Salvador Anton Clave is the author of the GLOBAL Theme Park Industry. No part of this publication may be reproduced without the prior permission of the copyright owners. A catalogue record for this book is available from the library of congress, washington, DC.
Salvador Anton Clave is the author of the GLOBAL Theme Park Industry. No part of this publication may be reproduced without the prior permission of the copyright owners. A catalogue record for this book is available from the library of congress, washington, DC.
Salvador Anton Clave is the author of the GLOBAL Theme Park Industry. No part of this publication may be reproduced without the prior permission of the copyright owners. A catalogue record for this book is available from the library of congress, washington, DC.
Salvador Anton Clave is the author of the GLOBAL Theme Park Industry. No part of this publication may be reproduced without the prior permission of the copyright owners. A catalogue record for this book is available from the library of congress, washington, DC.
Front cover images suplied by S. Anton Clave, a) Animal Kingdom,
b) Futuroscope, c) SeaWorld Orlando, d) Coney Island THE GLOBAL THEME P AR K INDUSTRY Salvador Anton Clave www.cabi.org CABI is a trading name of CAB International CABI Head Office CABI North American Office Nosworthy Way 875 Massachusetts Avenue Wallingford 7th Floor Oxfordshire OX10 8DE Cambridge, MA 02139 UK USA Tel: +44 (0)1491 832111 Tel: +1 617 395 4056 Fax: +44 (0)1491 833508 Fax: +1 617 354 6875 E-mail: cabi@cabi.org E-mail: cabi-nao@cabi.org Website: www.cabi.org S. Anton Clave 2007. All rights reserved. No part of this publication may be reproduced in any form or by any means, electronically, mechanically, by photocopying, recording or otherwise, without the prior permission of the copyright owners. A catalogue record for this book is available from the British Library, London, UK. A catalogue record for this book is available from the Library of Congress, Washington, DC. ISBN-13: 978 1 84593208 4 Translated by Andrew Clarke Typeset by AMA DataSet Ltd, Preston, UK Printed and bound in the UK by Biddies, Kings Lynn. Contents Acknowledgements xi Introduction xiii I. The Development of Theme Parks 1 1. The Social Origins of the Theme Park Concept 3 1.1. The Heritage of the European Garden Design 5 1.2. Lessons from the Universal Expositions 8 1.3. Amusement Parks'Entertainment Background 12 1.4. The Language of the Cinema 16 Case 1. The New World in Singapore, an Early 20th-century Amusement Park in Asia 18 2. Development and Categorization 21 2.1. The Invention of Theme Parks 22 2.2. The Nature of Theme Parks 2 7 2.2.1. Definition and types 28 2. 2. 2. The concept and the utilities of the themes 32 2.3. The Social Bases of Success 37 2.4. Synergies with the Media Entertainment Industry 41 Case 2. Efteling, the Best Childhood Memories for Everyone 43 Case 3. Huis ten Bosch, a Replica of the Dutch World in Japan 44 Case 4. Cedar Point, the Roller Coaster Capital of the World 45 3. Globalization of the Theme Park Industry 48 3.1. Location Tendencies of Theme Parks in the World 49 3.2. The Diversification of the Industry in the USA 56 v 3.3. The Transformation of the Amusement Park Model in Europe 64 3.4. The Growth of the Markets in Asia/the Pacific 72 3.5. The Proliferation of Initiatives in the Rest of the World 85 Case 5. The Recent Growth of the Theme Park Industry in Brazil 90 4. A Profile of Major Theme Park Operators 93 4.1. The Role of the Large Operators in the USA 94 4.1.1. Disney's integral strategy 98 4.1.2. Six Flag's orientation to regional markets 106 4.1.3. The positioning of Universal as an operator of destination parks 112 4.1.4. The consolidation of Cedar Fair as an operator of regional parks 121 4.1.5. Anheuser Busch's corporate strategy 124 4.2. The Emergence of Regional Operators in the Rest of the World 128 4.2.1. The development of transnational groups in Europe 129 (A) The Tussauds Group 130 (B) Merlin Entertainment 131 (C) GrevinetCie 133 (D) Parques Reunidos 136 4.2.2. The diversity of operators in Asia/the Pacific 137 (A) Oriental Land 138 (B) Samsung Everland 139 (C) China Travel International Investment 142 (D) Village Roadshow Ltd 145 (E) Sanrio Company Ltd 146 4.2.3. The uniqueness of the CIE in Latin America 147 Case 6. The Family-run Europa Park 149 Case 7. A Chocolate-related Entertainment Destination in Hershey, Pennsylvania 151 Case 8. Suncity, Entertainment and Property Development in Malaysia 153 II. Theme Parks in the Entertainment Society 155 5. Theme Parks and the Commercialization of Leisure 157 5.1. Commercial Access to Entertainment 160 5.1.1. Consumption as a distinguishing factor of contemporary leisure 161 5.1.2. The multiplication of themed leisure environments 166 5.2. The McDonaldization Paradox 170 vi Contents Contents 5.3. Disneyization as a Model 177 5.3.1. The components of Disneyization 180 5.3.2. Interpretations from postmodernity 183 Case 9. The Ecohistorical Parks of Grupo Xcaret 187 Case 10. The Globalization of Leisure and the Sesame Street Characters 189 6. The Urbanism of Theme Parks and Spatial Innovation 191 6.1. The Urban Singularity of Parks 192 6.1.1. The spatialization of the imagination 193 6.1.2. Technology at the service of creation 195 6.2. The Corporative Urbanism of Leisure Complexes 198 6.3. Parks as a Referent for Planning 201 6.4. The Scope of Spatial Innovation 209 6.4.1. The privatization of development and the challenge of the public use of space 210 6.4.2. The invention of the landscape and the challenge of the identity of the territory 215 Case 11. The Creation of a Leisure Destination in Dubai 221 7. The Impact of Theme Parks 224 7.1. Parks in Regional and Urban Planning 225 7.2. The Effects on the Local and Regional Economy 233 7.2.1. The economic impact of theme parks 235 7.2.2. Parks and regional development 238 (A) Busch Gardens Europe (Virginia, USA) 240 (B) Futuroscope (France, Europe) 243 7.2.3. Parks and tourist development 246 7.3. The Environmental Impact of Theme Parks 250 7.4. The Social and Cultural Effects of Parks on Local Communities 257 7.4.1. Theme parks and social cohesion 258 7.4.2. The effects of parks on local culture 261 Case 12. Environmental Protection Measures in the Redevelopment of Ocean Park 264 Case 13. The Grand Pare du Puy du Fou and the Valorization of the Local Heritage 268 Case 14. The Enhancement of the Urban Landscape at International Drive, Orlando 270 8. The Development of Theme Park Destinations 272 8.1. Theme Parks and Economic Development in Orlando 273 8.1.1. The role of Walt Disney World as a catalyst 275 8.1.2. Orlando besides the parks 283 8.2. Disneyland Paris and the Planning of Marne-la-Vallee 285 vii 8.2.1. The creation of Disneyland Paris in Marne-la-Vallee 291 8.2.2. The role of Disney in Val d'Europe 293 8.2.3. The economic impact of Disneyland Paris 297 8.3. The Emerging Entertainment Economy of the Greater Pearl River Delta 299 8.3.1. Hong Kong's tourism and leisure project 303 8.3.2. Park development in the Shenzhen Special Economic Zone 306 8.3.3. The role of Macau in the tourism system of the Pearl Delta 309 Case 15. The Transformation of PortAventura into a Tourist Destination 310 III. Fundamentals of Theme Park Development and Management 315 9. Factors Influencing the Development Process 317 9.1. The Nature of a Theme Park as a Recreational Product 318 9.2. The Locational Factors in Theme Park Development 321 9.2.1. The size of the market 322 9.2.2. The characteristics of the place 329 9.2.3. The support of the public sector 334 9.3. The Business Environment as a Factor of Success 337 Case 16. Effects on Attendance of the Addition of a New Gate in a Multipark Destination 341 10. Basic Principles of Theme Park Planning 343 10.1. Project Development 344 10.1.1. The design of the master plan 345 10.1.2. The management of the development process 348 10.2. Project Viability 351 10.2.1. The planning of services and operations 352 10.2.2. The forecasting of operating measures 355 Case 17. Access for the Disabled at Disneyland Paris 363 11. The Architectonic Design of a Theme Park 365 11.1. The Form 366 11.2. Size and Capacity 369 11.3. Flows and Transport Systems 370 11.4. Components 374 11.4.1. The attractions and the shows 375 11.4.2. The services (food and beverages and shops) 381 Case 18. A Flow Management Model to Optimize Retail Profits at Universal Studios Hollywood 383 Contents viii Contents 12. Management Strategies 12.1. 12.2. 12.3. 12.4. Case Case Operations Management 12.1.1. The logistics of operations (A) Production (B) Procurement and distribution (C) Maintenance (D) Safety 12.1.2. The documentation of processes 12.1.3. Quality assurance Human Resources Management 12.2.1. The hiring process 12.2.2. Employee loyalty strategies Marketing Strategies 12.3.1. Marketing plans (A) Product (B) Price (C) Promotion (D) Place 12.3.2. The role of new techonologies Operators' Corporate Social Responsibility 19. The Safety of the Attractions at Six Flags Parks 20. The International Association of Amusement Parks and Attractions 385 389 391 391 392 393 395 396 398 400 403 407 409 411 412 414 415 417 417 419 424 426 ix Bibliography 429 Index 448 About the Author Salvador Anton Clave (PhD) is Senior Lecturer in Tourism Geography at the University Rovira i Virgili in Catalonia, Spain. His research interests have focused on leisure and tourism planning and development. He has authored and co-authored a number of books and many academic papers in this field. Currently, he is a director of the Tourism and Leisure University School and of the Science Park of Tourism and Leisure at the University Rovira i Virgili. Acknowledgements Writing this book would not have been possible without the collaboration and support of a great many people and organizations. First of all I would like to thank those anonymous referees of programmes for research at the Direccio General de Recerca de la Generalitat de Catalunya - Department of Research of the Autonomous Government of Catalonia who have on three occasions awarded me with funds to carry out research periods in the USA in order to study the dynamics, evolution and impacts of theme parks. Without grants 1998BEAI400248, 1999BEAI00193 and 2001BEAI400048 from the Generalitat de Catalunya and my warm wel- come by Briavel Holcomb at the Bloustein School of Planning and Public Policy at Rutgers, the State University of New Jersey in New Brunswick and, on several occasions, by Donald E. Hawkins and Kristin Lamoreaux at the International Institute of Tourism Studies at the George Washington University in Washington, DC, the research leading up to the writing of this book would never have materialized. I also wish to thank Nacima Baron-Yelles for providing me with perfect working facilities at the Institut Francilien d'Ingenierie des Services at the Universite de Marne- la-Vallee, in France. Some of the numerous people with whom I have come into contact when writing this book have played a determining role. Here I would spe- cifically mention Michael D. Beyard, who, from his office in Georgetown provided me with access to some of the main corporations that operate theme parks in the USA and throughout the world. Similarly, without the collaboration of Frank P. Stanek, from Los Angeles, and of Richard M. Jackson, in Orlando, my ability to comprehend the phenomena associated with the development of theme parks would have been greatly limited. I also convey my thanks to the International Association of Amusement Parks and Attractions seated in Alexandria for having put all of their avail- able resources at their documentation centre at my disposal. A great many xi Acknowledgements others - management staff from parks, local and regional government pro- fessionals, and researchers - have received me at some time or another while devoting my time to the writing of this book. I thank all of you for responding to my needs for information, comment or guidance. Thanks also to my colleagues of the Research Group into Territorial Analysis and Tourism Studies at the Department of Geography at the Rovira i Virgili University in Tarragona. I would like to make a special mention of Josep Oliveras - from whom I have received continuous sup- port during the elaboration of this work - and of Jordi Blay - who has pro- vided me with everything during fieldwork stays. I would also like to thank Xavier Culebras for preparing the figures I have incorporated into the text. Neither can I overlook the innumerable comments that have been made to me over the years I have devoted to the study of theme parks by the pupils and colleagues of the different universities at which I have had the chance to present the results of my research and from the profession- als of the sector who have given me the possibility to debate my break- throughs and appraisals concerning the social reality of theme parks with them. In this sense, I want to thank specifically the staff and management of PortAventura - particularly Lluis Rullan and Mercedes de Pablo - for their support and interest. Although the structure and contents differ, this book has its precedent in a previous work I have written, which was published in Spanish by Ariel publishers of Barcelona, entitled Parques temdticos. Mas alia del ocio (Theme Parks. Beyond Leisure) in 2005.1 thank them for allowing me to use the previously published work as a basis for the drafting of this new book. Thanks also to Greg Richards and Julie Wilson because, aware of my work on theme parks, it was they who encouraged me to prepare this new work in the English language. Finally, I would like to thank most espe- cially Andrew Clarke for his painstaking labour in preparing the transla- tion of the new original manuscript into English. Logically, the final work has greatly benefited from the suggestions made by the reviewers. A task such as this requires time and dedication. This is why, in finishing, I would like to thank my friends, my family and, in particular, my wife Maria Angel, for their enthusiastic support and encouragement throughout the time I spent preparing the original. Vila-seca, June 2006 xii Introduction This book sets out to achieve three basic aims. In the first place it deals with defining and explaining the development and characteristics of the theme park industry on a global level and, from this point of view, offers the ele- ments necessary for the understanding of their nature and functioning as spaces for entertainment with specific meanings. It is, above all, an explan- atory book, containing real data as to the characteristics, the growth and the effects of the theme park phenomenon. Thus, it is a book whose primary aim is to try to understand why, as Tuan (1998) stated, theme parks are seen by their visitors as places through which to temporarily 'escape' from the conditions and worries of their everyday lives. In the second place, this book takes an analytical approach to the role played by theme parks in the social construction of space. Hence, on the basis of the analysis of its terri- torial effects, it deals with cultural trends, the dynamics of social change and local and regional development. It also presents the interests put into play by the agents participating in the development process of parks, the competitive instinct of the corporations that promote them and the strate- gic use they make of their resources and possibilities. Therefore, the book presents a debate as to the role of parks in the commodification of leisure and the social scope of their models of the creation of experiences. Finally, the third aim of this book is to look at the main conceptual, strategic and operative aspects which must be known about for the development and management of a theme park. An explanation is given as to the specificities that need to be taken into account during the planning stage, the condition- ing factors that may affect their development, the characteristics and com- ponents of their layout as well as the main key aspects that contribute to the successful management and operation of a theme park. This is a book which aims to arouse reflection and debate. Bearing their complexity and diversity in mind, it tackles the reality of theme parks. Its contents are set out along three principal axes: on the one hand, the xiii Introduction theoretical reflection inherent in the academic work; secondly, the analysis of the reality on the basis of specific case studies; and finally, operative information, that is to say, the explanatory and informative elements, data, maps, tables and graphs that allow one to comprehend the reality of the activity rather than a mere interpretation thereof. This has in fact been a challenge, given the common practice in the study of theme parks of writ- ing and interpreting while presenting hardly any data - very little empirical substance, that is to say. Before moving on, I cannot fail to mention right from the outset that it has not been an easy task to deal with such matters taking theme parks as the 'object' of study. There are three reasons why this has been so. The first is that this book refers to a reality which - normally - in a great many parts of the world many people usually assimilate only in terms of 'I like it' or 'I don't like it'. Needless to say, in this sense, many people have their opinion of parks in their capacity as users - based, in addition, on something as dif- ficult to argue with as their 'emotions' or their 'perception' - and that the interpretations made in this book may clash head-on with their most imme- diate intuition. Secondly, difficulties increase when, undervaluing their real territorial, economic, social and personal effects, it may be stated that a certain intellectual aversion exists to the scientific treatment of a subject, that of theme parks, and of consumerist leisure in general, which many aca- demics tend to consider as either 'superficial' or 'little engaged'. Finally, a third difficulty is due to the fact that, in the same way as there are pro-park approaches, anti-park approaches also exist. To this end, we cannot forget that the academic contributions themselves to the analysis of theme parks made by French social theory and North American cultural studies have normally been highly critical of theme parks as artefacts of mass consump- tion, especially critical of Disney. However, the question that must be asked, as Marcus (1997) maintains, is whether the critical discourse that underlies the arguments put forward in academic books and journals (even in some semiological works with so much predication that they are cited in this book, such as Eco and Baudrillard) really goes beyond what an every- day conversation may provide. Why Write a Book on Theme Parks? Theme parks are liked by many people and this in itself is reason enough to try to understand why and to learn from them and interpret their effects. Their success defies the social scientists to assume a positive attitude and accept their existence, leaving aside merely ideological standpoints. Conversely, one must ask oneself what it is that leads our society to seek elements of escapism by means of parks and why they have become promi- nent elements of what Lefebvre denominates 'the second circuit of capital', that is to say, investment in real estate, urban development and the shaping of new social and economic elites (Gottdiener et al, 1999). Similarly, one must also ask oneself why parks have managed to be, in fact, more meddlesome xiv Introduction and subtle in their capacity for ideological penetration than any Marx or Mao could ever have conceived (Barber, 1996, 129). Understanding this requires serious study. Posing a scientific discourse about theme parks therefore means try- ing to understand their meaning and function in the society of today and of the future. From this perspective, this book is an attempt at participat- ing in the incipient tendency which Holt and Schor (2000, x) detect among academics of being increasingly attentive to the questions con- cerning the nature of society and consumption and of transferring such content to the channels pertaining to academic debate. I agree with Lynch when he states that the field of the study of leisure and its practice cannot allow itself to bury its head in the sand and shun the kingdom of global, commercial and consumer leisure. To do so would, according to his standpoint, avoid most of what a huge number of people do in and for their leisure. There exists the need to be committed to the com- mercial and consumerism, to study them, understand them, influence and legislate them, and to make the most of the advantages they may offer (Lynch, 2001, 201). On the other hand, it cannot be forgotten that, in the same way as for Venturi et al. (1972), understanding the content of Pop mes- sages in the Strip of Las Vegas and their means of projection 'does not mean that one need agree with, approve of, or reproduce that content', understand- ing the keys to a park's functioning, which are creations that appeal intelli- gently to our deepest emotions through elementary proposals, does not mean that their analysis should be the equivalent of predicating the universal exemplariness of the model of the creation of leisure experiences they pose. The basic point which arises from this work is that theme parks cannot be only considered as mere spaces for entertainment and recreation or mere tour- ist attractions. Regardless of the size and scope of theme parks, they represent and give shape and sense to the societies in which they exist. By selectively interpreting the reality, transferring emotions and feelings from the personal to the commercial sphere and generating specific spaces of control and transgres- sion, parks, in their capacity as organizations visited by millions of people each year, say a lot about us, about our cultural needs and imperatives, about our collective resignations and, of course, about our ideals and our frus- trations. Now, as Barber (1996, 129) suggests, it should not be forgotten that theme parks as a metaphor are seated on theme parks as a material and spatial reality. It is in this sense, therefore, that studying the role of parks in the social construction of space acquires relevance. As Minca (1996, 2) says, space 'is acquiring unprecedented importance' in the evolution of social thought. This is so because it is the environment in which social groups - with their con- flicts, tensions and dominations - materialize their preferences. What is Known about Theme Parks? Davis (1997) notes a variety of emphases, some contradictory, in the aca- demic analysis of theme parks as of the mid-1970s in the USA. Initially, xv Introduction academic studies - largely focusing on Disney - were critical of theme parks as a characteristic result of North American economic policy. Intensely influenced by the popular radicalism of the end of the 1960s, Schiller (1973) was probably the first analyst to criticize the supposed stance of innocence and neutrality of Disney entertainment products. However, this approach is abandoned and, as of the 1980s forks into two currents. On the one hand, the social historians begin to tackle theme parks from the angle of the analysis of changes in consumer tendencies during society's leisure time and they take an interest, from this stand- point, in the history of theme parks (Adams, 1991). On the other hand, the interpretation of theme parks as narrative and textual scenarios becomes generalized. In this way, anthropologists and semiologists treat theme parks as supposedly paradigmatic spaces of the postmodern era (Eco, 1989). The acceleration of consumption and its pre-eminence as an economic motor as of the 1980s, together with the manifestation of the crudest aspects of the structural crisis facing North American cities, arouses architects, urban planners, geographers and sociologists to take an interest - now as of the 1990s - in theme parks from the perspective of the relationships between social life and the production of space. From this point of view, theme parks are more than just leisure spaces. They become the physical expression of society's desires as to its preferences for the city and offer alternatives to the conventional processes of urban construction, which is moving towards the corporate privatization of spaces and, in short, the redefinition of social space. However, this approach has led to diametri- cally opposed results. Thus, whereas Rebori (1995a, 5-6) maintains that the study of Disney presents numerous ideas and examples of applica- tions in the fields of planning, design, development and flow manage- ment, authors like Sorkin (1992a) use this same basis to criticize, by means of a journey through the principal scenarios of contemporary urban geography in North America (the 'analogical' cities of Atlanta, Calgary and Montreal, the West Edmonton Mall commercial area, the exopolis of Los Angeles or the utopia of Disneyland), the loss of public space or, at least, the confusion between the public and the private (Donaire, 1999). In fact, one should not overlook the fact that the most relevant part of the bibliography existing to date on theme parks has mainly concentrated on Disney. This is logical when considering that authors with such pres- tige as Baudrillard (1998, 55) are capable of stating that 'if we believe that the whole of the Western world is hypostatized in America, the whole of America in California, and California in MGM and Disneyland, then this is the microcosm of the West'. In any case, Disney's dominance of the theme park industry brings about additional difficulties in the study of theme parks. As a symbol corporation of the process of the 'Americaniza- tion of the world', instigator of the expansion of consumer society and initiation rite of totalitarian capitalism (Aries, 2002, 8-9), Disney has generated a multitude of critical interpretations (among the most signifi- cant those of Klugman, Kuenz, Waldrep and Willis in 1995 under the xvi Introduction collective name of The Project on Disney, 1995), which have led to an impairment of the ability to interpret the theme park phenomenon beyond Disney. Thus, to cite one of the most recent in fierce argument against Disney's presence in France, Aries (2002, 24) justifies such pre-eminence when he said that 'it has turned along with McDonald's, IBM, Microsoft and Monsanto into one of the most important symbols of the capitalist globalization taking place'. Now, in the same way as Disney parks have been characterized as 'stupid' and 'plastic' and, in the beginning, Disneyland was dubbed a 'national monument to vulgarity' opposed to any manifestation of art and architecture, other professionals have validated its achievements to the extent that they give lessons to both planners and to architects who have crossed the frontiers of parks and have been useful in the design of public spaces (Rebori, 1995b). Without a doubt, the success of parks as regards visitor numbers, their corporate achievements in such diverse fields as the media, technological innovation, creativity of entertainment or the setting of urban standards and, of course, their particular narrative con- structions and visions of society in themes such as gender, ethnicity and (local and global) history have made the Disney corporate conglomerate the favourite target of academics interested in the issue of theme parks. However, without denying Disney's role, neither can it be overlooked that the analysis of theme parks only on the basis of the Disney experience gives rise to considerable bias. In short, therefore, the question of theme parks is approached taking into consideration the fact that, as Donaire (1999) maintains, these kinds of hyperreal spaces are 'the quintessence of post-industrial society and its tensions'. From this standpoint, Rebori (1995a), for example, upholds the view that theme parks are a feast for interdisciplinary studies. As for Davis (1997, 3), she bases her magnificent study on SeaWorld in San Diego from the perspective that parks can be considered emblematic of urban spatial problems. Likewise, in an article on the opposition to cer- tain Disney projects in the USA, Warren (1996, 546) argues that theme parks are 'in fact a richly diverse landscape full of cultural contradiction not accounted for in theories of postmodern cities'. Parks, therefore, are seen to be significant from the point of view of the analysis of the relation- ship between society and space (Tuan and Hoelscher, 1997). In any case, the growing literature on mass consumption and the development of recreational and tourist activities globally is giving rise to increased interest in the study of the social and urban implications of theme parks. So, for example, in Europe and from the angle of geography, Gazes (1988) even defined his study as the development of a new field of research. Nevertheless, it is also true that, besides a few excellent mono- graphs on specific parks such as the one by Davis (1997) on SeaWorld or detailed analytical work on Disney's effect on the urban development of Orlando (Foglesong, 1999) among others, there is still a long way to go as regards the knowledge of theme parks as spaces of mass consumption. Issues such as their characteristics as a business, their effects on the xvii Introduction strategies of the creation of corporate spaces for public use, the transfor- mation of the local heritage and of the places themselves into standard- ized recreational products or the effect of their development on regional economies remain to be dealt with in depth. How Was This Book Written? Emulating landscapist Anne Whiston Spim (1998, 4) I can say that the parks themselves and their immediate surroundings are the primary data for the drafting of this book. Photographs, sketches and field books contain- ing notes written about sights, sounds, smells and thoughts are the first material source of the content of this work. Thus, still with the aim of offer- ing a global overview of the reality of theme parks as places for entertain- ment with a great capacity to catalyse economic and territorial processes in their immediate surroundings, what is true is that the considerations I make are based on fieldwork periods in the USA, fundamentally in Califor- nia, Florida and Virginia, and in Europe, in France, Germany and Spain. The effect caused on the territory by PortAventura, which was inaugurated in 1995, precisely the same year in which I finished my doctoral thesis on the tourist urbanization of the Costa Daurada (Gold Coast of Spain) (Anton Clave, 1997), is without a doubt, in this context of references, what initially got me interested in the subject. Therefore, the deliberations regarding theme parks that contribute to this book are as much based on the use of classic research techniques such as theoretical reflection and the analysis of indicators as that of personal document research concerning the principal places to which reference is made. As always, when the areas of theory and fieldwork are brought together and reality adopted as a laboratory, the number of questions is multiplied. In consequence, as is to be expected, it has proved more com- plicated to write this book than I could have imagined at first. Lanquar (1991, 4) neatly sums up some of the difficulties that derive from the very 'object' of writing. On the one hand, there is the peculiarity of scientific, technical and even commercial literature on this matter (with a great deal of knowledge amassed with the years of experience being kept as the property of the operating companies themselves and of design and plan- ning consultants and therefore outside the circuit of dissemination of knowledge and know-how). On the other hand, there is the futility of much of the promotional and journalistic material, which, due to the rapid changes that affect the sector, is rendered quickly obsolete. Finally, as Spirn (1998) also maintains, given that the in-depth interpretation of a landscape requires local knowledge, there is the difficulty involved in the appreciation of complex and distant territorial realities. On the other hand, despite inevitably having the Anglo-Saxon, and especially North American, reality as points of reference, it cannot be overlooked that this book on parks is written from a perspective of a peripheral academic tradition - in this case European geography. To this xviii Introduction end it cannot be forgotten that studying theme parks from Europe means performing - as Keil (1994) shrewdly notes with regard to the differences that exist between the two urban realities - much reflection since the European and American social models, though similar, are not exactly the same. It may be timely to quote Baudrillard (1998, 123) at his most exqui- site when he states that: [Europeans,] fanatics of aesthetics and meaning, of culture, of flavour and seduction, we who see only what is profoundly moral as beautiful and for whom only the heroic distinction of nature and culture is exciting, we who are unfailingly attached to the wonders of critical sense and transcendence, [find North America] a mental shock and a unique release to discover the fascination of nonsense and of this vertiginous disconnection. It is as a result of these considerations that this book was construed with a unique structure. It consists of three parts. The first tackles the development process of theme parks. It reviews their background, it describes the process of their emergence in the USA as well as their orga- nization as a leisure product, it analyses their international expansion from the 1950s to the present and it introduces the main operators. The second part deals with the role of parks in the social development of space and their importance from the viewpoint of the analysis of social reality. Thus, some of the main debates are concentrated on transversally covering the concern held by authorities, international organizations, eco- nomic agents and citizens' groups. Issues are scrutinized such as the nature of parks' productive systems in the context of post-Fordism and postmodernism, parks' effects on thought, contemporary urban practice and their impact on local and regional and tourist development and the role enjoyed by some park complexes in the creation of specific tourist destinations. The book is rounded off with a third part devoted to the question of the fundamentals of planning and management that are to be borne in mind for the development and establishment of a park. Further- more, the book contains a bibliography and includes several brief analy- tical cases whose purpose is to illustrate, through the provision of solutions, how some specific theme parks have gone about achieving their own strategic and operative challenges. Who Is This Book Written For? To debate as to the role and social function of theme parks may help to facilitate the understanding of social and urban processes that are charac- teristic of both North America and Europe, Asia and, more incipiently, Latin America, such as the boom of shopping malls, the reconversion of heritage as leisure spaces, the gentrification of urban centres, the theming of consumption, the fragmentation of travel supply or the creation of gated communities - architectural spaces, all of them - which emulate the principles of design and operation of theme parks (Ritzer, 1999, 115). xix Introduction On the other hand, it may also facilitate the proper interpretation of the future role of such spaces in a context in which, according to Holt and Schor (2000, vii-x), there are three factors that disquiet the current emer- gence of the consumer society. The first and most obvious is social inequality on any scale. Second is the growing transformation into a com- modity of an increasingly large part of life and social relations, even of those aspects which until recently had been kept outside the market, pre- cisely such as entertainment. In this sense, Aries is quite to the point when he says that we are heading towards the 'commodification of the lived experience: the sale of affection, sensations and feelings' (Aries, 2002, 218). Finally, the third is the rapid globalization of the world economy. It should not be forgotten that criticism of today's entertainment society even involves actions of protest that find mechanisms of expression in popu- lar anti-consumerism manifestos in the style of Naomi Klein's (1999) No Logo and which suggest the need to seek means to minimize inequality, escape from commodification and radically transform the meaning of global- ization. Hence the need to render the knowledge of the patterns and mecha- nisms of consumption in a 'research schedule' and, especially, in this schedule to consider the demands, options and behaviour of developed soci- ety with regard to leisure. The problem according to Veal (1998, 260) lies in how to carry out more than purely descriptive investigation and develop a satisfactory theory that is linked to broader theoretical ideas. In any case, applicable to the subject of theme parks is Britton's (1991, 452) appraisal of the geographical study of tourism when he states that 'it requires a more rig- orous core of theory in order to conceptualise fully its role in capitalist accu- mulation, its economic dynamics, and its role in creating the materiality and social meaning of places'. Only in this way is it possible to integrate his study into the front line of debate of the social disciplines. Be that as it may, I believe, therefore, that it may be stated that through this book it is possible openly to comprehend the reach of the theme park phenomenon. I am of the understanding that through its study it is possible to learn about the pleasures and needs of today's soci- ety in developed countries and about leisure corporations' strategies as they strive to consolidate commercial access to emotions and feelings. Tarkophilic' readers may discover, in short, that theme parks are, in addition to being a unique place for entertainment, a source of meaning and a suitable framework for the study of culture, space and technology. Opponents to parks in their capacity as privileged spaces of the repro- duction of the capitalist system and paradigmatic examples of the renewed capitalist society, in which, as Debord (1967) announced, the spectacle is the great instrument of domination, may find this book helps their effort to understand the workings, dynamics and structures of the culture of global corporations and, therefore, a way to discover new use- ful tools to fight against them. All in all, paraphrasing Venturi et al. (1972), it should be acknowledged that, as humans, we can learn 'from Rome and Las Vegas and from looking around us wherever we happen to be'. When all is said and done, defenders and detractors compete in the xx Introduction market of ideas, attitudes and behaviours, and one as much as the other usually has valuable statements to make. Lastly, I cannot help thinking that there is a wealth of information, knowledge and creativity that remains to be developed on the basis of the study of theme parks; important questions and approaches that have only been dealt with in brief. Therefore, new lines of research and study may open up both from within and from outside parks. At the end of the day, perhaps the most interesting thing about parks is that they convey to us the cultural, social and economic context of their development. In fact, this time paraphrasing Rifkin (2000, 298), while the wealthier are con- cerned with entertainment and creativity, millions of people live in pov- erty. My only hope is that the book will provide something different for those who are more knowledgeable of the subject and the odd novelty too - at least from an intellectual point of view - for those for whom the social and territorial implications of theme parks are quite unknown. Likewise, if the book inspires others to join in and contribute to the study of this kind of leisure space, I shall consider the time I have dedicated to this pursuit well spent. For all of the above it is my desire, just as for Garcia Canclini (1995, 53), that this book should be read as if it were the start of a conversation between urban planners, geographers, anthropolo- gists, psychologists, sociologists, economists and the citizens themselves, precisely as to 'what it means to be citizens and consumers'. xxi This page intentionally left blank I The Development of Theme Parks I fear that the productions of democratic poets may often be surcharged with immense and incoherent imagery, with exaggerated descriptions and strange creations; and that the fantastic beings of their brain may sometimes make us regret the world of reality. (Alexis de Tocqueville, 1835) The concept of theme park cannot be detached, nowadays, from the idea materialized by Walt Disney when on 17 July 1955 Disneyland opened its doors in California. In fact, as Lanquar holds (1991, 11), with Disney came the birth of 'supermarkets of leisure, places for the production and con- sumption of free time, a flat-rate price, integrating technology and modern management and the arts and spectacles'. In any case, there is a whole world of theme parks beyond Disney. Because of that, this first part of the book analyses the dimensions and processes that have shaped the present system of theme parks throughout the world. Chapter 1 deals with the his- torical, cultural and social foundations on which today's reality of theme parks is built since the pre-modern fairs. Chapter 2 characterizes the emergence of theme parks as specific leisure spaces and their fundamen- tal features are set out. Chapter 3 tackles the question of the progressive worldwide expansion of the phenomenon since the 1950s to the present, especially regarding the intensification of their growth dynamics in Europe and in Asia as of the end of the 1980s and the early 1990s, just when in the USA the development of the industry saturated the market. Finally, Chapter 4 explains the role played in this process of internation- alization and generalization on a global scale by the main operators, the large corporations - led by Disney - and other, smaller-sized operators. Both the one and the other are shaping the industry in the USA as well as in Europe and in Asia/the Pacific. S. Anton Clave 2007. The Global Theme Park Industry (S. Anton Clave) 1 This page intentionally left blank The Social Origins of the Theme Park Concept The great European garden is an idealized world separated from both nature and the city . . . Human beings have always been tempted to envisage a world better than the one they know. The literature on Eden, paradise, or utopia is vast. . . After all, Heaven itself had its gate, guarded by Saint Peter, and only a small proportion of souls could enter. (Yi-Fu Tuan and Steven D. Hoelscher, 1997) Beyond their present role as pure manifestations of commercial leisure and despite the consideration by some in intellectual discourses - with no empirical foundation, however - that they are 'second class leisure facilities' due to their mass, artificial and consumerist nature (Lynch, 2001), theme parks are a cultural creation. The starting date of the theme park industry is usually put at 1955, the year in which Disneyland opened in Anaheim, California. This consideration, generally accepted in spite of being arbitrary (for example, Efteling, the Dutch theme park based on popu- lar children's tales, opened its doors in 1952), is based on the fact that Dis- ney was configured from the beginning as a recreational model and was enthusiastically emulated, imitated and envied by a great number of agents and corporations. Theme parks are necessarily associated, therefore, on the basis of the above, with the entertainment and leisure of the masses, consumption and, as of the 1970s, the stimulation of the tourist activity. However, notwithstanding their date of foundation, as regards being a cultural manifestation, theme parks have explicit precedents in another type of phenomena of popular culture. In fact, their origins can be traced back to European fairs of medieval origin. Along the way, theme parks have incorporated conceptual and operational breakthroughs that have been successively innovated in other kinds of leisure facilities and activities. As can be seen in Table 1.1, for Botterill (1997, 146) theme parks as areas for recreation correspond to the very characteristics of contemporary S. Anton Clave 2007. The Global Theme Park Industry (S. Anton Clave) 3 1 Chapter 1 society, which he denominates late-modern, in the same way as fairs and amusement parks were the recreational responses to the leisure needs and the relations of dominant power in pre-modern and modern societies. Thus, according to Botterill, across time and space, people have created a place within which they gath- ered in large numbers to participate in ritual, entertainment, amusements and spectacles, while consuming and exchanging foods, goods, and services. The theme park is the contemporary manifestation of fairs, carnivals, and amusement parks - a class of cultural phenomena which I will refer to as the amusementscape. (Botterill 1997, 1) Table 1.1. S ocial evolution of the amusement-scape (from Botterill, 1997). S ocial characteristics Dominant place P roduction base Orchestration S tate formation Bridging voice R elations Identity Market Communication Group Self P ower Characteristics of the Form Primary case Place Boundary Time M otivation P urpose Audience Orchestration T ransport Mode P roduct M ocks Animal symbol Chronology P re-modern R ural Agrarian Church/monarchy Colonial T radition/church Communal Birth/craft Local Oral Family/guild Animistic Force recreational scenario Fair Saint Bartholomew's Fair, London S treet Open R eligious calendar R eligious festival/ exchange of goods Expression Pilgrim/peasant Community Foot/horses Allegory Made by Church/monarchy Pig 1500-1850 M odern T own I ndustrial Company/state Nation R eformer/sponsor I mpersonal P roduction N ational M ass-mediated Class Individual Alienation Amusement park Coney Island, N ew Y ork Seaside S emi-open S easonal P rofit/civilizing/ amusement Education/culture Working class M onopoly Trolleybus Fact Made for Genteel culture Elephant 1850-1960 Late-modern City S ervice/symbolic Corporation/media T ransnational Advertiser Corporation with face Consumption/pleasure Global P romotional culture Fragment/other Cultural subject Hegemony Theme park Walt Disney World R esort, Florida S uburb Enclosed Y ear-round D ividends/jobs/pleasure Entertainment Middle class Oligopoly Car/plane Hyperreality/simulacra Consumer/promotion Everyday/technology M ouse As of 1 960 4 Social Origins of the Theme Park Concept The amusement parks that have sprung up both in Europe and the USA as of the 19th century reconstruct the fragments of the old fairs' 'manufacturing', by means of their rides, places for the entertainment of the masses of workers. In parallel, the coming of universal expositions showed how it was possible to create simulated geographies as stages for mechani- cal rides that were more in keeping with amusement parks. Finally, the appearance of the cinema and the mass media offer new perspectives of entertainment, new languages of communication and new ways (scenic and dramatic) of grasping reality. Parks contain formulas for the creation of stages and landscapes that evoke the tradition concerning gardening and the domestication of nature, which is so characteristic of Western culture. Not in vain, as Capel claims (2000, 66), 'a garden is a refined construction . . . an image of para- dise on earth [which] is progressively made accessible to aristocratic and bourgeois groups and then to the population in general'. In short, parks feed from the formally urban concept of universal expositions, from the ability to satisfy humans' leisure needs through 'manufactured' systems fitting of amusement parks, from fragmented language, scenes, character- istic of cinematography and of the effect of representing the world that has inherited the most classic garden tradition. Furthermore, theme parks are not just a complicated system of escape from the daily routine but are also places with a didactic vocation and signification. This is why they incorporate modern buildings, sanitized surroundings, advanced technology and purpose-planned and built areas - like gardens since the classic epoch - to create spectacle, pleasure and coercion (Sorkin, 1992b, 208). In any case, Sudjic's (1992) statement could be applied to theme parks, when he referred to universal expositions saying that parks would be to the town 'the same as fast food outlets to a restaurant': an instant of massive doses of popular culture, congestion and spectacle that leaves the client hungry for more; a superficial mixture of the mundane and the fantastic allowing one to lose sight of the banality of the modern town; a place to sit down and drink, attend shows and shop, be entertained and work, see and be seen; in short, a microcosm in expansion. 1.1. The Heritage of the European Garden Design Ouset (1986a, 67) states that 'most contemporary works devoted to the history of parks and gardens do not really evoke the conditions of the appearance of recreation parks'. In this respect, Samuelson and Yegoiants (2001) in their book on American amusement parks are explicit when stat- ing that 'the roots of the modern inception of the American amusement park began in sixteenth century Europe' when, in French public gardens, sports activities started to be pursued and, progressively, places for refreshment and entertainment were incorporated and later when, with the industrial revolution at the end of the 18th century in Great Britain, 5 the gardens of inns and hostels appeared and were developed in the form of complex landscapes where theatre plays were held, concerts, fireworks and, later, illuminations and balloon rides. Mitrasinovic (1996, 3) shares this view, due to not only a genealogical criterion as in the case of the aforementioned authors but also a concep- tual one. For him, a park, like a garden, is a complex symbolic space from a social and cultural point of view. There, the treatment of the landscape serves to construct, in an idealized way, an unreal space. In this sense, says Mitrasinovic, in the same way as the structures of Versailles or Chantilly 'reflect Descartes's Meditations, Pascal's Pensees, the power of Louis XIV, contemporary theme parks are like 'mirrors of infinity' show- ing images of collectivity that allows the reconstruction/reassumption of each one's place in the universe. Of the same opinion are the contribu- tions by Young and Riley made at a Colloquium on the History of the Architecture of the Landscape of Dumbarton Oaks (Young and Riley, 2002), in which they review, among other things, the background to and variations of today's theme parks compared with the gardens of the 18th century. Robillard (cited by Lusignan, 1993) is likewise explicit when stating that amusement parks, though they owe many of their characteristics to fairs, have their roots in the characteristic 18th-century English pleasure gardens. 'Amusement parks', says Robillard: owe to 'pleasure gardens', their concerts, balls, picnics, the spirit of baroque festivity transported from the great European courts to a public park offering a unified atmosphere with their dreamy montage, their engine rooms, their fabulous gardens, their theatrical spirit, their masquerades, their illumina- tions, their fireworks and a decorative style often inherited from the rococo. Mangels (1952) is of the same understanding in his classic history of the outdoor entertainment industry when, in the middle of the 20th century, he states: the modern American amusement park is of comparatively recent develop- ment, but for more than three hundred years elaborate outdoor amusement centres have existed in several European countries. Known usually as 'pleasure gardens' they were remarkably similar to those of today in their general layout and variety of entertainment. In their beginnings, the concept of a 'park' was applied to spaces that the European kings and aristocracy recreated and redesigned for the enjoy- ment of their leisure time. Lanquar (1991, 9) cites, along these lines, the Tuileries or Versailles in Paris. Lusignan (1993) goes even further back in time and cites the park of Hesdin in the 14th century in the domains of the Duke of Bourgogne in France, a place where wild animals roamed free but also an area in which a variety of attractions were located, ranging from a maze to a supposed predecessor of today's chamber of horrors. In the 18th century, these royal gardens and parks were opened up to the public. One of the categories of park that take part in this process is the aforementioned Chapter 1 6 Social Origins of the Theme Park Concept 'pleasure gardens'. These are places for leisure and attractions that sprung up in most European towns as of the 18th century and during the 19th century where - paying for them - one could enjoy a series of attrac- tions that were a direct derivation of those that were common in the royal gardens. The first European 'pleasure gardens' located in the outskirts of towns date from the 17th century. The most characteristic are Vauxhall Gardens (initially called New Spring Garden when created in 1661, and renamed Vauxhall Gardens in 1728, with an entry fee from 1730 and until 1859, the year in which it closed with a firework display) and Ranelagh Gardens (1690) in London. A century later, Ruggieri (1776) and Tivoli (1795) gar- dens were designed, later moved to Copenhagen (1843), and the Prater in Vienna (1766). Some of them are still kept today as gardens, while the Prater, as we shall see later on, has become one of the most characteristic amusement parks in Europe and Denmark's Tivoli has been turned into a theme park. These parks symbolize the democratization of the aristocracy's ludic pursuits. It was in 1793 that the first public zoo opened in France, on the lands of the old Jardin du Roi in Paris (Coltier, 1985). Around them the spirit of courtesan parties was adapted to the growing European bourgeoisie's need for leisure. Concerning this, Capel (2000, 71) affirms that the very theatrical and scenographic nature of the courtesan and aristocratic garden of the 18th century gives rise to an intimate relationship between space and festivity: On the one hand, the theatre as a garden, that is to say, theatrical action per- formed in a garden . . . On the other hand, the garden as a theatre in which the action of the privileged owners and visitors is carried out. Moreover, from the ludic point of view and according to Botterill (1997), during the 19th century, gardens, a legacy of aristocratic and bourgeois constructions and a manifestation of domesticated nature, were consid- ered as being curative, educative, a source of artistic inspiration and a manifestation of the power of humanity over nature. Linked to colonial and industrial lifestyles, these parks continuously observed the world and transplanted within their domains the flora and the fauna of the most varied regions of Europe and, in particular, from the Orient. They simulated the landscapes from other regions in one specific place. At the same time they evolved in the direction of zoological gardens, centres open to the public that performed the functions of the display, acclimatization and study of wild animals. This discourse, in fact, is well dissected by Davis in her study on the SeaWorld parks, which not only implicitly link their design to the concept of a park but also have, as a theme, nature itself, in this case, marine life. 'Seaworld's spectacular nature' says Davis, 'is a medium that connects customers to nature and, in the ordered theme park world, to each other and to themselves. In this way, it both continues and revises the quasi religious nineteenth-century tradition of nature as a self-discovery and gives domination of nature a gentle, civilized face' (Davis, 1997, 35). 7 Even so, it cannot be forgotten that, with industrialization, the creation of parks and gardens became a reaction to urbanization. Nature, whether in its pure state or domesticated, becomes an urban phenomenon and soci- ety tries to get closer to it either by preserving it, incorporating it into the cities or through its recreational use. Linked to the ideals of Romanticism, nature is observed as something curative and educative, 'God's visible smile on mankind', in the words of William Cullen Bryant (cited by Nye, 1981, 63). Outside towns and cities, Yellowstone (1872) symbolizes the bid to preserve natural areas and open them up for public enjoyment. At the same time, in the towns themselves the opening up of empty areas for the enjoyment of the emerging middle classes was under way: In 1812 Philadelphia landscaped five acres of the east bank of the Schuykill River. In this same century, Central Park was designed by F.L. Olmsted and Calbert Vaux in 1858 to furnish New Yorkers with a 'harmonizing influence' and 'to cultivate among the community loftier and more refined desires'. (Nye, 1981, 63-64) This, however, is another tradition. Finally, authors like Samuelson and Yegoiants (2001) also affirm that the roots of North American amusement parks are in the characteristic 'picnic groves' of Atlantic coast holiday 'resorts'. For Burns (1988), 'picnic groves' are the American equivalent of the European 'pleasure gardens'. Based on the American tradition of land- scapes, 'picnic groves' changed as of the early 19th century from recre- ational meeting places to veritable beach resorts. In 1859, 12,000 people met at the Martha's Vineyard Camp Meeting one Sunday in August. Current resorts like Newport on Rhode Island, Long Branch in New Jersey or Saratoga Springs in New York were developed as the train made them more accessible in the 1830s. They were places that were initially reserved for the elite and little by little became frequented by the masses. On their premises, adult-oriented entertainment took place, animals were exhibited and games for children were promoted. Rather than a classic reference of amusement parks, Coney Island itself was, in the 1850-1860 period, a bathing resort with areas that more closely resembled European 'pleasure gardens' than the later amusement parks. 1.2. Lessons from the Universal Expositions According to Canogar (1992, 19) 'carnival, fairs and markets fused in the 19th century arriving at the new formula of industrial exhibitions. Such precedents served as conceptual models that were to enjoy an undeniable major role in the later development of universal expositions'. Universal expositions appeared, from the mid-19th century, as areas for the repre- sentation of modernity and progress (see in Table 1.2, for the purposes of illustration, the official name of the expositions prior to the Second World War). Unlike conventional fairs, whose main function was to exchange goods, Chapter 1 8 Social Origins of the Theme Park Concept Table 1 Y ear 1851 1855 1862 1867 1873 1876 1878 1879 1880 1888 1889 1893 1900 1904 1906 1910 1911 1913 1915 1929 1933 1935 1937 1939 .2. U niversal expositions prior to the S econd World War (from Canogar, 1 992). Venue London P aris London P aris Vienna P hiladelphia P aris Sydney M elbourne Barcelona P aris Chicago P aris St. Louis Milan Brussels T urin Ghent San Francisco Barcelona Chicago Brussels P aris N ew Y ork Name D imensions (ha) Great Exhibition of the Works of Industry of All N ations Exposition U niverselle des P roduits de I' I ndustrie I nternational Exhibition of 1862 Exposition U niverselle Weltausstellung Wien Centennial Exposition Exposition U niverselle I nternational Exhibition Sydney I nternational Exhibition Exposicion U niversal de Barcelona Exposition U niverselle World's Columbian Exposition Exposition U niverselle Louisiana P urchase Exposition Esposizione I nternazionale Exposition U niverselle et I nternationale Esposizione I nternazionale d' I ndustrie e de Laboro Exposition U niverselle et I ndustrielle Panama-Pacific Exposition Exposicion I nternacional de Barcelona A Century of P rogress - I nternational Exhibition Exposition U niverselle et I nternationale de Bruxelles Exposition I nternationale des Arts et T echniques dans la Vie M oderne N ew Y ork's World Fair 10.4 13.6 10 50 250 175 70 6 19.2 N/A 90 278 69.2 508 100 88 98.8 123.6 254 120 169.6 125 100 486.4 Visitors (millions) 6 5.1 6.2 11 7.2 10.1 16 1.1 1.3 N/A 32.2 27.3 6.1 19.6 5.5 13 4 11 18 n/a 48.7 20 34 44.9 9 10 Chapter 1 universal expositions were aimed at encouraging consumption, ideologi- cal persuasion based on the idea of progress and the dissemination of technological breakthroughs. According to Adams (1991, 21), the 1893 universal exposition of Chicago is fundamental in understanding the step from amusement to theme parks. In fact, according to Zukin (1995, 56), together with the one held in 1939 in Flushing Meadows, the Chicago exposition shaped Walt Disney's idea of creating 'a place for people to find happiness and knowledge'. Chicago's was a magnificent event (covering 2 78 ha, it occupied three times as much space as its predecessor, Paris in 1889) which pro- jected - avant la lettre - the future development of illusory areas as theme parks. The extraordinary landscape of a macro-city - White City - was created with over 400 buildings, which, made of perishable materials, for the first time ephemerally represented a function instead of just housing it (in the fifth month of the exposition and before its closure, the buildings started to crumble). Canogar (1992) says that: the uniformity of the neo-classic style bestowed an image of authority and order to the architectural group which dramatically contrasted with the chaos of the city of Chicago. More importance had been given to the superfi- cial effect of the buildings than to the exhibitional content of the different galleries. On the other hand, at the universal exposition of Chicago, hygiene and sanitary systems were established - for the first time at an event of such characteristics - and, as in today's parks - with the dual function of trans- port and a ride - internal transport systems were developed within the exposition itself. These include mechanical walkways that moved at a constant speed allowing the masses to move in disciplined fashion, for example, and the public access by tram to the exposition. In fact, the expo- sition was a laboratory for experimentation with new forms of transport. Finally, Chicago's was, according to Botterill (1997), the first universal exposition that implemented a large-scale international advertising cam- paign. In conceptual terms, the universal exposition of Chicago did not rep- resent an escape from the city but, fundamentally, like theme parks of today, an idealization and amplification of it. The themes behind the expo- sition were enlightenment, national pride and progress. The exposition was pure movement and mechanical technology. The urban aspect of the exposition was ideal for the creation of a meeting place that was conducive to art, inspiration, education, social participation, trade and good living. According to Nye (1981, 65), the basis of the success of the universal exposition of Chicago was the Midway Plaisance, a kilometre-and-a- half-long walk full of shops, shows and games run by private enterprises, which can be considered the seed of the availability of these elements at today's parks (Nye, 1981, 64-65). The Midway Plaisance, with representa- tions of a street in Cairo, a Persian palace, a Turkish village, a Japanese bazaar, Kilauea volcano, a Viennese cafe or, among other things, a scale model of the Eiffel Tower, was a concession to popular taste in contrast to Social Origins of the Theme Park Concept 11 the grandiosity and refinement of White City (Adams, 1991, 68). Canogar (1992) says, referring to this, that 'the proletariat of Chicago, intimidated by the grand ideological messages of the rest of the exposition, felt far more relaxed in the Midway Plaisance'. In fact, its takings were the principal cause of the positive economic result of the Chicago exposition. The Midway Plaisance housed, furthermore, the Ferris wheel, the exposition's fundamental icon: a wheel that reached the height of 18 floors with a structure weighing 10801, on which during the exposition 1,453,611 people rode in exchange for 50 cents for a 20-min thrill. It was the first great machine exclusively for ludic and commercial purposes. It was the first recreational icon that fully captured the imagination of North Americans. The Midway Plaisance offered, therefore, a new set of sensa- tions for the emerging middle-class North Americans who had witnessed, through fantasy, the illusory possibility of discovering the whole world. For the first time, as Zukin (1995) points out, the architecture and repre- sentations reduced the realizations of the universal culture to a few tour- ist signs. Its success made it, furthermore, a fundamental model for future leisure precincts. At each successive universal exposition, the spectacles were more mechanized. Canogar (1992) says that 'the mechanical attrac- tions were favoured by the proletariat classes, the social group with great- est contact with machines in factories'. The success of the universal exposition of Chicago proved the existence in the USA already since the end of the 19th century of millions of people willing to pay to be entertained and, if necessary, even travel. Railway and tram companies, breweries, local entrepreneurs and a wide variety of corporations entered, as of the early years of the 20th century, what one observer of the time denominated fairground/amusement park hysteria. As for the universal exposition of New York of 1939, it used the future as its main thread. The organizers decided to create a futuristic landscape. The creation of atmosphere and space is this exposition's great contribu- tion to today's concept of a theme park. As Canogar (1992, 73) says, 'the exposition was conceived as a total experiment where the tiniest detail would contribute to creating the fantasy of the future'. To achieve this, it was most important for the buildings 'to look' modern rather than being really novel. What was most relevant was the general orientation rather than the architectonic details. The buildings were aerodynamic, sculp- tural, capable of captivating at a mere glimpse. Canogar (1992, 74) states that, in fact, the exposition was 'a Las Vegas at an embryonic stage . . . A place where the pavilions did not exist so much to shelter as to communi- cate . . . A new architecture of mass communication was being formalised within the precinct of the New York exposition.' A white sphere, Perisphere, together with a 183-m-high needle- shaped tower, Trylon, anticipated the future which the exposition evoked. The sphere symbolized the values of democracy, capitalism and inter- national trade. Inside it there was a complex diorama called 'Democracy', which transported the spectator to a day in a city in the year 2039. But the most frequented spectacle was Futurama, a gigantic mobile diorama that 12 Chapter 1 transported the 27,000 daily visitors through a futuristic landscape of 1960 along a 480-m-long circuit in 15 min. It was the origin of the packetization of visitors on 'dark rides' that later evolved in theme parks. The interesting thing is, apart from the operational aspects, that 'Democracy' was inspired, from the urban point of view, by Ebenezer Howard's garden city models, whereas Futurama drew its inspiration from the Utopian models of Le Corbusier, both of whom were designers possessing absolute faith in the virtues of technology. In addition, both aimed to contribute a global vision (the city controlled through design and the architect's eye) that would put an end to the confusion that was so common in urban life - something which, in their very design, is very much taken into account by theme parks today as regards ordered, controlled areas that are set apart from the chaos of the environment. It is not surprising, in any case, that the two architects have been considered fundamental from the point of view of totalitarian architectural projects or by corporations like General Motors, also interested in efficiently mobilizing large numbers of people. Finally, the universal exposition of New York signals a last milestone from the perspective of theme parks. For the first time, the organizers had the explicit aim of facilitating the implantation of a market of a mass con- sumption so as to boost the city's industrial production, which had been paralysed since the stock exchange crash of 1929. It was this, the exposition, which, ideologically, catapulted domestic electrical artefacts as elements of daily welfare. The figure of spectator, characteristic of previous exposi- tions, became synonymous with that of consumer. As of this moment, says Canogar (1992, 83), 'the new consumer no longer invested his money in a useful instrument, rather in the image of a social position, prestige, or lifestyle that that object granted'. Later, consumer culture reached the theme parks, not just from the point of view of the park as a place to con- sume but as a place of representation. Thus, just to cite one example, pro- ducers of everyday consumer items like Carnation bought the rights to sell, promote and market at Disney in exchange for helping to run one or another ride (Davis, 1997, 22). 1.3. Amusement Parks' Entertainment Background Botterill (1997) distinguishes two moments in the step from pre-modern fairs as recreational scenarios to amusement parks. Until the second half of the 17th century, fairs were, fundamentally, like carnivals, moments linked to the religious calendar at which the celebration brought together nobles and craftsmen, clergy and farmers. As of this moment, the progres- sive formation of bourgeois groups and the incorporation of knowledge into the values that were prized by such social groups transformed the sense and contents of fairs. The dominant social groups built new forms of political organization such as the nation-state, they based their enrichment on a renewed use of private property as an instrument for the generation of profit and gradually created, thanks, among other things, to progressive Social Origins of the Theme Park Concept 13 technological advances and the demographic explosion, markets that allowed them to mass-produce. These social groups, in their search for ele- ments of distinction and for the identification of their capacity for success, in the end eliminated the fair as a classic recreational area and produced new specific environments to satisfy their need for leisure. New areas appeared, such as gardens and spas in the sea (in this case for curative purposes); the theatre was banished from the streets to new, distinguished buildings and street entertainment ensured its survival in the form of travelling circuses. Moreover, at the end of the 18th century and the begin- ning of the 19th, the social organization of work facilitated the appearance of entrepreneurs of entertainment who 'produce for the people' what was previously self-generated. In this way, the public uses and habits associ- ated with entertainment were, in fact, privatized. In short, at the end of the 19th century the entertainment area ceased to be known as a fair (a concept linked to notions like market and feast) and took on the name of park (a concept linked to notions like public area and recreation). As Botterill (1997) mentions, the step from fair to park reveals the depth of change. The 20th century was, in fact, the period of conceptual and material creation of areas for public recreation. Juxtapos- ing the word 'park' and the concept of entertainment, pioneer entrepre- neurs in the business of amusement parks take advantage of (and prevaricate over), at the end of the 19th century, the movement that asso- ciated the idea of a park and that of public space. Furthermore, they located their product in the orbit of the new instruments (of planning) that allowed people to 'escape' from the tribulations of everyday life. Once again in the words of Botterill (1997, 78), it does not cease to be 'ironic that at a period in history when the amusementscape would be com- pletely enclosed, privatized, and commodified, it should come to be known as a "park" (or public space)'. Fairs are, without a doubt, the spatial and recreational formulas that preceded amusement parks. In the step from fairs to amusement parks, what is also observed is the evolution from the scenarios of entertainment 'produced by' communities to the scenarios of entertainment 'produced for' individuals (these latter attain their greatest size with theme parks). Fairs were in the 18th century, and are today, an area concentrating traders, non-permanent food, drinks and amusement establishments. The enter- tainment was obtained through spectacles showing strange animals and humans, wild animals, minstrels and magicians, automats, acrobats, sing- ers, musicians and dancers and theatre plays. They were, unlike amusement parks that 'manufactured' the sensations as in the 19th century, areas of shared experiences. Without a doubt, the availability of electricity, mecha- nical breakthroughs, changes in the distribution of personal and family time associated with work and free time and the development first of the railway and later motor transport favoured the creation of amusement parks as specific areas for recreation. An additional aspect is that amusement parks rapidly turn into places for the masses. With them is born the philosophy of volume or, technically 14 Chapter 1 speaking, the search for economies of scale that allowed the adjustment of operational costs to the spending power of the working class. Indirectly, the need to generate a product for the masses caused the consequent gen- eralization of the demand for them. At the beginning of the 20th century, the progressively higher income, transformation undergone by the work- ing classes of the larger towns and cities from manufacturing industries to the services, reduced working hours counterbalanced by more free time, improvement in urban public transport systems, electricity and the appearance of new mass communications systems such as the radio did the rest (Adams, 1991). Thus became constituted, as Nye (1981, 65) points out, parks that were never a place for rest, but rather places for one to par- ticipate, with noise, jostle, light, colour and activity, intensified places where you could identify 'the full sense of humanity'. In the USA, amusement parks reached their greatest splendour during the first decade of the 20th century, with Coney Island (promoted from the start, among others, by George Tilyou, failed buyer of the Ferris wheel exhibited at the universal exposition of Chicago of 1893) as one of its most complete, most studied and best-known manifestations. In reality, there were four parks that enjoyed different degrees of success and mixed tra- jectories (Sea Lion Park, 1895; Steeplechase Park, 1897; Luna Land, 1902; Dreamland, 1911) in an area that, in fact, was initially a collection of rides that ended up being separated into different parks. The Coney Island parks were located in the most promising metropolis in the world at the time when they were developed, and placed beside the sea and so touched by the mystique of the sea's curative properties. Coney Island is, according to Canogar (1992, 66), 'a technological paradise constructed for the amusement and escapism of the city of New York's immigrants at the beginning of the 20th century'. From the moon to the depths of the sea, Coney Island turns the world into something beyond the day-to-day, a spectacle lived through simu- lated landscapes and shows. Dioramas and images catch your eye while the mechanical rides cause new bodily sensations (Weedon and Ward, 1981). The oriental architecture, the indiscriminate use of electric light and the pre-eminence of mechanical equipment imitated the Midway Plaisance (Canogar, 1992). Technology usually used in the workplace becomes tech- nology for leisure and changes habits and behaviour. Technology, illusion and psychology come together to create a cultural product that bases its ability to attract on its alternative character to everyday life and its irrev- erence towards established culture. Botterill (1997, 93) is radical when he states that, in short, 'Coney structured leisure practices acceptable to the new middle class, and provided exotic substitutes for foreign travel for the working class'. Ouset (1986b) identifies American amusement parks with his use of the expression Luna-Park, which, though specific to the Coney Island park, would end up becoming a generic term as of the 1920s to define mechanical amusement parks. Among the rides of these parks, the big wheel could not be left out (a tradition started at the universal exposition Social Origins of the Theme Park Concept 15 of Chicago), or imaginary, scenic train rides (the first of which took place at the universal exposition of Buffalo in 1901, a trip to the moon), or exotic cities (for example the Venetian canals of Sea Lion Park in Coney Island), extraordinary shows such as the fire at Dreamland Park (also on Coney Island) or roller coasters. The precedent of this type of ride is also European. It was the adaptation of slippery ice surfaces, which had existed since the 17th century in Russia and which became popular throughout Europe as of the 19th century. In any case, the evolution of amusement parks cannot be separated, in the initial stages, from the emergence of the railway network. In some cases, the tram companies themselves acted as agents in the development of parks at one of the terminals that they managed. They are the so-called 'trolley-parks' (Burns, 1988), which allowed companies, first in New England but later more generalized, to keep passenger numbers up during the weekends. The instrumental nature, keeping train line revenues up, meant that, when it was possible to gain revenue with other lines, the rail- way companies quickly forgot about the parks, selling them, at best, to circus companies or as places for travelling fairs. This time, for this type of park, marked the beginning of a process of degradation, quickly leading to their loss of popularity and to closure. In Europe, the first and main manifestation of the American tradi- tion of amusement was Blackpool Pleasure Beach, founded in 1896 by G. W. Bean after a period spent residing in the USA, where he observed the growth of the phenomenon. In addition to Blackpool, characteristic of this tradition of places for entertainment are the piers located at coastal spa resorts. Now, there is a tendency to also consider the existence of a char- acteristic European tradition that derives from the pleasure gardens and, more concretely, from the use in such gardens of multiple mechanical vehi- cles of entertainment. Ouset (1986b) argues, to this effect, that a clear dif- ference exists between European amusement parks, direct descendants of the gardens of the 18th and 19th centuries, and the American parks, veri- table artificial areas, both due to the importance given to the mechanical rides and to resorting to fiction or theming. To give a specific example, Bakken park, which still exists near Copenhagen as a theme park, opened in 1583 as a garden for public use. The characteristic example of this European tradition is the Prater of Vienna, with rides like wooden Ferris wheels and one of the first roller coasters set in extraordinarily pleasant surroundings. The Prater of Vienna is a good illustration of the European tradition of amusement parks (O'Brien, 1981). Sited on the outskirts of the old town, it was originally a private hunting ground for the imperial household on the banks of the Danube, half an hour from the palace, which, in 1766, Joseph II opened to the public in the form of a park for the Viennese. The area was gardened and concessions were immediately given to set up drinks and food stalls as well as rides, entertainment and shows featuring exotic animals. In one section it later housed the universal exposition of 1873. The sector given over to entertainment in the Prater is, since its 16 Chapter 1 beginnings to the present, the 'Wurstelprater'. Destroyed during the Second World War and rebuilt in the same style, the rides and services of the Prater, located on public land, are, unlike what happens at North American amusement parks, operated under licence by numerous agents. Deeply rooted in Viennese popular culture, the Prater is also a reference point for the city, with rides that have become family traditions, such as the minia- ture tramway inaugurated in 1928. To visit the park, still today, means being able to do a multitude of activities, from the rides to sports activities, eating or dancing. Unlike other metropolitan places of entertainment, like the aforementioned Coney Island in the case of New York, the Viennese 'have maintained a balance between the enjoyment of nature and the plea- sures of an amusement area' (O'Brien, 1981, 82). Between 1930 and 1950, the popularity of amusement parks began to slump, first in the USA and later in Europe. The 1929 crisis and the Second World War were key in this process of decline, especially in the USA. According to Rebori (1995a, 2), at this time, most parks fell victim to a gradual loss of affluence. In addition to the changes in people's life- style and parks' loss of ability to create distinction, the poor maintenance and management, together with a growing bad reputation as being dirty, unsafe places, led to the loss of their role in the imagination of the popular culture of the working classes. Even so, today over 600 amusement parks subsist in the USA alone, and their ability to attract lives on (O'Brien, 1994). 1.4. The Language of the Cinema As Lanquar reports (1991), after opening Universal Studios in Hollywood in 1915, for 25 cents Carl Laemmle promoted a visit to the film studios between scenes, even selling picnics in the precincts. The appearance of the spoken cinema and the consequent need for silence on the sets inter- rupted this initiative, which only picked up again as of 1963, with coach visits beneath the studios. Such visits became, in 1964, the basis for Universal Studios' theme park in Los Angeles and, beyond the bounds of the park, the embryo of one of the biggest corporation of parks in the world as regards the number of visitors. Now, this is the anecdotal aspect of the relationship between parks and the cinema. In fact, it is not just that prece- dents of parks can be found in the visits to film studios themselves but it is the language of the cinema that is incorporated into the system of present- ing the reality of parks: hence, today, one of the reasons for their success. The strategy of unifying themes which is so particular to parks is nothing more than the result of transferring the concept of the stage and its ability to produce thrills to the building of a place for public use. Fur- thermore, as Nye (1981, 67) states, parks' theatrical elements, inspired by the cinematographic concept of the stage, have been powerfully amplified by the tendency towards 'happenings' or animations undertaken by appro- priately disguised park employees. The new dimension of theme parks is, Social Origins of the Theme Park Concept 17 therefore, the juxtaposition of the concept of attraction and that of com- munication by means of the image (the set) and animation (thematic perfor- mance). Universal Studios, even before Disney, had already understood this when they considered that cinema production itself, with its sets, techniques and studios, could be the object of a visit and of entertainment (even of a cultural and pedagogical nature, elements that are being increa- singly recovered by theme parks, unlike amusement parks). On the other hand, it cannot be forgotten that Walt Disney was a man of the film indus- try (Bryman, 1995), specialized, moreover, in the art of animation. Rebori (1995b, 2) states, to this effect, that, already with his first park, Disney 'capi- talized on America's fascination with film and television, by incorporating them into the marketing and design of his parks'. Visitors to theme parks can be considered, therefore, as the audience of an experience which, like cinematography, takes place via scenes and sets in the framework of fantasy surroundings of a multidimensional nature. As in the parks, the cinema reshapes reality in the form of a spectacle. This is so much so that, according to Botterill (1997), Disney's main contribution to the leisure industry through parks was the means of trans- forming the cinema into a fair format: 'through circulating stories first through cinema and television then onto the park, Disney revitalized the fair for modern audiences. This process also increased the circulation of symbolic commodities, and created synergy between media forms.' With- out Disney's professional involvement in the cinema and, in particular, as an illustrator of comics, things would have turned out quite differently. The initial designers of the park in Anaheim were, in fact, animators, who created, as in the cinema, a series of scenes along which people had to move in a system of well-controlled flow. This was so much so, for exam- ple, that the average visitor spent at Disney, even in its early stages, one hour per themed area, the same average length of time as an episode of a television series. The parks' relationship with the cinema necessarily implied the total theming of the milieu, not just the rides. Indirectly, on the other hand, it stimulated consumption since it disguised the commercial nature of the products and characters, which were naturally integrated into the environment (Smoodin, 1994). It cannot be forgotten, on the other hand, that the domination of the audio-visual media in developed Western societies determines people's perception of what is 'ordinary' and what is 'extraordinary'. This is what happens in a cultural context that may be referred to, as in Urry (1990, 101-102), as the 'three-minute' culture. That is to say, the media have 'educated' people to constantly change the forms and places of leisure and pleasure. Consequently, the consumption of leisure time is becoming increasingly less a time for the strengthening and upkeep of the collective memory (leisure 'produced by', in fair style), finally becoming a time for the acquisition of immediate pleasure (leisure 'produced for', in park style). Theme parks are established as extraordinary places that are perfectly adapted to these new cultural habits produced by the media. Sorkin (1992b, 208) says to this effect that 'Television and Disneyland operate similarly, 18 Chapter 1 by means of extraction, reduction and recombination to create an entirely new, antigeographical space.' The result is a highly regulated, completely synthetic vision that provides a simplified, sanitized experience. On the other hand, it is not just that the language of the cinema con- ceptually conditions the design of theme parks, but it is the cinema itself that changes, from its beginnings, into a fundamental component of recre- ational areas. The universal exposition of Paris in 1900 widely spread the possibilities of the cinema. Over 5000 people attended the projections of the Lumiere brothers every day. At the Universal Exposition of Paris, 50 years before Walt Disney's Circorama, Raoul Grimoin-Sanson had already come up with a circular building whose inside circumference was to house an endless screen, the Cineorama, where, for the four projections for which it worked, it showed panoramic images simulating being in a balloon over Paris, Nice, Biarritz, Tunis, Southampton and Barcelona. The cinema is, in fact, as parks will be, an instrument for entertainment and - why not? - knowledge. Venturi et al. (1972) cite, along the lines of this argument, a comment to Morris Lapidus in Progressive Architecture of September 1970 which certainly explains the advantage acquired by parks by associ- ating their contents with the idea of knowledge that is implemented in the cinema as entertainment. Lapidus says: People are looking for Illusions; they don't want the world's realities. And, I asked, where do I find the world of Illusion? Where are their tastes formulated? Do they go to museums? Do they travel in Europe? Only one place the movies. They go to the movies. The hell with everything else. In any case, as will be seen, today the relationship between the indus- try of the parks and the cinema is also due to the fact that many of the major corporations that operate theme parks come from or are closely linked to the film industry and the mass media. In short, as Ren (1998) maintains, theme parks are, like advertising, characteristic products of consumer culture based on making profits from the production of mean- ings. The only difference between theme parks and the rest of the classic products of this economy of signs is their location in concrete places. Thus, it may be considered that theme parks are, therefore, a product based on signs and space. Case 1. The New World in Singapore, an Early 20th-century Amusement Park in Asia The amusement park industry in colonial Singapore arose from the oppor- tunities offered by a burgeoning urban population. As a major Asian port of the British Empire, between the 1920s and 1930s Singapore was increasingly exposed to a wide variety of commodified spectacles, such as world fairs and trade exhibitions, which are closely associated with the development of amusement parks. The New World amusement park, opened in 1923, introduced the modem consumption and the popular entertainment Social Origins of the Theme Park Concept 19 culture that had emerged in Europe and in the USA around the turn of the century to colonial Singapore during the interwar period. As a precedent, there is only in Singapore the Happy Valley Park, which was founded in 1921 and ceased to operate after fewer than 10 years in business. Another internal influence for the New World amusement park was the Malaya Borneo Exhibition of 1922. In terms of external influences there were Shanghai's Great World and New World, established in 1912 and 1917, respectively, as multi-storeyed entertainment palaces that provided every day a variety of Chinese entertainment at the lowest possible price, with the largest variety of shows. As Wong and Tan (2004) point out, the New World was first con- ceived and founded by two Chinese brothers, Ong Boon Tat and Ong Peng Hock, as part of a land speculation exercise. In 1938, when the park was already well established and the configuration and programmes and struc- tures were in place, they entered a joint venture with the Shaw Brothers, moguls of Asia's film industry. The success of urban amusement parks in Shanghai was the reason why the Shaw Brothers decided to join the venture with the Ongs. In 1958, the Ongs completely relinquished their ownership to the Shaw Organization. In fact, at that time the Shaw Brothers owned and operated other amusement parks and entertainment facilities in Malaya's major cities. Today, the New World amusement park is a vacant site awaiting redevelopment. The creation, development and evolution of the New World amuse- ment park reveals the uniqueness and modernity of Singapore during the interwar period. It received an influence both from the Shanghai eclosion of entertainment venues and from the popular consumer culture in the West. The park was situated on the outskirts of Jalan Besar, a zone away from the developmental pressures of the central area. The development of the park was planned initially by the Ong brothers as part of one of the earliest attempts to drain comprehensively a large tract of a swamp area, in a context in which Singapore was receiving an increasing number of migrants and the middle- to upper-income households fled to suburbs in all directions around the city. The park was conceived as a value-adding leisure attraction as well as an attempt by the Ongs to diversify their assets by venturing into a nascent leisure and entertainment industry. The municipal council view the plan as an opportunity with little outlay by the colonial government to transform an otherwise flood-prone area into prime land for development. At the beginning, the business format of the park was modelled on fairs and exhibitions, with staged shows and performances as the major attractions drawing in the masses. Tropical weather made under-the-sky night-out activities pleasant and, in fact, it maintained an open fairground- type configuration throughout its existence. In 1932, New World was rebuilt and expanded into a full-scale urban amusement park with new structures and buildings, which added complexity to the layout of the park as well as to its entertainment programmes. From then, the entertainment blue- print was firmly established, with the creation of an idealistic setting for a 20 Chapter 1 wider spectrum of class enclaves within one precinct. As Wong and Tan (2004) state, New World: offered variety and choice and non-stop offerings that could not be found in traditional cultural and entertainment venues. It was a crucible of new cultural forms, as old contents transformed to meet changing popular taste, and new ones were introduced to suit the diverse crowds. Activities were commercially driven and audience-oriented. Thus, some were hybridized while others were emulated and transformed. Mass entertainment revealed the need to be aware of all identities as consumers were drawn from within the multiracial migrant society of colonial Singapore. New World was, in this sense, a modern cosmopolitan and non-segregated urban space in a colonial society. At the park, 'the vulgar coexisted with the refined, the low with the high, the ethnic with the contemporary' (Wong and Tan, 2004). The history of the New World amusement park offers a new route for understanding the evolution of the modern leisure industry around the world in a colonial context. The park gives the opportunity to see the cur- rent development of entertainment facilities in Asia in the frame of a long- term process that interrelates urban planning and design, class niches, mass audience, cultural entertainment, popular practices and modernity.