Second), Introduction to Video and Multimedia (Upper Second).  
DISSERTATION: Disneyland Aesthetics: The Co-Development of Disney Theme Parks and Film; and Analysis of Theme Parks Through Film Theory (11,000 words)
Awarded First Class Honours (81%)

Recipient of the Nottingham Trent University 2010 Social Theory Prize for Academic Excellence

January 2009 – June 2009 CALIFORNIA STATE UNIVERSITY LONG BEACH

International Exchange Programme finishing with a 4.0 GPA (Equivalent to 85% UK)
Courses included: Film Aesthetics (Awarded A), Short Script Writing (A), Creative Writing (A), Alternative Media (A), Directing the Documentary (A).

To get in touch, please visit my Contact page.

Tuesday, 19 July 2011

Theme Park Theory: An Introduction

Welcome to ThemeParkTheory.com, a website and blog for Theme Park Theory, an Art & Design PhD research project begun in January 2011 at the University of Lincoln School of Art, Architecture and Design exploring theme park design and ambitiously aiming -

"to begin to provide for theme parks what film studies provides for cinema".

To briefly overview it, my research is intending to look at those fifty (and more!) years of techniques, debates and theories of design specific to the theme park and themed attraction medium, which I want to collate, analyze and challenge academically to see how they create emotion, transport guests, and fundamentally tell stories. Everything from roller coaster design, to lighting design to footpath design will be explored using everything from film theory, to narrative theory, to video game theory to architectural theory with the same respect and expectations that would be given to any other medium of communication. It is a project driven by an academic fascination, and fuelled by a real passion for the subject.

As a former film student, I hope to build off and adapt established film theory, whilst combining it with a physical perspective from design, architecture and spatial theory, to find new and interesting ways of understanding theme parks and how they communicate to an audience.

To give some example lines of enquiry, I have been recently investigating:

    - A Joseph Campbell-esque approach to theme park story structure: what are the recurring plot elements in theme park storylines, what dramatic roles are guests given and what story structures can aid in truly interactive narratives, if the idea is even possible.
    - An investigation into how far the idea of 'stepping into a movie' can be taken: could the guest experience a character arc, can they be a protagonist, do they have an antagonist, and how far can personalisation be taken?
    - How has interactivity changed within the theme park, and can the move from mechanical interactivity (like Dumbo the Flying Elephant’s joystick, Autopia’s pedal or an Adventureland drum) to arcade interactivity (Buzz Lightyear Astro Blasters, Toy Story Midway Mania) move even further into narrative interactivity, with real, dynamic stories appearing, evolving and concluding across a guests visit.
    - Narrative structure through theme park layout, and a push away from layout efficiency, which can be argued is the very opposite of the medium itself: the narrated movement through three dimensional space. Star Wars would be a lot less interesting if it were efficient.
    - How have source-based or franchise based attractions changed in time (2010 was the first year source-based attractions overtook original attractions in Disneyland Park) and how are they represented: attractions that retell the story, attractions that recreate moments, and attractions that expand the story world like Star Tours, the Indiana Jones Adventure and Toy Story Land.
    - A dissection of theme park attraction names and nomenclature into their content and stylistic choices, to understand their focus, target audience, and most interestingly to me, their diegesis. Space Mountain: a 'subject' and an (abstract) 'geographic feature'; Alice's Curious Labyrinth: a 'character', 'quote' and 'building'. The most common word in theme park nomenclature? Adventure.

Perhaps most importantly then, and a long-running project: how to create a text which communicates not only exposition, but resonates emotionally, an examination of how the best designers manage a grand direction whilst choreographing a thousand 'minor' elements which together form a magnificent whole rich with emotion and history.

I am a person fascinated by a zigzag path instead of a straight path, the diegesis of a photo opportunity diorama, that moment beyond make-believe, and the difference a possessive 's' makes in the middle of King Arthur Carousel.

My approach is, as much as realistically possible considering the expense of the theme park, to remove the externalities such as business reality or historical happenstance to understand the theme park purely as its own medium. My goal is twofold: not only to collate those ideas that have guided the theme park for so long, but also to challenge them systematically - to propose the theory that supports them, to expand them to their logical conclusion and to fill the gaps, in doing so opening up new possibilities and strengthening an approach to reading theme parks as a distinct medium of communication and storytelling.

You can help! Lacking a substantial body of specific literature, I am sourcing my data directly from the designers than once crafted and still craft this medium. Grant an interview, share your expertise, challenge my ideas. I seek the advice and discourse of anyone interested in the industry, as well as networking opportunities, sponsorships, funding and internships. 

Based on the words of those within the industry I have spoken to, I am confident in saying I am the first person in the world to study this at PhD level. My goal is a unique qualification and grasp on the medium that I hope will prepare me for a practical, professional role in theme park design, whilst still pursuing the academic understanding I feel it deserves.

And to have some fun along the way.

I can be contacted at david@themeparktheory.com