冠状病毒时代的主题娱乐

D. Dunbar, M. Mansouri
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引用次数: 1

摘要

本文着眼于当前冠状病毒大流行对主题娱乐业的影响,特别是对迪士尼公园和度假村的影响。它利用了系统思维领域的工具,包括利益相关者分析、形成力分析、概念三重、因果循环图和系统图,以提供对迪士尼主题公园面临的问题空间的见解。这一分析揭示了在评估所提出的临时和长期挑战的潜在解决办法时需要考虑的问题的各个方面。它指出了疫情对迪士尼流媒体服务Disney+的自然推动,并探索了模仿这一现象的方法,为该公司提供更多机会。强调群体体验对主题公园的重要性,以及目的地在当前主题娱乐体验构成中的突出作用。它的结论是,设计工作的最佳目标是探索解决方案空间,强调多代人的体验,允许与迪士尼品牌建立联系,而不需要大量的额外互动。增强现实是一项有望在促进群体体验的同时解决社交距离问题的技术。设计工作可以而且应该对目的地体验和可以在非传统地点实施的体验都感兴趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Themed Entertainment in the Age of Coronavirus
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.
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