TY - GEN
T1 - Themed Entertainment in the Age of Coronavirus
AU - Dunbar, Daniel
AU - Mansouri, Mo
N1 - Publisher Copyright:
© 2021 IEEE.
PY - 2021/4/15
Y1 - 2021/4/15
N2 - This paper looks at the effects the current coronavirus pandemic has had on the themed entertainment industry-specifically on Disney Parks and Resorts. It utilizes tools from the Systems Thinking field, including stakeholder analysis, shaping force analysis, a conceptagon triple, causal loop diagrams, and systemigrams to provide insights into the problem space facing Disney theme parks. This analysis reveals aspects of the problem that need to be considered when evaluating potential solutions to interim and long-term challenges presented. It points out the natural boost that the pandemic gave to Disney's streaming service, Disney+, and it explores ways to mimic that phenomenon to provide increased opportunities for the company. It highlights the importance of group experience to theme parks and the prominent role that destination plays in the current makeup of themed entertainment experience. It concludes that design efforts are best aimed at exploring solution spaces that place emphasis on multi-generational experiences that allow connection to the Disney brand without requiring significant extra-party interaction. Augmented Reality is one technology that shows promise for addressing social distancing concerns while fostering group experiences. Design work can and should be both interested in destination experiences and experiences that can be implemented in non-traditional locations.
AB - This paper looks at the effects the current coronavirus pandemic has had on the themed entertainment industry-specifically on Disney Parks and Resorts. It utilizes tools from the Systems Thinking field, including stakeholder analysis, shaping force analysis, a conceptagon triple, causal loop diagrams, and systemigrams to provide insights into the problem space facing Disney theme parks. This analysis reveals aspects of the problem that need to be considered when evaluating potential solutions to interim and long-term challenges presented. It points out the natural boost that the pandemic gave to Disney's streaming service, Disney+, and it explores ways to mimic that phenomenon to provide increased opportunities for the company. It highlights the importance of group experience to theme parks and the prominent role that destination plays in the current makeup of themed entertainment experience. It concludes that design efforts are best aimed at exploring solution spaces that place emphasis on multi-generational experiences that allow connection to the Disney brand without requiring significant extra-party interaction. Augmented Reality is one technology that shows promise for addressing social distancing concerns while fostering group experiences. Design work can and should be both interested in destination experiences and experiences that can be implemented in non-traditional locations.
KW - Augmented Reality
KW - Coronavirus
KW - Disney
KW - Pandemic
KW - Systems Thinking
KW - Themed Entertainment
UR - http://www.scopus.com/inward/record.url?scp=85111412125&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85111412125&partnerID=8YFLogxK
U2 - 10.1109/SysCon48628.2021.9447070
DO - 10.1109/SysCon48628.2021.9447070
M3 - Conference contribution
AN - SCOPUS:85111412125
T3 - 15th Annual IEEE International Systems Conference, SysCon 2021 - Proceedings
BT - 15th Annual IEEE International Systems Conference, SysCon 2021 - Proceedings
T2 - 15th Annual IEEE International Systems Conference, SysCon 2021
Y2 - 15 April 2021 through 15 May 2021
ER -