“On Cinema and Theme Parks” (part 5)

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Over the decades, there has been a strong convergence between cinema and theme parks. Studio executives, filmmakers, and theme park designers are working together in ways that serve to support both the movies and the parks that have rides based on the movies. Historically, the beginning of the convergence of cinema and theme parks became apparent in the late 1970s. Following the decline and eventual fall of the original Hollywood studio system in the 1960s, there are some areas that have changed in the production of films (and other entertainment media). According to Allen Scott of UCLA in the writings of Dr. Ralph Casady (1957), some of the changes and transitions dating back to the 1970s are: (1)The penetration of digital technology into all stages of motion picture production (2)The intensified geographic decentralization of production in the greater LA area (3)The proliferation of new markets based on the cross-promotion of intellectual property rights (4)The increased penetration into themed entertainment and video gaming and (5)The merging of, or buying out of major studios by giant multinational media conglomerates (2001). Along with anti-trust government regulation as a result of the Paramount Decision* and the reluctance of big banks to continue to finance motion pictures, film studios were forced to seek new revenues from other sources.

Inside the show building from the former Hitchcock: the Art of Making Movies attraction at Universal Studios Florida.

Inside the show building from the former Hitchcock: the Art of Making Movies attraction at Universal Studios Florida.

More than ever, filmmakers and attraction designers need to know what the cinema patron and park guest both want in order to create a synergistic and dynamic entertainment experience based on a single narrative. The idea is to generate a similar or complementary emotional response during the themed attraction to that experienced by the movie patron during the respective movie. According to researchers Enrique Bigne, Louisa Audreu, and Juergen Gnoth (2004) of Tourism Management, visitor emotions, in a theme park environment, influence satisfaction and behavioral intentions; and, emotions consist of two independent dimensions: pleasure and arousal (2004).  Theme parks are a form of leisure activity because they provide an opportunity for entertainment during an individual’s discretionary time (Milman, 1991). More specifically, movie-based theme parks provide live themed entertainment experiences that immerse the individual into the world of filmmaking or into the narrative itself. As media conglomerates continue to grow and acquire theme park properties (either through the development of new or re-envisioning of old ones) and intellectual property licenses, the popularity of movie-based theme parks will likely continue to grow.

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Harry Potter and the Forbidden Journey at Universal's Islands of Adventure

Harry Potter and the Forbidden Journey at Universal’s Islands of Adventure

The creators of theme park attractions from movies have to keep in mind two areas to communicate through the attraction: (1) selecting elements from the setting, characters, and narrative to translate; (2) Translating the aforementioned elements in a manner which can be communicated in a physical, tangible, multisensory way. Theme parks have traditionally used two models for cinema-based attractions. Examples of these models can be found at the Universal Studios Florida park (Failes, 2014). One model is the behind the scenes of movie-making and the other model is the ‘ride the movie’ concept (“ride the movies” is the original slogan for Universal Studios Parks). The former is traditionally more of a stage show that takes the park guests on a journey through the production process of a movie (i.e. Earthquake: Ride it Out or Hitchcock: The Art of Making Movies). The latter is usually a more conventional amusement ride that involves moving vehicles through the world and characters of the movie, often facing some sort of challenge within the narrative (i.e. Harry Potter: The Forbidden Journey and StarTours: The Adventure Continues). In recent years, there has been a move from the “behind the scenes” rides/shows to more participatory rides, placing the park guest into the narrative as a de facto character from the movie.

* U.S. V. PARAMOUNT PICTURES, INC., 334 U.S. 131 (1948) The US Government forced the eight major/minor studio players to end the practice of block booking (meaning, films would now be sold on an individual basis), divest themselves of their respective theatre chains (sell them off), and modify the practice of long-term employee contracts (though, this would continue until the 1960s). This marked the beginning of the end of the Studio System, AKA Hollywood’s decentralization.

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“On Cinema and Theme Parks” part 4

My Book

Continued from Part 3

One medium being the extension of, or exhibiting a direct connection to, another medium is not a new concept. In fact, this concept of media convergence has been around for as long as multiple mediums have existed. In order to better understand the convergence or synergy that exists between cinema, in particular horror film, and theme parks, it is crucial to understand how we arrived at this point. One thing that film and themed entertainment both have in common is that each tells a story—in a different manner. But, the narrative is often quite similar. Prior to theme parks and cinema (film), there were plays, novels, and oral stories/traditions. The novel is an extension of the oral story, the play is an extension of the novel, cinema is an extension of the play, and the theme park is an extension of cinema. According to Dr. Henry Jenkins, “there has been an alarming concentration of the ownership of mainstream commercial media, with a small handful of multinational media conglomerates dominating all sectors of the entertainment industry” (2004, p1). This is clearly seen in the acquisition, exhibition, and development of theme park attractions based upon movies and, to a lesser extent, television shows.

The first cinemas were setup more like attractions than actual theatres. Perhaps more than coincidentally, theatres began springing up at the same time Coney Island opened its turnstiles around the beginning of the twentieth century; and at this time, cinema itself was still very much viewed as an attraction (Gunning, 1986). According to Tom Gunning (1986), “it was precisely the exhibitionist quality of turn-of-the-century popular art that made it attractive to the avant-garde” (1986, p66). So this concept of the convergence of cinema and theme park (or attraction) is one that dates all the way back to the early 1900s. Since some of the earliest films were of a surreal or horror nature, it is of no surprise that horror played a large role in the development of the cinema attraction. Much in the same way that early cinema was essentially a variety show, in essence, lacked a continuous diegesis, or narrative, the convergence of cinema and theme parks offers a variety of cinema-based attractions that are, indirectly at best, connected to each other. However, instead of the film, itself, being the attraction, cinema-based theme parks and attractions use the narrative provided by a work of cinema and uses elements of that film that can be translated into a real-world experience.

But as with any media convergence, there are also pitfalls to such a synergy between two powerful media. In order to best understand the pitfalls and promises in such a meeting, it is imperative to discuss convergence of two media in and of itself. Understanding the concept of convergence will better prepare filmmakers and themed entertainment designers to select the best elements of films to translate into themed attractions based on movies, in particular horror or action. According to the leader of research into the area of media convergence Henry Jenkins (2004), “media convergence is more than simply a technological shift. Convergence alters the relationship between existing technologies, industries, markets, genres, and audiences. Convergence refers to a process, but not an endpoint” (P1). Over the years, the relationship between cinema and theme parks has shifted. Before, cinema was the attraction; and now, the attraction is infused with cinema. And the handful of multinational media conglomerates own both methods of the exhibition of creativity. With the exception of the Walt Disney Company, many of the other media conglomerates have prominent interests in theme parks and film and television studios; and some also have interests in Broadway productions (i.e. Universal Studios’ Wicked and Sony Pictures’ Spider-Man).

Crossing over into new arenas of revenue requires access to vast media libraries, and that is what many of media conglomerates have at their disposal. This ability to converge areas of media interest in order to generate more revenue is something that contrasts with old Hollywood. Jenkins (2004) remarks that “old Hollywood focused on cinema, [and] the new media conglomerates have controlling interests across the entire entertainment industry” (P34). This convergence greatly influences the way society consumes media and entertainment (everything from movies to theme parks to music to toys and games). More than a cross-promotion of entertainment and media products, the convergence of cinema and theme parks is “a reconfiguration of media power and a reshaping of media aesthetics and economics” (Jenkins, 2004, P35). This reconfiguration comes in many shapes and forms. And, the horror film has found a place within the new configuration of entertainment media synergy. Specifically, the horror film has been used instrumentally in this reconfiguration; evidence of this can be seen in the prolific number of television shows (most popularly zombie shows), movies, and horror/Halloween themed events at theme parks (e.g. Busch Gardens’ Howl-O-Scream and Universal Studios’ Halloween Horror Nights). In these events, horror films provide a vast heritage from which theme parks can draw characters and plots to create temporary attractions to generate more income for the media company. Looking at many of the opening day attractions at movie-based theme parks, horror films were the first films to be translated into themed entertainment.

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On Cinema and Theme Parks (part 3)

Continued from Part 2My Book

Some of the most impressive and revolutionary changes to the movie-based theme parks came to fruition in the 1970s and 1980s. This is the time that horror became the chief source of inspiration for attractions at Universal Studios Hollywood (Riley, 1998). The ride that ushered in the plethora of attractions based on some of the best horror movies of all time was Jaws. JawsThe Jaws Ride was opened as part of the studio tram tour in 1975, and was an immediate hit with the park guests. It was quickly followed by Kongfrontation and Earthquake: Ride it Out (Murdy, 2002). Just as audiences are fascinated by horror movies and seek to watch that which would be repulsive in real-life, they are equally interested in immersing themselves into the experience by way of a theme park attraction. This phenomenon is not limited to horror movies, because rides like Jurassic Park the Ride (Jurassic Park River Adventure in Florida), Revenge of the Mummy, and Pirates of the Caribbean beckon millions of guests a year (IAAPA, 2014). In addition to attractions based on the movies, movie studio executives and theme park engineers created attractions that embody what Carl Laemmle first envisioned, by taking the audience behind the magic of the movies. This is the case with the (now closed) Backlot Tour at Disney’s Hollywood Studios and Hitchcock: The Art of Making Movies at Universal Studios Florida (Murdy, 2002). The relationship between the cinema and theme parks is a strong one and creates an energetic synergy that entertains millions of people each year.

Not every movie-themed attraction is a smash hit with the guests, just like not every big-budget movie is a hit with movie patrons. Although well-intentioned by the producers of both, or even the media conglomerate that has major investments in or owns both, may desire and believe they did what it took to create the next blockbuster ride or movie, sometimes the guests fail to view the movie or attraction with the same lens the designers and backers used to create the film or ride. In terms of movie or intellectual property-based attractions, major theme parks can make mistakes or lose out because of the ownership of some parks changing from one conglomerate to another.

LightMagicNot every flubbed theme park attraction is a “ride;” sometimes it is a show or parade. The failure of a show/parade can be seen in the four month—yes, four—run of Disneyland’s Light Magic “street-tacular” (Krosnick, 2014).  More than another light parade, Light Magic condensed the number of parade floats ordinarily expected in a Disney parade to four large stages that, along the parade route, would burst into light, pyrotechnics, and digital projections. It was complete with a pantheon of Disney characters and music. Unfortunately, if you chose to stand in the wrong spot, all you get is darkness and vaguely familiar shapes of characters. Following a very poor reception by Disneyland passholders, the negative word of mouth was so severe that it effectively caused the closure of the new entertainment offering that sent $20MIL down the drain.

TombRaiderRideAccording to Theme Park Tourist (2014), popular seasonally operating Paramount’s Kings Island (purchased by Cedar Fair in 2007 and all Paramount property removed) spent $20MIL on a ride that lasted a mere five years. Based on the hit video game and blockbuster action movie Tomb Raider: The Ride was on par with Disney and Universal in respect to story, setting, and special audio/visual effects; however, after Paramount sold off its theme park investments to Cedar Fair, the ride got rebranded as The Crypt, a generic theme, and all direct associations with the movie and game Tomb Raider were removed following the 2007 operating year.  Interestingly, the ride attendance continually dropped following the rebranding, and the ride was eventually moved to Kings Dominion in Virginia in 2012. Although there may be other reasons as to why the ride became less popular and eventually moved to another park, it is conceivable to conclude that there is a special relationship between attractions and movies in a theme park. (Krosnick, 2014).

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On Cinema and Theme Parks (part 2)

My Book

(Continued from Part 1)

Understanding the synergy or convergence that exists between the cinema and theme parks requires looking to the history of the relationship between the two entertainment giants. Before Disney’s Hollywood Studios (formerly Disney-MGM Studios), Universal Studios Florida, and more than 40 years before Disneyland was opened, the founder of Universal Studios (studio) German immigrant Carl Laemmle, opened his 250-acre-movie-making ranch, just north of Los Angeles, to the public for a mere $0.25 (Murdy, 2002). More than side income for the trailblazing studio, most well-known for its pioneering of the horror film, the original studio tour began on the outdoor backlot in March 1915. Laemmle desired to immerse the “people out there in the dark,” as famously referred to by Norma Desmond in the timeless classic Sunset Boulevard, into the magic behind the screen (Sunset Blvd, 1950).

Interestingly, according to famed psychiatrist Sigmund Freud, horror is often concerned with revealing “other” scenes to the audience (Freud, 1919). And, keeping with this theoretical approach to horror cinema, Laemmle opened this “other” scene to the guests of Universal Studios Hollywood.  But more than horror, Laemmle also brought the studio guests face-to-face with western action/drama (Murdy, 2002). From early in the 20th century, the concept of cinema and theme park convergence was born. The happy marriage, however, was not to last very long. Upon the introduction of cinema sound, Laemmle was forced to close the studio “park” to the not-so-quiet guests in order to facilitate appropriate recording sound for the motion pictures (Murdy, 2002). The Universal Studios tour would remain closed to the general public for over 30 years. But, in 1961, the studio would once again open its gates to a new generation of movie lovers (Murdy, 2002). Between 1961 and 1964, Universal outsourced the famed tram tour to the Gray Line bus company.  Following a feasibility study, conducted by researcher Buzz Price, the same man who helped determine the locations for Disneyland and Walt Disney World, Universal decided to start its own tram tour of its facilities, and Universal Studios Hollywood opened in July 1964 (Murdy, 2002).

Following the ending of the Studio System, the now bankrupt motion picture studios had been purchased by various conglomerates looking for new sources of income (Riley, 1998). One of the sources of income that studios began investing into was the concept of movie-based theme parks. With the opening of Walter Elias Disney’s Disneyland in 1955, Universal Studios made the decision to incorporate stand-alone attractions into its newly reopened studio tour (Davis, 1996). Both Disneyland and the future Universal Studios used their intellectual property (IP) as the basis for creating theme park rides, shows, and attractions. Although movie studios as a “park” began with Laemmle, in its current incarnation, the convergence of cinema and theme park began with Disneyland, and later was perfected by Walt Disney World and Universal Studios Florida. Since the movie studios already had dedicated movie-going audiences, it made sense to capitalize on the idea of incorporating the concepts from the movies into attractions that the general public could enjoy and be immersed in (Davis, 1996). This action both acts as advertising for the respective studios and generates income for the movies and park improvements.

In today’s entertainment marketplace, media conglomerates are restructuring themselves to be as large a player in entertainment and media as possible with the ability to integrate various products and services into multiple areas of exhibition (Taubman, 1970).  This is easily witnessed in how the Walt Disney Company, Sony, and Comcast companies are setup. Walt Disney Company has significant investments in: motion pictures (i.e. Disney, Buena Vista, Touchstone), theme parks, TV (i.e. ABC, Disney Channel), leisure/tourism, radio, video games, stores, and record labels). Sony has investments in consumer/commercial electronics, computers, video game systems, motion pictures (i.e. Sony, Columbia, Tristar), television (CBS), record label, recording studios, radio, and stores. And, much in the same way, Comcast has investments in motion pictures (i.e. Universal Pictures, DreamWorks-SKG), theme parks, resorts, television (i.e. NBC, Golf, SyFy), video games, radio, record labels, and recording studios.

Whereas the fall of the original studio system set the precedent for media companies not to own or operate all the elements of media creation from conception to employment to production to the distribution, also known as vertical integration, companies are now embracing the idea of horizontal integration. Horizontal integration allows a media company to push or market its products or services through various media channels. And, this is a perfect example of why media conglomerates own and operate theme parks. This is a common practice by Disney and Universal in their respective parks and resorts. Disney can release a movie, base an attraction off that movie, use that movie as the basis for a video game, and even include costume characters in the parks and on the cruise ships. In the same vein, Universal can take one of its movie properties and integrate the characters and story into a theme park experience, use the concept for a video game, and maybe even develop a TV series as a spinoff of the movie. This type of integration allows the companies to effectively customize glorified marketing campaigns for their brand. Having a given branding on various commercial outlets allows a company to maximize its exposure to general audiences/customers (Taubman, 1970). As companies acquire more intellectual properties, media outlets, and commercial infrastructure, they are able to actively change entertainment offerings over the years; and this is definitely the case with the theme parks owned by media conglomerates that also have movie studio interests.

Continue to Part 3

On Cinema and Theme Parks (part 1)

My BookDo you love learning about the magic of movies and theme parks? So do I! Living in Tampa, I am surrounded by some of the world’s top destination white sand beaches and exciting theme parks just up the road. As a passholder to Disney World, Universal Studios, Busch Gardens, and SeaWorld, I frequent the parks nearly as often as I go the cinema. Having spent a great deal of time working in independent film, working for three years at Disney World, and now as a cinema and theme park critic, I have a great deal of passion for both storytelling mediums. And the amazing thing is that there is such a fantastic and symbiotic relationship between the two. Hence why I spent my Master’s program at the University of South Florida studying the place at which both converge. Specifically, I researched the elements of narrative, spectacle, pleasure, character, setting and more in terms of how they correspond with one another. Whether that is taking a movie and developing it into an attraction or taking an attraction (or entire section of a park) and developing it into a movie. Both are powerful means of conveying a story or message. I delve into what it takes for a movie to be a successful attraction or vice versa.

Although there have been peer-reviewed articles and books written on cinema, there definitely lacked empirical research on the theme park side. Furthermore, most peer-reviewed articles and books are so incredibly boring and pretentious to read. My goal was to break down both and write about them in such a way that it is fun to read about. Movies and theme parks are FUN! So, reading about the relationship between the two should be equally fun and interesting. Starting with the history of how cinema influenced the modern theme park design and finishing with some of what to expect in the future, this book has it all! Although I would prefer that you buy my book (on Amazon), I have selected excerpts from it that I will publish over the next few weeks as I work on my next theme park piece. I hope you enjoy!


 

WDW CastleIn today’s world of entertainment, where some media conglomerates own both film studios and theme parks, successful films sometimes bridge these two media to create the basis for new theme park attractions. The following research study seeks to define the elements that a film needs in order to be successfully translated to a live themed entertainment experience, thus eliciting the desired emotional response from the guests; and also the necessary elements that a theme park attraction needs in order to convey both spectacle and narrative regarding the film upon which it is based.  Although there are tools currently available to studio executives and creative staff at entertainment companies, this study will serve as a model using the ideas, theories, supporting evidences, and streamlining them into one study—a consolidation of tools, if you will.

As media companies grow, and both cinema and theme parks adapt to changing needs and desires of movie patrons and park guests, the leadership at these companies needs to have the appropriate information at their fingertips to create effective and memorable stories for the screen and park. This study highlights what the potential park guests or movie patrons are looking for in terms of what drives them to spend money on themed entertainment or the cinema. Condensing this complex set of desires into a simplified answer: in terms of cinema-based attractions, the audience is searching for attractions and rides that immerse themselves into a participatory environment in which they make a difference in the story and encounter the unique characters, settings, and plots from the movie.—they want to be viscerally engaged and transported into a world of fantasy or adventure.

Universal HollywoodEver since the late 19th and early 20th centuries, audiences from around the world have been drawn to the temple of the height of the visual and performing arts, the cinema. In many ways, the early days regarded the cinema as an attraction, an amusement. In fact, many of the first silent films were shown in carnivals. Nickelodeons dotted the landscape in drug stores and clubs. Elaborate and ornate movie palaces housed some of the first big screens, and orchestras played along with the narrative (Gunning, 1986). Over the last century, cinema has gone from existing in sideshows to being a dominant mass communication source that has evolved into the very rollercoaster to which many critics and lay people compare it; and, not only metaphorically.

From starting in carnivals to now being the inspiration for the most visited theme parks in the world, cinema has gone full circle and is now instrumental in an unparalleled synergy with themed entertainment. Over the decades, there has been a strong convergence between cinema and theme parks. Studio executives, filmmakers, and theme park designers are working together in ways that serve to support both the movies and the parks that have rides based on the movies. More than ever, filmmakers and attraction designers need to know what the cinema patron and park guest both want in order to create a synergistic and dynamic entertainment experience based on a single narrative.

Hitchcock AttractionTwo of the greatest forces in media and entertainment are the cinema and theme parks; and for the latter part of the 20th Century and continuing strong into the 21st, the convergence between the cinema and theme park is becoming clear. Additionally, within the last several years, theme park attractions have inspired movies (e.g. Disney’s Pirates of the Caribbean and The Haunted Mansion). The relationship between the movies and theme parks is a strong one, but why is that so? Can one exist without the other? Or, is it a co-dependent relationship that benefits both entities? Perhaps it is all of the above. But, not every successful movie makes an equally successful theme park attraction. Often times, it is the Horror and Action genres that are used as the inspiration for successful attractions (e.g. ET-The Extra-Terrestrial, Jurassic Park, The Bates House and Motel, and Hitchcock: The Art of Making Movies).

As technology advances, the cinema and theme parks have adapted and evolved over the years to include the technology to both impress audiences and save money. Still building off the success of the cinema, theme parks have evolved their rides and attractions to go from the magic behind the movies to immersing the audience or guests into the movie itself. Likewise, studios and production companies are producing movies that act as attractions themselves. But, central to this study are the questions: why is it essential for the cinema to continue this synergy with the theme park industry, and what does it take for a movie to be a successful theme park attraction?

(Continue to Part 2)