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

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Release : 2017
Genre : Amusement parks
Kind : eBook
Book Rating : /5 ( reviews)

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Book Synopsis The Disruptive Impact of Game Design, Mobile Technology, Social Networks and Emerging Media on Theme Parks by : Jeffrey Paul Senita

Download or read book The Disruptive Impact of Game Design, Mobile Technology, Social Networks and Emerging Media on Theme Parks written by Jeffrey Paul Senita. This book was released on 2017. Available in PDF, EPUB and Kindle. Book excerpt: 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

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Release : 2014-05-29
Genre : Social Science
Kind : eBook
Book Rating : 422/5 ( reviews)

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Book Synopsis Gaming in Social, Locative and Mobile Media by : L. Hjorth

Download or read book Gaming in Social, Locative and Mobile Media written by L. Hjorth. This book was released on 2014-05-29. Available in PDF, EPUB and Kindle. Book excerpt: 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

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Release : 2016-07-29
Genre : Language Arts & Disciplines
Kind : eBook
Book Rating : 266/5 ( reviews)

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Book Synopsis Mobile Gaming in Asia by : Dal Yong Jin

Download or read book Mobile Gaming in Asia written by Dal Yong Jin. This book was released on 2016-07-29. Available in PDF, EPUB and Kindle. Book excerpt: 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

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Release : 2018-04-07
Genre : Social Science
Kind : eBook
Book Rating : 91X/5 ( reviews)

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Book Synopsis Playful Disruption of Digital Media by : Daniel Cermak-Sassenrath

Download or read book Playful Disruption of Digital Media written by Daniel Cermak-Sassenrath. This book was released on 2018-04-07. Available in PDF, EPUB and Kindle. Book excerpt: 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

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Release : 2017-08-24
Genre : Games & Activities
Kind : eBook
Book Rating : 19X/5 ( reviews)

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Book Synopsis Social, Casual and Mobile Games by : Michele Willson

Download or read book Social, Casual and Mobile Games written by Michele Willson. This book was released on 2017-08-24. Available in PDF, EPUB and Kindle. Book excerpt: The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over.

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