Professional Documents
Culture Documents
A Summary of
The Immersive Worlds Handbook: Designing Theme Parks and Consumer Spaces
by Scott Lukas
Randall Kapuscinski
CMCT 6507
York University
including a discussion of Expo 67 and its many screen-based pavilions. As Monika Kin Gagnon and
Expo, “not only did it reconfigure the screen as architecture but, importantly, it used architecture as
the screen in order to effect ‘total architecture’” (p.7). This is a convenient segue to the kinds of
designed immersive experiences described by Scott Lukas in The Immersive Worlds Handbook:
Designing Theme Parks and Consumer Spaces. Expo 67 itself could be considered a designed
immersive experience that recognized many of the design concepts identified by Lukas, including
theme, immersion, and the use of symbols. To some degree, Expo 67 is representative of an era that
birthed the kind of designed immersive experience that Scott Lukas is addressing. For perspective,
construction of Disney World also began around 1967, and Six Flags opened its second park in
1968.
Lukas includes theme parks, restaurants, malls, casinos, and many other spaces in his work and
examines “ways to make these worlds more meaningful for the guests who visit them” (p. xi). This
is not a theoretical investigation. Rather, it is a handbook of design for immersive spaces. There is a
practical inclination in the book that is reflected in the many embedded exercises in the text. There
are also many transcripts of interviews with subject area experts. The majority of the interview
subjects are practitioners and include designers, writers, consultants, art directors, and even a
restaurant owner.
The book is largely undiscriminating with respect to the nature of the projects. For example,
Bass Pro Shops and the Abraham Lincoln Presidential Museum are held equally worthy of
examination. Critical examination is reserved for projects that are guilty of flawed design, with the
comprehensive examination of design principles that are relevant to designed immersive worlds.
But with a goal of giving a sense of the issues addressed, here are some selected notes and quotes
o “an immersive world will take you in such that you don’t want to leave” (p.4)
o “stories bring the world alive and they allow all of us to feel better within it” (p.52)
o “Theming could be called a ‘stereotype’ of place, culture, and people, but more
representation.” (p.79)
o “A key, likely the key, to any authentic space is whether the guest will accept it as
believable - that is, will the guest suspend his or her disbelief and accept the design
o “If a guest is truly immersed in a space and the world that it promotes, he or she will feel
transformation.”(p.137)
o “One of the most important ways of establishing the big idea of a space is through
symbols. Symbols represent the key aspects of a culture—the essence of the culture
o “In the case of rides that are found in theme parks or other entertainment spaces, they
offer some of the most vital connections that can be made with a guest.” (p.221)
The focus of the text is very much on projects that occupy physical space. Although not really
addressed in the book, many of the concepts presented seem equally applicable to virtual spaces in
games, VR experiences, etc.. Lukas also recognizes the inverse saying, “While virtual spaces are not
a focus of this book, they should be seen as important sources of inspiration for design” (p. 21).
The Immersive Worlds Handbook Scott doesn’t focus much on theoretical perspectives on
immersive worlds. One of the few references to a theorist is a brief mention of Roland Barthes’
‘idea of the punctum’ in the section on symbols (p. 178). Also included in the text is a transcript of
Although not mentioned in the text, there are a number of theories and theorists that could be
relevant if pursuing a more critical analysis of the designed immersive spaces described by Lukas.
The text describes how an emotional connection to the created world is an important factor in
assessing the success of the design (for example the section on ‘The Emotions of Immersion’ in
Chapter 5), so presumably affect theory could be relevant here. The work of Deleuze, Guattari &
Spectacle is one of the subjects addressed in Chapter 6. Lukas references David Rockwell and
Bruce Mau’s book Spectacle which is largely a descriptive look at notable spectacles around the
world. A more critical examination of spectacle in designed immersive spaces could reference Guy
simulacrum is relevant. Ideas from Jean Baudrillard are central to a discussion of simulacrum. As
the generation by models of a real without origin or reality: a hyperreal.’ Baudrillard also often
referenced theme parks by name, as for example, when he said ‘Disneyland is presented as
imaginary in order to make us believe that the rest is real’ ( Baudrillard , pp.166-184.).
The first question for discussion by the class comes from a notable omission from the text.
There isn’t a single mention of ethics with respect to the design of immersive spaces. The recent
HBO remake of Westworld provides an imagined extreme example of a designed immersive world.
Arguably, the show demands that the viewer confront the ethical choices of the designer of the
world, in this case played by Anthony Hopkins. Given the ethical issues highlighted by Westworld1:
Should a design guide for immersive worlds have included material on ethics?
Lukas provides as examples many of the urban environments that we typically spend a lot of our
time in including retail space (Starbucks), hotels, and cultural spaces including museums. Has the
design approach Lukas describes become pervasive in present day urban environments? Are
World building has already become a common aspect of film and TV production2. Sometimes
world building precedes script development (example: Minority Report). What impact do you
1
https://www.youtube.com/watch?v=IuS5huqOND4
2
http://worldbuilding.institute/videos/building-transmedia-worlds
Barthes, R. (1981). Camera lucida: Reflections on photography. New York: Hill and Wang.
Baudrillard, J., & Poster, M. (2001). Selected writings (2nd, rev. and expand ed.). Stanford, CA:
Gagnon, M., & Marchessault, J. (2014). Reimagining cinema: Film at expo 67. Montréal: McGill-
Lukas, S. A. (2013;2012;). The immersive worlds handbook: Designing theme parks and consumer