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223,492
result(s) for
"amusement parks"
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Amusement parks and water parks
by
Mattern, Joanne, 1963- author
,
Mattern, Joanne, 1963- Kids' day out
in
Amusement parks History Juvenile literature.
,
Amusement parks History.
,
Amusement parks.
2019
\"Today's amusement parks are filled with amazing, high-tech rides. Some even take the fun to the water! Amusement parks of the past were exciting places as well. Amusement parks have been around for hundreds of years. Readers discover the history of these fun-filled places!\"-- Provided by publisher.
The Disneyization of society
by
Bryman, Alan
in
Amusement parks
,
Consumption (Economics)
,
Consumption (Economics) -- Social aspects
2004
′Alan Bryman has expanded on his well-known work on Disney and Disneyization to create a fascinating, highly readable book... This is an important book about a significant social process. And, it manages to be fun, as well!′ - George Ritzer, author of McDonalidization and Professor of Sociology, University of Maryland.
The amusement park : 900 years of thrills and spills, and the dreamers and schemers who built them
\"The history of amusement parks, from the middle ages to present day, populated by the colorful (and sometimes criminal) characters who built them, and the regular folks who sought their magical, albeit temporary, charms\"-- Provided by publisher.
The Mouse Machine
2008,2010
Throughout Disney's phenomenally successful run in the entertainment industry, the company has negotiated the use of cutting-edge film and media technologies that, J. P. Telotte argues, have proven fundamental to the company's identity. Disney's technological developments include the use of stereophonic surround sound for Fantasia, experimentation with wide-screen technology, inaugural adoption of three-strip Technicolor film, and early efforts at fostering depth in the animated image. Telotte also chronicles Disney's partnership with television, development of the theme park, and depiction of technology in science-fiction narratives. An in-depth discussion of Disney's shift into digital filmmaking with its Pixar partnership and an emphasis on digital special effects in live-action films, such as the Pirates of the Caribbean series, also highlight the studio's historical investment in technology. By exploring the technological context for Disney creations throughout its history, The Mouse Machine illuminates Disney's extraordinary growth into one of the largest and most influential media and entertainment companies in the world.
The Global Theme Park Industry
2007
Since the 1980s, the theme park industry has developed into a global phenomenon, with everything from large, worldwide theme parks to countless smaller ventures. From the first pleasure gardens to the global theme park companies, this book provides an understanding of the nature and function of theme parks as spaces of entertainment. Illustrated throughout by worldwide case studies, empirical data and practical examples, the book portrays the impacts of theme parks as global competitive actors, agents of global development and cultural symbols, particularly in the context of their role in the developing experience economy. In conclusion, this book is a practical guide to the planning and development of theme parks.
Theme parks
by
Martin, Bobi, author
in
Amusement parks Juvenile literature.
,
Role playing Juvenile literature.
,
Amusement parks.
2016
\"Costumed characters transform ordinary amusement parks into magical settings where princesses, superheroes, and more come to life. This lively guide helps creative teens looking to mix fun and work become a part of this essential theme park experience. Teens will learn how to land a role-playing job, performing in character with guests or onstage. Also covered are the many areas in which teens can exercise their interests away from the spotlight. Readers will learn how to leverage such skills as acting, dancing, and sewing to nail an interview, audition, or future career in or out of the theme park environment.\"--Provided by publisher.
The role of robots in entertainment
2022
Purpose>This study aims to provide an insight into the role of robots in the entertainment industry.Design/methodology/approach>Following a short introduction, this study first considers applications in amusement parks and robotic rides and highlights some current development activities. It then discusses the roles of robots in film making. This is followed by a consideration of the role of humanoid robots and applications in the performing arts and includes details of some recent research. Finally, brief conclusions are drawn.Findings>This study shows that robots are used in many sectors of the entertainment industry. These include applications in amusement parks which will expand due to technological innovations; camera control and the creation of special effects in film making; and all manner of existing and emerging applications in the performing arts, including dance, music and opera, where humanoid robots play a key role. Several fully robotic rock bands have been developed and recent research has shown that artificial intelligence techniques can allow robots to compose as well as play music.Originality/value>This study shows the growing importance of robots in the entertainment industry by providing details of a selection of applications.
Journal Article
Me, all alone, at the end of the world
by
Anderson, M. T., author
,
Hawkes, Kevin, illustrator
in
Solitude Juvenile fiction.
,
Amusement parks Juvenile fiction.
,
Solitude Fiction.
2017
A boy enjoys living quietly by himself at The End of the World until Mr. Constantine Shimmer, \"Professional Visionary,\" builds an inn and an amusement park, demanding that tourists come and have \"Fun Without End!\"
Psychological drivers of attitude and revisit intentions in virtual reality rides at amusement parks: telepresence, flow and enjoyment
by
Bafadhal, Aniesa Samira
,
Anuar, Faiz Izwan
,
Lestari, Dian Khaerunisa
in
Absorption
,
amusement park
,
Amusement parks
2025
This study examines the factors influencing visitors' attitudes and intentions to revisit virtual reality (VR) ride simulators in amusement parks, focusing on psychological aspects such as telepresence, flow, and enjoyment. Data were collected from 138 visitors using a structured questionnaire and analyzed with Partial Least Squares Structural Equation Modeling (PLS-SEM). The findings show that enjoyment significantly shapes attitudes toward VR ride simulators, which in turn drive revisit intentions. By contrast, telepresence and flow were not significant predictors, suggesting that emotional engagement plays a more critical role than cognitive absorption in shaping visitor evaluations, especially in passive, pre-scripted, short-duration VR ride simulator contexts. These results challenge established psychological theories such as presence and flow while pointing to the relevance of Mood Management Theory for understanding immersive entertainment experiences. The study also highlights the importance of developing immersive tourism standards that go beyond safety by incorporating design criteria emphasizing emotional engagement, narrative interactivity, and cognitive resonance. Conducted in the context of Indonesia's emerging VR entertainment market, this study fills a research gap in developing countries and contributes fresh insights into the psychological drivers of visitor behavior, supporting the sustainable growth of VR-based attractions in similar markets.
Journal Article