Professional Documents
Culture Documents
Series editors
Dan Hassler-Forest, Utrecht University, the Netherlands
Matt Hills, University of Huddersfield, United Kingdom
Editorial Board
– Mark Bould, University of West of England, United Kingdom
– Timothy Corrigan, University of Pennsylvania, United States
– Henry Jenkins, University of Southern California, United States
– Julia Knight, University of Sunderland, United Kingdom
– Simone Murray, Monash University, Australia
– Roberta Pearson, University of Nottingham, United Kingdom
– John Storey, University of Sunderland, United Kingdom
– William Uricchio, Massachusetts Institute of Technology, United States
– Sherryl Vint, University of California, Riverside, United States
– Eckart Voigts, Braunschweig Institute of Technology, Germany
Theme Park Fandom
Spatial Transmedia, Materiality And Participatory
Cultures
Rebecca Williams
All rights reserved. Without limiting the rights under copyright reserved above, no part of
this book may be reproduced, stored in or introduced into a retrieval system, or transmitted,
in any form or by any means (electronic, mechanical, photocopying, recording or otherwise)
without the written permission of both the copyright owner and the author of the book.
Every effort has been made to obtain permission to use all copyrighted illustrations
reproduced in this book. Nonetheless, whosoever believes to have rights to this material is
advised to contact the publisher.
Table of Contents
Acknowledgements 7
1. Introduction 9
9. Conclusion: Ways Forward for Theme Park and Fan Studies 243
Index 257
Acknowledgements
Writing this book has truly been a labour of love. My long-standing love
of the theme park experience began when I was 16 and has continued ever
since as I’ve returned time and again to those formative spaces in Orlando,
Florida and sought to visit as many of Disney and Universal’s global parks as
possible. As a researcher within media and cultural studies, however, I have
often been met with disdain, abject ignorance and outright hostility by fellow
academics who cannot understand that this is how anyone would choose to
spend their free time. This project has often been similarly misunderstood or
assumed by many to be a defence of the indefensible – the global corporate
machine that is the Walt Disney Company. There are many reasons to be
critical of Disney (and many of these are discussed within the book) but
my starting point has been from a position of affective attachment and a
determination to take seriously the experiences of those who, like me, love
these themed spaces.
Therefore, I am enormously grateful to a range of people for believing
in and supporting this project. Firstly, to Amsterdam University Press and
the commissioning editors I have worked with there, as well as Matt Hills
and Dan Hassler-Forest who gave the book a home within their Transmedia
book series. I am also hugely appreciative of the feedback from Suzanne
Scott, who read the book in its first draft, and another anonymous peer
reviewer – your comments and encouragement helped to reaffirm the value
of this project when finishing it was becoming difficult.
My colleagues at the University of South Wales have been endlessly
supportive during an often-difficult period as I worked on this and I am
hugely grateful to Ruth McElroy, Philip Mitchell, Peter Jachimiak, and Rob
Campbell. One of the real highlights of being involved in academia is being
part of the Fan Studies community and getting to see the fantastic work
that is being produced by a range of scholars. The Fan Studies Network
continues to offer support and I want to thank my fellow board members
and friends, Lucy Bennett, Bertha Chin, Bethan Jones, Richard McCulloch,
and Tom Phillips. I have also found support and encouragement within the
Society for Cinema and Media Studies’ Fan and Audience Studies Group,
and through my conversations with a range of scholars on social media.
The support of, amongst others, Paul Booth, Maria Ivanova, Myles McNutt,
Lori Morimoto, E.J. Nielsen, Louisa Stein, Abby Waysdorf, Simone Driessen,
Nicolle Lamerichs, Suzanne Scott, Mark Stewart, Lincoln Geraghty, Matt
8 Theme Park Fandom
Hills, James Rendell, and many more is very much appreciated. And to
anyone I have forgotten: I’m sorry. I owe you a Dole Whip.
Elements of an earlier version of Chapter Eight appear in the edited collec-
tion Everybody Hurts, published by Iowa University Press, and I am grateful
to the peer reviewers on that chapter for their insightful feedback, as well as
to Richard McCulloch and William Proctor for comments on my chapter in
their book Disney’s Star Wars; the experience of writing that chapter shaped
many of the ideas present in the current volume. I have presented elements
of this project at various conferences and am also grateful for the interest
and feedback from those who heard me speak. Their questions have been
invaluable in shaping and pushing the ideas contained here forward and
their enthusiasm for the ongoing project has been a source of encourage-
ment and reassurance that this project is worthwhile and has something
to contribute. I am especially indebted to Paul Booth for his invitation to
speak at the DePaul Popular Culture Conference on Disney in 2019.
Thanks, as always to my friends outside academia, and my family for their
love and support, and for starting my love of theme parks and all things
Disney. Finally, heartfelt thanks to my husband Ross who has shared my
love of theme parks from the start, is always ready to plan another trip, and
who has supported me endlessly through writing this book – ‘Believing is
just the beginning’.
1. Introduction
Abstract
This chapter argues for a move away from the notion of theme-park visi-
tors as naïve, controlled and duped into excessive consumption, and for
approaches that take seriously the range of ways that theme park fans
form active, reflective and pleasurable attachments to theme parks and
their rides, attractions, and experiences. It argues that a Fan Studies-
centric approach allows better understanding of how and why people
become fans of theme parks and their attractions, and develop emotional
and affective connections to these, whilst being acutely aware of the
consumerist nature of the themed environment. Offering an overview
of the chapters that follow, the chapter also provides a summary of the
book’s central arguments.
Introduction
[T]heme parks represent extraordinary spatial and social forms, they offer
some of the most basic needs, reflect deep and powerful emotions and
cognitive modes, and present some of the most telling and controversial
representations of the world. (Lukas 2008, pp. 7–8)
In February 2017 the American pop singer, Katy Perry released the first
single from her album, ‘Prism’. Entitled ‘Chained to the Rhythm’, the track’s
video featured Perry visiting a highly stylized and futuristic fictional theme
park featuring rollercoasters, swing rides and other attractions. The park,
called Oblivia, represents the distractions of modern life including the
taking of selfies, the instability of the contemporary housing market and, as
represented by the park’s star attraction, the endless treadmill or ‘hamster
wheel’ of modern work. Whilst Perry’s intent to make a broader political
Williams, R., Theme Park Fandom. Spatial Transmedia, Materiality And Participatory Cultures.
Amsterdam: Amsterdam University Press, 2020
doi 10.5117/9789462982574_ch01
10 Theme Park Fandom
comment has been well documented (see Savage 2017), the fact that the
setting and the aesthetics of the video highlight the location of the theme
park is telling. According to Perry’s vision, the theme park is a place of
mindless distraction and conformity; somewhere that promises everything
yet delivers nothing tangible or ‘real’, a site as ephemeral and insubstantial
as the candyfloss consumed by those in the video.
A month later, in March 2017, a video entitled ‘Adult Disney fans are
weird’ began circulating via the online comedy site College Humor. With
the caption ‘Just because you were indoctrinated as a child, ignore all the
bad parts about it and yield fully to its influence does NOT make it a cult’,
the short film features an adult couple on a date, discussing a potential
vacation. The male Disney fan rejects the woman’s proposal of visiting
Europe, instead advocating for a trip to Walt Disney World (WDW) in Florida.
He counters her proposal of ‘seeing the world, experiencing new cultures’
with the suggestion of EPCOT (Disney World’s park that includes a World
Showcase of eleven global pavilions) and reveals a tattoo of one of the Seven
Dwarves from Disney’s animated film Snow White. He declares that the
tattoo is ‘the mark of my people. The mark of Mouse House’ and that ‘My
brethren and I would make an annual pilgrimage to the mouse. Now even
though I am grown, my heart still yearns for the red rocks of Frontierland
and the enchanted falls of Splash Mountain’.
His date comes to realize that, ‘you’re one of those families that goes to
Disney for every vacation, instead of venturing out of their comfort zone’.
This insinuation that those who visit Disney are insular and seeking the
safe rather than being challenged is reinforced when she asks ‘Is this why
you don’t have a passport?’, whilst other common critiques of the company
as uncaring about its staff (see Van Maanen 1991; The Project on Disney
1995; Wasko 2001) and those who visit as infantilized (Park et al 2009) are
also drawn on in the female date’s complaints that ‘Disney is just another
corporation that doesn’t care about you and they don’t care about their
employees’ and her question of ‘What do you even want to do? Do you
want to walk around wearing Mickey ears?’ His reply, ‘Please. I’m a grown
man. A tasteful Jack Skellington hoodie and a lightsabre is all I need’, does
little to dissuade her. Ultimately, however, the woman realizes that ‘Disney
World isn’t just a theme park to you. It represents the magic of childhood’
and proposes a trip to Disneyland in California. However, the deleterious
image of the adult Disney fan again rears its head in his complaint that
this is not the same as (read: as good as) Disney World since it ‘doesn’t even
have a Spaceship Earth’ (an attraction that can only be found in Florida’s
EPCOT park).
Introduc tion 11
As outlined, the basic premise of this book is that theme parks and their fans
are worthy of attention and understanding and that those who visit theme
parks are not the consumption-driven cultural dupes that is often assumed
in academic work and mainstream culture. Moving away from critiques
focused on concepts such as the ‘Disneyfication’ of society (Schickel 1986,
p. 225), or the argument that the theme park is the ultimate ‘fake’ (Eco 1986,
p. 8), the book instead concurs with J.P. Telotte’s argument that theme parks
offer the opportunity for ‘play or playfulness’ and that they ‘wink at us and
get us to acknowledge our own complicity with the technologically mediated
world’ (2011, p. 181). It addresses the relative lack of sustained scholarly
consideration of theme park fans by offering the first-book length study
of this fandom. It proposes that analysis of theme parks and their visitors
12 Theme Park Fandom
the theme park space and how fans themselves accord value and meaning to
the immersion of ‘being there’. Proposing the concept of ‘haptic fandom’, the
research considers the importance of the physical and the material to theme
park fandom and the act of visiting these as ‘embodied, multi-sensuous and
technologized performances through which people are actively involved
in the world, imaginatively and physically’ (Haldrup and Larsen 2006,
p. 276). It addresses the relative neglect of the importance of haptics to the
fan experience (Lancaster 2001, Godwin 2017, Hills 2017), arguing for the
centrality of the physical and experiential in understanding fan engagement
with(in) the contemporary transmedia spaces of the theme park.
As noted above, there is a wealth of academic study of the theme park. Most
commonly discussed are Disneyland in California and Walt Disney World
in Florida (see Sandlin and Garlen 2016 for an overview) where the themed
spaces have been perceived to be presenting the ‘hyper-real’ (Eco 1986) and
inauthentic copies of actual places or historical periods (Bryman 1995, p. 142).
As Janet Wasko summarizes, Disney’s ‘theme parks represent a profitable and
lucrative business for the Disney company, as well as supporting conserva-
tive, corporate, and consumerist ideologies’ (2001, p. 157), and ‘a deluge of
studies have attempted to interpret not only the aesthetics of the Disney
theme parks, but their meanings and significance as sites of contemporary
American culture’ (2001, p. 153). Accordingly, sites such as Disneyland and
the Walt Disney World Resort (WDW) have been widely discussed in terms
of their ideological representations of national identities and nationhood
(Fjellman 1992; Marling 1997; Lukas 2007). Much work has also focused on
the tension between the apparent cultural imperialism inherent in the
spread of Disney theme parks across the world and the need to adapt for
a ‘glocal’ market (Matusitz 2010) in the Company’s international parks in
France (Trigg and Trigg 1995; Warren 1999; Lainsbury 2000; Matusitz 2010;
Renaut 2011) and Asia in Tokyo (Brannen 1992; Van Maanen 1992; Yoshimoto
1994; Raz 1999, 2004; Hendry 2000), Hong Kong (Fung and Lee 2009; Groves
2011; Choi 2012; McCarthy and Cheung 2018), and Shanghai.
Those who visit theme parks have been largely characterized as cultural
dupes who must ‘agree to behave like robots’ in a ‘place of total passivity’
(Eco 1986, p. 48) which is carefully controlled and regimented to restrict
visitor autonomy (Bryman 1995, pp. 99–17; Bryman 2004, pp. 132–40). The
parks have been viewed as existing solely to make money and to encourage
14 Theme Park Fandom
Norris 2013; Larsen 2015; Erdely and Breede 2017; Linden and Linden 2017; Toy
2017). For example, King describes visits to Disney Parks as quasi-religious,
arguing that ‘Disney Land and World are directed and unified by the guiding
spirit of Disney and his corporation; holy cities for the entire U.S., visited by
pilgrims, in a constant festival state in which all participate’ (1981, p. 121).
She notes that it is ‘obligatory – for Americans, adults as well as children, at
least one pilgrimage to Disney Land or World as a popular culture ‘mecca’
of nearly religious importance’ (1981, p. 117; see also Moore 1980; Mazur and
Koda 2001). Such arguments are reflected in Ritzer’s characterization of
the trip as the ‘middle-class hajj’ (1996, p. 4). But as King (1981, p. 117) goes
on to point out, even though this ‘journey is a focal event in childhood and
adolescence […] since many more adults than children make the pilgrimage
(by a ratio of 4 to 1), one is led to question the popular assumption that the
parks are designed primarily for children’ (see also Bryman 1995, pp. 88–91).
In the analysis that follows, theme parks’ appeal to child visitors will be
discussed when appropriate. However, this book focuses on adult fans of
theme parks who are likely to be active on social media sites, contributing
to the participatory cultures that help constitute theme park fandom and,
in some cases, functioning as important ‘influencers’ or ‘lifestylers, who
are known for their social media presence and large sub-cultural following’
(Kiriakou 2018).
a dead-end approach that ‘hovers above’ the theme park and presents a
clinical analysis of its effects and meanings. Getting ‘on the ground’ –
and on the rides – provides a different set of insights, immersed in the
experiences of managing, working in, visiting and thinking about the
theme park. (Bell 2007, p. ix)
to try to uncover why these sites are meaningful and to counter much of
the negativity that surrounds them.
The conclusions drawn in this study are also impacted by my own identity;
as Les Roberts notes, the fact that ‘the researcher may ‘put something of
herself’ into whatever it is she is researching […] draw[s] attention to the
subjective influence brought to bear on the object of study’ (2018, p. 2). As a
white, cisgender, heterosexual woman from the Global North my interpreta-
tions are limited by my own positionality; for example, I have been unable
to research the practices and discussions of non-English speaking theme
park fans, despite the fact that the parks being analysed are enormously
popular with international guests and Floridian locals from Hispanic and
Latin American backgrounds. My observations within the Parks themselves
were also framed by the relative ease with which I was able to move through
those spaces unimpeded; as an able-bodied guest, as someone not viewed
as threatening or suspicious by dint of the colour of my skin, as someone
able to hold hands with their partner without fear (see Sedgman 2019).
The experiences of those with different backgrounds are likely to be quite
different and it would be remiss to not acknowledge the privilege that is
embodied as I undertook this research.
Both Fan Studies scholars and theme park researchers have argued for the
need to get close to the spaces being studied. As Stephen Brown summarizes,
immersing in [the theme park] […] for extended periods of time; observing
the consumption of the park by tourists inside the park; listening to and
Introduc tion 21
However, following Wright (2006) I did not engage in any active empirical
audience research during my visits to the theme parks. As he notes,
future’ (Williams 2015, p. 9). This form of analysis draws on previous work
within Tourism Studies, which utilizes the concept of media convergence
to ‘explore and contextualise changes in media consumption and their
consequences for tourism consumption’ (Månsson 2011, p. 1635). Despite the
longevity of my reading of these sites, and my own fannish interest in theme
park fandom, I did not participate actively on social media in conversations
with other fans. Although I operated a Twitter account dedicated to this
project, this consisted almost entirely of retweeting news about theme parks
or posting about my own trips and fan activities. So doing enabled me to
‘concentrate on methods that seem in tune with the world in which we exist
rather than seeking to satisfy a set of abstract and possibly theoretically
inapplicable ethical codes. Non participation observation […] fits the local
environment better than interviewing or any other method’ (Leaning 1998).
Such a multi-site approach allows an overview of the intersecting and often
messy, yet intriguing, online communications and practices of contemporary
theme park fandom and participatory spaces.
Indeed, the participatory culture that swirls around theme park fandom
is complex and often spread across a range of social media platforms; a
blog, for example, may produce regular posts whilst also sharing these and
interacting with others on sites such as Twitter, Facebook, YouTube and
Instagram. Theme park fans are often diverse, however, and different fans
may engage in or prioritize different forms of engagement and practice.
A fan, for example, who engages in acts of costuming and DisneyBound-
ing (dressing in clothing inspired by Disney characters or attractions, as
discussed in Chapter Seven) may be quite distinct from those who post
memories and content online about old or abandoned theme park rides (see
Chapter Eight). Therefore, ‘Describing the average Disney fan is impossible,
as the body of Disney fandom does not consist of a specific demographic
but encompasses a multi-generational global community’ (Koren-Kuik 2014,
p. 147). This applies equally to the theme park fandom that surrounds both
Disney and Universal resorts, since many fans have very different interests
and points on entry and identification. To best represent this diversity, the
research presented here offers a holistic analysis that draws on multiple
online sites such as theme park blogs and comments on popular theme park
planning sites including Orlando Informer, Orlando United, Theme Park
Tourist, Walt Dated World, the Disney Food Blog, and Parkscope, social media
postings from a range of theme park fans, as well as the comments posted
on these by visitors to, and fans of, the Orlando theme parks, alongside the
observations made during my physical trips to the parks. However, mindful
of ethical concerns, where possible I have sought to minimize the potential
Introduc tion 23
The organization of the book itself follows the trajectory of the fan tourist/
visitor and proceeds through a logical structure which broadly mimics the
journey from planning and preparing through to ‘being there’ during the visit
itself, and then to the processes of reflection and continuing attachments
after the trip has finished. Where appropriate, chapters consider how fans
plan before their trips, how they respond to various elements of the theme
park experience whilst there, and how they reflect on and mediate their
memories when they return.
Chapter Two offers an introduction to the key literature that has examined
the theme park space, often from a marketing or industry-focused perspec-
tive. It outlines the reasons for the development of Orlando, Florida as the
so-called ‘theme park capital of the world’ and establishes the rationale
for the focus on the Walt Disney World and Universal Orlando Resort sites
in this research. The chapter also argues that there is surprisingly little
academic work that focuses on fans of specific locations, despite the wealth
of studies of fan pilgrimage and media/fan tourism. Proposing that theme
park fandom offers one avenue for exploring the complexities of fan con-
nections to certain sites, the chapter also outlines how these places operate
as sites of transmediality. Arguing for a theory of spatial transmedia, the
24 Theme Park Fandom
whilst the character they are playing is the object of fannish adoration and
celebrity reverence.
Alongside challenging our existing understandings of contemporary
celebrity, taking seriously themed spaces also offers us new opportunities
to explore the role of merchandise and material objects in contemporary
fan cultures, which is the focus of Chapter Six. Beginning to map out the
relationships between theme park fans and the merchandise that can be
consumed both inside and outside of the parks, the chapter introduces new
modes of understanding the role of food and drink within fan cultures,
whilst the subsequent chapter focuses on the importance of the body via
engagement with such consumable objects and with clothing and other
wearable merchandise. The role of food within fandoms remains relatively
under-explored, despite the overlaps between the activities and practices
of the figure of the ‘foodie’ and the contemporary media fan and the op-
portunities for negotiating the boundaries between text, self and place
that engaging in fandom-related cooking or consumption offer. In themed
spaces, however, the role of food and drink is key in terms of establishing a
sense of place, of furthering fans’ immersion in a world, and in establishing
and maintaining hierarchies regarding access, authenticity, and the auratic.
Whilst the participatory culture surrounding the theme parks in Florida
occupies a quasi-pedagogic role in recommending the best places to eat or
making clear where should be avoided, when within the parks themselves
fans are able to inhabit imaginary worlds via themed restaurants and
bars which immerse them further within these spaces. Whether based on
existing intellectual properties such as Harry Potter or The Simpsons, on
rides originating in the parks such as Jungle Cruise, or on original concepts
such as Universal’s Toothsome Chocolate Emporium, such places allow
opportunities for transmedia expansion or playful immersion in a new story.
The chapter argues that by experiencing ‘hyperdiegetic paratexts’ such as
Butterbeer or a Krusty Burger, fans are invited to imagine the experiences
of characters within a storyworld and offered the possibility of extending
their own imaginative engagement through the possibility of sensory im-
mersion through food and drink. Equally, it argues that fans can accord
levels of cult-culinary capital to foodstuffs that they encounter, whether
these are generated by a text itself (e.g. Harry Potter’s Butterbeer), a park
(e.g. Freeze Ray) or fans (e.g. Dole Whip). Accessing edible objects that can
only be consumed within official park spaces offers fans limited and rooted
opportunities for this kind of practice since these can only be consumed
whilst physically within certain places. Finally, the chapter considers how
fans of pre-existing artists or texts may find their desire to undertake forms
Introduc tion 27
A television series or f ilm text does not change over time, providing
a slightly more stable text for viewers to engage with. Although one’s
relationship with a visual text may evolve, the actual content does not;
a viewer can re-watch a series or f ilm and be guaranteed the exact
same narrative each screening. This is not the case for theme park fans.
(Kiriakou 2017, p. 105)
Focusing on fan responses to the closure of WDW’s Maelstrom ride and its
replacement by an attraction based on the animated movie Frozen, and their
use of online spaces to memorialize and discuss abandoned and lost spaces
such as Disney’s River Country waterpark, the chapter argues that even
highly commodified and controlled spaces can be meaningful to people.
Thus, in contrast to sites such as Elvis Presley’s former home Graceland
(Alderman 2002), Viretta Park (Garner 2014) or the location where singer
Mark Bolan died (Bickerdike and Downing 2017) which became (more)
significant after the loss of fan icon or text, the loss of theme park attractions
and fan reactions to this highlights what happens when it is spaces themselves
that disappear. The chapter thus proposes that fans’ interest in archiving
information about abandoned or closed rides echoes the practices of urban
explorers who attempt to ‘connect in a meaningful way to a world rendered
increasingly mundane by commercial interest’ (Garrett 2013, p. 240) and
Introduc tion 29
what places can do to visitors who may not bring particular media or
fan-specific imaginative expectations with them and yet may respond
strongly to a particular place. What aspects of that spatial experience are
these individuals responding to? What confluence of affective, emotional
and experiential elements may cause them to become fans of that site
and its associated texts or cult icons? (Williams 2018, p. 104)
Tracing further how one’s own connections with themed spaces such as
theme parks begin and end and considering the ebbs and flows of connection
across one’s life course offers opportunities for beginning to answer such
questions in more depth.
Chapters Seven and Eight also explore the post-visit experiences of theme
park fans, considering how they maintain their connections with fellow
fans and continue to engage in their fandom of the parks. Since visiting
parks is expensive, many fans cannot attend often and instead draw on a
range of strategies to continue their fandom. For some this involves sharing
content via social media sites such as Facebook, Instagram and Twitter and
displaying the ‘evidence’ of their trip, as discussed in relation to merchandise
and clothing in Chapter Seven. For other fans, the post or between-visit
period involves reminiscing about old or closed rides, sharing memories and
30 Theme Park Fandom
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Abstract
This chapter provides a history of the development and definition of the
contemporary theme park, focusing on how Orlando, Florida developed
into the world’s theme park capital. It also sets out the key areas of
literature that the book contributes to, including work on themed space
and place, transmediality and convergence, fan spaces and pilgrimage,
distinction and cultural value, and self-identity and narrative. The chapter
notes that work on fans of specific destinations or places remains scarce,
arguing for greater focus on this mode of place-based fandom, as well
as proposing a turn towards academic study of the spatial elements of
transmediality, and the concept of spatial transmedia.
Introduction
The theme park has a long history that originates in amusement parks
such as Coney Island in the United States and Denmark’s Tivoli Gardens
in Europe (Weinstein 1992; Davis 1996: Milman 2010; Wood 2017). Theme
parks have been seen to differ from the amusement park via their use of
‘areas (i.e., ‘lands’) that focus on telling a story. Their environments include
architecture, landscaping, stores, rides and even food to support specific
themes’ (Geissler and Rucks 2011, pp. 127–8). It is also generally agreed that
theme parks should appeal to the family, have a single admission price, and
offer high levels of service, maintenance and cleanliness, and investment
(Clave 2007; Geissler and Rucks 2011). They also require ‘some form of ambient
Williams, R., Theme Park Fandom. Spatial Transmedia, Materiality And Participatory Cultures.
Amsterdam: Amsterdam University Press, 2020
doi 10.5117/9789462982574_ch02
42 Theme Park Fandom
Before discussing the relationship between the theme park and the key
concepts of fandom, participatory culture and transmediality, however, it
is necessary to sketch out the reasons for the Orlando area’s prominence
within the theme park world. As Braun et al (1992, p. 132) summarize, ‘Disney
selected the Florida site because of a suitable climate for year-round opera-
tion, sufficient land for expansion, autonomy from government constraints,
and improved access to the lucrative markets of the eastern United States,
Europe, and Latin America’. Annoyed at the fact that lower quality attrac-
tions had set up near to the Disneyland site in California (Fogleson 2003,
p. 274), Walt Disney worked to acquire a huge swathe of land in central
Florida, totalling 48 square miles (Mannheim 2002, pp. 68–70). Alongside
this, changes in transport such as lower-cost airfares for both domestic and
international travellers and, within the US, ‘an unprecedented increase
in middle-class affluence and leisure time […] combined with a booming
automobile industry and a nationwide freeway system’ (King 1981, p. 117)
increased the opportunities to travel. Since it was set in over 27,000 acres
of Disney-owned land separated from competing properties, WDW helped
44 Theme Park Fandom
to inaugurate the idea that the theme park is ‘an ‘away’ place, separated
from the everyday life of the city by distance as much as imagistic control’
(Davis 1996, p. 404).
Given such room for unfettered expansion, Walt Disney World grew
from the Magic Kingdom (and its River Country waterpark and animal
exhibit Discovery Island) to open EPCOT in 1982, Disney’s Hollywood Studios
(formerly Disney MGM Studios) in 1989, Animal Kingdom in 1998, and the
waterparks Typhoon Lagoon in 1989 and Blizzard Beach in 1995. At present,
WDW also includes four golf courses, two miniature golf courses, the ESPN
Wide World of Sports, the Disney Springs shopping and restaurant district,
and 27 Disney-owned resort hotels. WDW has thus became a destination
that one can spend a longer period of time at and the average duration of a
holiday for a visitor from the United Kingdom, for example, is two weeks.
However, Disney is not the only major theme park player in Orlando and the
situation has ‘changed from monopolistic competition to oligopoly’ (Braun
and Soskin 1999, p. 439). Disney’s main competitor, both in Florida and
globally, is Universal and their stable of Universal Studios parks in Osaka in
Japan, Singapore and Hollywood as well as their flagship Universal Orlando
Resort (UOR). This currently comprises Universal Studios (1989), Islands of
Adventure (1999), and the waterpark Volcano Bay (2017). Following in Walt
Disney World’s ambitions to constitute a multi-day vacation destination,
UOR also includes Universal CityWalk (an area for shopping, dining, drinking
and entertainment) and six resort hotels. To encourage visitors – who, in
theme park vernacular are referred to as guests, and not as customers (King
1981, p. 122) – to stay at, and remain on Universal property without ‘losing’
them to Disney, it is possible to buy an Orlando Flexticket for multiple days
which includes the Universal-owned parks, Tampa’s Busch Gardens, and
SeaWorld and its waterpark Aquatica. As a result, Universal has offered
the only real competition to Disney World in Orlando since it entered in
the market in 1990:
There are many overlaps between the themed space and the often-slippery
concept of immersion that has been often debated in media studies ap-
proaches and within tourism studies (see for example Murray 1997; Ryan
2001; Saler 2012; Wolf 2012; Lukas 2012, 2016). Whilst some writers such as
Murray (1997) and Ryan (2001) have focused on narrative and technology
in contributing to a sense of immersion, Michael Saler (2012) emphasizes
the importance of a shared world; as Waysforf and Reijnders summarize,
Whilst some theme parks have a single theme, more common is the collection
of themed lands or areas within an over-arching branded space (such as
Disneyland, Universal Studios, or the UK’s Alton Towers). Across a variety
of different parks there are a range of commonly found themes; Nature,
Fantasy, Adventure, Futurism, History and culture, International, and
Movie (Wong and Cheung 1999, p. 325), whilst
many modern theme parks and other themed hospitality facilities have
adopted pre-existing intellectual property as a foundation for the theme
concept development. These include folklore, mythology, legends, movies,
landmarks, or popular television shows. (Milman 2010, p. 231)
Understanding the Contempor ary Theme Park 47
Scott Lukas argues that theming and immersion work together for the
guest or visitor; ‘Themed spaces have, in their foundation, an overarching
narrative, symbolic complex, or story that drives the overall context of their
environs’ (2016, p. 3) and provide a sense of coherence to the experience,
whether a themed land is based on the future (e.g. Walt Disney World’s
Tomorrowland), a specific country (e.g. WDW’s Animal Kingdom’s Africa) or
a fictional location from a media text (e.g. Universal Studios’ Simpsons-based
Springfield). From this comes immersion, ‘the idea that a space and its
multiple architectural, material, performative, and technological approaches
may wrap up or envelop a guest within it’ (Lukas 2016, p. 3). Immersive
theme park spaces work to allow guests to ‘connect (often deeply) to a
place’ (Lukas 2012, p. 136) and to ‘affectively experience the theme’ (Carla
and Freitag 2015, p. 151). This tendency towards immersion has benefitted
from the notion of the theme park as an ‘away place’ (Davis 1996, p. 404), as
noted above, allowing the development of transmedia modes of storytelling
and world-building in which ‘the parks […] create self-contained worlds
which are geographically, visually, and ritually separated from the rest of
the world – the acts of buying a ticket and going through the turnstiles […]
signal the entering of a different space’ (Freitag 2017, pp. 705–6).
In his discussion of theme parks from a design and development perspec-
tive, David Younger notes that
In the examples of Harry Potter, then, the chance to see how the films were
made and to view original sets, costumes and props at the Studio Tour is not
immersive since it draws attention to the fact that it is not seeking to take
you ‘into’ the world of Potter but rather show you how it was constructed.
In contrast, The Wizarding World seeks to convince guests that they are
‘really there’ through its fully constructed physical representation of a
fictional world.
The desire to visit or inhabit f ictional worlds is common across fan
cultures, and this book focuses on to the importance of place, space and
theming to the fan experience of spatial immersion. Fans’ close attachments
to places associated with their fandom have often been analysed since
48 Theme Park Fandom
Fans often seek to visit filming locations used in television series such as
Doctor Who (Hills 2006), Torchwood (Mills 2008; Williams and McElroy
2016), Sherlock (Toy 2017), and The X-Files (Hills 2002), films such as Blade
Runner (Brooker 2005) or Twilight (Willis-Chun 2010; Erzen 2011; Hoskinson
2011), and literary texts including Anne of Green Gables (Bergstrom 2014)
and crime-detective novels (van Es and Reijnders 2018). Such practices,
which are part of the broader phenomenon of what has been termed ‘film-
induced tourism’ (Beeton 2005) or ‘film-motivated tourism’ (Karpovich 2011),
have been harnessed by a range of stakeholders in the tourism and media
industries. As a result, strategies for place-branding locations, cities, or whole
countries in association with specific media texts can be seen in examples
including The Lord of the Rings trilogy in New Zealand (Tzanelli 2004, Jones
and Smith 2005, Lawn and Beatty 2006), Dubrovnik in Croatia and Northern
Ireland in the case of HBO television series Game of Thrones (Waysdorf and
Reijnders 2017), or Nordic Noir series such as Wallander and The Bridge in
Scandinavia (Reijnders 2013, Askanius 2017). In such cases, fans may find
that their own needs are at odds with the tactics and objectives of those in
positions of power, such as local government authorities (see Norris 2012).
Fans also visit official touristic places such as the Warner Brothers Studio
Tour dedicated to Harry Potter (Larsen 2015) or the Doctor Who Experi-
ence in Cardiff (Booth 2015; Garner 2016) or attend temporary exhibits in
museums or convention spaces dedicated to franchises such as Jurassic Park
(Balanzategui and Ndalianis 2018), The Hunger Games (Foster 2016), or Star
Wars (Hills 2018; Bartolomé Herrera and Dominik Keidl 2018). They may
also journey to sites associated with specific stars such as Elvis Presley’s
residence Graceland (Rodman 1996; Doss 1999) or Viretta Park near Nirvana
singer Kurt Cobain’s former home in Seattle (Garner 2014). Accordingly,
previous academic work has tended to focus on ‘cult geographies […] diegetic
and pro-filmic spaces (and ‘real’ spaces associated with cult icons) which
cult fans take as the basis for material, touristic practices’ (Hills 2002,
p. 144), positioning the original fan text/object (e.g. Elvis, Lord of the Rings,
Understanding the Contempor ary Theme Park 49
Doctor Who) as the driving factor in visiting a site. Some fans may become
attached to specific events that reoccur in the same place over time such
as hotels which host annual conventions (Hills 2002, p. 120). Writing about
the informative culture that surrounds San Diego Comic Con, for example,
Melanie Kohnen argues that ‘con-blogging exists in relation to media spaces
and fan tourism, but also differs from both phenomena as con-blogging
is not anchored in the connections between space and fictional texts […]
The ever-shifting experience of SDCC is the text of which con-bloggers are
fans’ (2019, p. 3).
In contrast, Linden and Linden ask, ‘is it possible to be a fan of a desti-
nation?’ (2017, p. 110), a question considered in Cornel Sandvoss’ work on
Ibiza (2014), Clothilde Sabre’s (2016) work on French tourists ‘falling in love’
with Japan, and Matt Hill’s study of fans of the National Theatre in the UK
(2018). Similarly, Lincoln Geraghty (2015) explores how visiting a specific
place may make someone a fan of a text/location, whilst Abby Waysdorf
observes that ‘there are anecdotal accounts of people becoming a fan of
something through first encountering it spatially’ (2017, p. 10), suggesting
that places and spaces can be the sources of engagement with fannish texts.
Thus, ‘some people may not be fans of an object until they visited a specific
site, and some visitors may “pass as” a fan by performing or adopting the
characteristics of the fandom associated with a space’ (Williams 2018,
p. 104). My own fandom of Harry Potter, for example, emerged only after
my first visit to the Hogsmeade section of Universal Orlando’s Wizarding
World in 2011; my interest in those places and my experiences of them were
physically rooted, embodied and spatial before they were textual. I own a
dress that is adorned with a large printed picture of Hogwarts Castle. To me,
this is not the Hogwarts of my imagination, or even from the films; it is the
Hogwarts Castle that looms over the Hogsmeade of Islands of Adventure, an
icon from the themed space rather than the original texts. This book thus
argues resolutely that it is possible to be a fan of a destination, location or
place and considers the resultant fan practices and discourses when it is
particular places or spaces themselves that are the focal point for fandom. In
so doing, it advocates for a shift in how we understand fans’ attachments to
important spaces and places, advocating for wider research into why people
become fans of specific venues, sites, destinations or places, and the various
practices they engage in before, during and after their visits.
Clearly, since they are transmedia brands spanning movies, television,
comics, games, and more, many fans of the Disney or Universal parks may
also be fans of the wider brands or their texts. Nevertheless, for others it
is the places of the theme parks that are the focus of their fandom and,
50 Theme Park Fandom
in other media forms (King 2000; Balides 2003; Lukas 2008; Nelson 2008;
Schatz 2015; Terry 2015; Freitag 2016, 2017). The Pirates of the Caribbean
franchise, the less-successful Haunted Mansion film, and the Jungle Cruise
movie starring action hero Dwayne ‘The Rock’ Johnson offered by Disney
demonstrate how rides are now mined as opportunities for transmediality
and convergence. Equally, attractions such as the Haunted Mansion continue
their existence across comic books, novelizations, and games. As discussed
in Chapter Four, the development of rides into films offers opportunities
for ‘further branding of a branded commodity and creating even greater
intertextuality between theme parks and the cinema’ (Lukas 2008, p. 184).
Theme park rides operate as a locus for transmediality in a range of ways
since ‘although the theme park is nowadays recognized as a medium on
its own, it nevertheless constitutes […] a […] hybrid medium that relies on
various other media’ (Carla and Freitag 2015, p. 151).
However, as noted in the Introduction, ‘the issue of transmedia’s located-
ness in space and place has generally been under-explored’ (Hills 2017, p. 213).
In Matt Hills’ analysis of the Star Wars Celebration convention in London,
he counters the dominant focus on the ‘mode of transmedia storytelling
[that] does indeed “flow” across spaces’ (2017, p. 214) by suggesting that
Theme parks offer one location where ‘located transmedia’ can be experi-
enced. The rides themselves offer the opportunity to momentarily inhabit
the imagined immersive world of a favourite Disney or Universal film and the
character meet-and-greets present chances to interact with fictional ‘stars’
such as Mickey Mouse and others (see Chapter Five), presenting a form of
spatial transmedia experience that is resolutely rooted in a specific place.
Transmediality as a concept is closely entwined with the notions of
convergence and participatory culture. As Henry Jenkins agues, convergence
refers to ‘the flow of content across multiple media platforms, the coopera-
tion between multiple media industries, and the migratory behaviour of
media audiences who will go almost anywhere in search of the kinds of
entertainment experiences they want’ (2006, p. 2). This includes elements
of transmediality where ‘Transmedia storytelling is the art of world making’
(Jenkins 2006, p. 21) and convergence culture and participatory culture come
together to demand the ‘active participation of knowledge communities’
52 Theme Park Fandom
(Jenkins 2006, p. 21). For Jenkins, the audience is crucial since ‘convergence
does not occur through media appliances, however sophisticated they may
become. Convergence occurs within the brains of individual consumers and
through their social interactions with others’ (2006, p. 3). Furthermore, con-
vergence encourages and fosters participatory culture because ‘consumers
are encouraged to seek out new information and make connections among
dispersed media content’ (Jenkins 2006, p. 3). Such ideas have currency in
studies of tourism. As Maria Månsson argues, drawing on the concept of
convergence allows researchers to ‘contextualise the intertwining of media
and tourism consumption, as well as move away from the perception of
passive tourists in the circle of representation’ (2011, p 1647) since ‘Consumer
generated products […] have an impact on destination marketing – regardless
of whether the specific item is genuinely consumer run or is initiated by
a producer’ (2011, p. 1647). Her research strongly supports the notion that
tourists can participate in the generation of their own knowledge within
participatory cultures, although it does not focus in on fans per se, instead
analysing the contemporary tourist experience more broadly.
Following Jenkins (2006), and Månsson’s (2011) work on convergence
culture in tourism, in this research the concepts of transmediality and
convergence are often used as the springboard into discussions of the partici-
patory cultures and fandoms that surround theme parks. The primary focus
is on what fans do and why and how this relates to hierarchies of cultural
value, a sense of self, and their affective and physical negotiations of themed
spaces and places. When transmediality is discussed in detail, as in Chapter
Four, it is often tied to the argument that, as Stein and Busse (2012, p. 14)
point out, ‘audience engagement across platforms intended and unintended
could also constitute transmedia’, and that fans, too, can work to engage in
acts of narrative construction and re-working of imaginative worlds (Norris
2016; Samutina 2016; Stein 2017; Derhy Kurtz and Bourdaa 2017).
Also crucial to understanding contemporary transmediality is the concept
of world-building (Jenkins 2006, p. 21). Put simply, ‘World-building is an
invention of new imaginary worlds’ (Samutina 2016, p. 433) and can often
be distinct from story-telling and narrative (see Wolf 2012, p. 29), creating
an environment and evoking a sense of a vast and expansive universe.
The concept of world-building will be alluded to and drawn on here when
relevant to my discussions about immersion and transmediality within the
theme park, in particular in exploration of the links between such acts and
fan cultures (see Chapter Four). Accordingly, in much theme park fandom,
we can see participatory culture at work. Such cultures have ‘relatively
low barriers to artistic expression and civic engagement, strong support
Understanding the Contempor ary Theme Park 53
for creating and sharing one’s creations, and some type of information
mentorship whereby what is known by the most experienced is passed
along to novices’ (Jenkins 2006, p. 7). In the online knowledge networks
formed amongst theme park fans this sense of creating and sharing content,
information and advice is clear but as the next section discusses, fans also
create and police hierarchies dependent on knowledge, access and proximity
to the parks themselves.
jobs and resources, and the latter, to exclusion from high status groups.
(Lamont and Lareau 1988, p. 156, their emphasis)
Of all the strategies used by theme parks, providing for a niche seemed
to favor one company over the other. The statement almost always
referred to Universal Studios capturing the young adult market or
Understanding the Contempor ary Theme Park 55
meet and befriend inside people and, equally important, to gain backstage
knowledge. Considerable status and legitimization within fandom come
from whom you know or with whom you have been seen; being able to say
you know one of the designers for the new Main Street parade or being
seen entering the park free through the employee entrance are significant
experiences for fans. (Lutters and Ackerman 2003, p. 177)
Amongst fans of Disney, repeat attendees and so forth, the tours provide
an insider’s perspective on a celebrated popular culture product. To take
part in something individual and even unknown to many fans can mean a
new potency or level of fandom. Besides the official webpage highlighting
these tours, little is done to advertise them. (Bartkowiak 2012, p. 955)
within the confines of the Disney theme park, this very process of conver-
gence allows fans to position themselves and establish personal narratives
that reaffirm who they are in relation to the momentary experience of
immersion, as well as establish and enhance their individuality outside
the framework of the Disney utopia. (Koren-Kuik 2014, p. 152)
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Understanding the Contempor ary Theme Park 65
Abstract
This chapter considers the development of Disney’s MyMagic+ app and the
critique that it is an intrusive form of technology that removes spontaneity
from visitors’ trips. The chapter also considers how theme park fans can
organise and look forward to their visits to the Orlando parks using a
range of participatory sites such as social media sites, blogs and, in the
case of Disney, the My Magic+ app itself. These acts of planning also
serve an affective purpose in allowing fan/visitors the chance to invest
in anticipating the physical and emotional experience of the visit itself,
and the haptic experience this offers. However, the chapter also bears
in mind arguments around fan labour to consider how the participatory
work that fans do must be examined alongside debates over consumption,
work and branding.
Introduction
The contemporary theme park is very different to the early days of Dis-
neyland and Universal Studios in the 1960s. Such places have changed
dramatically in the era of digital media, which allows and encourages
participation and engagement with the parks even when visitors are not
physically present in them. The development of Disney’s MyMagic+ technol-
ogy, comprising the My Disney Experience (MDE) website and mobile app
and the accompanying MagicBands (coloured wristbands which function as
a hotel key, a form of payment, an entry ticket to theme parks, a way to use
the onsite Disney dining plan, and more), encourages guests to plan their
Williams, R., Theme Park Fandom. Spatial Transmedia, Materiality And Participatory Cultures.
Amsterdam: Amsterdam University Press, 2020
doi 10.5117/9789462982574_ch03
68 Theme Park Fandom
visits in minute detail (Foreman 2014; Carr 2015; Kuang 2015; Huddleston
et al 2016). Whilst many fan/visitors have embraced the opportunities
afforded by the MyMagic+ system, it has been critiqued for being intrusive
and for removing spontaneity from visitors’ Disney trips, and viewed by
some critics as a ‘tangible, visible symbols of [guest’s] own complicity’ in
systems of unpaid labor (Huddleston et al 2016, p. 230).
As debates over wearable technologies intensify, this chapter outlines the
development of MyMagic+ and how its implementation is utilized by Disney
fans. Furthermore, the use of social media such as the official WDW and
Universal Orlando Resort (UOR) Twitter accounts, Facebook pages and blogs
also work to maintain the connection that guests feel to the parks before
and after their visits; such social media sites promote the parks and special
events, as well as announcing key developments to followers. In addition, a
wealth of unofficial websites, blogs and social media accounts are dedicated
to discussing the Orlando parks, allowing dedicated guests who identify
as fans of WDW and UOR to maintain their affective attachments to the
parks, and reflecting how ‘tourists’ reviews, comments and perceptions of
destinations can now be spread instantly and globally to friends and far
beyond one’s own network by social media posts’ (Månsson 2011, p. 1639)
within contemporary convergence culture.
This chapter considers how theme park fans can organize and look
forward to their visits to the Orlando parks using a range of participatory
media such as social media sites, blogs and, in the case of Disney, the MDE
app itself. It has been acknowledged within Tourist Studies that ‘the pretrip
and en-route phrases of a vacation trip are often seen by tourists as a way of
enhancing the perceived quality of the on-site experience’ and that ‘these
phases might have their own merits for contributing to the enjoyment of
the trip process (Prebensen et al 2012, pp. 617–18). However, as this chapter,
and research overall, argues, theme park fan-visitors are often engaged in
a more on-going cyclical form of preparation and reflection, predicated on
their repeated visits to the parks. Furthermore, there is surprisingly little
mention in work on theme parks of the labour that can go into planning a
visit or the pleasures that this can involve. Salamone and Salamone note that
‘Getting to Main Street U.S.A. for most visitors is an adventure in itself. In
addition to the months or years of planning and dreaming to visit the secular
Mecca that Disney World has become, there is the trip from the parking lot
or ticket and transportation center to enter the park itself’ (1999, p. 85,
emphasis added). However, this is no more than a passing mention within
their broader discussion of the cultural and national importance of the ‘land’
of Main Street USA within the Disney parks. Huddleston et al (2016) offer
Fandom, Br andom and Pl andom 69
At the core of the theme park experience is knowledge of, and engagement
with, international media corporations and recognizable brands. Along
with McDonalds and Coca-Cola, Disney is widely acknowledged one of the
most well-known global brands (Wills 2017, p. 24) whilst the intellectual
70 Theme Park Fandom
properties that Universal Studios uses in its parks, such as Harry Potter,
Marvel, and The Simpsons are also hugely iconic. As noted in the Introduc-
tion, the consumerist nature of theme parks has been much discussed in
academic work. Such views are epitomized in Henry Giroux’s critique of both
the control over guests that the Disney parks enact and the consumption
that these spaces encourage:
As this research argues, however, many theme park fans are acutely aware
of the pull towards consumption that their activities are predicated on and
it is not my intention here to re-hash the previous arguments regarding
theme park visitors as passive and mindless consumers of specific brands.
Instead, I want to consider how theme park fans’ relationship with, and
loyalty to, brands such as Disney and those present in the Universal parks
contributes to our understanding of contemporary brand loyalty, fannish
attachments, and the notion of ‘brandom’ (Guschwan 2012).
In a 2016 study of theme park visitors, Cheng et al highlight the importance
of loyalty to specific locations. Considering this in the context of theme
parks in Asia they note that threats to theme park brand loyalty can result
from factors including ‘pricing, inconvenience, core service failures, service
encounter failures, employee responses to service failures, attraction by
competitors, ethical problems and involuntary switching’ (2014, p. 3). If
faced with such problems, visitors would opt to visit a different park for
their next trip. Whilst, as their study notes, this has clear implications for
theme park management and advertising, brand loyalty also has an impact
on theme park visitors and fans. Indeed, alongside the notion of brand
loyalty, the concept of ‘Brand Intimacy is defined as a new paradigm that
quantifies the emotional bonds people have for brands they use’ and, as
noted in the Introduction, ‘Disney Parks and Universal Theme Parks rank
first and second in the hospitality and theme parks industry, according
to the MBLM Brand Intimacy 2017 Report’ (Gazdik 2017). The report notes
how ‘Theme parks are interesting examples of manifesting brand intimacy’
since ‘“They master the customer journey, creating distinct and varied
experiences and provide indulgence and entertainment, two things that
strongly align with consumer needs now,” […] “Theme parks have created
Fandom, Br andom and Pl andom 71
A well chosen alias is not only a desirable personal identity marker, but
also a symbol of enthusiast or insider status. Some of the most celebrated
handles are either the result of obscure trivia (an animator’s nickname for
an unnamed character which appears for a matter of seconds in Fantasia)
or employee status (‘Bus Driver’, ‘Sweeper’, ‘Imagineer’). (2003, p. 165)
the Death Eaters. Here, as in the Disney parks, such behaviour demonstrates
how ‘Rather than simply connecting to one’s individual fandom, visiting
became a way of performing it publicly and connecting to others who felt
the same way’ (Waysdorf and Reijnders 2018, p. 184).
In his discussion of sports fandom, Guschwan proposes the ‘term brandom
to describe the pseudo-fan culture engineered by brand managers eager
to cultivate consumer labor and loyalty while preempting the possibility
of resistance that participatory fan culture promises’ (2012, p. 26). The
intersections between fandom and branding are not new; writing in 2001
Muniz and O’Guinn describe ‘brand communities’ (2001) as ‘spaces where
brand loyalists can celebrate, critique and share their passion for particular
consumer goods’ (Guschwan 2012, p. 20). As Hutchins and Tindall note
in their work on the intersections between public relations, fandom, and
participatory culture, such sites and spaces offer opportunities for interaction
with ‘brandfans’, who, they argue,
The participatory culture that circulates around the Disney and Universal
theme parks clearly constitute examples of such brand communities where
fans can exchange information and knowledge or offer often vitriolic criti-
cism of the parks when disappointed (as discussed in Chapter Eight).
There are, however, clear questions to be asked about the levels of ‘work’
that those involved in theme park fandom are engaged in. Brand communi-
ties often function as ‘sites of actual and potential unpaid branding labor’
(Guschwan 2012, p. 20) and the complexities of the relationship between
audiences and fans and media industries within the digital age have been
highlighted within Fan Studies (see Stanfill and Condis 2014 for an overview)
and media studies more widely (Terranova 2000; Banks and Deuze 2009;
Baym and Burnett 2009; Milner 2009; Ritzer and Jurgenson 2010; Morris
2014; Scott 2015). There are clear inequalities in the relationship between
powerful multi-conglomerates such as Disney and Universal and the usually
un-paid ‘brand fans’ (Hutchins and Tindall 2016, p. 6) who are labouring
on their behalf.
Fandom, Br andom and Pl andom 73
For instance, the work of creating websites and blogs dedicated to theme
parks can be viewed as a form of prosumption which
As Ritzer and Jurgenson (2010, p. 14) note, ‘in prosumer capitalism control
and exploitation take on a different character than in the other forms of
capitalism, there is a trend toward unpaid rather than paid labor and toward
offering products at no cost’. This has been viewed as a potential threat to
the job security and ‘the expertise, employment, and identities of established
media and knowledge professions’ (Banks and Deuze 2009, p. 422) but also
as a form of free labour where ‘knowledgeable consumption of culture is
translated into productive activities that are pleasurably embraced and at
the same time shamelessly exploited’ (Terranova 2000, p. 37). This tension
between exploitation and pleasure can be seen in the discussion of theme
park fandom below, as fans continue to take part in information exchange
and discussion despite knowledge of their engagement with large corpora-
tions and the mechanics of online platforms. The connection between
labour and theme park fandom is perhaps unsurprising given the emphasis
on ‘work’ within the Disney Parks in particular within much prior research
(Johnson 1981; The Project on Disney 1995; Lukas 2007c). However, as this
chapter demonstrates, there is value to be gained for fans who participate in
such knowledge communities outside of more traditional modes of payment
since free labour is often undertaken and reward often ‘willingly conceded
in exchange for the pleasures of communication and exchange’ (Terranova
2000, p. 48). As the next section argues, much of this free labour is performed
via the introduction of integrated digital and technological systems that
demand high levels of planning and engagement from the theme park guest.
Disney began developing its MyMagic+ systems in 2008 (Carr 2015), a form
of technology that would come to function as an all-purpose form of haptic
media. As noted above, this system consists of the integrated mobile phone
74 Theme Park Fandom
app My Disney Experience (MDE) (which can also be logged into and ac-
cessed via the WDW website) and the MagicBand. These coloured rubber
wristbands contain
MyMagic+ bands are given for free to on-site resort guests although those
staying in non-Disney properties can purchase MagicBands for a cost of
approximately $13 and link them to their theme park tickets and the MDE
app. All guests can also buy limited edition MagicBands which are often
released to commemorate specific occasions (e.g. Christmas, Halloween,
Valentine’s Day), film releases (e.g. Star Wars: The Last Jedi), or certain attrac-
tions (e.g. the Haunted Mansion or Space Mountain). Decorative accessories
for the Bands are also available such as Band-Its, small earring-like studs
featuring Disney characters or icons that can be clipped through the holes
in the MagicBand. Again, Disney offers the opportunity for the guest to
choose their favourite elements to focus on, highlighting how such choices
and displays of preferences within the Disney brand can act as a tool for
negotiating identity construction.
One of the key advantages of the physical object of the MagicBand is
that it allows the tracking of users’ movement around the parks. From the
viewpoint of theme park designers, managers, and marketers, how people
move throughout the spaces is largely linked to practical issues of traffic
flow, maximizing the potential for sales of merchandise or food and drink,
and safety (Birenboim et al 2013). The spaces of theme parks are highly
controlled with a clear demarcation between the backstage and frontstage
areas (Johnson 1981; King 1981; Foglesong 2001; Pike 2005; Bartkowiak 2012)
via a form of ‘Soft control [that] is consistent with the images of freedom,
choice and an absence of the ordinary for the consumers that theme parks
promote’ (Wright 2006, p. 307). For example, as Nigro notes, when driving
around the WDW property,
The pretty landscaped roads with good signage welcomes guests, but a
wrong turn onto service roads and there’s a subtle shift – plain vegetation,
no signs, turnaround areas. You get the idea you’re not supposed to be
Fandom, Br andom and Pl andom 75
here, but in keeping with the friendly atmosphere there are no signs that
shout ‘Keep Out’. (1997, p. 95)
For both Disney and Universal, keeping crowds moving is crucial. Both
companies have also worked on various options to address one of the key
drawbacks to visiting theme parks – the time that guests spend queuing to
ride attractions. Disney worked hard in its first years to alleviate potential
frustrations, pioneering the concept of ‘Switchback queues […] metal chains
looped to and fro to form orderly, maze-like rows’ which ‘excelled at ef-
ficiency, space conservation, and psychologically disguising line length’
(Nelson 2016, p. 49). Both Disney and Universal employ these forms of queue
along with the technique of making guests wait in several shorter queues
rather than one obviously larger one (King 1981, p. 123).
This form of queuing also offers opportunities for immersion into the
ride world and narrative for the waiting guest. For example, the Men in
Black: Alien Attack ride at Universal Studios initially makes guests line
up outside the attraction itself in a space that can accommodate shorter
or longer lines as necessary. Guests then move into the ride building itself
where the conceit of the attraction – that they are visiting the 1964 World’s
Fair as seen in the original 1996 Men in Black movie – is explained. This
component usually involves a short video which is interrupted by a Men in
Black employee; depending on the time of day and number of riders in the
attraction, this section sometimes includes prolonged comedic interaction
with your Expo ‘tour guide’ who then ushers guests into an elevator which
takes you to the secret MIB headquarters. Upon exiting the elevator (which
actually remains on the same level as the ride entrance) guests then queue
through an elaborate mock-up of the MIB spaces featuring aliens from the
films and screens that inform riders about how to participate in the ride.
Guests finally queue down a flight of stairs before being loaded onto the
ride vehicles, which are interrupted during MIB training to allow them to
shoot at alien invaders in New York with blasters. At the end of the ride,
actor Will Smith appears in character as J, lets each rider know their score,
and then ‘wipes their memories’ in order to keep the existence of alien life
secret. This move through the familiar spaces of the Men in Black movie
world works as ‘scene transitions’ which function to ‘temporarily hold
waiting patrons and to manipulate traffic flow into an attraction’ (Nelson
2016, p. 47). Different elements of the queue function to ‘entertain’ those
waiting; they are introduced to the premise of the attraction, able to view
recognizable iconography and characters, and informed about how to play
the game that the ride is built around successfully. Such a series of scenes
76 Theme Park Fandom
reserved a limited number of tickets for hour long time slots, as they had
in Queue-less. The tickets dispersed at FP kiosks near the attraction. At
the designated time and upon receipt of the ticket, cast members would
direct guests to a separate FastPass line, shorter than the stand-by. (Nelson
2016, p. 56)
The system was a huge success and ‘In the first five years of operation,
FastPass reduced wait times for attractions by 40%’ (Nelson 2016, p. 56).
The concept of the virtual queueing system has also been employed by
Universal in its waterpark Volcano Bay, as discussed below. However, whilst
Disney’s FastPass system is free, Universal also offers the opportunity for
guests to pay a premium in order to queue jump via its Universal Express
Pass. Free to guests staying at selected onsite hotels and available for a
cost between $55 and $85 depending on the park (guests can buy a single-
park or two-park pass), time of year and the demand, the Pass effectively
allows visitors to bypass normal lines and cut straight to the loading area
of most attractions. Thus, whilst those with a Disney FastPass may still
find themselves waiting in line for 10–15 minutes before riding, the Express
Pass enables guests to walk directly onto a ride. Such innovations are not
without their issues, however since they appear to violate one of the key
rules of the queue – that it should appear equitable. The use of FastPass
Fandom, Br andom and Pl andom 77
As discussed, both Disney and Universal have worked to try to combat the
issue of long queues. In addition to this problem, in the mid-2000s Disney
faced concerns regarding its theme parks:
insight into the value of its creative capital. The enthusiasm of patrons
for certain physical attractions can signal which movie franchises are
rising or falling in popularity. That could inform whether the Avengers
78 Theme Park Fandom
can sustain more sequels, help promote the upcoming Disney+ streaming
service or are in need of a refresh. (Carr 2019).
The take-up of the MagicBands has been viewed as a success, and they
are used by approximately 50% of guests to WDW (Huddleston et al 2016,
p. 230) and, according to Disney, ‘enabled it to slash turnstile transaction
times by 30% while increasing park capacity’ (Carr 2019). Nevertheless,
from an audience and Fan Studies perspective, what does the MyMagic+
app and the MagicBand offer to the theme park fan? What opportunities
are presented by this emphasis on the monitoring and tracking of the self?
Moreover, what can this begin to tell us about the possibilities of ‘haptic
fandom’, where ‘somatic sensations and tactile experiences’ (Paterson 2007,
p. 14) become foregrounded?
Haptic Fandom
The efforts by both Disney and Universal theme parks to introduce this
type of technology speaks to the increasingly everyday nature of forms
of wearable tech and tracking apps which offer haptic experiences. Un-
surprisingly, perhaps, fandom is often inextricably linked to physical and
bodily sensations of touch and sensory experience yet the possibilities of
considering what I am terming ‘haptic fandom’ have not yet been taken up
Fandom, Br andom and Pl andom 81
in any depth. Matt Hills (2017, p. 217), drawing on Kurt Lancaster’s (2001)
work, argues that events such as conventions offer
Haptic, from the Greek word haptesthai, means ‘Of, pertaining to, or
relating to the sense of touch or tactile sensations’ (OED 1989, 2nd ed.)
[…] a more contemporary psychology would treat those somatic senses
of proprioception, kinaesthasthesia and the vestibular sense as working
synergistically, as the inwardly-oriented sensations necessary for feelings
of embodiment. ‘Haptic’ could therefore effectively encompass these
somatic senses of touch. (2007, p. 4)
2017, pp. 1542–3). Despite this, however, studies have used the concept of the
haptic to consider new forms of technology such as touch-screens, fitness
tracking devices such as Fitbits (Gilmore 2016), and smartwatches which
offer a form of ‘haptic instant […] when the smartwatch notifies the human
body through some kind of touch’ (Gilmore 2017, p. 3).
Disney’s MagicBand and, to a lesser extent, UOR’s Tapu Tapu arguably
offer similar functions; whilst not explicitly allowing the wearer to, for
example, track the number of miles they have walked around a theme park,
they operate as a clear example of wearable tech. Inspired largely by the Nike
SportBand, that ‘synced with a heart rate monitor and a pedometer in your
shoe and fed data to a wrist-mounted display’ (Kuang 2015), the MagicBand
does work in the same way as other forms of wearable technology in terms
of how it collects data. As Gilmore notes,
example of how the long-range readers in the MagicBands are ‘used “to
deliver personalized experiences […] as well as provide information that
helps [Disney] improve the overall experience in [the] parks”’ (Bogost 2014).
However, the use of the MyMagic+ system, like the creation and main-
tenance of unoff icial sites that swirl around theme park fandom, also
requires forms of ‘immaterial labor’ (Arvidsson 2005). Given the enormous
amount of time and planning required to take full advantage of the system,
MyMagic+ functions as an example of Ritzer and Jurgenson’s (2010) concept
of ‘prosumption’ but one in which ‘the primary forms of currency are not
only money, but personal information and productive labor […] [which are]
normalized through the promise of pleasurable predictability’ (Huddleston
et al 2016, p. 228).
Despite such concerns, however, many Disney fans have embraced the
opportunities that the MagicBand offers (Foreman 2014) in terms of organiza-
tion and planning of their trips (see below). More broadly, the physicality
of the MagicBand and Tapu Tapu highlight how visiting theme park spaces
necessarily intersects with sensations of touch and bodily experience. Unlike
many other sites of fandom, experiencing theme park attractions often
involves a mix of ‘kinetic, visual, aural, tactile and electronic experience’
(Davis 1996, p. 406) which include a combination of touch, sight, sound,
and smell. For example, Disney World’s EPCOT Park features an attraction
called Soarin’ which straps guests into seats for an immersive experience
of ‘flying’ over the state of California. In addition to the visuals offered on a
huge screen, the guest ‘feels’ the sensation of the wind in their face as they
soar as well as the smells of pine trees and orange groves throughout the
journey. In Universal Studios’ The Mummy ride, too, physical and olfactory
sensations are created including feeling the heat and smell of fire and the
cold spray of water. Theme park attractions therefore reflect the broader
‘polysensual nature of tourism’ (Dann and Jacobsen 2003, p. 4).
Occupying the physical spaces of other fan objects can also clearly involve
such bodily sensations, as fans undertake forms of pilgrimage and visitation
to important sites. However, the theme park’s focus on ‘kinetic experience’
(Harley 2000), and fans’ positive and often emotional responses to this,
offer a different mode of fannish space, one which by its very design seeks
to appeal to the senses and to solicit an impact on the bodies of those who
visit. The contemporary theme park engages the visitor in a range of tactile
and haptic experiences; for example, many rides draw on the conventions of
games, both physical and virtual, asking riders to shoot at infrared targets as
they move throughout a track (e.g. WDWs Magic Kingdom’s Buzz Lightyear
Space Ranger Spin, Universal Studios’ Men In Black: Alien Attack) or at
84 Theme Park Fandom
As has been made clear from this discussion, the MyMagic+ system encour-
ages Disney guests to be organized, to plan ahead, and to ‘perform the
Fandom, Br andom and Pl andom 85
[in Brazilian blogs] subjects express the impetus to help others […] (‘to
arrive there’, […]) in a way that appears not only pedagogical, in the
traditional sense of the word, but also declarative of an operating cultural
curriculum materialized by the ways subjects talk about Disney. Tips on
financial planning, the dissection of the ins and outs of Disney parks, as
well as opinions about the nature of the Disney experience as a dream of
consumption suggest not only the Disney trip as a form of social practice
within the Brazilian context, but also as a type of acquired language.
(Barros 2016, p. 107)
There are widely considered to be three main phases of travel and tourism:
(1) the anticipatory phase; (2) the experiential phase; and (3) the reflective
phase (see Craig-Smith and French 1994) and ‘tourism experience has been
approached from the chronological perspective and is seen as a multiphase
phenomenon: pretrip planning, en-route phase (travel to the destination and
return travel) and destination on-site phase’ (Prebensen et al 2012, p. 618).
At first glance, the detailed way in which visitors and fans meticulously
plot out their schedule clearly fits into the ‘anticipatory phase’ or the mode
of ‘pretrip planning’. However, many people are repeat theme park visitors
or fans whose use of the online participatory culture forms just one part
of the ongoing experience of their trips. The Parks themselves are keen to
encourage repeat business since,
like any durable goods industry, must obtain an increasing share of busi-
ness from repeat customers […] Attracting this business requires potential
guests to be convinced that previous visits are inferior substitutes for
vacation experiences at the new and improved parks. For this strategy to
be effective, new and more exciting rides, attractions, and entire parks
must be designed and constructed. (Braun and Soskin 1999, p. 440; see
also Van Maanen 1992; Braun and Milman 1994)
The link between new rides, attractions and parks and repeat visits is
discussed at greater length in Chapter Eight but it is worth noting here
that the undertaking of repeated visits to theme parks is common amongst
local residents in Florida, the USA more broadly, and internationally. For
example, as Ady Milman notes, ‘Local residents’ annual theme park visits
[…] ranged between 1 and 50 times with an average of 5.4 visits’ (1991, p. 13)
and ‘Almost one-quarter of the residents sampled (24.1%) had season passes
for the local theme park’ (1991, p. 13). Local guests also had very different
requirements of the parks than tourists, attaching ‘higher importance to
the ‘price of admission’ and ‘line management for rides and attractions’
than tourists did’ whilst
Many of these local repeat visitors are annual pass holders (APH) who
also have very different modes of engagement to tourists: Annual pass
holders are less likely to park-hop (visit more than one park in the same
day), less likely to carry bulky items such as backpacks into the parks,
or stand in longer lines for specif ic attractions. They are, in contrast
to tourists in the parks, more likely to visit parks to specif ically eat at
certain restaurants, visit special events at the parks, and are considerably
more likely to drink alcohol as part of their visit (see Torres and Orlowski
2017, p. 166). APH are likely to be fans of the Disney and/or Universal
resorts in Florida, often frequenting them on a weekly basis. This group
also forms the basis of many of the unoff icial blogs and social media
accounts that both casual tourists and more dedicated fans draw on when
planning their trips. Whilst they are less likely to use resources to plan
long holidays (in the way that, for example, guests from the UK may plan
out a fortnight’s trip), they rely on social media to form connections with
one another (which often result in off-line meet-ups and social events),
to post news or gossip about WDW and UOR, and to provide updates
on often micro-details about the Parks (e.g. new painting of buildings,
new food and drink, or refurbishments of public bathrooms). There is
social and symbolic capital to be gained from being the first blogger to
report changes to the parks, or updates and news; whilst this is usually
good-natured there can be competition between different bloggers and
social media influencers online as they engage in forms of ‘info-war’ across
digital platforms (Hills 2015) and occasionally come into conflict with one
another and with the efforts of the Parks to keep certain developments
and information secret.
Fans that make repeat visits to the theme parks complicate the notion
that tourism and travel are composed of linear phases and that visitors
move from one stage to the other in a straightforward way. In their study of
fans who repeatedly travel to watch music gigs, Erdely and Breede discuss
the ‘reciprocal and repetitive process that occurs as travellers take home
and begin to perform transformed identities, then return again to the site
of musical tourism (always shifting) to perform, re-form and re-perform
multiple identities’ (2017, p. 46). This cycle of travel and return can also be
seen in theme park fandom, both in fans’ own identities and self-narratives
but also in the impact on their planning for future trips. For repeat theme
parks guests and fans, the repeated and often quasi-continual process of
88 Theme Park Fandom
To get you started, we’ve created more than 150 touring plan templates
covering Disney theme parks and water parks, for every kind of family.
Every plan can be customized with:
– Breakfast, lunch, and dinner reservations
– Mid-day breaks for naps and rest
– Fastpass+ ride reservations
– Character autographs and photos
– and more
Not sure how to use Disney’s new FastPass+ ride reservation system? Our
software will scan your custom touring plan and tell you exactly where
to use FastPass+ to save the most time in line.
When you’re in the parks, you can follow your touring plan on your mobile
phone. We’ll even update your plan during the day if crowd conditions
change. It’s like having a GPS for Walt Disney World! (Touring Plans 2018)
The site also provides meticulously taken photographs from every hotel room
window on the WDW Resort to enable guests to not only choose their desired
hotel, but to request the specific room they want to stay in. Here, however,
these planning tools are only available behind the paywall of subscription.
This site also has a presence across platforms Twitter, Facebook, YouTube
and its blog where it reports on developments at the theme parks and offers
opportunities for questions and comments as well as leaving reviews of the
paid service for the touring plans themselves.
Both Touring Plans and Undercover Tourist offer opportunities to book
tickets or hotels and car hire but Theme Park Insider (TPI) operates as a
more unofficial blog and site for planning. Offering more basic information
on the importance of choosing your hotel carefully and advising on the best
places to try to buy discounted park tickets, TPI also offers information on
the parks themselves and a range of hotel reviews. In contrast to the two
other resources, however, TPI hosts a blog where guests can post their own
thoughts and reviews or ask questions about their upcoming visits. Again,
this interaction is also spread across other platforms with a presence on
Twitter, Facebook, YouTube and Instagram.
Whilst across all three sites, people can ask questions or offer their own
information via social media or forums, the onus here is on the labour and
work that the theme park visitor must engage in to plan their own trip.
Discussing Disney’s official planning tools, Huddleston et al comment on how
In using these services before, during, and after their trip, visitors are
encouraged to construct scripted excursions in which all moments are
90 Theme Park Fandom
This ‘free labor for the brand’ (Huddleston et al 2016, p. 221) can also be
extended to include the planning that can be undertaken on non-official
sites and also in planning a trip to Universal Orlando Resort, touring plans
and information for which are available on each of the three sites outlined
here. However, theme park visitors/fans in Orlando are not the only people
who may plan their holidays in such depth and many types of tourist may
‘start planning their vacation months before the journey starts and make
larger efforts in order to organize the vacation before traveling’ (Prebensen
et al 2012, p. 620). For example, writing about visitor experiences at the
British theme park Alton Towers, Durrant et al note that some studies have
‘fore grounded ‘the work of tourism’, including the coordinational activities
involved in planning a visit – referred to as ‘pre-visiting’ – and how visitors
collaborate around electronic guidebooks and maps and negotiate their
visiting activities’ (2012, p. 46). They argue that ‘theme park visitors’ work
with the park in the course of their social visiting and activities (2012, p. 46).
Place-based knowledge exchange also occurs outside of theme park fandom;
as Melanie Kohnen notes in her study of fans attending San Diego Comic
Con, ‘a circuit of knowledge production has evolved around the convention:
one where fans pass on information about mastering SDCC based on their
memories of previous conventions’ 2019, p. 2) and share hints and tips on
how to best negotiate the event.
But not all theme park fans consider their planning or their participatory
activities as work, nor do they necessarily consider themselves exploited by
large companies such as Universal or Disney. As Morris notes, terms such as
‘work’ or ‘labor’ are often ‘misleading […] They reduce the complex meanings
behind why people contribute, participate, and expend time and effort in
projects that are not entirely rewarding in the classical economic sense (i.e.
profit, compensation, etc.)’ (2014, p. 281). Some forms of unpaid work have
been discussed as ‘hope labor’, defined as ‘un- or under-compensated work
carried out in the present, often for experience or exposure, in the hope
that future employment opportunities may follow’ (Kuehn and Corrigan
2013, p. 9) or ‘aspirational labor’ which
Fandom, Br andom and Pl andom 91
Similarly, and focusing explicitly on the labour carried out on social media
sites such as Instagram, Crystal Abidin discusses ‘visibility labour’ as ‘the
work enacted to flexibly demonstrate gradients of self-conspicuousness
in digital or physical spaces depending on intention or circumstance for
favourable ends’ (2016, p. 5). Whether defined as ‘visibility labour’ (Abidin
2016, 2016b), ‘passionate labor’ (Postigo 2009), ‘aspirational labor’ (Duffy
2015) or ‘hope labor’ (Kuehn and Corrigan 2013), such endeavours can lead
unsanctioned fannish activity to have subsequent economic rewards. For
example, the Disney fashion blogger Lesley Kay moved from unofficially
posting about ideas for DisneyBounding in the parks (dressing in the style
or colours of Disney characters or icons rather than explicitly cosplaying
as them) to running the officially licensed Disney brand Cakeworthy (see
Chapter Seven). Other theme park bloggers and fans have been formally
acknowledged via ‘press accreditation or invitations to press events’ (Kiria-
kou 2017, p. 104) and accorded semi-official status by the parks via such
inclusion. Here, then, the time investment made in running blogs or other
resources has the possibility of leading to other forms of reward such as
modes of social and cultural capital (Bourdieu 1984). Thus, forms of capital
accrued via knowledge or social networks within the theme park fandom
and culture may be limited only to those networks, functioning as more
localized and specific forms of ‘subcultural capital’ (Thornton 1995) but, as
Michael Scott notes, ‘Bourdieu’s alternative forms of capital – social, cultural,
and symbolic – are [also] readily available resources to be mobilised and
converted in the struggle to build a career’ (2012, p. 238).
However, this is the exception rather than the rule and, from the perspec-
tive of the guest planning their trip, the main reward is the enjoyment in
anticipation of what is to come and in the act of researching the available
options. This is a form of what I term ‘anticipatory labour’ since it is work
that fans are willing to put in to plan their trips with the expectation that
the rewards will be accrued once they actually undertake their visit. Rather
than seeking to ‘one day be compensated’ (Duffy 2015, p. 50) financially or
via career advancement, the majority of theme park guests and fans instead
invest time and effort as part of the enjoyment of planning for and awaiting
their trips. Such pleasurable expectation has echoes in other fandoms as
92 Theme Park Fandom
Conclusion
understanding why theme park fans may actively enjoy and gain pleasure from
the extended period of planning that a trip to Orlando involves and the forms
of ‘passionate labor’ (Postigo 2009) that this can entail. As Ritzer and Jurgenson
caution, ‘The idea that the prosumer is exploited is contradicted by, among
other things, the fact that prosumers seem to enjoy, even love, what they are
doing and are willing to devote long hours to it for no pay’ (2010, pp. 21–22).
Furthermore, not everyone who visits the Orlando parks are caught up in
this intricate web of planning and information sharing and gathering. Guests
who visit Universal Orlando Resort, for example, are less likely to plan their
trips in such minute detail due to the more relaxed approach to queuing at
those parks; guests who stay on-site can queue-jump for free and off-site
guests can pay a premium to do so if they wish. Furthermore, since UOR has
no comparable system to the MyMagic+ technology, guests are not beholden to
the same level of precision as at the Disney resort. Others, such as local Florida
residents with annual passes or those who choose to stay off-site from the
theme parks are also largely exempted from the need to plan their trips in such
depth. Nevertheless, for many guests, both first time visitors and fans alike, the
process of ‘plandom’ that they engage in is a source of pleasure, a key element
of building anticipation for the future trip, and a way to connect both literally
and imaginatively with a community of fellow theme park visitors and fans.
Once such planning has been undertaken, the next step is for the fan/
guest to actually visit the parks. The next chapter focuses in on one specific
attraction in order to explore the links between theme parks, transmediality,
and participatory cultures. It has been argued that ‘the theme park works
as a medium of mass communication’ (Davis 1996, p. 399) and its synergy
with other media formats has long been discussed, with particular emphasis
on film. As King questions
Have rides become more like f ilms, or f ilms more like rides? Which,
exactly, is the driving force? To what extent, in the world of a corporate
Hollywood that has one eye on potential for exploitation in other media,
are some films designed around their ability to be translated easily into
the ride or computer game? (2000, p. 176)
Indeed, the synergy between film, rides, games, comics and novelizations
suggests that the theme park space is a transmedia space that offers op-
portunity for immersion, narrative expansion and fannish acts of ‘spatial
poaching’. As the next chapter discusses via a case study of Disney’s Haunted
Mansion attraction, fans can read and contribute to the world of favourite
texts, even under the apparent control of a company such as Disney.
94 Theme Park Fandom
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Abstract
This chapter offers detailed discussion of the transmediality of theme
parks and how their narratives and experiences extend across media
forms. It takes Disney’s Haunted Mansion as an extended case study, a ride
which has been turned into a feature film, but has also seen its narrative
universe expanded across comics and novelizations, board games, and
video games. Despite the fact that the ride lacks a coherent story, fans
have demanded a greater narrative to the ride, causing tensions between
Disney and its fans. Introducing the concepts of spatial poaching and
retrospective transmedia, the chapter focuses on how producers and fans
co-construct transmedia narratives through physical spaces, and over
extended periods of time.
Introduction
Having outlined how the contemporary theme park utilizes forms of digital
media and new technologies to allow guests to plan their trips in detail
and pleasurably anticipate their experiences, as well as the importance of
an unofficial participatory culture, this chapter moves onto more detailed
discussion of the intersections between such fannish attachments and
transmedia narratives. It offers detailed analysis of the transmediality of
theme park rides and the ways in which their narratives and experiences
extend across media forms, beginning from Henry Jenkins’ definition of
Williams, R., Theme Park Fandom. Spatial Transmedia, Materiality And Participatory Cultures.
Amsterdam: Amsterdam University Press, 2020
doi 10.5117/9789462982574_ch04
102 Theme Park Fandom
In many ways, theme parks were one of the spaces where transmedia
entertainment first emerged […] The practices of theme park designers,
thus, paved the way for the special stories we now associate with games
or virtual worlds, translating events in the stories into spaces which we
can visit. (Jenkins in Lukas 2012, p. 246)
Theme Park/Cinema/Television
Theme parks are a key site for transmediality and convergence culture,
allowing visitors to inhabit the hyperdiegesis of narrative worlds and offering
opportunities for synergy between films and rides. This is closely linked to
debates over narrative and immersion; as Geoff King states, ‘Theme park
attractions […] claim to take us into the physical and experiential space of
the movies’ (2000, p. 176). This is not a new development; as noted in the
Introduction, from the outset Disneyland ‘physically and imagistically
converted Disney media products into tourist attractions. Making film
and television spatial, textural and kinetic was an enormous innovation’
(Davis 1996, p. 401). The integration of products and merchandise was part
of Walt Disney’s business plan for the park and ‘Disney contracted with
major corporations to finance exhibits at Disneyland, and sold licenses to
104 Theme Park Fandom
For Williams, theme park attractions share a great deal of overlap with the
new cinema of attractions since
For example, the latter example that she gives, of a wild careening through
various scenes, can be seen in rides such as UOR’s attractions based on
Spiderman, Transformers and Harry Potter, and in Disney’s Magic Kingdom’s
Winnie the Pooh ride.
The linkage between film and the theme park is long established, and
much debate has focused on how narrative is either restricted or encouraged
on theme park rides. Scott Bukatman notes that
in the 1980s and 1990s […] theme park rides and attractions became more
narrative than, say, roller coasters had been. They were also extended.
Waiting on line for Star Tours was part of the ride, as elaborate sets and
amusing droids entertained but also grounded the spectacle. (1998, p. 266)
Attenuated though they may be, the rides themselves rarely lasting
longer than about ten minutes, they have their own narrative compo-
nents […]Video monitors, posters and other media are used [in queues]
as ‘warm up’ devices, to keep audiences amused during the wait and
to prepare them to get the most from the spectacle that follows. (2000,
p. 180)
The attention that both King and Bukatman draw to the immersion of the
attraction queues must also be read as part of the parks’ strategies to prevent
guest dissatisfaction with waiting in line, as discussed in the previous
chapter. But this also speaks to the importance of narrative and immersion,
and the use of narrative techniques from cinema within themed spaces.
Much of this prior work has focused on theme park attractions that have
been based on existing films such as Jurassic Park, Terminator, and Jaws.
However, building on these foundations, Nelson (2008) posits that films based
on theme park rides work in a different way, whilst also clearly functioning
as an example of the ongoing synergy and convergence between the theme
parks and other media industries. As noted above, the most famous example
of this is the Pirates of Caribbean franchise but Disney’s other ride-to-movie
adaptations such as Country Bear Jamboree (2002), Mission to Mars (2000),
Tower of Terror (1997) and their entire theme-park-land-inspired movie
106 Theme Park Fandom
Tomorrowland (2014) have been less successful (although see Garner 2017
for a re-evaluation of the latter film). Nelson likens the process of adapting
existing rides such as Pirates of the Caribbean or the Haunted Mansion as
akin to adapting a comic book since one must ‘negotiate between remaining
faithful to an established iconography and mythology – but not to the point
of alienating or turning off those unfamiliar with said elements – while
fashioning a new narrative’ (Nelson 2008, online). As Carolyn Jess-Cooke
notes in her discussion of Pirates of the Caribbean, such adaptations offer
a ‘transposition of a spatial source to a textual ‘world’ and commercial
franchise’ (2010, p. 209). Consisting of, at the time of writing, five feature
films and a range of tie-in games and other media forms, Pirates is unusual
in that it has reworked elements of the cinematic universe back into the
ride, engaging in a form of ‘“auto-textual poaching”, where it plundered
from itself, then adapted to accommodate its new form’ (Schweizer and
Pearce 2016, p. 95), adding the character of Captain Jack Sparrow (played by
Johnny Depp) from the film series into the WDW ride in 2006. Schweizer
and Pearce argue that, rather than adaptation per se, the Pirates films (in
particular the original movie) offer those familiar with the Disney attraction
‘cross-referential indexical moments’ (2016, p. 98) that they recognize from
the ride. As discussed below, the Haunted Mansion film adaptation works
in much the same way; whilst it borrows from the ride’s storyline and adds a
considerable amount to that narrative, it also offers recognizable moments
and ‘winks and nods to the members of the audience’ (Schweizer and Pearce
2016, p. 100).
However, whilst the Mansion’s extension into the cinematic offers one
element of its transmediality, it is also crucial to explore the importance of
its status as a physically rooted site (or sites) in order to challenge dominant
views of transmedia as ‘flowing’ across spaces (Hills 2017, p. 214). Equally, as
the chapter will now go on to discuss, fans’ piecing together of a narrative for
the Haunted Mansion over a period of many decades also poses questions
about both the typical ‘mother ship’ (Scott 2013) model of transmedia objects
as those which circulate around a central and defined originating text, and
Fan Studies approaches that are dominated by models of poaching as an
exercise associated with ‘texts’ rather than ‘spaces’.
As the above discussion outlines, theme parks lie at the nexus of forms
of media convergence which, as Henry Jenkins explains, ‘is more than
Ex tending the Haunted Mansion 107
he welcomes them to the Mansion over the attraction’s theme tune ‘Grim
Grinnin’ Ghosts’:
GHOST HOST
When hinges creak in doorless chambers, and strange and frightening
sounds echo through the halls. Whenever candlelights flicker where the
air is deathly still – that is the time when ghosts are present, practicing
their terror with ghoulish delight! (Disney park scripts 2015)
Guests are then moved into the infamous Stretching Room, a circular
space that functioned as an elevator to move guests to a lower floor for
ride loading in the Disneyland version of the attraction (Surrell 2015, p. 74).
WDW’s Mansion has no need to move guests between floors in this fashion
but the Stretching Room serves as another form of ‘pre-show’ and further
introduces riders to the spooky but comedic tone of the ride. As the room
begins to ‘stretch’, riders notice that apparently respectable paintings on
the wall have begun to reveal a sinister secret; for example, a ballet dancer
holding a parasol is revealed to be stood on a tightrope over the open jaws
of a crocodile, and an elderly woman posing with a flower is actually sat on
the tombstone of her dead, presumably murdered, husband. As the room
stretches, the Ghost Host intones:
Oh, I didn’t mean to frighten you prematurely. The real chills come later.
Now, as they say, ‘look alive,’ and we’ll continue our little tour. And let’s
all stay together, please.
(Guests move into hallway.) (Disney park scripts 2015)
This well-known monologue, which dedicated fans often recite along with
the Ghost Host (to the chagrin of many guests), ends with the room falling
into complete darkness, an eerie shriek, and a flash of light that reveals a
body hanging from the ceiling above the Stretching Room. The room doors
then open and guests move down a corridor towards the loading area for
the ride vehicles, black hooded carriages known as Doom Buggies. Once
seated in these, the ride moves through the attraction taking in a range of
spooky special effects and set pieces:
The attraction paid homage to past visual traditions and illusions but
transformed them by placing them within the context of the theme park.
The Imagineers remediated multiple media experiences – phantasmagoria
and magic lanterns, Pepper’s ghost, automata, the haunted houses and
ghost trains of amusement parks – and refashioned them into the kind
of hybridised, hi-tech spectacle. (Ndalianis 2010, p. 21)
For example, one of the most impressive scenes involves riders moving across
a balcony above a ballroom that is occupied by ghosts dancing, playing an
organ, and sitting at a dinner table. This effect is achieved by the Pepper’s
Ghost trick that Ndalianis mentions above, a technique perfected in 19th
century theatre which created ghostly illusions when ‘thrown onto a plate
glass screen fixed at an angle of 45° in front of the stage was the reflection
of brightly-lit actors, dressed in ghostly trappings, who were hidden below
the raised stage in an area’ (Kwaitek 1995, p. 37). The ride culminates in a
graveyard of happy singing ghosts who, as the song that accompanies this
set piece notes, have ‘come out to socialise’, before riders move through a
sequence where, via updated technology, ‘hitch-hiking ghosts’ appear to
be sat in or on top of your Doombuggy, or swap the heads of riders. As the
ride draws to a close, a figure intones to riders to ‘hurry back’ and ‘don’t
forget your death certificate’. The attraction ends, much as it begins in the
outdoor queue line, with the more humorous and light-hearted tone of the
singing spooks in the graveyard but it also leaves the rider with a slight
sense of disquiet via the invitation to hurry back.
For brevity and clarity, this description omits many of the key moments
in the ride, some of which will be discussed in more depth below. However,
112 Theme Park Fandom
attraction – killed Elizabeth. The film ends with Gracey, Elizabeth and
the majority of the Mansion’s ghosts ascending to heaven whilst the Evers
family leave with Leota and the singing busts.
The film uses recognizable figures and iconography from the ride, such
as the three hitchhiking ghosts (Gus, Phineas and Ezra) that the guest
sees before they exit the attraction and a version of the graveyard scene in
which the ride culminates. However, ‘moments like those from The Haunted
Mansion’s graveyard sequence are less “non-narrative attractions” than
moments of transtextuality’ (Nelson 2008, online) that some viewers will
recognize but which do not detract from the overall film for the unfamiliar
spectator. It is possible to watch the film without having been on the Haunted
Mansion ride, but these nods and moment of recognition will not have the
same significance. The film also uses characters from the ride such as Master
Gracey, Madam Leota and the singing graveyard busts, but takes significant
liberties in order to construct its narrative. This, of course, makes sense;
whilst a ride through the Mansion attraction takes around 10 minutes, a
feature-length film must expand this to its 90-minutes. Whilst the film’s
interpretation of the character of Master Gracey has been debated by fans
of the ride who are interested in the expanding storyworld of the Mansion
(as discussed below), it fails to successfully build a hyperdiegesis in the
way that the more successful Pirates of the Caribbean movie did. Whilst
‘the [Pirates] trilogy is predicated on nostalgia, memory, and the concept of
entering and participating with a fictional “world”’ (Jess-Cooke 2010, p. 208),
the Haunted Mansion film offers fleeting moments of recognition to those
familiar with the attraction, but little more. Florian Freitag (2016) draws a
distinction between what he views as the ‘intermedial relations’ between
movies and theme parks, and the transmedial (2016). He describes these as
ride adaptations which ‘work with (partial) reproductions of the movie’s key
elements (including its main plot, main characters, famous lines, production
design and music), which is possible due to the medially hybrid nature of
both movies and theme park rides’ (2016, p. 127). Looking only at The Haunted
Mansion film, then, we might conclude that its transmediality is limited,
functioning instead as a form of ‘intermedial relation’ that reproduces but
does not expand the existing storyworld in any meaningful way.
However, as discussed in more depth below, the film has been used as
a resource for fans of the Mansion to expand their understandings of the
narrative of the attraction, particularly in relation to the character of Master
Gracey. Whilst the film itself may be a form of what Henry Jenkins (2009)
calls ‘redundant’ transmedia, in that it is essentially an adaptation of key
elements of the ride narrative, fans of the Mansion have drawn upon it as a
114 Theme Park Fandom
one’s face into a skeleton and back again, allowing the dedicated guest
or fan of the ride to possess a reminder of the physical experience of
visiting the Mansion and to access some of the tricks that are used to
create the effects. The process of having one’s photograph taken has its
own ‘narrative’; once the photo is captured by the spirit photographer,
one must wait for it to be delivered from ‘somewhere beyond’ in the spirit
realm. As it is developed, the guest must wait near Madam Leota’s cabinet
to the sound of a bell to indicate that your spirit has been contacted and
your picture has arrived.
In addition to this, the shop purports to still have some of Leota’s
possessions on display including a range of psychic relics. The shop also
features some ‘paranormal occurrences’ including a large portrait that
changes its image under ultraviolet light, a mirror where Leota’s ap-
parition briefly materializes, and a range of ‘Bottled spirits’ that appear
and disappear on shelves. The economic purpose of the Memento Mori
shop cannot be overlooked; it was clearly designed to capitalize on fan
and guest desire to purchase items based on the Haunted Mansion and
to make money for the Disney Company. However, in extending the
narrative of the attraction, in particular one of its most iconic characters,
the store operates as a further transmedia space linked to the Mansion,
offering the chance to see more of Leota’s backstory and to immersively
experience some of her magic. Here, the objects within the shop, ‘all of
the material things […] that make up the themed or immersive space’ are
‘used to tell immersive stories and/or create specif ic feelings or moods
in guests’ (Lukas 2012, p. 208). Indeed, whilst, as Lukas (2007) notes,
themed shops are not unusual, it is rarer to see a store encourage situated
transmediality and to function as a form of ‘transmedia experience […]
[that is] rooted in specific physical locations’(Hills 2017, p. 214) in the way
that Memento Mori does.
WDW also expands the character world of the Mansion during its
Halloween-themed hard-ticket Mickey’s Not So Scary Halloween Night
parties when the figures of Madame Carlotta or Madame Renatta can be
seen outside the attraction, telling stories. On these rarer occasions, guests
can talk to and interact with characters from the Mansion although, tellingly
these are not ones that are usually encountered in the ride such as Master
Gracey or Madam Leota. In this case, the storyworld is expanded by the
introduction of new characters (who are apparently Master Gracey’s nieces)
who tell tales about the Mansion’s history, but within WDW the regular
Mansion dwellers are removed from any possibility of physical encounter
with fans or guests (although photo opportunities with rare characters
116 Theme Park Fandom
including the Hitchhiking Ghosts, The Bride, and The Tightrope Girl were
available to fans celebrating the Haunted Mansion’s 50th birthday at a hard-
ticket event in Disneyland in California). Thus, the Mansion ‘proper’ can be
protected and its characters can continue to be elusive and open to fannish
interpretation (as discussed below) whilst the addition of new figures such
as Madame Carlotta or Madame Renatta simultaneously works to broaden
the spatial hyperdiegesis of the ride. Furthermore, as discussed in more
depth in the next chapter, the fact that fans can only see these characters
during the Halloween events, which they must pay extra to attend, adds a
level of exclusivity to the encounter. Only fans with the means to pay for
hard-ticket events are able to see these limited characters, hear their stories,
and experience an arguably deeper level of immersion in the Mansion’s
universe.
You have seen the films, are familiar with the cartoon characters, and
know that their trials and tribulations are humorous, and will eventually
resolve into happy endings. You expect (and know that an omnipresent
but unobtrusive management intends) a similar ending from the thrills
and spills of your own visit. (Hunt and Frankenberg 1990, p. 107)
Ex tending the Haunted Mansion 117
Because this ring was a creation of the fans and not Disney canon, the story
of the ring varied depending who would tell it. Perhaps Master Gracey had
gotten angry at the young woman for cheating on him and tossed it over the
balcony in a fit of rage. Or maybe it was the indent of her ring forced into the
ground when she flung herself to her death. The delightfully morbid notion
took on a life of it’s [sic] own and the little piece of embedded pipe grew into
legend. (Kirk 2012, italics in original)
In fact, the ‘ring’ was a steel loop used to hold posts for railings to control
the extended queue lines. When maintenance workers had tried to remove
the loop, the tip of a chisel had become stuck and broken off, creating the
impression of a ring embedded in the ground. Although this was not an
officially sanctioned part of the ride, when the Mansion was refurbished in
118 Theme Park Fandom
2011, Disney Imagineers added an actual wedding ring to the floor outside
(Kirk 2012). As the blog Theme Park Tourist outlines,
Disney never officially commented on the cement ring even as the stories
became more and more widely heard. They actual removed the ring from
the pavement in a renovation called the Re-Haunting in 2007, but were
met with an uproar of protests from the Disney faithful. In 2011 they
brought the sensation back with an official ring that looks like an actual
engagement ring instead of a piece of sawed-off pipe. It’s good to know
that the Disney parks listen to their fans and respect the parks’ histories,
even when those histories didn’t come from Disney itself! (O’Keefe 2014)
In many such online accounts of the ‘bride’s ring’, there is an awareness that
Disney acknowledged and responded to fannish readings, incorporating
them into the official space of the attraction. Fan discussion of this element
of the Mansion often highlights the apparent symbiosis between Disney’s
official story of the attraction and the ‘spatial poaching’ that they engage in
to fill in the gaps. I use the term spatial poaching here since, whilst we may
read the story of the Mansion as a text to be interpreted in the same way as
a film or television series, the physical situated realities of its storyworld
necessitate a broader understanding of the interpretive acts fans are engaging
in here. Working through the specificity of the concept of spatial poaching
necessitates a return to both the work of Henry Jenkins, and his foundational
study Textual Poachers (Jenkins 1992), and that of Michel de Certeau, whose
1984 book The Practice of Everyday Life offers the basis for Jenkins’ ideas.
Fan Studies work inspired by Jenkins has tended to follow his lead and
draw largely on de Certeau’s ideas about ‘readers’ who are able to
Much like his characterization of ‘the reader’, ‘the walker’ acts as a poacher,
intruding into the territory owned and controlled by others in order to
borrow or plunder his/her own meanings and ‘readings’, whether of a
120 Theme Park Fandom
of this stretching room before guests enter a hallway and embark on the
ride itself in the ‘doom buggy’ vehicles. The Ghost Host then provides
a voiceover as the vehicles move through the subsequent scenes of the
attraction. Alternatively, another character subject to a great deal of debate
is Master Gracey – a character first mentioned in the graveyard section
of the Haunted Mansion in California, and now included in the WDW
version. As noted above, his gravestone reads ‘Master Gracey, laid to rest,
no mourning please by his request’. Fans have most typically interpreted
the character in the portrait as Master Gracey and also debated whether he
is, in fact, also the Ghost Host who leads you around the Mansion (Achille
Talon 2016).
Disney themselves have been ambiguous on this point; as Jason Surrell’s
Disney-endorsed history of the Mansion notes, the tombstone was a
Tribute to special-effects wizard Yale Gracey and has led many fans to
incorrectly assume that the master of the house – and thus the Ghost
Host – is named Gracey. This urban legend took on such a life of its own
over the years that it has become an accepted part of Haunted Mansion
lore almost by default. (2015, p. 64)
Later he also points out that ‘Contrary to another popular theory that has
made the rounds over the years, the Ghost Host is not the master of the
house – Gracey or otherwise – but merely one of the 999 happy haunts’
(Surrell 2015, p. 73) who dwell there.
However, Disney continues to sell T-shirts, pins and other merchandise
with the Gracey portrait and Ghost Host written on them, apparently much
to the anger of the Imagineers who tried to clarify the confusion. As one
online site comments, ‘The real Imagineers who knew the real stories kept
fighting the merchandise guys who used the fanon story, resulting in various
items being taken back from shops by the Imagineers, only to be put back
there by the Merchandisers, etc’. (Achille Talon 2016). Disney have also
drawn on the fan theory that Master Gracey was the head of the house and
Ghost Host in their cinema adaptation of the ride and in the first series of
comics. Equally the Haunted Mansion comic has also had Master Gracey
and the Ghost Host as the same character. However, fan blogs inform us
that the title of Master in the initial gravestone was meant to imply a small
child (too young to be referred to as a Mister) rather than the Master of the
house (Achille Talon 2016). Resultantly, competing interpretations continue
to be put forward, with often simultaneous sanctioning and disavowal of
fan readings by Disney. Indeed, in the case of debates over Master Gracey,
122 Theme Park Fandom
I think I can safely say that fans have put more thought into the backstory
of the Haunted Mansion attraction than the Imagineers who made it. The
story of the attraction is, there is no story. Guests experience a haunted
house with all the gimmicks and gags the Imagineers could conceive of
the fact that the attraction has inspired such speculation just shows how
much imagination went into its design. But I really don’t think anyone
involved in making the original attraction was concerned with any of these
questions. (leBeau December 27, 2016 at 6:42pm, in DaffyStardust 2016)
As this comment makes clear, too, it is the lack of a coherent narrative – the
perception that ‘there is no story’ – that has allowed the Mansion to be
interpreted in a range of ways and for the apparent gaps in the story to
be filled in; in Henry Jenkins’ vernacular, allowing fans to ‘scribble in the
margins’ (1992, p. 155). Indeed, the fan extrapolation of Master Gracey as the
owner of the Mansion has endured and he continues to function as a central
point of identification and enjoyment for many fans. It is not unusual, for
instance, to see fresh flowers having been placed on his grave when standing
in line for the Mansion, an act that was initiated by cast members but is
sometimes also carried out by fans (Haunted Mansion Wiki, no date). This
again highlights the interplay between official and fannish practices at
the same time as Disney continues to distance themselves from particular
interpretations. As these debates indicate, despite the often contradictory
efforts of Disney themselves, the particular fan readings of Master Gracey
as the Master of the House and/or the Ghost Host have been sanctioned
and endorsed in various ways, demonstrating how, ‘the most successful
storyworlds […] are not conceived all at once. They are pieced together over
time’ (Schweizer and Pearce 2016, p. 96). Fandom and participatory culture
are frequently vital to this enduring and often open-ended process of what
Jason Mittell calls ‘forensic fandom’ (2015, p. 12) where this ‘piecing together’
works to form a more dispersed and gradual expansion of a storyworld; a
form of ‘retrospective transmediality’.
Haunted Mansion fans’ collective efforts to solve the mysteries presented
by a ride initially seemingly lacking in narrative exemplify Jenkins’ defini-
tion of participatory culture since they are creating and sharing content,
information and advice, operating as ‘active participation of knowledge
communities’ (2006, p. 21). In their attempts to do so, theme park fans read
across the different transmedia texts of the Mansion as well as formulating
Ex tending the Haunted Mansion 123
and circulating their own theories in an effort to ‘seek out new information
and make connections among dispersed media content’ (Jenkins 2006, p. 3),
including physical places linked to the narrative world. Fan efforts to engage
in acts of world-building challenge viewpoints that devalue fannish practices,
such as Samutina’s argument that Mark J.P. Wolf’s characterization of fan
fiction as one of the furthest ‘circles of authorship’ (Wolf 2012, pp. 268) works
to ‘dismiss […] it in the context of the construction of imaginary universes’
(2016, p. 433). The attempts by Haunted Mansion fans to expand the narrative
and world of the attraction also allows us to turn attention away from the
‘text’ of what is being built and a subsequent focus on ‘geographies of the
imagination’ (Saler 2011, p.4) and to pay more attention to the links between
‘these worlds and those who engage in them’ (Saler 2011, p.4).
Furthermore, the Haunted Mansion’s development from an attraction to a
movie and across other transmedia formats such as novels, games, and com-
ics demonstrates the limits to the ‘mothership’ view of transmediality which
assumes that development of a narrative world is consistent and coherent.
It has been argued that ‘the most successful transmedia franchises have
emerged when a single creator or creative unit maintains control’ (Jenkins
2006, p. 106) since this reassures ‘audiences that someone is overseeing
the transmedia text’s expansion and creating meaningful connections
between texts’ (Scott 2013, p. 43). However, the Mansion’s fragmentary
move towards a more expansive storyworld and hyperdiegesis suggest
that we need to consider how transmediality can develop over time and be
more dispersed. Unlike the case of Pirates of the Caribbean, in which the
attraction and movie cyclically inform and almost cannibalize one another
(Schweizer and Pearce 2016), the Haunted Mansion’s transmedia narrative
draws on the attraction and the film version, whilst also incorporating
interpretations that originated in more fannish readings and appearing
to permit more ‘collaborative authorship and participatory spectatorship’
(Scott 2013, p. 43). In this case, as well as engaging in acts of textual poaching,
fans of the Mansion also indulge in forms of spatial poaching, reading the
expanded world of the attraction via its physical and rooted spaces and
the opportunities for spatial transmedia afforded by being present in the
attraction and associated locations such as the Memento Mori store.
However, as the existence of that shopping location highlights, fans
are also hailed by companies like Disney for financial purposes; as one
online site observes, ‘either merchandise designers are also fan-theorists,
or they want to sell stuff to fan-theorists, because the Ghost Host/Foyer Guy/
Master Gracey connection was used in several merchandise items’ (Achille
Talon 2016, italics added). In her discussion of Disney ‘lifestylers’, Olympia
124 Theme Park Fandom
Conclusion
The existence of the story-world across multiple media means that the
theme park is seen as simply another depiction. Its authenticity is judged
on its own character as a medium – its ability to represent the story-world
in physical space. Because it is accurate, whether the fan has the books
or the films in mind, it feels not only valid, but good art. (2018, p. 180,
italics added)
Haunted Mansion fans, in contrast, are often required to fill in the blanks for
themselves, adding detail in conjunction with others who seek to expand the
narrative and flesh out the storyworld. This ‘demonstrates how the practices
of world-building have expanded through active fan culture’ (Norris 2016,
p. 676) but, whilst Disney has incorporated some of these fannish readings
into the ride (e.g. the addition of the bride’s ring at the WDW ride), it seeks
to limit other interpretations. For example, Anne Helen Petersen argues
that the first Pirates of the Caribbean movie is an attempt to shut down the
open-ended narrative of the ride and was intended to ‘effectively close the
available messages to consumers worldwide’ (2007, p. 76). In the case of the
Haunted Mansion, so too has Disney sought to limit the readings that fans
can make of the ride and the ‘spatial poaching’ that they can engage in.
Whilst debates over whether the Ghost Host is Master Gracey or not might
126 Theme Park Fandom
seem trivial, the example of the Haunted Mansion has much to tell us about
the relationships between those who own corporate, branded, and themed
spaces and those who are fans of them, as well as the positions taken by both
in debates over meaning and interpretation. Much as fans of other media
forms such as television, comics, and film engage in battles over meaning,
interpretation and canon, so too do those whose object of fandom is the
theme park space or a specific attraction within it.
As this discussion of the Haunted Mansion has highlighted, theme park
fans often focus on specific points of identification such as the character of
Master Gracey. As the next chapter explores, the chance to meet characters
within themed spaces offers a range of pleasures for fans even as they are
aware that those they are encountering are theme park employees in cos-
tume. Focusing on understanding how these types of fan/character meeting
challenge established ideas of celebrity and stardom, the next chapter also
explores the hierarchies and modes of distinction at play when meeting
rarer characters, as well as the opportunities for immersion that specific
locations for meet-and-greets can offer.
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Ex tending the Haunted Mansion 131
Abstract
This chapter explores the activity of meeting characters within theme
parks which provides the opportunity to meet recognizable ‘stars’ from
Disney (such as the Princesses and Villains) or Universal (including Shrek,
SpongeBob SquarePants, The Simpsons and the Minions). It considers
how meeting characters provides an avenue for adult fans to present
their own preferences regarding characters, f ilms or brands despite
their awareness that these characters are not ‘real’. It argues that theme
park meet-and-greets necessitate complex negotiations of immersion,
participation and affective attachment. Introducing the concepts of
ani-embodiment and metonymic celebrity, the chapter explores what
it means to view character interactions as forms of celebrity encounter,
and how this complicates established dichotomies of ordinary/celebrity,
star/character, and live-action/animation.
Introduction
Williams, R., Theme Park Fandom. Spatial Transmedia, Materiality And Participatory Cultures.
Amsterdam: Amsterdam University Press, 2020
doi 10.5117/9789462982574_ch05
134 Theme Park Fandom
One of the key distinctions that Walt Disney drew between his original
Disneyland Park and the traditional amusement park was the ability to
meet beloved and recognizable characters, as well as enjoying a range of
rides and attractions (Ghez no date, p. 130, in Younger 2016, p. 363). Across
both the Disney and Universal Studios Parks, such interactions often provide
some of the most memorable moments for guests, both adults and children
alike. As David Younger summarizes,
The demands on both are different; whilst those in Rubberheads are often
hot and uncomfortable, they do not face the acting challenges required of
Face Characters who can ‘interact verbally with the guests, in addition to
emoting through their facial expressions, requiring performers to also be
able to affect the accent and tone of a character’s voice […] Face Characters
are able to address, question and interact with guests’ (Younger 2016, 365).
This often requires quick-thinking and improvization when challenged
by a guest who is not fully buying into the performance; whether a child
querying whether they are the ‘real’ Cinderella or Elsa, or an adult who is
reluctant to play along.
The requirements of the theme park worker who is employed as a charac-
ter have been well documented. The Project on Disney discusses how theme
park staff in masks often collapse in the Florida heat (1995, pp. 135–136)
and the golden rule that characters are never to be seen ‘out of character’,
particularly without their heads on, to avoid destroying ‘the park’s magic,
the illusion that the characters are real’ (1995, p. 137). The Parks, especially
Disney, work hard to maintain this illusion; for example, they will ‘often be
strict in ensuring that no duplicates of characters can be seen’ (Younger 2016,
p. 363), pulling characters from meet-and-greets during parades or shows to
perpetuate the idea that, for instance, there is only one ‘real’ Mickey Mouse.
This is similarly seen in Universal Orlando Resort where one will only ever
encounter one Beetlejuice, Cat In The Hat, or SpongeBob SquarePants in
one place at a time and when one-to-one encounters are typically halted
during the Universal Superstar Parades. Characters are also meant to be
encountered in thematically appropriate designated areas; as Wright notes,
Disney also works to avoid confusion and duplication regarding its characters
by prohibiting adult guests from dressing in costumes outside of special
events (e.g. its Halloween parties) (although see Chapter Eight on how fans
have responded to this ban).
The child guest may go along with this without question; as Merlock Jackson
argues, ‘Disney theme parks attract children fascinated by Disney characters,
and, by so doing, they cultivate one of children’s earliest experiences with
star culture’ (2011, p. 207) and ‘children first encounter their favorite Disney
Of Mice and Minions 137
It is often a theme park’s policy that these characters really are the
characters from their IP: children actually get to meet the stars of their
favorite films, posing for photos, asking for autographs, and otherwise
interacting with the characters, and just as importantly adults are almost
always happy to play along as well. (Younger 2016, p. 363, emphasis added)
Unlike children, however, adults are well aware that there is no one ‘real’
Mickey and that the character they are meeting is a theme park employee in
a costume. Cypher and Higgs refer to this as a ‘willing suspension of disbelief’
(2001, 416), whilst Carson argues that it demonstrates the ‘willing employment
of make-believe’ (2004, 233). Despite being aware of the potential artifice of
the encounter, then, why do adult guests at the parks stand in lengthy lines
for photo opportunities with people who they know are neither the actual
characters they are fans of, nor the actors who may have voiced or played
them? Drawing on existing work on celebrity cultures and forms of stardom,
I want here to propose the concepts of ‘ani-embodiment’ and ‘metonymic
celebrity’ to understand the enduring allure of the theme park character
for adult fans, and to explore how the existence of such forms of celebrity
works to challenge existing boundaries and ‘previous dichotomies such as
realism/formalism as well as star/character and live-action/animation’ (Hills
2003, p. 84). Whilst viewing ‘ordinary’ people in costumes as potential ‘stars’
or celebrities may seem strange, it is clear that ‘Characters are the theme
park’s celebrities, pursued by guests eager for photographs and autographs
as if they were Hollywood stars’ (Younger 2016, p. 367).
the intertextual field within which that identity may be seized by curious
fans. (2001, p. 12)
Such a star system is predicated upon a distinction ‘between the image and
the body, the public and private, the historical, biographical person, and the
location of many fictional biographies, between the scripted and the ‘real’’
(Flanagan 2007, pp. 300–01). However, in the case of non-embodied characters
or figures (that is, animated or digital characters), these separations cannot
always hold since the character has no ‘real’ persona or biography to draw on.
For example, in discussion of the virtual star Lara Croft (who originated in
video games but has a transmedia presence in films, comics, and across various
other objects of popular culture), Bob Rehak notes that, ‘The fan movement
surrounding Lara Croft – one of the most recognizable, globally popular and
lucrative media stars working today – is all the more remarkable given that
its object does not, in any localized or unitary sense, exist’ (2003, p. 477).
Debates over what has been termed ‘cyberstardom’ (Creed 2000) or ‘digital
stardom’ (King 2011) have tended to focus on the labour involved in creating
such digital actors or ‘synthespians’ (Stahl 2011), or the uncanny reanimation
of actors who have passed away (Bode 2010), a point well-illustrated by the
mixed response to Disney’s use of deceased actor Peter Cushing to reprise his
character Grand Moff Tarkin in the Star Wars movie Rogue One (Pulver 2017).
However, the issue of stardom in animation is even more complex.
Paul Wells argues that ‘Animated characters becoming ‘stars’ is not a
new phenomenon, of course. In the pre-war era of cartooning, Felix the
Cat, Mickey Mouse, Donald Duck, Betty Boop, Bugs Bunny and Popeye
all transcended their status as animated drawings to become bona fide
cultural figures’ (2003, p. 96) whilst Hills notes that such ‘characters […] take
on an iconic status and thereby move through popular culture as mobile
signifiers detached from their originating texts’ (2003, p. 83). Such cartoon
characters, however, became stars by dint of their own iconic status, not
by the fact that those who voiced them were already famous. Indeed, with
reference to the established concept of stardom as outlined by DeCordova
above, Martin Barker questions ‘what do we say about the characters who
are voiced? Can they be classed as ‘stars’ in their own right? […] There are
arguments that cartoon figures cannot be stars because they do not have
a life outside the films in which they appear’ (2003, pp. 21–22).
Matt Hills extends these debates in his analysis of Star Wars character
Jar Jar Binks as a ‘virtual star’, arguing that ‘Binks does not circulate in
extratextual, official secondary texts, and thus a major aspect of stardom
– where the star’s ‘authentic’ lifestyle and persona are drawn on in publicity
Of Mice and Minions 139
narratives- is seemingly absent’ (2003, p.82). Therefore, ‘Since Jar Jar has
no off-screen life, then he cannot be thought of as a conventional star: ‘his’
extratextual, publicity circulation is restricted’ (2003, p. 83). However, as
Hills goes onto argue, ‘the virtual star becomes both an effect and a textual
performance: they are both something ‘in’ the text, and something that
transcends their textual appearance, albeit without this transcendence being
tied back to a real-world persona or identity’ (2003, p. 83). The ability to meet
characters who may have been animated or virtual seems to complicate
the assertions made here; whilst theme park guests can never actually meet
Jar Jar (or other digital stars) or those who voiced or represented them via
motion-capture, for example, their potential presence within the theme park
space does offer them a form of embodiment that exists in the ‘real-world’.
When considering the types of character that theme park guests may
encounter, we must also consider the fact that many of these are voiced by
famous actors who bring elements of their existing star persona to the role.
Examples include Robin Williams’s Genie from Aladdin, Idina Menzel’s
Elsa, Tom Hanks’s Woody from Toy Story, or Mike Myers’s Shrek who can
be met at Universal Orlando Resort. Barker argues that stars in animation
becoming ‘fleshed out’ by their physical presence. Such a process has been
discussed in relation to fans of Lara Croft, who engaged in ‘‘casting’ the avatar
with actual human beings, a practice fans shared with producers. As part of
Tomb Raider’s marketing, dozens of women have stepped into the avatar’s
clothing and hairstyle, attempting to ‘flesh out’ a fictive persona’ (Rehak 2003,
p. 485). However, unlike Croft, who functioned as a form of what Rehak calls
an ‘artefact: a software-generated character without human referent’ (2003,
p. 478), I propose that figures such as Mickey Mouse become incarnated as
forms of ‘ani-embodied characters’, those whose origins are in animation
and who do not (and cannot) exist outside of the animated world but who
have become ‘alive’ via their personification through costumes, mannerisms,
behaviours, and the literal body of the theme park cast member.
When meeting ani-embodied characters who exist only in Disney or
Universal’s animated films, such negotiations may be relatively simple
since Mickey Mouse, The Simpsons nor the Minions have any real-life
referent with which to compare them, and characters voiced by famous
actors continue to be associated with their visual image in meet-and-greets,
rather than the actor who voices them. This is largely because many of the
Rubberhead Characters one encounters do not talk to the guests and so any
vocal dissimilarity is not noticed – Buzz and Woody may wave at guests
and gesture in order to communicate, but they have no voice and so the fact
that they are not Tim Allen or Tom Hanks does not matter. Similarly, when
meeting the Disney Princesses the lack of vocal resemblance to the film
versions is often rendered inconsequential, primarily because (aside from
the recent famous voices of Elsa and Anna in Frozen), many of the classic
Princesses such as Cinderella, Snow White, or Aurora from Sleeping Beauty
were not voiced by a star who would be recognized today.
However, character encounters become more complex when theme park
guests meet human characters played by a human actor (e.g. Chris Pratt’s
Star Lord, Chris Evan’s Captain America, or Adam Driver’s Kylo Ren). Here,
we see the potential intrusion of the fleshy embodiment of both the actor
who voiced or played a role, as well as the physical presence of the theme
park cast member at the encounter. Whilst theme park guests may well be
able to appreciate meeting Mickey Mouse who, as a Rubberhead Character
offers no trace of the human agent inside, the guest meeting Star Lord is
palpably aware that this is not Chris Pratt. In both instances, the theme park
characters function as a type of metonymic celebrity since, in the absence
of access to the actual characters, this fusion of textual iconography (e.g.
costume, mannerisms, famous lines of dialogue) with the physical corporeal
body is the only way that they can be brought to life and embodied.
Of Mice and Minions 141
As McElroy and Williams point out, for many the crossing into the media
space can be fleeting and a loss of fame, and the associated passing back
across the media threshold, is more common that we may imagine.
142 Theme Park Fandom
He seems like a swell guy but please don’t find his name…i’ve heard that
one of the peter pans got fired because people found out the actor’s name
and that ruined the ‘disney magic’…i’m just concerened I don’t want him
to be unemployed lmao (29 Nov 17)
Of Mice and Minions 143
Guys pls remember Disney take the privacy of their cast really seriously
and if find out his social medias, he could get fired. Please don’t actively
search for his accounts or do anything that could jeopardise his job. (31
Jan 18)
Having established the type of celebrity that theme park characters function
as – both metonymic in terms of their ‘standing in’ for famous people and
ani-embodied when representing characters from animated texts – this
section discusses in more depth the physical experience of meeting these
figures. Discussing a range of opportunities to interact with characters,
including Walk-Arounds (where characters freely roam the parks), Meet-
and-Greets, and Character Dining, the chapter argues that these various
encounters link to the immersive nature of the theme park fan experience,
and that access to some can be limited by economic or subcultural capital.
In so doing, the section argues that meeting characters, especially those
who are only available during ‘up-charge’ or ‘hard ticket’ events, contributes
further to the forms of hierarchy and cultural distinction at work within
theme park culture.
The act of meeting characters forms just one element of the experience of
encountering them within the theme parks. Guests may also see recognizable
figures taking part in events such as Magic Kingdom’s Festival of Fantasy
Parade or Universal Studios’ Superstar Parade, an event where the park
itself frames the characters as ‘famous’ via its very title. Thus, in addition
144 Theme Park Fandom
theming of her land outside and the process of entering the Grotto space
to meet her works to frame expectation of the encounter to come, as well
as immersing the guest in the environment and helping to engender an
affective response to the meeting. Secondly, it considers a meet-and-greet
opportunity at Universal Studios where guests can encounter the Minions
at the end of the Despicable Me: Minion Mayhem ride. These examples offer
different experiences via the level of their theming, the type of character
that is encountered, and the sense of immersion in the narrative world
that is created.
As this book has argued throughout, ‘Fans and theme parks are tied into
a reciprocal relationship marked by immersion’ (Koren-Kuik 2014, p. 146).
Whilst this sense of immersion is produced by the theming of lands and
spaces, it also results from a complex blend of affective, haptic and sensory
encounters, allowing ‘theme parks [to] continue to provide rich, personal
experiences’ (Geissler and Rucks 2011: 128). These experiences can also
result from the moment of entering into the Meet-and-Greet space where
both character and place work together to offer immersion. In the case of
meeting Ariel in her grotto, the theming of the experiential space begins
well before actually coming face-to-face with the character. Her designated
location, Ariel’s Grotto, is housed within the Fantasyland area of the WDW
Magic Kingdom park, next to the dark ride Under The Sea: The Journey of
the Little Mermaid. From the outside, the ride and the Grotto are clearly
themed around iconic imagery from the movie, with Prince Eric’s castle
located on a hill and a statue of Ariel herself on the front of a ship. The queues
for both attractions take the guest past waterfalls and ‘rocks’ embedded
with shells and stones, and the under-the-sea theming works immediately
to suggest that the guest is inhabiting the world of The Little Mermaid.
Once the end of the line is reached, guests sit with Ariel in a giant seashell
whilst she talks and interacts with them, and photographs and autographs
can be obtained. Although Ariel takes time with each guest, this is largely
focused on children and, in my observations of meeting her, with adult
female guests rather than men.
This is the only instance where Ariel is guaranteed to be met in her
mermaid form (largely because of the difficulty of walking and moving
in the costume), although she does appear in her human Princess guise
at other locations. Themed Meet-and-Greets such as these work to build
anticipation for the character encounter to come, furthering the immersive
sense of being in the narrative world; in the case of Ariel’s Grotto this is
doubly layered since the surrounding Fantasyland is already themed around
fairy tales more broadly. This ‘strategy of immersion allows visitors […] to
146 Theme Park Fandom
affectively experience the theme. Thus, the theme becomes ‘real’ – even
though it may have never existed in the first place, as in the case of myths’
(Carla and Freitag 2015, p, 151) or, in this case, fairy tales. The immersive
effect of being in the grotto as you queue and interact enhances the sensory
experience; since one can reach out and touch the walls of the space or hear
the echoes of waves meant to evoke the sense of being near the sea. As in
the examples of both ani-embodied and metonymic celebrity discussed
above, the adult guest understands that the Ariel they meet is a stand-in
but the immersion offered by these more themed meet-and-greet spaces
highlights how ‘in the theme park world the individual uses all the senses
and understands that knowing is achieved through immersion, participation
and seeing for oneself’ (Lukas 2008, p. 242).
In the case of the Universal parks, character interactions are often more
spontaneous; there is a list of daily character times but these often take
place outside attractions such as Beetlejuice’s attendance at the Horror
Makeup Show, the presence of Megatron or Optimus Prime beside the
Transformers ride, or the appearance of Sideshow Bob and Krusty the Clown
in The Simpsons’ land. Whilst some characters can be encountered within
more typical themed meet-and-greet spaces, these are significantly less
elaborate than those established in the Disney parks although they can,
as I will discuss here, offer their own immersive pleasures. For example,
Universal Studios offers the chance to meet the Minions from the Despicable
Me franchise in a ‘Disco Room’ at the end of the Minion Mayhem attraction.
Other characters from the movies, such as Gru, the villainous Vector and
Gru’s adopted daughters can be encountered during an outdoor meet and
greet, and at a character breakfast for additional cost. However, the Disco
Room offers the only chance to meet the regular Minions without paying
an up-charge (and Gru can sometimes, although rarely, be spotted in the
Disco Room too). This meet-and-greet differs from many others (in particular
those found in WDW) since it is primarily promoted as an opportunity one
gets at the end of the Minion Mayhem ride. Once that attraction ends, the
exit doors open into a large circular room which plays the song ‘Boogie
Fever’ from Despicable Me and projects images of dancing Minions onto
screens over live footage of the guests as they move through the room. If
one chooses, they can line up for a photograph with the Minion characters
or, alternatively, exit immediately via the gift shop.
Unlike the example of The Little Mermaid at WDW, the immersive
experience here is linked more to the guests’ viewing of, and engaging in,
the ‘despicable’ behaviour of the Minion characters, rather than a more
elaborately themed staging of the space. For example, the Minion characters
Of Mice and Minions 147
may fight, photobomb each other or the guests, cause general havoc, or
interact with people. On one occasion, I witnessed a guest present the
characters with a banana (narratively, the Minions’ favourite foodstuff)
and watched as they fought over it, before one kept it in their pocket for the
remainder of the photo session. Similarly, if a guest gets to see a handover
between different Minions (ostensibly when the cast member playing them
goes for a break or finishes their shift) they will often get to witness more
spontaneous Minion interactions; one early morning we saw one take over
the photo printing desk, apparently ignoring the pleas of ‘his’ handler. Each
experience here, then, can be quite different depending on the behaviour
and interactions of the guests, the timing of the visit, and the Minions
available at different times of the day. There appear to be four Minions
that appear, sometimes individually and sometimes in pairs, with some
being more difficult to see than others (during one 10-day stay at UOR, and
approximately ten visits to the Disco Room, one minion, ‘Jerry’, was only
available on one occasion). For fans of the franchise, or those who more
generally enjoy engaging in the practice of meeting theme park characters,
the variability of the encounter encourages repeat visits. Whilst, then,
the themed space is not as elaborate or expansive as, for example, Ariel’s
Grotto, the Disco Room offers an immersive encounter with the Minions
via its music, and the sense of fun and ‘mayhem’ that the franchise, and
the attraction, embody.
Finally, at the most restricted end of the scale is the chance to meet
characters via an ‘upcharge’ experience or a ‘hard ticket’ event. Upcharge
attractions ‘charge the guest an additional fee to participate, beyond the
park’s entrance price’ (Younger 2016, p. 414) such as arcade games, shooting
galleries, or Character Dining. Character Dining refers to experiences in
sit-down restaurants where characters move between the tables, signing
autographs, posing for photos, and typically spending more time with
guests that the traditional meet-and-greet allows for (see Chapter Six for
more on food and drink in the parks). Merlock Jackson (2011, p. 209) notes
the opportunities to pay extra for the guaranteed chance to meet characters
at events such as ‘Mickey’s Tropical Luau, Minnie’s Menehune Breakfast,
Breakfast with Mary Poppins and Friends, Breakfast with Admiral Goofy
and Crew […] and Buffet Dinner with Chip ‘n’ Dale as TV’s ‘Rescue Rang-
ers’’. More recently, Disney World has offered Character Dining including
Cinderella’s Royal Table (at a cost of $60 per adult) where guests can meet
Cinderella and other Princesses, Tiana’s Riverboat Party where Tiana and
Prince Naveen from The Princess and The Frog host an ice cream and dessert
party, and Mickey’s Backyard BBQ where one can meet the titular Mouse.
148 Theme Park Fandom
In contrast, hard-ticket events are those that are ‘held after hours or in
an area of the park into which regular ticket holders are restricted, which
require the purchase of an event ticket rather than a regular park ticket’
(Younger 2016, p. 276). These are often linked to seasonal holidays; in the
Orlando parks, Disney offers ‘Mickey’s Not So Scary Halloween Party’ and
‘Mickey’s Very Merry Christmas Party’, whilst Universal Studios targets
an older demographic with their long-running ‘Halloween Horror Nights’
and ‘Mardi Gras’ parties. Such special events ‘help establish regular and
seasonal connections with guests’ (Lukas 2012, p. 241) and, in the case of
Disney, many hard-ticket events offer the opportunity to meet more rare
characters who are less often encountered in the Parks on an everyday basis.
Here, as in many other aspects of theme park fandom, there are hierarchies
of value and distinction afforded to those who are able to meet less common
characters, primarily at hard-ticket events. As part of the participatory culture
that operates around the Disney parks, there are a range of online resources
dedicated to cataloguing rare and retired characters and/or advising theme
park fans on how to meet the most elusive, such as Disney Fanatic, WDW
Magic, Character Central, Theme Park Tourist, WDWRadio and the fansite
Kenny the Pirate which offers extensive listings of current and former character
opportunities. To meet Mickey and Minnie is commonplace and functions as
an expected rite of passage for the theme park guest. To stand in line for hours
to meet rare characters such as the Hercules villain Hades, or The Nightmare
Before Christmas’ Oogie Boogie, however, demonstrates a level of dedication
and perseverance on the part of the theme park fan especially since these
meet-and-greets often attract substantive queues. Access to such limited events
demonstrates how hierarchies are dependent on the fact that ‘Exclusivity
itself is a powerful concept, one that is produced not by the presence of special
content or audiences, but by the production of absences through exclusion’
(Hanna 2017, p. 216). As in the collection and curation of physical objects
related to the parks, as discussed in Chapter Seven, the experiential ‘collec-
tion’ of meeting more unusual characters, and circulating this via photos on
online platforms, allows fans of the parks to display both their expressions of
self-identity (via the choice of characters they have met with) and the forms
of subcultural, symbolic and economic capital that this imbues them with.
Conclusion
It may seem strange for theme park fans, many of whom are adults, to engage
in the practice of meeting theme park characters, especially given their acute
Of Mice and Minions 149
at the theme park, and the immersive potential of themed spaces for such
practices, speaks to the playful pleasures that adult theme park fans and
guests can gain from character meetings.
References
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Journal of Fandom Studies, 5, 2 (2017), 209–227.
Hills, Matt, ‘Putting Away Childish Things: Jar Jar Binks as an Object of Fan Loath-
ing’, in Contemporary Hollywood Stardom, edited by Thomas Austin and Martin
Barker (London: Arnold, 2003), pp. 74–89.
King, Margaret J., ‘The Disney Effect: Fifty Years After Theme Park Design’, in Disney-
land and Culture: Essays on the Parks and Their Influence, edited by Kathy Merlock
Jackson and Mark I. West (Jefferson, North Carolina: McFarland, 2011), pp. 223–226.
Koren-Kuik, Meyrav, ‘Desiring the Tangible: Disneyland, Fandom and Spatial
Immersion’, in Fan Culture: Essays on Participatory Fandom in the 21st Century,
edited by Kristin M. Barton and Jonathan Malcolm Lampley (Jefferson, North
Carolina: McFarland, 2014), pp. 146–158.
Lukas, Scott A., Theme Park (Objekt) (London: Reaktion Books, 2008).
———, The Immersive Worlds Handbook: Designing Theme Parks and Consumer
Space (New York and London: CRC Press, 2012).
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MEL Magazine, 17 March 2017, accessed 20 August 2018. https://melmagazine.
com/how-gaston-became-the-worlds-most-beloved-disney-villain-faffd48661f0
McElroy, Ruth and Rebecca Williams, ‘Remembering Ourselves, Viewing the Others:
Historical Reality Television and Celebrity in the Small Nation’, Television and
New Media, 12, 3 (2011), 187–206.
Merlock Jackson, Kathy, ‘Autographs for Tots: The Marketing of Stars to Children’,
in Disneyland and Culture: Essays on the Parks and Their Influence, edited by
Kathy Merlock Jackson and Mark I. West (Jefferson, North Carolina: McFarland,
2011), pp. 207–214.
Pulver, Andrew, ‘Rogue One VFX head: ‘We Didn’t Do Anything Peter Cush-
ing Would’ve Objected To’, The Guardian, 16 Januar y 2017, accessed
13 December 2017. https://w w w.theguardian.com/f ilm/2017/jan/16/
rogue-one-vfx-jon-knoll-peter-cushing-ethics-of-digital-resurrections
Rehak, Bob, ‘Mapping the Bit Girl: Lara Croft and New Media Fandom’, Information,
Communication and Society, 6, 4 (2003), 477–496.
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Don Kirshner, and the Politics of ‘Virtual Labor’’, Television and New Media,
12, (2011), 3–22.
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and London: Duke University Press, 1995).
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2010).
———, Frances Bonner and P. David Marshall, Fame Games: The Production of
Celebrity in Australia (Melbourne: Cambridge University Press, 2000).
152 Theme Park Fandom
Wells, Paul, ‘To Affinity and Beyond: Woody, Buzz and the New Authenticity’, in
Contemporary Hollywood Stardom, edited by Thomas Austin and Martin Barker
(London: Arnold, 2003), pp.90–102.
Wright, Chris, ‘Natural and Social Order at Walt Disney World: The Functions and
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Inklingwood Press, 2016).
6. Turkey Legs, Dole Whip and Duff:
Consumables, Diegetic Paratexts and
‘Cult-Culinary’ Objects
Abstract
This chapter considers food and drink within theme parks as consum-
able paratexts which may occupy different levels of status depending on
fan distinctions surrounding their perceived authenticity, adherence to
expectations about the product, and status as branded or non-branded
products. The chapter considers the immersive potential of such items, as
well as themed restaurants and bars, and also analyses the cult following
that theme park fans have afforded to certain products that originate
within the parks themselves such as the Dole Whip (a pineapple ice-cream
that has a cult fandom amongst many Disney fans). It also examines the
implications when pre-existing fans of other artists (in this case, American
singer Jimmy Buffett) may clash with the commercially owned spaces of
the theme park.
Introduction
This chapter focuses on a different element of the fan visit to theme parks
by exploring the importance of non-ride experiences. It considers food and
drink as potential paratexts (Gray 2010), and restaurants and bars as themed
spaces. There are numerous online spaces dedicated to discussing the food
and drink available at the Disney and Universal theme parks and many of
these meticulously list restaurants, food and drink options and prices, and
tips on the best choices to make when in the parks. As well as performing
informational functions for future guests, such archiving also allows visitors
Williams, R., Theme Park Fandom. Spatial Transmedia, Materiality And Participatory Cultures.
Amsterdam: Amsterdam University Press, 2020
doi 10.5117/9789462982574_ch06
154 Theme Park Fandom
to review and remember their own visits by passing on advice to others and
discussing their own experiences as part of the cyclical nature of fannish
trips. For example, certain restaurants within the Disney theme parks are
considered to be extremely poor and those who end up eating in them are
often dismissed as ill-informed ‘newbies’.
The chapter also considers how food and drink as an important element
of the immersive theme park experience. The provision of food and drink is
clearly key to themed spaces, especially in relation to its links to immersion
and world-building; as Milman notes, ‘In today’s theme parks […] theming
is reflected through architecture, landscaping, costumed personnel, rides,
shows, food services, merchandising, and any other services that impact
the guest experience. (2010, p. 221). For example, fans can partake in drink-
ing The Simpsons’ Duff beer or eating a Krusty Burger, indulging in Harry
Potter’s world by drinking Butterbeer or Hogs Head brew, or consuming
themed foodstuffs that have been created specifically for the theme parks
such as the Despicable Me themed drink The Freeze Ray or Transformers’
Energon drink. Such consumable paratexts occupy different levels of status
depending on fan distinctions surrounding their perceived authenticity,
their adherence to expectations about the product, and their status as
branded or non-branded products. These distinctions may relate to the
difference between food and drinks as ‘Diegetic merchandise [which]
refers to products that belong to the fictional world of the series, products
that the characters themselves own or use’ (Johnson 2007, p. 14), such as
Butterbeer or the Krusty Burger, or ‘pseudo-diegetic merchandise […] that
do not appear in the series’ diegesis, but that stem from or directly relate
to the series’ fictional world’ (Johnson 2007, p. 14) such as the Freeze Ray
drink. This discussion explores the importance of food and drink as potential
paratexts, considering how the opportunity to consume such products
contributes to fans’ sense of immersion in specific areas of the theme park
via their use of ‘hyperdiegetic paratexts’, and offering an extension to existing
analyses of the pleasures afforded to fans of specific franchises or texts. It
also contributes to work on fandom by exploring how the consumption
or creation or food and drink related to a fan object offer avenues for fan
connection, participation and pleasure (see Fuchs 2015). It builds on the
arguments in Chapter Three surrounding the concept of ‘haptic fandom’
and the importance of considering the physical embodied experiences of
fandom which work across the senses, and on the discussion in Chapter
Four regarding the concept of spatial transmedia.
Throughout, the chapter considers the dedicated following that theme
park fans have afforded to certain products that originate both within texts
Turkey Legs, Dole Whip and Duff 155
(e.g. Butterbeer) or within the parks themselves such as the Dole Whip (a
pineapple ice-cream that has a cult fandom amongst some Disney fans) and
the turkey legs available across a range of parks, as well as particular fan
favourite restaurants and bars (such as WDW’s ‘Trader Sam’s Grog Grotto
and Tiki Bar’). The chapter identifies three types of theme park food:
Considering the importance of such elements of the theme park fan experience,
the chapter explores the under-researched area of food and drink as paratexts
alongside the cult appeal of certain items which can be used to demonstrate
one’s familiarity with the parks as well as knowledge of these products. Fans
familiar with the range of consumable paratexts or dining and drinking
options in the parks are able to demonstrate the subcultural capital of ‘being
there’ via their knowledge or the sharing of photos during and after their trips.
The importance of food to our everyday lives has been established in work
on culinary phenomena such as celebrity chefs and cookery programmes
(Collins, 2009), food blogging (Rousseau 2012), ‘dining out’ (de Solier 2013), and
the subsequent rise of the figure of the ‘foodie’ (Johnston 2015). The discipline
of Tourism Studies has paid a great deal of attention to the intersections
between tourist activity and food cultures, discussing how ‘food is directly
or indirectly connected with specific destinations; it encourages tourists
to taste and experience a region’s cuisine. More importantly, researchers
indicate that food can be used as a means of marketing and branding a
tourism destination’ (Lin et al 2011, p. 31). The links between tourism and
food cultures have also been examined from a range of perspectives (see
Everett 2016), highlighting how ‘every tourist is a voyeuring gourmand’ (Lacy
and Douglass 2002, p. 8) who can be encouraged to visit specific locations
since ‘Whole countries or individual cities are promoted for their unique
culinary attractions’ (Cohen and Avieli 2004, p. 758). As Parasecoli notes,
Food has come to the forefront [of the tourist experience], together with
art, history, and landscape: the physical involvement of travellers with the
places they visit has reached new and unexpected heights. Symbolically,
156 Theme Park Fandom
However, despite the clear overlaps between fannish behaviours and those
interested in food and culinary cultures, with the exceptions discussed
below, work that takes seriously how fandom and the consumption of food
and drink intersect remains relatively scant.
In his analysis of the representation of food in the television series Han-
nibal, Christian Fuchs discusses fans’ attempts to recreate the dishes they
see on-screen, arguing that this ‘indicates that the repeated spotlighting
and excessive visualization of food may spur viewers to transform textual
traces into lived experience’ (2015, p. 108). He proposes that in so doing they
work to ‘establish identities. The dishes, in this context, occupy not only a
liminal space ‘[b]etween the “textual” and the “extratextual”’ (as Matt Hills
has described fan practices at large [2002: 131]), but also embody a liminal
moment’ (Fuchs 2015: 108). This linkage between fandom, food and identity
is also foregrounded in Madison Magladry’s (2018) research into unofficial
fan cookbooks. She argues that
fan cookbooks allow the fan (as author and reader) to negotiate meaning
through play that is charged with power as well as pleasure and is integral
to identity formation. The convergence of fan and food cultures in a single
medium, the fan cookbook, offers an embodied experience of media
consumption which further blurs the boundaries between producer and
consumer, and politics and pleasure. (2018, p. 112)
Her work offers the first sustained attempt to understand the links between
fandom and food culture, and to interrogate why fans have so readily
accepted the presence of cookbooks related to their favourite texts. Of
particular relevance here is her proposal that cooking recipes from fantasy
texts such as Game of Thrones ‘functions as a type of culinary tourism that
can disrupt the conceptual boundaries between places and between the
self and other’ (2018, p. 118). Magladry argues that
Much as with fans’ other attempts to ‘inhabit […] the world’ (Bukatman
1998, p. 226) of a favourite text (such as fan tourism or engaging in cosplay),
cooking and eating food inspired by objects such as Game of Thrones can
offer an opportunity to playfully cross the boundaries between the text
and the self and to imaginatively and figuratively travel to the places seen
within them.
Whilst this idea is intriguing (and I will return to the ideas explored
here below), other work has noted the importance of food and drink to
the physical fannish experience of ‘being there’. Craig Norris’ discussion of
fans of the Japanese anime Kiki’s Delivery Service and their trips to the Ross
Bakery Inn and Ross Village Bakery in Tasmania notes how they ‘focused on
enjoying the local food and atmosphere of [these places]’ (2013, para. 9.1). In
their sampling of the Ross Bakery’s pies, these fans were able to ‘reinforce
[…] a positive link between the Ross Bakery and Kiki’ (Norris 2013, para. 9.2).
Similarly, Stijn Reijnders (2013) also draws attention to the importance of
food to the media/fan experience in his analysis of tourism based on the
Kurt Wallander novels and television series in Ystad, Sweden:
Here, albeit briefly, we can see how tourism and food and drink intersect
for the media tourist, allowing them to ‘consume their own imagination’
(Reijnders 2013, p. 40). More recently, and with specific reference to the
Wizarding World of Harry Potter at the Universal Studios theme parks,
Waysdorf and Reijnders observe how
visitors do what would if they were visiting any other urban tourist
destination: they buy things, they wander the streets, get something to
eat or drink, perhaps see a performance or people-watch. These can all
be done convincingly, with ‘local delicacies’ like butterbeer and exclusive
souvenirs, in a way that adheres to the narrative memories and details
of the Harry Potter series. (2018, p. 183, italics added)
In many ways, then, there are clear parallels between the theme park visitor
and the more traditional tourist, particularly with regards to the importance
of food and drink, ‘local delicacies’ that may be specific to a country or region
or to an imagined place such as Harry Potter’s Diagon Alley.
Before discussing in more depth the transmedia possibilities offered by
theme park food and drink, it is worth sketching out some of the complexities
of eating and drinking in the parks, especially for those visiting Walt Disney
World. As discussed at length in Chapter Three, ‘a visit to Walt Disney World
[is like] […] a dance, one that you must prepare and practice for’ (Huddleston
et al 2016, p. 225). Alongside the wealth of other resources, fans and visitors
can access blogs and other resources dedicated to navigating the food and
drink options at Walt Disney World. Whilst Universal Resort Orlando also
offers a range of restaurants and bars, most of the pedagogical information
focuses on Disney, primarily as a result of the size of the resort and the fact
that the majority of guests who are staying on-site at Disney resorts will
take advantage of the Disney Dining Plan.
There are four main types of restaurant found within theme parks; Table
Service restaurants where guests sit at tables and are served by waiting
staff, Counter Service restaurants where patrons chose food (often from a
buffet or a ‘shop’ style self-service) and choose their own unassigned seating,
Quick Service restaurants (offering a fast food service where limited option
meals are ordered at a counter), and vending, which includes food carts
selling snacks such as pretzels, turkey legs and hot dogs (see Younger 2016,
pp. 353–354). WDW provides guests with opportunities to dine across these,
offering three Dining Plans to guests; the Deluxe Dining Plan (Three meals
in any combination of table or counter service, two snacks, and refillable
drinks mug at $116.25 per night), the Standard (One table service meal,
Turkey Legs, Dole Whip and Duff 159
one quick service meal, two snacks and a refillable drinks mug at $75.49
per night), and the Quick Serve (Two quick service meals, two snacks and
a refillable drinks mug at $52.50 per night). This means that guests need
to not only plan which Park they will be in on each day but also where
they plan to eat. Furthermore, because restaurant reservations open for
booking 180 days before guests arrive, the apparently simple act of eating at
Disney ‘demands almost continuous decision-making and problem-solving’
(King and O’Boyle 2011, p. 15). One cannot simply turn up on the day and
expect to eat at some of WDW’s most popular restaurants. The navigation
of the various types of restaurant, the type of cuisine they serve, and their
popularity and availability are thus subject to the same level of planning and
organization as the overall trip. To assist guests, and fans, in understand-
ing these complexities, knowledge of specific restaurants and eateries is
circulated within the participatory culture surrounding theme parks. As
with the wider planning of a trip as discussed in Chapter Three, resources
such as recommendations from theme park bloggers via social media, the
consumable-focused Disney Food Blog and the irreverent guidebook Drinking
at Disney (Miller and Rhiannon 2016) engage in quasi-pedagogical work
to recommend specific places to eat or drink and to maintain hierarchies
regarding their quality.
Whilst, as discussed in the next chapter, there has been study of the
merchandise and material objects that surround media texts, once again,
very little of this focuses in on the importance of consumables such as
food and drink. However, the centrality of such items to the theme park
fan experience offers an opportunity to consider how they contribute to a
sense of immersion and how they function as a form of ‘paratext’, a concept
defined by Jonathan Gray as deriving from ‘the prefix “para-”, defined by
the OED both as “beside, adjacent to,” and “beyond or distinct from, but
analogous to”’ (2010, p. 6). Gray argues that paratexts may ‘take a tangible
form, as with posters, videogames, podcasts, reviews, or merchandise’ (2010,
p. 6) and, since food and drink occupy the category of merchandise, we can
also consider consumables in this way. As this section will explore, there
are examples of food and drink available to the theme park visitor which
function very clearly as recognizable objects from a range of films, television
series, or other mediated texts (for example, in Universal Studio’s Wizarding
160 Theme Park Fandom
World of Harry Potter one can find an array of diegetic foodstuffs including
Butterbeer, Chocolate Frogs and Bertie Botts’ Every Flavour Beans).
However, other options are more tangentially connected to the central
text; for example Disney Park’s offering of Star Wars themed foods such as
the Royal Guard burger at WDW’s Hollywood Studios whose only connec-
tion to the storyworld appears to be that the bun is black, and therefore
linked to the ‘dark side’. This example echoes Jonathan Gray’s discussion
of a Dominos ‘Gotham City pizza’, created as part of the promotion for the
Batman movie The Dark Knight, which he views as an example of a paratext
that ‘contributes nothing, or takes away from the text’ (2010, p. 210). More
recently, in discussion of paratexts and hype and commercial excess, Gray
again dismisses branded tie-in foodstuffs, commenting ‘When Star Wars:
Episode VII: The Force Awakens produces BB-8 oranges, that’s just silly’
(Brookey and Gray 2017, p.109), presumably because this, like the Gotham
pizza is an object that contributes nothing to how the movie itself is read.
I want, therefore, to raise two issues here. Firstly, I would argue that the
characterization of the BB-8 orange, the Gotham City pizza, or the Star
Wars burgers at Disney Parks, as ‘unincorporated paratexts’ that ‘contribute
nothing meaningful to the text or its narrative, storyworld, characters or
style’ (Gray 2010, p. 210) doesn’t account for the enjoyment that fans of either
may have derived from consuming the item nor how they themselves may
have negotiated its (admittedly tenuous) relationship with the fan object
or text itself. Secondly, and as this chapter will go on to discuss, we need
to expand out our concept of the paratext since food and drink cannot be
fully understand via the definitions proposed by writers such as Genette
(1997) and Gray (2010). If, as Brookey and Gray (2017, p. 101) summarize,
Genette ‘used the term to describe all those things that surround the actual
literary work that we may be inclined to consider not wholly a part of it,
but that nevertheless append themselves to it’ and shape our reading and
understanding of a text, can food and drink really belong to this category?
Equally, whilst media and cultural studies scholars have used the concept
to analyse ‘the huge world of promos, hype, trailers, merchandise, licensed
games, DVD bonus materials, ancillaries, transmedia extensions, fan texts,
and more’ (Brookey and Gray 2017, p. 101), and food and drink clearly con-
stitute a form of merchandise, it remains debatable whether consuming
them has any real impact upon how one reads a film, TV series, or other
media text. Given these debates, it is pertinent to return to consideration
of food and drink as forms of merchandise, albeit ones which can have an
important role to play in terms of immersion, authenticity, and capital when
consumed in fannish sites.
Turkey Legs, Dole Whip and Duff 161
the wide range of BaddaBing [the name of the strip club featured in the se-
ries] products […] such as the black thong printed with the words ‘Property
of the BaddaBing Club’, the BaddaBing inscribed ashtray, cigarette case,
cigar holder, coasters, shot glasses and hip flask. In addition, the Artie
Bucco Food Gift set, which contains cooking sauces branded with Artie
Bucco’s name, and The Sopranos Family Cookbook, including recipes for
dishes featured on the series, would also fit into this category. (2007, p. 15)
We can use these categories as a starting point to begin to unpack the range
of foods on offer within the parks and to consider how they may operate
as forms of paratext. For example, diegetic foodstuffs include examples of
food and drink literally consumed by characters within media texts, such as
Butterbeer in the Harry Potter series, Coconutty biscuits as seen in Despicable
Me, or the drinks Duff and the Flaming Moe or food such as the Krusty
Burger in The Simpsons. Based on Johnson’s definition, pseudo-diegetic
items include those linked to the fictional world, but not seen directly
within it, such as the frozen Freeze Ray drink inspired by Despicable Me, a
pork shank served at the Beauty and the Beast-themed ‘Gaston’s Tavern’ in
WDW’s Magic Kingdom, or the Dragon Scale and Wizards’ Brew beers at
the Leaky Cauldron pub in the Wizarding World of Harry Potter’s Diagon
Alley. These latter examples are not explicitly seen in the original texts but
share enough thematic or iconic overlap that they could legitimately exist
within that fictional world.
However, we may question to what extent some food or drinks can really
be considered as pseudo-diegetic, given that there is often a tendency within
theme park catering to name something after an attraction, text or character
without the food itself having any connection. In such cases, the food may
be ‘conventional and standardized fare, in contrast to the [theme] which
may be extraordinary and unusual. […] To the extent that there is a link
162 Theme Park Fandom
between the food and the theme it is likely to reside in its naming on the
menu’ (Beardsworth and Bryman 1999, 244). Examples here include the fare
on offer at UOR Universal Studios’ ‘Classic Monsters Café’ which is styled
around the early monster movies produced by the studio. Whilst the Café
itself is themed around key horror characters such as Dracula, Frankenstein’s
Monster, and the Wolfman – and contains a plethora of museum-worthy
artefacts including original shooting scripts, images, and props – the food
on offer includes generic burgers, chicken, and ribs sold under the title of
the ‘Monster Combo’. We can even question the extent to which some of the
items sold within the ultra-immersive WWOHP are truly pseudo-diegetic
since, in many cases, strict canonical fidelity is eschewed for food and drink
that echo the general tone or theme of an existing world or text. As Ric Florell
of UOR notes in relation to Diagon Alley’s ‘Leaky Cauldron’,
The tricky part was creating a menu when there was no mention of any
of the food items in the books and only one mention in the films to Split
Pea Soup. So, we devised a menu with delicious dishes you would find
in a British Pub. […] Our goal is to give our guests a culinary experience
that immerses them in the fun, excitement and wonder of The Wizarding
World of Harry Potter. (Florell in Younger 2016, p. 356)
The food available at this site, including a range of British classics such as
Fish Pie, Toad in the Hole, Bangers and Mash, and a Ploughman’s Platter
could be served within the text of the Harry Potter novels and films, but
this is not done so explicitly. Equally, unlike some pseudo-diegetic examples
such as the Freeze Ray drink, these items could be lifted out of the Harry
Potter themed land and served elsewhere, such as in a British pub in another
area of Orlando. Here, we see echoes of Saler’s (2012) concept of the ‘ironic
imagination’ as fans consume foods not seen within the storyworld but
that could be.
Thus, in the case of theme park consumables such as food and drink,
the concept of the paratext needs some deconstructing. Here, there are
clearly examples which would fit into what Johnson refers to as diegetic
and pseudo-diegetic objects. However, in the case of many foodstuffs and
beverages, the linkage is more to do with the concepts of immersion and
world-building; such examples both ‘invite us to engage in the fictional world
of the series’ (Johnson 2007, p. 16) and encourage us to imagine the broader
narrative world that we do not see. In this sense, some food items belong to
the ‘hyperdiegesis’ of the text, ‘the creation of a vast and detailed narrative
space, only a fraction of which is ever directly seen or encountered within
Turkey Legs, Dole Whip and Duff 163
Items like Harry Potter’s Shepherd’s Pie or the dishes in WDW’s ‘Skipper
Canteen’ (see below) can be judged on their believability within the hyper-
diegesis of an existing narrative world or, in the latter case, the hyperdiegetic
world beyond the ride/attraction itself.
In contrast to these text-originated and park-originated cult-culinary
objects, some cult foodstuffs are granted special status by theme park fans
and visitors themselves. As discussed below, many restaurants within theme
parks have stories based on original creations of characters or worlds, such
as the ‘Skipper Canteen’ or ‘Toothsome Chocolate Emporium’. Both these,
and locations based on existing texts such as Harry Potter or The Simpsons,
often offer unique and exclusive items alongside the opportunity to become
immersed within the storyworld. This has led to some theme park food
and drink becoming icons of specific parks or attracting a more typically
cultish following which originated within theme park fandom itself. For
example, Disney Parks produce clothing and other merchandise (including
keyrings and even car air fresheners!) for the popular giant turkey legs sold
from catering carts across the Parks, as well as using iconic foodstuff such
as Mickey-shaped pretzels or ice creams on T-shirts alongside slogans such
as ‘I just came for the snacks!’. These items are not, however, especially rare
and can be purchased throughout WDW. In contrast, one of Disney Parks’
other popular foodstuffs is both iconic and occupies a cult position; their
164 Theme Park Fandom
Dole Whip creation of pineapple and ice-cream which is only sold in Walt
Disney World in Aloha Isle in the Magic Kingdom and the Polynesian Village
Hotel. These items can be characterized as ‘fan-originating cult-culinary’
objects and can be linked either to a pre-existing fandom or related only
to one’s fandom of the theme park or the item itself. The cult following
attached to these items reflects how ‘theme parks have identified the value
of cult items: unique and unusual food or beverages sold with some degree
of exclusivity, to purposefully cultivate a cult following – directly translating
into higher than average sales’ (Younger 2016, p. 356).
This relative exclusivity can also be seen within UOR via its limiting
of the sale of Butterbeer to the Wizarding World of Harry Potter and The
Simpsons themed drinks the Flaming Moe and Duff beer to the Springfield
area of the park, items we can view as text-originating cult-culinary objects.
Consuming both these, and fan-originating foodstuffs such as Dole Whip,
both works to further immerse the fan in the themed space but also enables
display of forms of knowledge and capital. Indeed, ‘Cult items typically
rely on restricting access to the item […] While opening additional outlets
to sell these items would reduce queues, the parks recognize the value of
the experience and the exclusivity surrounding the item’ (Younger 2016,
p. 357). Thus, whilst as discussed in Chapter Three, queuing within parks
is often hidden by the management and disliked by guests, waiting in line
for either limited merchandise or special foodstuffs may actually work to
imbue the fan with capital. Writing about the lines for panels at Comic
Con, Hanna argues that queuing is a form of fan labour since ‘their bodies
construct the material trajectory and hierarchies of the line and because
their willingness to wait produces – or at least enhances – the perceived
value of these promotions’ (Hanna 2017, p. 214; see also Booth 2016). Such
hierarchies of waiting can also be seen within the theme park space; as
Ledbetter et al note
the goal is not always to divert guests’ attention away from the wait. At
Tokyo DisneySea® theme park, for example, the line at the Mysterious
Island Refreshment Station is notorious for very long wait times. Although
other stations in the park serve the same food, the very act of waiting in
the Mysterious Island line is considered a rite of passage – an attraction
in and of itself. (2013, p. 27)
In the case of the theme park, this means that those who indulge in specific
limited food or drink at special seasonal events (such as WDW’s Food and
Drink Festival or Halloween-themed Mickey’s Not So Scary Halloween
Party) are afforded forms of culinary capital that accord them prestige
within the subculture of theme park fans that they belong to. Whilst such
culinary capital would have no value amongst other groups (e.g. those
who favour haute-cuisine in expensive restaurants), amongst theme park
fans, the attainment of limited cult-culinary objects (whether available in
restricted places such as Butterbeer in the WWOHP, Dole Whip in the Magic
Kingdom’s Adventureland, or Jack Skellington toffee apples at the WDW
Halloween Party), offers another opportunity for immersion, connection,
and the pleasure and status of ‘being there’.
Indeed, the focus on being physically present when consuming food and
drink within the parks differs from the ways that acts of fan cookery have
been discussed, especially with regards to how the making of recipes is
incorporated into everyday life. Whilst Magladry argues that ‘In the case of
fan cooking and food, the physical ingestion of the object is both a playful
and political act of identity formation and negotiation of the ‘everyday’’
(2018, p. 119), fans who visit themed spaces and consume cult items such as
Dole Whip are resolutely not engaging in this as part of their usual routines.
Here, the quest for, and consumption of, these culinary objects is precisely
linked to the fact that they are not ordinary and cannot be consumed in the
usual rhythms and routines of the fan’s life. Their availability only in specific
locations imbues them with a sense of the extra-ordinary; whilst fans can
buy official and fan-created Disney cookbooks, draw on unofficial online
Butterbeer recipes to try to make their own versions, or attempt to replicate
the food and drink they eat within the parks, these are not auratic. Whilst
the fan may gain pleasure from these acts of cooking and creation, it is only
166 Theme Park Fandom
when within the physical spaces of the parks themselves that the actual
items can be purchased and enjoyed, again speaking to the interlinking of
place, authenticity and experience that ‘being there’ allows.
Whether we conceive of theme park food and drink as paratexts (Gray 2010),
as examples of diegetic and pseudo-diegetic merchandise (Johnson 2007), as
objects that extend the hyperdiegesis (Hills 2002) of a narrative world, or as
cult-culinary objects, they clearly speak to the importance of consumable
items in building the immersive experience for fans within the themed
space. This highlights the fact that, whilst ‘Theming has sometimes been
understood only as a static phenomenon – as a combination of architecture,
interior design, signage and associated forms of performance that relate
to the common theme’ (Lukas 2007, p. 75), we must pay attention to the
‘flexible and lived nature of theming, particularly as the five senses are
utilized in the maintenance of themed venues’ (Lukas 2007, p. 75). As this
section discusses, food and drink (and associated sensory connections such
as smell) help construct the theme of a space, in particular the themed
restaurant. Indeed, the use of smell and taste works thorough the theme
park space to invite the guest in, to evoke memories and emotions, and to
demarcate specific themed lands and places. For example, WDW’s Magic
Kingdom’s Main Street, USA, is filled with the scent of traditional foods
such as candyfloss, baked pastries, and hotdogs to conjure the sense of
turn-of-the-century small town America and to ‘evoke nostalgia for an Age
of Innocence’ (Salamone and Salamone 1999, p. 85). The importance of the
senses to the theme park fan experience contributes to a ‘sensory order of
immersion’ (Lukas 2007, p. 80–81) and offers modes of haptic fandom related
primarily to smell and touch. The role of both senses here reflects the broader
interplay between the body and the experience of visiting the Parks where
Rides also offer the opportunity to expand the experience with physical
sensations appropriate to the narrative: the disorientation of flashing
lights and smoke, the evocative smell of charcoal, appropriate temperature
changes, the rush of wind, and the confirmatory sensory input associated
with floating or soaring. (King and O’Boyle 2011, pp. 6–7)
is entirely unique to the physical theme park attraction medium: you can
actually smell the world, with its dank, moldy, dusky aroma; it is at once
evocative of a pirate world, but also smells distinctly like a theme park ride’
(2016, p. 98).
Given the centrality of the senses to the theme park experience, and in
particular to the creation of immersion, the ability to consume themed food
and drink is a key source of pleasure. However, whilst some paratextual food
and drink can be consumed anywhere within a park – such as the Freeze
Ray drink which can be purchased and then carried around the Streets of
UOR – specific dining locations offer the opportunity for themed foodstuffs
alongside fixed spaces of pleasurable immersion. Beardsworth and Bryman
(1999) define the themed restaurant as
Delight your big and little explorers with premium table-service dining
in 3 curiously quirky rooms: the crew’s colonial-era Mess Hall (which is
not messy at all, thank you very much); the Jungle Room, former family
170 Theme Park Fandom
parlor of Dr. Albert Falls himself; and the S.E.A. Room – a once-secret
meeting place for the Society of Explorers and Adventurers! (Skipper
Canteen, online)
This brief description works to set the tone of the immersive nature of the
restaurant, introducing key characters (Dr. Albert Falls), gesturing towards
the ‘hyperdiegesis’ of the attraction-world (via the reference to the Society
of Explorers and Adventurers), and highlighting the emphasis on comedy
and puns. Here we can see the importance of narrative and immersion to
the space and how Disney ‘Imagineers create elaborate back stories even
for restaurants and swimming pools’ (Rahn 2011, p. 88). The restaurant
also has a role within a broader transmedia universe, that of Disney’s
Society of Adventures and Explorers (S.E.A.), a multi-park storyworld that
encompasses characters, restaurants, and attractions in Tokyo DisneySea,
Hong Kong Disneyland, the waterpark Typhoon Lagoon, and California’s
Disneyland. This universe, sharing characters and narratives across global
parks, is relatively unique in that ‘this isn’t a single narrative driving a
single attraction. It’s an epic tableau, with the potential to drive a limitless
number of attractions around the world’ (Niles 2013) and one that was
designed specifically for the spaces of the Parks themselves. The Global
Avengers Initiative, as discussed in the Conclusion, similarly offers an
unfolding narrative experience across multiple Disney sites based on an
existing Intellectual Property and narrative world (i.e. the existing Marvel
Cinematic Universe). However, the S.E.A storyworld offers fans who pay
attention the opportunity to explore a still-evolving narrative (Niles 2018,
2019) as Disney works to ‘create […] space in its as-yet under-developed
Society narrative for our own imaginations to fill in, further engaging us
in the story’ (Niles 2013).
The food at Skipper Canteen shares clear thematic overlaps with the
‘Jungle Cruise’ ride, offering dishes inspired by Africa, Asia and South
America. Some refer to the attraction or the storyworld in their titles, such
as the ‘Falls Family Falafel’ starter or ‘Dr Fall’s Signature Grilled Steak’, whilst
others also include puns or wordplay such as the ‘Lot at Steak salad’. The
spin-off of a restaurant from an existing ride thus allows guests to more
fully immerse themselves within the created universe, visiting themed
spaces ‘created’ and apparently staffed by figures encountering on the
attraction itself. The story outlined in the restaurant’s menu details how
Alberta Falls, granddaughter of Dr. Albert Falls, who founded the Jungle
Navigation Company on which the Jungle Cruise ride is based, opened
the home offices of the Cruises to ‘hungry travelers’ after a downturn in
Turkey Legs, Dole Whip and Duff 171
trade for their original cargo shipping business. As the menu notes, ‘The
crew’s mess hall, our old family room and even my grandfather’s old secret
meeting room are now open to our diners!’. In keeping with the irreverent
and comedic tone of the Jungle Cruise ride, however, the menu humorously
urges you to ‘Please relax and enjoy your meal, then get out’. At present, the
storyworld created by the attraction and the restaurant offer an intriguing
opportunity to explore spatial transmediality not in the ways in which
Hills considers how transmedia of specific texts works within spaces such
as conventions (2017, p. 213) but, rather, how the space itself can come first,
working to create and expand narrative worlds and diegesis that originate
from the physical attraction which is grounded in a precise location. It will
be interesting to see how this expands when Disney releases its cinematic
version of Jungle Cruise in 2020 and if, or how, this refers to the ride and
the characters or organizations referenced in both this and the ‘Skipper
Canteen’. Equally, how these may reincorporate elements of the movie,
as Disney’s ‘Pirates of the Caribbean’ ride has done via its ‘auto-textual
poaching’ (Schweizer and Pearce 2016, p. 95) will also offer opportunities
to explore the cycle of spatial transmedia at work in both rides and other
themed spaces such as restaurants.
A contrasting example of a themed space based on an original concept
can be seen in Universal Orlando Resort’s ‘Toothsome Chocolate Emporium
and Savory Feast Kitchen’ (hereafter ‘Toothsome Emporium’), located in
its CityWalk dining and shopping district. The chocolate-themed space
consists of a full-service bar, dining area, and confectionary and its aes-
thetic is based on a Victorian steam-punk factory. As the name suggests,
chocolate is a key component of many of the items on the menu including
signature milkshakes, a range of cocktails, and unique dishes including
warm chocolate almond bread with salted caramel butter. Beyond the
chocolate-inspired items, the menu offers more traditional dishes including
burgers, salads, and pasta dishes. However, like the ‘Skipper Canteen’, the
‘Toothsome Emporium’ also offers a detailed backstory for the creation of
the restaurant and its characters:
From the Alps to the empire of the Aztecs, from Mongolia to Madagascar,
Professor Doctor Penelope Tibeaux-Tinker Toothsome learned new and
fascinating methods of infusing chocolate into the most extraordinary
recipes, making friends and receiving honors everywhere she went. Upon
returning home to London, Penelope determined that she would share her
love and knowledge of chocolate with the world. She set about building The
Toothsome Chocolate Emporium & Savory Feast Kitchen, an enchanting
172 Theme Park Fandom
Alongside the immersive story, guests can often find Penelope and her
steampunk robot companion Jacque wandering the restaurant and inter-
acting with guests, further adding to the experience and the theming of
the space. Unlike the Skipper Canteen, the Toothsome Emporium has no
existing backstory on which to base its theming and works to create its own
characters and mythology as part of its immersive experience. Instead, it
offers an original world designed to evoke recognition of ‘widely-known
cultural resources’ (Beardsworth and Bryman 1999, p. 236) such as the
steampunk era, Victoriana and, as a Chocolate Factory, the figure of Willy
Wonka from Roald Dahl’s children’s’ novels and subsequent film adaptations.
The Toothsome Emporium follows the common template of the themed res-
taurant; ‘The narrative is made visible and tangible in the physical structure
of the restaurant’s interior and very often of its exterior’ (Beardsworth and
Bryman 1999, p. 236) via its industrial décor; from the outside the Emporium
resembles a factory (albeit an aesthetically pleasing one) with large chimneys,
machinery cogs and steam pipes. The interior continues this aesthetics
with a palette of brown, bronze and gold, evoking the chocolate theming
that is further present via smell and many of the dishes on the menu. As an
example of a ‘parodic restaurant’ (Finkelstein 1989), the Emporium evokes
the guests’ imagination with a ‘stylized atmosphere and theatrical setting
of a reconstituted reality’ (Finkelstein 1989, p. 77) and works to ‘create a
magical environment based up a strong motif. […] [and to] create a sense
of involvement in the fantastic’ (Beardsworth and Bryman 1999, p. 241).
However, the experience of this form of themed restaurant is limited,
since there are currently no transmedia extensions to the storyworld of
the Emporium’s characters, dining there is a relatively bounded moment.
It demonstrates the ongoing push for more detailed theming and narra-
tive at theme park restaurants but also highlights the limits when these
eateries are not linked to pre-existing franchises (as in Harry Potter and
the Diagon Alley/Hogsmeade restaurants, or Disney Springs’ Indiana Jones
themed Jock Lindsay’s Hangar Bar) or attractions with a legacy within the
Parks themselves (as in Skipper Canteen and Jungle Cruise). Whilst such
restaurants may present detailed theming and opportunities for immersion,
this remains temporary with little to encourage the guest to seek to play
within, or expand, the storyworld or its narratives once they pay their bill
and leave.
Turkey Legs, Dole Whip and Duff 173
Finally, there are other, albeit relatively rare, examples of restaurants and
bars located within theme parks and themed spaces that have pre-existing
fan associations not with franchises such as Harry Potter or Star Wars but
with musical acts, celebrities, or popular chefs. For example, UOR’s CityWalk
featured a restaurant by popular US chef Emeril Lagasse (which closed in
2018) and Disney Springs boasts a ‘Bongo’s Cuban Café’, created by musicians
Gloria and Emilio Estefan. Perhaps most interesting, however, is the presence
of a branch of the chain of Jimmy Buffett’s ‘Margaritaville’ eateries, also
located in CityWalk, especially given the presence of a longstanding and
dedicated fan base for the singer (Bowen 1997; Ingersoll 2001; Mihelich and
Papineau 2005). This enduring fan base, known as Parrotheads, includes
fans across a range of ages (Ingersoll 2001, p. 255), who privilege ‘notions of
utopian paradise’ (Ingersoll 2001, p. 256) and engage in an emotional and
imaginative search for the site of Margaritaville, the title of one of Buffett’s
most famous songs. As Mihelich and Papineau summarize,
Much as many fandoms have a physical site that connects with their fan
objects (such as Elvis fans’ Graceland, or Harry Potter’s Wizarding World),
Buffett fans have a connection with the abstract site of Margaritaville
which is both ‘real and imagined. Its reality is reflected in Key West and
the many tourist towns found in tropical regions. More important, it is a
place of the mind, a refuge where worldly concerns disappear, and a place
to escape from the hassles of everyday life’ (Bowen 1997, p. 99). Some fans
have visited ‘New Orleans, Louisiana, and Key West, Florida, […] two places
that have had a great impact on Buffett and his music’ and ‘many [fans]
have visited the sacred sites’ (Ingersoll 2001, p. 257). These places offer the
potential for pleasurable moments of pilgrimage and fan tourism, but the
existence of the Margaritaville cafes/restaurants means that there is also
an official themed space related to their fandom which seeks to embody in
174 Theme Park Fandom
a specific place the concept and attitude of Margaritaville and which may
challenge Buffett fans’ stance of anti-consumerist resistance.
This is highlighted by the fact that the UOR CityWalk ‘Margaritaville’
is not the only restaurant in the chain; ‘In 1984, [Buffett] opened a T-shirt
shop that has transformed into a chain of restaurants and retail operations,
known as ‘“Margaritaville Café” […] In the same year, he convinced Group
Modelo with its Corona beer to serve as his corporate sponsor’ (Mihelich and
Papineau 2005, p. 183). However, given its site as a themed restaurant within
an already themed space, the CityWalk location offers the chance to consider
how multiply layered and themed places may work differently for different
fans; in this case, the ‘theme park fan’ and the ‘Jimmy Buffett fan’. Some
Buffett fans reacted angrily to what they perceived as his ‘selling-out’, leading
to a schism between many fans’ desires and the commodified trajectory
of Buffett’s career. After the opening of the ‘Margaritaville’ chain, and the
sponsorship with Corona, many fans ‘adopted the identity of ‘‘Parrothead,’’
developed and embraced the meanings of Parrothead subculture, and
pursued the fanciful ‘‘Margaritaville’’ while Buffett developed his ‘‘Cor-
poritaville’’ in predictable and rationalized ways’ (Mihelich and Papineau
2005, p. 175). The dismissive and derisive ‘Corporitaville’ tag speaks to how a
range of fandoms resist overly commodified and commercialized elements
of their fan culture, as discussed in more depth in the next chapter.
Indeed, the theming of the restaurant fits into Beardsworth and Bryman’s
concept of ‘reliquary theming’ (1999, p. 240) via its display of items relevant
to Buffett’s career, as well as ‘parodic theming’ (1999, p. 241) through the
overt fakery of its tropical setting and the carefully-timed explosion of a
‘volcano’ every thirty minutes. The food and drink on offer are themed
around the tropics and have links to Buffett’s songs; the ‘Cheeseburger in
Paradise’ is named for one of his hits but is a standard (if very well-cooked)
burger, whilst the ‘Volcano Nachos’ (named for another of his famous songs)
are a typical, but large, portion of tortilla chips. Equally, the drinks menu
offers a range of flavoured Margaritas, loosely tropical-themed cocktails
and Buffett’s own lager Landshark. Given the somewhat tenuous links
between the food and drink on offer and Buffett’s material, and the fact
that ‘theme and food are linked by linguistic and semantic markers rather
than by culinary markers’ (Beardsworth and Bryman 1999, pp. 244–245),
fannish critique of the ‘Margaritaville’ sites initially appears justified.
But, despite this, there are signs that some fans view visiting ‘Margaritaville’
restaurants as a form of fannish pilgrimage. As noted during one of my trips to
Orlando, the CityWalk restaurant, for instance, features graffiti scrawled on
the bathroom mirrors and on the bar, quoting lyrics from Buffett’s songs and
Turkey Legs, Dole Whip and Duff 175
Conclusion
This chapter has brought together prior work on fan and media tourism
with studies of food to explore the importance of both as an intrinsic part of
contemporary material culture and as an important element in the broader
theme park fan experience. Within the broader tapestry of theme park
fandom, the ‘consumption of food and drink related to a fan object offer[s]
avenues for connection, participation and pleasure’ (Williams 2015, online)
176 Theme Park Fandom
However, fans also operate their own hierarchies and distinctions based on
certain goods or items of merchandise and often marking themselves out in
opposition against ‘bad consumers’ (such as those who purchase huge numbers
of limited-edition items in order to sell them on eBay). As the next chapter will
demonstrate, the practices of curation and collecting are key to theme park
fans and are often intimately woven with their displays of fannish self-identity.
Turkey Legs, Dole Whip and Duff 177
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7. Embodied Transmedia and
Paratextual-Spatio Play: Consuming,
Collecting and Costuming Theme Park
Merchandise
Abstract
This chapter explores how hierarchies of cultural value operate in relation
to theme park merchandise through the example of Disney pin-trading
which allows fans to display their fan identities (e.g. preference for certain
characters, attractions, or hotels) or presence at particular events (via the
acquisition of limited edition event pins). It also explores how theme park
fans display their fandom on their bodies via clothing and subversive forms
of costuming known as DisneyBounding. The link between clothing and
specific sites within the park allows fans to engage in forms of ‘embodied
transmedia extension’ since fans can engage in ludic imaginative spaces.
The chapter acknowledges how theme park fans enter into acts of com-
mercial exchange whilst also operating their own hierarchies regarding
acts of consumption.
Introduction
One of the key activities undertaken by theme park fans is the purchase
and collection of merchandise. As a brand Disney has long been seen to
demonstrate ‘a careful integration of entertainment and fun with com-
modification and consumption’ (Wasko 2001, p. 158) and Universal Studios
has certainly followed this pattern with huge profits made from its in-park
merchandising of key properties such as Shrek, Despicable Me, SpongeBob
SquarePants, Jurassic Park and, via the opening of The Wizarding World
Williams, R., Theme Park Fandom. Spatial Transmedia, Materiality And Participatory Cultures.
Amsterdam: Amsterdam University Press, 2020
doi 10.5117/9789462982574_ch07
182 Theme Park Fandom
While object-oriented fans have drawn scorn from some fan communities
as inauthentic shills for the media industries, […] collecting and curation
are important practices among participants seeking to legitimate often
devalued forms of popular culture and affective experiences with media.
Thus, the chapter demonstrates how theme park fans willingly accept
and enter into acts of commercial exchange and commodification whilst
also operating their own hierarchies regarding ‘good’ and ‘bad’ acts of
consumption and displaying forms of subcultural capital. They also use
merchandise to represent and reinforce their own fan identities within the
Embodied Tr ansmedia and Par atex tual-Spatio Pl ay 183
Whilst studies of tourism have been seen by some to privilege the visual
over the material, Fan Studies has also been accused of focusing on ‘texts
and the textual practices of fandom without paying much attention to the
material, physical dimension of fan culture, despite its clear importance to
many fans’ (Hoebink et al 2014, para.4.6). Clearly, however ‘Fandom is about
more than reading and writing; it also about touching, smelling, controlling,
and collecting the objects of fandom’ (Hoebink et al 2014, para.4.6). As Avi
Santo argues,
the aversion to taking material fan practices seriously has led to large
gaps in studying what fans actually do with the merchandise they acquire
and how these material objects function as veritable sites of struggle and
negotiation over what constitutes fandom and who can gain access to/
status in within a particular community. (2018, p. 329)
screen and the lived, tactile experience of audiences’ (Rehak 2014, para.
1.3). As Rehak points out, we can explore ‘the material practices of fandom
through craft, commodity, collection, and curation’ (2014, para. 1.4). Previous
work has focused on the materialities of fandom via the collection and
modification of action figures (Godwin 2014, 2015a, 2015b) or dolls (Heljakka
2017), fan purchasing of items from auctions (Stenger 2006, Hills 2014, Hills
2018b, Williams 2018), fashion and cosplay (as discussed below), and a range
of other forms of collection, curation and engagement with material cultures
(see, for example, Rehak 2013, 2014, Geraghty 2014, Hoebink et al 2014, Woo
2014, Cherry 2011, 2016). Some of these fan practices exist in conflict with the
preferences and officially sanctioned uses of companies and organizations,
throwing fans and media producers into opposition with one another (as
discussed below in relation to Disney theme parks), often because
As noted at the end of the prior chapter, fandom has often been beset by the
tension between resisting overly-commodified practices and an awareness
that fandom often involves participation in acts of consumption and col-
lecting, echoing a broader cultural ‘binary link between commercial and
inauthentic, and non-commercial and authentic’ (Banet-Weiser 2012, p. 11).
Equally, as discussed in the Introduction and in Chapter Two, one of the main
critiques levelled at theme parks is that they are ‘temple[s] of consumption
made possible by leisure, surplus value, technology and consumerism’ (King
1981, pp. 120–1) and that their ‘Visitors become passive consumers, neither
actively engaged in the construction of their experience, nor particularly
aware of the high degree of manipulation and influx of capital required to
maintain the experience’ (Borrie 1999, p. 74). However, theme park fans,
as I have argued throughout, are not unaware of these tensions. They both
accept their position as consumers within the commodified spaces of the
parks whilst also operating a range of distinctions regarding the types of
consumption and goods that they value and those who engage with different
types of object. When considering the importance of collecting, curation
and consuming to theme park fans we must acknowledge that ‘fandom is
related to wider shifts within consumer culture, such as the increase in
186 Theme Park Fandom
Here, a fans’ inability to construct and make their own items is not seen as
a barrier to participation in theme park fandom, as it may be in fandoms
that privilege handicrafting and building above purchasing commodified
and commercially available goods (see Hills 2014). Whilst there is a thriving
culture of fan-crafted costumes and accessories circulating around theme
park fandom via sites such as the ‘artisanal marketplace’ of Etsy (Close
2016, p. 1901), fans are not required to possess the skills to produce such
items themselves. In this way, the theme park offers the fan a plethora
of objects to choose from whilst not necessarily facing being devalued or
dismissed by fellow theme park fans. Furthermore, as Urbanski continues,
‘Rather than feeling manipulated against my will, or treated only as a profit
center, I do also see the merchandise available in the parks as souvenirs of
family time spent on vacation and a way to identify myself to fellow fans’
(2017, p. 261). This identification to fellow fans can take place outside of
the parks themselves and can involve both official merchandise and the
unofficial; for example, recognizing someone who has visited a favourite
attraction by a T-shirt they are wearing. Over the course of visiting the
Florida parks, I have seen and experienced countless examples of people
actively recognizing and praising the merchandise worn by others, ranging
from approving smiles and nods, shouts of ‘I love your T-shirt’ across the
parks, to being actively stopped and questioned about where an item was
purchased (on one day alone, an unofficial Star Wars/Ariel Princess mash-up
T-shirt received over six different types of compliment from both staff and
other theme park attendees). Clothing also works to identify fellow fans of
specific rides, experiences or characters whilst physically present within the
parks themselves. This allows more dedicated fans to recognize each other
amongst the wider theme park attendees of holidaymakers and families,
enabling a subtle subcultural nod of recognition when others recognize
a more obscure reference to a ride, text, or character on one’s clothing or
accessories.
188 Theme Park Fandom
One of the main ways that theme park fans display their particular connec-
tions or investments is via the collection, display and trading of themed pins.
These can be themed to specific parks, hotels, attractions, characters, seasons,
or hard-ticket events, and so on. The practice of Pin Trading originated in
Disney Parks, but this can also be undertaken at UOR, albeit with fewer guests
and staff actively participating in swapping pins. Pin Trading involves guests
buying pins from the range of shops across WDW and then taking these to
the Parks and displaying them. This is most typically done on a lanyard hung
around the neck but those with a larger collection that they wish to swap
may also take specially designed pin trading bags. Once in the Parks, guests
can approach staff and swap pins, whilst guests may also wish to swap with
each other. Pins that had a limited-edition run, such as those associated with
specific themed events or part of limited numbers, are the most sought-after
whilst the more generic and common pins are generally less popular.
There are echoes here of Lincoln Geraghty’s study of collectors of pins
from the Hard Rock Café chain and his argument that ‘traveling to and
collecting unique pins from locations across the globe creates a different
fan dialogue that centers on tourism and the collecting practices associated
with curatorial and souvenir consumption’ (2014b, para 1.4). In the case
of theme park pins, however, fans are less likely to be traveling across the
globe to collect (trips to the international theme parks in France or Asia
notwithstanding) and more likely to be obtaining pins that reflect specific
visits or evoke certain memories at the same sites (e.g. Walt Disney World
or Universal Orlando Resort). In the same way at the Hard Rock Café fans,
however, there is a clear linkage between the physical object, the act of
collecting, and the experience of traveling to and visiting important sites.
Here we can see how theme park fans use merchandise such as pins to
represent their fannish identities, which are ‘partly defined by what people
choose to collect and partly determined by where they travel and what they
do when they get there’ (Geraghty 2014b, para. 2.6).
Whilst pins had always been produced and sold at Disney resorts, the
practice of pin trading was formally introduced and sanctioned in 1999 at
WDW as part of the Resort’s Millennium Celebration (Disney, ‘Pin Trading
Around the World’). Pin trading is a practice that Disney actively seeks to
encourage, but it is regulated with a list of rules that guests must abide by.
These include:
– The general rule on what constitutes a tradeable pin is that it is a cloi-
sonné, semi-cloisonné or hard-enamel metal Disney pin, or an acceptable
Embodied Tr ansmedia and Par atex tual-Spatio Pl ay 189
rerunning pins so that people who missed them in store can buy them again
to fill gaps in their collections’ (2014, para 4.5). Fans are not only happy to
participate in consumerist systems of collection and curation but are also
keen to police what they view as the ‘fair’ and equitable chance for the
acquisition of merchandise.
However, whilst a collection of pins can be built and maintained via
second-hand trade on sites like eBay (despite the broader fan disapproval
of organized eBay ‘pirates’) , the act of pin trading is framed by Disney, and
many fans, in terms of its opportunities for engagement and interaction
within the physical spaces of the Parks. When away from the theme parks,
fans may share their collections with others via images online or keep them
private but, in both cases, they work to form a personal collection of pins
that are linked to specific trips or events in the Parks, or that depict their
favourite characters or movies. As Avi Santo argues,
Thus, ‘When bought, each pin is incorporated into a collection that represents
an individual’s identity and sense of self […] enhance[ing] both the emotional
and physical relationship that pin collectors have with their collected items’
(Geraghty 2014b, para. 3.6). In this way, collecting ‘can be seen as a means
of individualizing the uniformity of the mass-produced. In a consumer
society, we all look for ways to alleviate the routine of the functional. In
collecting, a certain depth or another dimension is found’ (Martin 1999,
pp. 146–47). The decision by theme park fans to collect certain types of pin
function as a fans’ ‘personalised depictions of history – mirrors to the self.
Objects therefore embody memories of things past and inform activities
and what you do with the collection in the present’ (Geraghty 2014, 4). Pin
trading represents the interplay between fans’ own choices for expression
of the fannish self via the pins they choose to collect, and the commercial
imperatives of the Disney and Universal parks in that the purchase and
exchange of pins is explicitly sanctioned, as long as fans play by the rules.
Wearing of pins on lanyards or other clothing is also accepted, allowing fans
to display their collections and the subsequent forms of capital that this
Embodied Tr ansmedia and Par atex tual-Spatio Pl ay 191
denotes. This is not always the case, however, with some physical displays of
fandom within the Parks and other forms of consumption and embodiment
more heavily controlled. This is particularly evident in the policing of the
practices of costuming and cosplay in the Disney Parks, which has led to
a complex relationship between fans and the Disney Company in which
initial acts of fannish resistance or practice have been variously challenged,
co-opted, and commercialized.
made by fans and inspired by fiction’ (2018, p. 176). However, despite these
various examples, academic work has tended to highlight cosplay, which
‘creates an intimate and complex relation between the fan and the character
[…] [and through which] the fan constructs his or her identity in relation
to fiction and enacts it ‘(Lamerichs 2011, para 3.1), as the dominant mode of
fannish engagement with clothing and fashion. I would argue that this is
partially due to the focus within Fan Studies on transformative works which
privileges fannish ‘twisting’ of source material in opposition to affirmational
works which ‘reinforce the official author’s power and control over their
own works’ (Hills 2014, para. 2.1). Many of the fashion-related practices
that theme park fans engage in, however, do not fit readily into this binary
opposition, as I will discuss in more depth below. This section seeks to
advance our understandings of the physical practices that theme park fans
engage in by exploring the importance of dress and costuming including but
not limited to forms of cosplay, particularly within the Disney Parks where
‘The fan’s body […] is playful and present’ (Lamerichs 2018, p. 178). Whilst
fans can engage in cosplay outside of the theme parks themselves, they are
limited in the opportunities to do so when actually within those spaces
given Disney’s restrictive dress codes. However, as I will examine, fans have
developed ways to subvert these rules via the concept of ‘DisneyBounding’,
the practice of dressing in the colour schemes of characters or in keeping
with their specific ‘mood’ or palette to evoke particular characters or Disney
icons without explicitly dressing as them.
The marketing of fashion items to fans is commonly accepted and forms
part of the media industries’ targeting of fans as niche consumers who
actively seek to purchase and collect merchandise. Disney, and to a lesser
extent Universal, are no strangers to this; Disney with its own ranges based
on its own original properties as well as Marvel and Star Wars and, within
its Parks, Universal’s sale of clothing based on Harry Potter, Marvel, and
Despicable Me. The importance of marking one’s specific theme park fandom
via t-shirts, dresses or jewellery highlights again the close linkage between
the parks and fans’ sense of identity and points of identification. These items
can be worn in everyday life, as a subtle reminder of one’s trips and experi-
ences. Acts such as wearing fan-inspired make-up, wearing Mickey Mouse
earrings or carrying a Pirates of the Caribbean handbag to work allows theme
park fans to develop ‘a look for integration into everyday life. This creates a
quotidian fan practice that is about subtly wearing your fandom in ways that
are not clearly marked’ (Affuso 2018, p. 188), a form of what many fannish
communities refer to as ‘stealth cosplay’ (Edidin 2014). Disney produces
Embodied Tr ansmedia and Par atex tual-Spatio Pl ay 193
its own ranges of clothing through lines such as Kingdom Couture and its
Dress Shop brand, via its own Disney Stores, and by licensing the rights to
produce merchandise to shops including the UK’s ASDA/George line and
Primark stores. However, its partnership with the Her Universe company
is perhaps the most overt example of their clothing-related merchandising
deals. As Derek Johnson summarizes,
However, it is to the use of clothing and accessories within the parks them-
selves that I now turn. As Heather Urbanski notes, ‘In my own Disney Parks
observations, the in-person fan performances range from full-on cosplay […]
to more subtle displays of iconic images, such as my Alex and Ani bracelet
collection’ (2017, p. 262). Theme park fans, especially within Disney Parks,
run the gamut of fannish performance from the discrete through to the
more fully immersive. The immersive art of cosplaying Disney characters
has been explored by Amon who argues that they
be worn by Guests 14 years of age or older’ and ‘Masks may not be worn by
Guests 14 years of age or older (unless they are for medical purposes)’. It also
lists other unsuitable attire such as clothing featuring offensive material,
torn clothing, excessive exposure of the body, and ‘objectionable tattoos’.
These rules are relaxed a little for the special events Mickey’s Not So Scary
Halloween Party and Mickey’s Very Merry Christmas Party where ‘All Guests
may dress as their favorite character, but may not pose for pictures or sign
autographs for other Guests’ as long as their costumes as not ‘offensive,
objectionable or violent’ and do not contain any weapons or replica weapons
(Walt Disney World, no date). In response to these limitations, Disney fans
have developed means of dressing and costuming that falls within the remit
of the Parks’ rules but still allows them to perform their identities and to
display their fan attachments to specific characters, attractions or movies.
This practice, known as DisneyBounding, allows fans to dress in clothing
of a particular colour scheme that evokes a character or attraction, or to use
accessories to allude to these. For example, a male fan dressed in shades of
white, purple and bright lime green can be seen to be DisneyBounding the
Toy Story character Buzz Lightyear, whilst fans dressing in black and white
pinstripes and using accessories such as skull jewellery may be DisneyBound-
ing as The Nightmare Before Christmas’s Jack Skellington. There is a lively
subculture based on this practice; ‘Focused primarily on social media sites
such as Facebook, Tumblr, Instagram and Reddit, DisneyBounders post
pictures of their attire, of themselves at Disney theme parks and of potential
bounding clothes. Additionally, DisneyBounders frequently visit the Disney
theme parks and, from time to time, have organized meet-and-greets’ (Brock
2017, p. 302). The term arises from the title of a blog by Disney fan Lesley
Kay who explains,
I can’t take credit for coming up with the idea of using clothes to style
character inspiration, but DisneyBound began when I had a trip planned
to Disney World for the first time since I was a kid – I was literally Disney-
bound. One weekend a few months prior to the trip, I started to create
outfits based off of my favorite Disney characters. Within a few days
the blog quickly grew to have a few thousand followers… then tens of
thousands. Within three weeks I was on national television and what
was just a blog name became the name for a new Disney fashion trend.
(Gibson 2017)
the clothes afforded fans such rich opportunities for fantasy production
and role-playing, as well as for the focused fetishization of characters and
actors. Closely linked to gender identity and sexual desire, to the authentic
and the performative, the body and the gaze, these items promised the
chance to close – or at least to clothe – the distance between fan, character
and actors. (2006, p. 33)
Relatedly, the Parks themselves have become more aware of the uncom-
pensated labour they can get from fans, especially those who identify as
Disney lifestylers or ‘influencers’ on social media. Crystal Abidin defines
social media influencers as:
into their blogs or social media posts and making physical paid-guest
appearances at events. A portmanteau term combining ‘advertisement’
and ‘adeneditorial,’ advertorials in the Influencer industry are highly
personalized, opinion-l promotions of products/services that Influencers
appear to personally experience and endorse for a fee. (2016, p. 3)
Conclusion
clothing via official merchandise such as T-shirts. The practice of Disney pin
collecting and trading, as in Geraghty’s study of Hard Rock Café pin traders
demonstrates how ‘fans are creating self-styled identities from a corporate
brand’ (Geraghty 2014b, para. 5.3) by selecting which types of pin to collect
from the plethora of Disney-sanctioned options. Similarly, theme park fans
debate the ethics of e-Bay ‘scalpers’ who buy large quantities of limited-
edition pins and other items to sell on for profit and offer their opinions
via blogs and social media on the range of merchandise being produced.
Theme park fans construct their own hierarchies of consumption and
construct distinctions around the types of object that are considered ‘good’
and ‘bad’ examples of merchandise, even as they recognize the corporate
and commodified nature of the theme park space itself. The choices made
regarding what objects to collect also demonstrates the strong ‘relationship
between tourism, materiality and self-identity’ (Morgan and Pritchard 2005,
p. 30), as fans opt to focus on specific types of merchandise to collect (e.g.
pins, jewellery, mugs) or to maintain a collection of different objects related
to a specific attraction, character, or event (e.g. collecting items themed to
WDW’s Space Mountain attraction).
Furthermore, the chapter’s focus on the links between fashion and theme
park fandom via the practice of DisneyBounding highlights how
there remains a need for further academic work that seriously examines
clothing, accessories and adornment, and does not relegate material
cultures to the realm of the frivolous. Costume design, fan costuming
and fashion are complex signif iers offering a range of meanings and
pleasures. (Gilligan 2012, p. 30)
or hyperdiegesis and the fan’s everyday life’ and cross the boundary ‘from
textuality to reality’ (Hills 2013, para. 3.3). The work that fans engage in
to compile outfits that will not violate theme parks’ own guidelines for
entry, will be recognizable to fellow fans familiar with the DisneyBounding
subculture, and the emphasis on everyday ordinary items as the basis for
outfits highlights the complex modes of creativity and knowledge that are
negotiated within this theme park fan practice. Since ‘Fans move betwixt
and between fictional, visual, and corporeal texts’ (Lamerichs 2018, p. 176),
such forms of ‘tactile transmediality’ (Gilligan 2012) within the theme park
space further demonstrate how these sites offer opportunities for forms of
transmedia engagement via immersion in both the spaces themselves and
as embodied physical actors within them. However, as always, there are
forms of subcultural hierarchy at work here in relation to forms of economic
and subcultural capital, as well as a complicated relationship between the
fans and Disney itself. Contemporary fans exist ‘within both dominant and
resistant identities/practices simultaneously’ (Booth 2015, p. 14). But, whilst
the sharing of images across social media platforms ‘gives corporations a
direct window to the marketplace, allowing them to articulate and shape
the values associated with their brand in order to better align with those
of their consumers’ (Kiriakou 2018), there continue to be questions raised
about the nature of the relationship between theme park fans and their
corporate masters, and the forms of labour that they engage in.
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Embodied Tr ansmedia and Par atex tual-Spatio Pl ay 209
Abstract
Drawing on Anthony Giddens’ idea of ontological security, this chapter
considers fan reactions when favourite rides are closed or replaced. First
it explores fan responses to the closure of the Maelstrom ride at Walt
Disney World’s EPCOT Park which was replaced by attractions based on the
animated film Frozen and how opposition was linked to the importance of
‘classic attractions’ to the park’s history and Disney’s brand, and a desire
to remain ‘true to’ EPCOT’s original emphasis upon education. Second,
the chapter looks at how Disney’s abandoned River Country Water Park in
Florida has offered some of the most detailed instances of fan archiving,
curation and discussion online, considering what remembering, represent-
ing and discussing the park online offers fans within participatory theme
park culture.
Introduction
Williams, R., Theme Park Fandom. Spatial Transmedia, Materiality And Participatory Cultures.
Amsterdam: Amsterdam University Press, 2020
doi 10.5117/9789462982574_ch08
212 Theme Park Fandom
fans’ memory-making processes and the ways in which these processes are
affected when these sites close’ (Jones 2017). The closure and replacement
of favourite places or attractions is part and parcel of theme park fandom
which is
for the entire family’ (Clark 2017), offers a better fit for the child-friendly
Wizarding World. Whilst some nods to these past attractions remain (for
example, characters from retired attractions such as Beetlejuice or Back to
the Future’s Doc Brown can be found for photo opportunities in the parks),
Universal has consistently been ruthless in its willingness to replace fan
favourites with new, more popular and lucrative, franchises.
In contrast, Disney has been perceived as less keen to eradicate original
and classic attractions. However, whilst some ‘safe’ classic rides remain (such
as Magic Kingdom’s iconic Space Mountain, Haunted Mansion, Jungle Cruise,
and Pirates of the Caribbean) Disney has become increasingly willing to
update and replace attractions. As discussed below, fannish discontent has
often been directed at the changes being made to WDW’s EPCOT but more
recently, Disney’s decisions to make widespread changes to both Animal King-
dom and Hollywood Studios have also been met with fan ire. For example,
whilst, the movement of Star Wars into Disney’s parks has been contested
by fans, the opening of a specifically themed land Star Wars: Galaxy’s Edge
at Hollywood Studios has been largely welcomed (Williams 2019). Disney’s
other wide-ranging changes, however, such as replacing that Park’s iconic
opening-day Great Movie Ride with one themed on Mickey & Minnie Mouse
cartoons and the removal of its behind-the-scenes Studio Backlot Tour have
been more heavily critiqued. As with Universal Studios, it seems that Disney’s
Studios’ conceit of showing guests ‘the mechanics of Hollywood filmmaking
and ‘behind-the-scenes’ production of special effects’ (Blackwood 2018,
p. 518) is no longer a priority. More broadly, between 2014 and 2019, Disney
also transformed it Downtown Disney shopping and recreation area into
Disney Springs, added a new ride at its Typhoon Lagoon waterpark, replaced
its nightly fireworks show at the Magic Kingdom, expanded its Animal
Kingdom Park to include a land based on the Avatar movies, and announced
new rides for its EPCOT Park (one based on the Marvel movie Guardians of
the Galaxy, and another based on the Pixar movie Ratatouille).
In Disney theme park fandom in particular, reactions to each of these
(and many more) were greeted by fans on social media in various ways. For
example, as Olympia Kiriakou (2017) notes in her analysis of the Disney
podcast Kingdomcast, some fans take a strong critical stance ‘to reconcile
with their ambivalence towards the current state of the parks, and to express
their nostalgic attachment to a version of the resort that no longer exists’
(2017, p. 100). Whilst these fans articulate their responses to changes in the
parks via a discourse of nostalgia, I want here to explore fan reactions via
a different lens. Looking at the case of the closure of the Maelstrom ride at
WDW’s EPCOT Park and its replacement with an attraction based on Frozen,
216 Theme Park Fandom
Fans across a range of media have intense affective ties to the objects of
their fandom and often react with strong emotions when these fannish
attachments are lost or come to an end. Much of the work in this area
has focused upon fan responses to the endings of television programmes
(see Williams 2015, Todd 2011, Click and Holladay 2018, Brennan 2018) or
examined reactions when favourite celebrities pass away (Radford and
Bloch 2012; Courbet & Fourquet-Courbet 2014). When fan objects such as
television shows come to an end, fans employ a range of discourses to deal
with this including grief and sadness or, in rarer cases, ‘expressing relief at
their demise and critically evaluating their final episodes.’ (Williams 2015,
p. 197) They also draw on various practices to maintain their fandom such
as re-watching favourite episodes of a television show, writing fanfiction, or
discussing the text with fellow fans. However, when the focus of fandom is
a specific geographical place or location, fans may respond very differently.
Elsewhere (Williams 2015) I have argued that when fan objects end,
fans suffer a sense of threat to their fan self-identity and their ontological
security. Anthony Giddens’ (1991) concept of ontological security refers to
‘a comfortable mental state in which actors engage in taken for granted
activities in familiar surroundings and in the company of unthreatening
others.’ (Cohen 2008, p. 328) It is the reassurance that we can cope with
anxieties in our everyday lives, offering ‘a protection against future threats
and dangers which allows the individual to sustain hope and courage
in the face of whatever debilitating circumstances she or he might later
confront.’ (Giddens 1991, p. 40) Thus, when beloved fan objects such as TV
shows end, fans need to come to terms with the threat perceived to their
ontological security to adjust to, for example, the fact that the programme
will no longer be an ongoing source of new episodes for the fan to enjoy
and discuss. This concept is still applicable when thinking about places as
objects of fandom. Indeed, Giddens himself notes the importance of place
to ontological security since
biography of the individual and the locales that are the settings of time-
space paths through which the individual moves. (1986, p. 367)
It is often everyday and familiar places that have greatest impact since
‘Feelings of identification with larger locales – regions, nations etc. – seem
distinguishable from those bred and reinforced by the localized contexts of
day-to-day life’ (Giddens 1986, p. 367) The concept of ‘home’ has most often
been discussed in terms of ontological security and place because home is
seen to ‘provide a sense of constancy in the social and material environment’
since it ‘constitutes a spatial context in which daily routines of human
existence are performed’ and it offers ‘a secure base on which identities
are constructed.’ (Kinnvall 2006, p. 31) However, I would argue that other
places can offer a sense of ontological security for individuals, especially
fans who often possess strong emotional and affective ties to specific places.
This offers fans ‘the rare opportunity to relocate in place a profound sense
of belonging which has otherwise shifted into the textual space of media
consumption’ (Sandvoss 2005, p. 64). As discussed throughout this research,
fans’ close attachments to places associated with their fandom have often
been analysed from a range of perspectives. Cornel Sandvoss makes the link
between fandom and ‘home’ explicit, convincingly arguing that ‘fandom
best compares to the emotional significance of the places we have grown
to call ‘home’, to the form of physical, emotional and ideological space
that is best described as Heimat.’ (2005, p. 64). This, according to Sandvoss,
results from the common tendency amongst fans of popular culture to
talk about the ‘sense of security and stability’ (2005, p. 64) they gain from
their fandom. If fandom can be viewed as a form of ‘home’, as a source of
ontological security, how might fans respond when this is threatened?
The example of replacement of theme park rides and attractions, as in the
example of Frozen and EPCOT discussed below, offers one way to begin to
map such fannish reactions.
EPCOT is one of four current theme parks within the WDW complex in
Orlando, Florida. The Park was originally envisioned by Walt Disney as a
place where people could live and work (Chytry 2012, p. 268) and ‘Epcot, an
acronym for Experimental Prototype Community of Tomorrow, was originally
conceived by Walt Disney to become a permanent living community for its
guests’ (Milman 2013, p. 74). It eventually became a theme park which saw
many of its rides and attractions sponsored by corporations such as General
Motors, General Electric, and AT&T (Wallace 1985, p. 41). This tendency
has continued, with recent funding for attractions such as the park’s iconic
‘golfball’ Spaceship Earth (by Siemens) and ongoing link-ups between motor
218 Theme Park Fandom
company Chevrolet and the car simulator ride Test Track and fruit company
Chiquita and Living With The Land, an attraction dedicated to the sustainable
production of food. There are usually thematic links between the attraction
and its sponsor and an emphasis on how certain world issues (e.g. sustainable
food sources, saving the oceans) could be tackled. Many guests at the park
find that EPCOT helps them ‘explore world and possibly present solutions
to some of the problems [presented in the park], a perception that Walt
Disney and corporations contributing to the “attractions” do, indeed, want
to promote’ (Firat and Ulusoy 2011, p. 196).
EPCOT is divided into two distinct areas; the front of the park is dedi-
cated to Future World which includes attractions dedicated to space and
the universe (Mission: Space), the ocean (The Seas with Nemo and Friends),
and the natural world (Living With The Land). The latter half of the park
is devoted to World Showcase, a range of eleven pavilions which are each
themed around a specific country. These pavilions typically house restaurants,
fast food options, bars and shops. Indeed, one of only two rides housed in
World Showcase was Maelstrom, a short boat ride through the landscape and
mythical history of the Vikings and trolls of Norway which was located in
the Norway pavilion (the other ride, which still exists, is the Gran Fiesta Tour
Starring The Three Caballeros boat ride in the Mexico pavilion). Whilst not
a particularly thrilling attraction, Maelstrom was generally well-liked as a
result of the dearth of other rides in World Showcase and because it had been a
staple in Norway since the pavilion opened in 1988. However, on 12 September
2014 it was announced that the ride would be removed to make way for the
new Frozen attractions, the centrepiece of which was the dark ride Frozen:
Ever After. This attraction offered a gentle boat journey through key scenes
with recognizable characters, as riders travel to Arendelle to be greeted by
Queen Elsa. However, the ride takes place after the film and seeks to offer
familiar songs whilst placing the rider inside the action. As such, ‘the ride isn’t
so much an adaptation of Frozen as it is an adaptation of the experience of
watching Frozen; the ride is more expressive than interpretive’ (Meikle 2019,
p. 153). Unlike the Haunted Mansion, as discussed in Chapter Four, Frozen’s
transmedia expansion is limited in the ride, which instead replays familiar
moments and songs, albeit in a new story and via physical haptic experience.
Online fans began to oppose the announcement of the replacement
of Maelstrom almost immediately. Broadly speaking, this opposition
was framed in three ways; (1) fans highlighted the importance of ‘classic
attractions’ to the park’s history and Disney’s brand, (2) they discussed
a desire to remain ‘true to’ EPCOT’s original emphasis upon education
and representing real countries in World Showcase, and (3) engaged in a
Repl acing and Remembering Rides 219
wider dismissal of Frozen which was often gendered and related to age. To
uncover the discussions taking place amongst fans, the research for this
chapter was conducted primarily on Twitter, by searching for the hashtag
#savemaelstrom, alongside my involvement in the broader method of online
participant observation within theme park fandom. This search brought up
all the tweets labelled with this hashtag between 9 January 2014 and 22 May
2015. Each Tweet was archived and read, and key themes were identified
across this sample. All tweets from the @savemaelstrom twitter account
were also included, totalling 40 Tweets (including retweets from other
accounts) which were posted between 6 August 2014 and 25 January 2015.
Although Twitter has often been perceived as a public space, and all Tweets
used here can be freely accessed by searching the #saveMaelstrom hashtag,
‘Tweeters’ are not identified by their real Twitter usernames but by date of
tweet only. All Tweets are presented unedited for spelling or grammar in
order to best capture the user’s expressions and Twitter’s unique mode of
conversation’ (Williams 2013, p. 156).
For fans of themed spaces, the knowledge that one can return to these
places repeatedly is often a key aspect of their fandom. The importance of
being within a particular physical space and experiencing certain elements
of the theme park environment offers a sense of reassurance and comfort.
For example, TV fans come to understand the routines and rhythms of
favourite television series’ and expect that ‘fixed [television] schedules, in
which the same programme is put on at the same time of the day […] mean
that audiences can come to find the overall shape of output to be ordered
and predictable’ (Moores 2005, p. 20). Equally, theme park fans can draw
reassurance from the knowledge that a favourite place (whether a park,
attraction, restaurant or bar) remains unchanged.
It could be argued that the assumption that favourite elements of the
parks are permanent can be linked to Disney’s ‘architecture of reassurance’
(Marling 1997) and the fact that ‘the design and organization of the parks
have led to a kind of predictability that people have come to expect, based on
the company’s promotion, visitors’ previous experiences, and the reputation
that the parks have built over the years’ (Wasko 2001, p. 165) However, I
want to argue here that for many fans, reactions to the removal of favourite
attractions are linked to affective and emotional ties to the parks that
have seldom been explored in academic analysis of Disney. For such fans,
220 Theme Park Fandom
Oct 6
Crying my eyes out because I’m looking at all the #savemaelstrom and
#maelstrom tweets
May 9
Getting rid of the troll ride for a fad like Frozen is literally making me
sick @DisneyParks @WaltDisneyWorld #savemaelstrom
visit the park and ride Maelstrom for the final time was too good to miss
and fans articulated online their experience of ‘one last visit’. As Bethan
Jones notes in her discussion of the closure of the Doctor Who Experience
in Cardiff, this ‘highlight[s] not just the importance of the site to fans, but
the desire to ‘be there’ at its close and become part of the [attraction’s]
legacy in addition to the closing day forming part of the fandom experience’
(Jones 2017). There were clear levels of ‘subcultural capital’ (Thornton 1995)
to be attained from being physically present to bear witness to these final
few hours of Maelstrom’s operation. For example, the opportunity to do so
extended only to those already in the park on that day who were unaware
of the significance of the day (i.e. ordinary holidaymakers who were not
fans of the ride) or those fans who were local to the Orlando area and able
to make the trip to the park. For these fans ‘being able to say you were
there translates into symbolic capital in the appropriate cultural contexts’
(Auslander 1999, p. 158) but it also serves an affective purpose, offering an
opportunity to say goodbye to the ride and partake in the physical and
emotional experience of one final visit.
Fan reactions were often linked to EPCOT’s original vision which was to
present educational opportunities for guests in the form of the Future World
pavilions (which included the sea, the land, and the universe) and the tradi-
tions, history and culture of the world’s countries in World Showcase. The
World Showcase ‘pavilions offer ‘‘staged authenticity’’ experiences through
architecture, landscaping, food and beverage, merchandise, rides, shows,
music and even accents of the employees, originally from the respective
countries featured in the pavilions.’ (Milman 2013, p. 75) and has often
been accused of ‘present[ing] an almost totally artificial re-configuring of
culture’ (de Caro 1997, p. 27). However, EPCOT’s emphasis has always been
on education and cultural literacy since ‘World Showcase does not rely on
exciting rides […] Rather, it offers tours and exhibitions, […] paralleling the
definition of tourism which stresses information and inspiration as the
paramount goals’ (Mintz 1998, p. 56). It is the move away from information
and inspiration that is at the heart of many fan criticisms of the Frozen
attraction; even if the Norway pavilion continues to offer information about
the country itself, the ideological heart of the park has been violated.
Sep 12
What did you learn at Epcot today children? I learned all about Arendelle
and a talking reindeer and snowman. #savemaelstrom
Jan 20
So sad. Whoever had this idea should be ashamed. I love Frozen but it
doesn’t belong in EPCOT. #savemaelstrom
Oct 6
Again, I like Frozen. I like it a lot. I don’t like Disney putting a Frozen ride
in the World Showcase #RIPmaelstrom #savemaelstrom
I’m kinda upset that they’re re-doing the Norway ride in Epcot to be
Frozen themed. It just feels like a stunt to get more money. I don’t see a
Mulan show in China, a Aladdin ride in Morocco or an Beauty and the
Beast show in France. The world showcase is just that, a showcase for the
world, a place to learn about cultures, and it makes me sad that they’re
going to use it just for more money rather than education.
This Tumblr page offers a space for fans to post anonymous secrets thoughts
and opinions about Disney, revealing ‘how their recurrent encounters with
Disney, films that they find safe and comforting, ground them and enable
them to read their own lives’ (Ausman and Radford 2016, p. 43). Posting
about one’s upset about changes to EPCOT on this site highlights the close
links between the theme park spaces and the personal attachments that fans
have, connections that often have an intimate tie to their own self-narratives
and sense of identity.
For many fans, the Fantasyland area of the Magic Kingdom park was
a more obvious choice for locating a new Frozen ride since Fantasyland
Repl acing and Remembering Rides 223
Sep 3
Inspired by Norway. Not Norwegian.
AKA: suitable for Fantasyland, not EPCOT.
Oct 6
Well, I’m bummed #savemaelstrom didn’t work. Epcot is my favourite
park and invading it with fantasy stuff instead of education just stinks.
In contrast to fans who stated that other WDW parks were better suited to
the Frozen attraction, others focused on the perceived dominance of Frozen
across all of the Parks. One Twitter user responded to the news of the plans
for the Frozen expansion – which included the replacement of Maelstrom and
the addition of a new building which would incorporate a meet-and-greet
area and restroom facilities – with incredulity. Online fans were quick to
point out the huge size of the new building was disproportionate to similar
attractions for meet and greet facilities in other parks and humorously
commented on this:
Jan 13
Queen Elsa and her 13,000 square foot restroom #Epcot2016
Jan 13
Elsa gets her own pavilion, a private restroom and personal parking _lot_
#Epcot2016
Implicit here, as in many of the other fan discussions, is that Frozen is being
granted special status by Disney and being allowed to take over the parks
in a way that other films have not.
One image that was circulated online as part of the #savemaelstrom
campaign summed up many of the fan objections:
Here, the emphasis upon Frozen as both a fad which will soon fade away
and its links to economics is clear. Frozen is positioned here as a temporary
craze which will soon lose its appeal and, moreover, it is not perceived
here as a ‘good’ Disney text. Even though Disney as a brand has been long
seen to demonstrate ‘a careful integration of entertainment and fun with
commodification and consumption,’ (Wasko 2001, p. 158) fans themselves
operate their own levels of internal distinction regarding what they consider
to be ‘too commercial’. For many Maelstrom fans, Frozen is the epitome
of this tendency to ‘cash in’. The dismissal of Frozen also echoes wider
cultural derision towards girls’ media products, highlighting how the tastes
of young females are often overlooked or disparaged. In fan response to
the replacement of Maelstrom, the notion that Frozen was disposable – a
passing fad – was often articulated. The sense from many fans was that those
who liked Frozen would ‘grow out of it’ and that, once the film’s popularity
waned, the new attraction would be superfluous and out-of-place
This image also highlights how the linkage between the violation of
EPCOT’s original aims and the wishes of Walt Disney was made by many fans:
Oct 6
How insane that fans have to try to save the spirit of the park from the
powers that be #savemaelstrom #wetriedwalt
Fans across a range of fandoms often privilege the authors of favourite fan
texts and such figures often act ‘as a point of coherence and continuity’ and
‘fans continue to recuperate trusted auteur figures.’ (Hills 2002, pp. 132–33)
The invocation of Walt Disney as the original creator of the ethos and ideol-
ogy of the Disney brand and WDW, especially EPCOT, allowed fans to base
their objections on the apparent desires of the ‘author’ of the theme parks
and to utilize this trusted figure as an imagined opposer to the Frozen plans.
In actuality, Walt passed away in 1966 and did not live to see the opening of
EPCOT in 1982 but his plans for the ethos of the park are still often referred
to by fans. Indeed, whether or not Walt Disney himself would support
or oppose the replacement of Maelstrom is immaterial, but for fans that
Repl acing and Remembering Rides 225
Oct 6
Just realized that Impressions de France is the last classic Epcot Center
attraction currently in operation #Maelstrom #savemaelstrom
Others commented:
Sep 14
The more important point out of all this conversation should be #Save-
WorldShowcase. That’s really what’s at stake here.
Oct 6
I’m extremely nervous for the fate of the World Showcase, and what the
future holds in store for it #Maelstrom #EPCOT #savemaelstrom
For fans invested in the original ethos of EPCOT, the closure of Maelstrom is
not only a cause for potential anger or upset. Equally, Frozen’s arrival poses
broader threats to the aims of the park, aims that were apparently sanctioned
by the authorial stamp of Walt Disney himself. For these fans, it is equally
the absence of Maelstrom and the presence of Frozen that causes anxieties.
As discussed, when attractions are replaced, fans often respond in a range
of ways including trying to visit the rides on the final day of operation and
continuing to discuss their memories and experiences with other fans.
However, when rides are closed and replaced with new attractions, there
is a sense of consistency and continuity for theme park fans and visitors.
The new attractions may be different – and may cause fans to complain
and compare these with the previous ones – but there is an acceptance
that progress and the need to innovate necessarily leads to the replacing
of rides. Although more unusual, cases where rides or attractions have
simply been abandoned offer different threats to the security offered to
fans by theme parks. In these cases, the closure cannot be rationalized
by recourse to a narrative of progress or improvement in the theme park
industry. This may, as discussed below, lead to more complex responses from
226 Theme Park Fandom
of one of its ‘failures’ to endure for many decades. Whilst many rides and
attractions have been replaced or knocked down at the various Disney
parks, this usually results in the complete disappearance of the attraction;
it vanishes from view entirely and is subsumed into the new attraction.
River Country could still be seen by guests staying on the Disney resort
and, whilst the site was officially off-limits to guests, online websites and
blogs carry photos and reports from so-called urban explorers who have
visited it and documented its run-down state.
In addition to closing the parks and restricting access, Disney has
entirely eradicated River Country (and its ‘sister’ park Discovery Island)
from their otherwise extensive efforts to generate revenue from their
own textual and spatial properties. This ‘transmedia amnesia’ (Bartolome
Herrera and Dominik Keidl 2017, p. 163) is especially striking given their
general willingness to draw on the history of the Company’s films and its
theme parks across other forms of media. Florian Freitag refers to theme
parks’ tendency to cannibalize their own histories and iconography as
‘autotheming’ (2016, p. 142) whilst, as Cornf ield (2015) notes, Disney’s
Tomorrowland movie ‘casts its newest vision of the future in the mold of its
own past’ via attractions such as the EPCOT Park and rides such as Space
Mountain and the Carousel of Progress. However, one of the most complex
examples of Disney’s re-circulation of its own legacy occurs within the
domain of video games. In discussion of the Epic Mickey game, Colleen
Montgomery (2015) draws attention to Disney’s widespread practice of
‘vaulting’, the tactic of ‘releasing already amortized products in home
video formats as well as promoting them in other ways, thus maintain-
ing the stable of classic Disney characters for exploitation throughout
the company’s various businesses’ (Wasko 2001, p. 44). The game, which
takes place in Cartoon Wasteland, ‘a world filled with retired and disused
classic Disney media’ (Montgomery 2015, p. 80), depicts ‘richly intertextual
worlds whose characters and environments are drawn from an immense
compendium of archival Disney media ranging from theme-park rides
to characters, comic books, toys, and films’ (2015, p. 81). Of most interest
here is the game’s representation of theme parks spaces and attractions;
as Montgomery notes,
has the option of either restoring the game’s decaying characters and
settings or precipitating their disintegration – a dynamic that has im-
portant implications for the game’s ideological conception of the archive
and remediation and as a site of both consumer and affective desire.
(Montgomery 2015, p. 86)
Given Disney’s own lack of information about the state of both locations,
it fell to the unofficial circulation of knowledge within digital and par-
ticipatory cultures to offer clues about what these places looked like since
their abandonment. This information is often acquired by so-called urban
explorers and re-circulated and framed by the plethora of unofficial Disney
fan sites and blogs. For example, in 2009 the urban explorer Shane Perez
posted details of his unsanctioned visit to Discovery Island online, an event
that was covered in a range of online Disney and theme park blogs. Bradley
Garrett defines urban exploration as ‘the discovery and exploration of
unseen parts of the built environment, usually with a focus on derelict
places’ (2011, p. 1048) and it is important to note here that, rather than being
a theme park fan specifically, Perez has engaged in such acts across a range
of abandoned places and spaces. He visited Discovery Island with a group of
friends, swimming across Bay Lake to access the site after entering via the
abandoned River Country Park. Noting that ‘Disney seems to like keeping all
the lights on even in their abandoned properties in order to give the impres-
sion that they are still functional’, the group found abandoned properties
including animal cages and old documents, photographs, and food and
drink detritus (Perez 2009). Perez’s comment about the lights remaining on
may be the cause of an oft-circulated rumour that Disney continued to play
music at the River Country site despite its closure (see Liebig 2015). The sites
were also photographed by urban explorer and photographer Seph Lawless
(2016) and a poster at the online Disboards forums (Tri-Circle-D 2009), both
of whose images often feature on Disney blogs and websites about River
Country. More recently a YouTube user named MattSonswa posted videos
of the first visit to Discovery Island since Shane Perez’s exploration, and
exploration of parts of River Country that had not previously been accessed
(Disney Journal 2017). Despite the threats of legal action or banning from the
parks, as well as the possibility of encountering Florida wildlife including
alligators, snakes and vultures, enthusiasm for exploring Disney’s abandoned
sites has clearly not abated.
230 Theme Park Fandom
Much discussion around River Country focuses on its decline and disintegra-
tion. For instance, Theme Park Tourist contains numerous photos of River
232 Theme Park Fandom
The slides are gradually disappearing underneath dense plant life, and
swimming in the dank pools is not advisable. In short, Disney’s River
Country is decaying and dissolving, the millions of visitors that passed
through its gates now a thing of the past. And it’s all happening right in
front of our very eyes – parts of the park are still clearly visible from boats
passing by on Bay Lake, while the entire area stands just meters away
from the Fort Wilderness Resort. (Sim 2015)
Repl acing and Remembering Rides 233
Whilst the capitalist use-life of River Country has ceased for the Disney
Company, for fans there remains great pleasure in granting meaning to the
site and continuing to, as Garett points out, interpret and reinforce stories
about the decline of the site.
In addition to this, the presence of abandoned attractions offers an almost
ghostly encounter for the fan who is able to gain access or who witness the
ongoing process of decay via online photographs and videos. As each trip or
visit to the theme park (or indeed any place that is visited repeatedly) adds
new layers of experience to the palimpsest of memory, the spaces become
imbued with personal encounters as well as a shared communal collective
memory maintained and recirculated through participatory culture. The
ruined place of River Country offers even greater opportunity for these
types of ghostly or uncanny responses, reflected in comments by fans on
the Theme Park Tourist site:
I got chills just looking at the pictures of the park, almost as if a ghost
were haunting it and I could feel it watching me. Its very sad to see
something like that just go to waste. The least Disney could do is invest
a little money to turn it into a nature sanctuary or something. I’d like that
better than them adding all of these new things. If we just kept improving
and improving and never trying to save any of the old stuff, then there
would be no history for anyone to look back on. It makes me wanna cry.
(29 March 2015 17:35)
234 Theme Park Fandom
Spooky stuff. I never got the chance to go to River Country but I can tell
it meant a whole lot to a whole lot of people. I love Disney but I am kind
of disappointed they would just let one of their prized creations turn to
rot like that. Interesting article, though! (21 June 2015 15:51)
As noted in Chapter Three, within Disney parks, ‘the norms of civility prevail,
through reference to the coded use by WDW planners of symbols of civil
order embedded in the construction of nature within the site’ (Wright 2006,
p. 304). One of the key ways that this order is maintained is via landscaping
and, as such, ‘The positive representation of civilised nature constitutes a
main ideological theme in Walt Disney World’ (Wright 2006, p. 312). The fact
that River Country remained standing but was clearly overgrown and not
intended to be visited appears to work against the norms associated with
WDW spaces. As the comments above attest, some fans do not expect (or
want) to see Disney spaces in these states of decay because this both appears
to contradict the norms associated with these branded locations but also
because this has the potential to disrupt or unsettle memories of previous
visits. As the language of hauntings, ghosts, chills and spookiness suggest,
the witnessing of the decay of physical sites offers an almost uncanny
encounter, where the fan/visitor must work to reconcile their own memories
and experiences of the site with its current state of decay where ‘nature
swallows the built environment’ and demonstrates ‘the fear of annihilation
that ruins often represent’ (Levitt 2017).
may turn to online websites to help them ‘work through any anxieties the
experience of spectatorship has brought up’ (2000, p. 182). Although drawing
on the different theoretical framework of psychoanalysis – rather than
ontological security – Hoxter’s work is instructive here in demonstrating
how fan websites can offer ‘basic comfort and security simply through the
recognition of commonality of experience’ (2000, p. 185). Whilst he refers
to the possible anxieties caused by horror film viewing, it can be argued
that anxieties caused by other events or experiences (such as the ending of
favourite objects) can also be managed by engaging with other fans online
and sharing experiences.
In the case of River Country fans discuss their memories of visits to the
park, which often took place when they were young children or teenagers.
Others had their memories jogged by the article and went on to remember
experiences they had previously forgotten or felt inspired to dig out old
photographs or souvenirs. For example, the article about the waterpark on
the Theme Park Tourist site included memories from people who had visited:
‘Oh my gosh – this place was fabulous,’ […] ‘We used to camp at Fort
Wilderness every summer and would spend a couple days at River Country.
I can remember going home after the first visit – having never been to a
water park (there weren’t any back around 1976) and struggling to explain
to my friends exactly WHAT it was…So much fun. It felt big, and there
was a lot of ground to cover.’
‘Sometimes you’d get knocked out of your inner tube and have to try
and grab on to another one to finish going down. The first time I went
to River Country I was five and too little to ride it, but eventually it was
my favorite ride in the park’.
‘I remember going there when I was about 13 (I’m 32 now),’ says Jenn.
‘Even though River Country was a bit ‘old’ and worn, we still enjoyed it.’
(Cited in Sim 2015)
The commonality with which posters discuss their young age when they
visited River Country highlights the importance of personal memory and
narrativization and an emphasis on childhood continues in the comments
posted on the Theme Park Tourist article (Sim 2015):
Great and informative article. Thanks for the walk down memory lane, and
all of the pictures. I didn’t realize I had been there until I saw the slides
236 Theme Park Fandom
with the 7 foot drop! I may have been 7 or 8 years old. I do hope something
will become of the property. It is truly unique. (29 March 2015 16:42)
Loved this article, had me running to my mom’s to dig out old family
vacation photos. Sure enough, there we were on the tire swing and on
the Slippery Slides drop. Awesome! (24 May 2015 00:52, italics added)
Conclusion
Far from being the passive consumers often imagined in academic critique
and mainstream media coverage, Disney fans are complex, and different
groups may clash over what the company itself stands for; in the case of
Maelstrom’s campaigners the fissure between largely adult theme park
fans and the younger target demographic for Frozen and its merchandise.
Furthermore, many theme park visitors actually operate sophisticated levels
of cultural distinction, adding weight to the argument that ‘The parks need
to be explored and interpreted on their own terms, as contemporary popular
culture, as participatory theater, as leisure environment, and as text[s]’
(Mintz 1998, 50) which are interpreted and experienced in various ways.
The interwoven debates over the decision to replace Maelstrom with Frozen
speaks to the complex ways in which theme park fans negotiate issues such
as authenticity and artifice when they traverse created and themed spaces
and how they respond when these locations are replaced or transformed.
Similarly, when rides or parks are abandoned, we can also begin to see
a disjuncture between the brands of the theme parks and the fandom that
surround them. As Garrett notes, ‘Urban exploration is a practice through
which individuals take the opportunity to create memories of places that
can sit alongside, or at times even undermine, official histories, creating
a symbiotic exchange between body and place’ (2011, p. 1052). Thus, whilst
the majority of fans will not engage in acts of trespass, both the physical
exploration of Disney’s abandoned parks and the online (re)circulation of
reports of those experiences can allow people to challenge the dominant
ideologies associated with the Company and its spaces. As outlined in the
Introduction to this book and discussed throughout, theme parks in general
are associated with control and order with Disney’s destinations viewed as
particularly regulatory in how its guests behave; ‘No-one accompanies the
visitors and insists they go through Main Street at least twice, or that they
disperse themselves throughout the park. They do so because the park is
structured to lead them to do so’ (Ritzer and Liska 1997, p. 106).
The chance to look behind the curtain of the controlled leisure environ-
ment of the theme park offers unique pleasures for the interested fan
in a way that even the park’s own sanctioned behind-the-scenes tours
cannot satisfy. Whilst those tours work to ‘capitalize […] astutely on the
ardent fan, the curious and potential critics with the introduction of a
capital-driven plan to give those searching for an insider’s knowledge
of the park a means to an end’ (Bartkowiak 2012, p. 944), access to both
River Country and Discovery Island was and is prohibited. Moreover, as
highlighted here Disney also appears to seek to close down the shared
cultural memory of those sites, resisting the opportunity to recirculate
238 Theme Park Fandom
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9. Conclusion: Ways Forward for Theme
Park and Fan Studies
Abstract
This chapter reiterates how theme parks offer a crucial site for the explora-
tion of transmediality and the development of paratexts, offering an
ongoing site for analysis of the intersections between fandom, media texts,
and merchandise, as well as fans’ own affective and physical responses
to visiting the parks. It highlights the ongoing commercial and economic
value of themed spaces and the continuing expansion of such sites around
the world. Arguing for a move away from Western-centric views of themed
spaces and transmedia theory, the chapter concludes by proposing avenues
for the future of studying theme park spaces, their fans, and the ongoing
tensions that occur when fans of themed spaces and their intellectual
properties come into proximity with one another.
Introduction
Writing in 2000, Constance Balides argues that ‘The theme park often figures
as a metaphor for the extensive reach of commerce and for simulation as a
general mode of experience’ and that it has come to stand in for ‘the deriva-
tive nature of cultural forms’ (2000, p. 140). Now, twenty years later, such
views persist in many quarters of contemporary society, as examples such as
the Katy Perry video for ‘Oblivia’ and the College Humor video discussed in
the Introduction demonstrate. Indeed, as I finished writing this conclusion,
debate reared its head online about whether childless ‘millennials’ should
be visiting Disney Parks at all. Inspired by a (apparently fake) Facebook post
where a disgruntled Disney guest bemoaned ‘It pisses me off TO NO END!!!!
When I see CHILDLESS COUPLES AT DISNEYWORLD. People without
Williams, R., Theme Park Fandom. Spatial Transmedia, Materiality And Participatory Cultures.
Amsterdam: Amsterdam University Press, 2020
doi 10.5117/9789462982574_ch09
244 Theme Park Fandom
The engaged adult fans analysed in this book contradict the ‘oft-cited em-
phasis on children’ since ‘Disney’s products cut across age groups in assorted
ways […] It is generally recognised that the theme parks, in particular, were
designed not only for children but to a great extent, for adults’ (Wasko 2001,
p. 185). Indeed, many of these adult fans are involved in a fandom that
necessitates negotiation of hierarchies of cultural value, a sense of self, and
their affective and physical negotiations of themed spaces and places. As
many of the examples discussed throughout this book attest,
from taking part in them. Indeed, future work on theme park fans may
want to pick up the invitation from writers like Telotte and John New-
man (2015) to interrogate further how such sites allow guests to ‘socialize,
interact and play together in a ludic present’ (2015, p. 66), or develop further
Crawford and Hancock’s (2018) use of Michel de Certeau (1984) to explore
the intersections between cosplay, play, and space. Such research would
enable further development of the concept of haptic fandom and how fans
themselves negotiate opportunities for ludic interaction and immersion
through in-park games such as Disney’s Sorcerers of the Magic Kingdom,
the use of RFID-enabled physical objects such as wands in the Wizarding
World of Harry Potter, or the spread of augmented reality games, both those
endorsed by the parks themselves (Jung et al 2015) and those that are not
(such as Niantic’s Pokémon Go and the Harry Potter game Wizards Unite!)
Such opportunities for fannish play will only multiply as theme parks con-
tinue to develop. At the time of writing, Walt Disney World is concluding a
massive transformation of its Hollywood Studios Park in Orlando having
added areas devoted to its Toy Story movies and the Star Wars franchise in
its Galaxy’s Edge land, expanding the attractions at its EPCOT Park with new
rides based on Marvel’s Guardians of the Galaxy and the Pixar animation
Ratatouille, developing a new shopping and entertainment district, and
planning new hotels including one based on an immersive Star Wars-themed
experience that will unfold over the course of guests’ multiple-day stays.
Disney has also announced its multi-park ‘global Avengers Initiative’ known
as the Worldwide Engineering Brigade (or WEB) including Iron Man and
Ant-Man and the Wasp attractions in Hong Kong Disneyland, the pre-
existing Guardians of the Galaxy: Mission BREAKOUT! at Disney California
Adventure, and new attractions involving characters such as Doctor Strange,
Captain Marvel, Iron Man, Spider-Man, and Black Panther in both the
California Adventure Park and Disneyland Paris (Drake 2018). Billed as an
‘expanding of this epic story universe in a way that, for the first time ever,
will allow you to take on an active role alongside these superheroes’ (Drake
2018), the interconnected stories told across three of Disney’s global theme
park sites demonstrate their commitment to new forms of storytelling and
physically-rooted modes of transmediality. Not wanting to be left behind,
Universal Studios announced its newest venture, the Epic Universe theme
park in Orlando in August 2019, bringing the total number of its parks
there to four. Theme park development in the Florida region shows little
Conclusion: Ways Forward for Theme Park and Fan Studies 247
sign of slowing down whilst the dedicated fandom that circulates around it
continues to flourish. However, as Disney in particular, continues to develop
theme park spaces based on the intellectual properties (IPs) it has acquired
(namely Star Wars and Marvel), the possibility of tensions between fans
of those IPs and theme park fans becomes more pressing as divergent and
competing practices and fannish expectations come into conflict. Writing
before the opening of Galaxy’s Edge, I cautioned that,
As the Star Wars universe and the worlds of the Disney theme parks
continue to move in the same orbits, tensions over how Disney will impact
Star Wars and, equally, how Star Wars will come to inhabit the spaces of
Disney, remain subject to negotiation. (Williams 2019, p. 148).
Whilst Star Wars fans’ initial fears of ‘‘Disney-fication’ of the fan object’
(Proctor 2013, p. 213) appeared to be somewhat assuaged, as the Galaxy’s
Edge lands developed and opened, it was clear to see how
Space and immersion are constructed and contested by fans with compet-
ing dominant interests – those whose primary focus is the Star Wars
universe and those who prioritize their love of the Disney theme parks,
suggesting that both groups must negotiate the opportunities and threats
that the purchase of Lucasfilm presents (Williams 2019, p. 139).
For example, debates raged over why Galaxy’s Edge was not based on a
location familiar from the Star Wars universe (such as planets including
Endor, Tatooine, and Hoth) but on the previously unseen planet of Batuu.
Whilst this allowed Disney to expand the transmediality of the franchise
universe via modes of spatial transmedia and the creation of new characters,
places, and spaces (such as Oga’s Cantina bar) not seen in the official canon,
both Star Wars and Disneyland fans argued over whether this decision
increased or detracted from their immersion in the world and narrative of the
land. The perceived lack of immersion was facilitated by often inconsistent
enforcement of Disney’s rules regarding costumes for guests aged over the
age of 14 (as discussed in Chapter Seven). Whilst items including Jedi robes
and lightsabers could be purchased within Galaxy’s Edge, older guests
were often prohibited from wearing or using them, leading to confusion
regarding what was permitted within the land (Whitten 2019). This attitude
was frequently contrasted by theme park fans with the approach from
Universal Studios parks within the Wizarding World of Harry Potter where
costumes and RFID-enabled wands were sold, but where costuming (even
248 Theme Park Fandom
in clothing not purchased inside the parks) and moments of play were
actively encouraged and endorsed (Whitten 2019). Within Galaxy’s Edge,
however, fans lacked the ‘freedom to ‘geek out’ and act like a fan in a way
that transgresses society’s normal proscriptions against such behaviour’
(Waysdorf and Reijnders 2018, p. 184). Fan practices, echoing broader fan
behaviours such as the wearing of cosplay and re-enacting moments from
favourite objects (e.g. lightsaber duals) were thus seen to be shut down by
Disney, even at the same time as they co-opted these practices and sold
them back to fans at huge cost (charging $200 for a lightsaber, for instance).
There are similar debates regarding the inclusion of Disney’s Marvel
properties in its theme parks with many fans outraged over the decision
to turn Disney’s California Adventure Park’s Tower of Terror drop ride into
one based on Marvel’s Guardians of the Galaxy, and the demolition of the
long-standing Universe of Energy attraction in WDW’s EPCOT to allow for
a replacement by a Guardians of the Galaxy rollercoaster (indeed, many of
the fan critiques of this mirror the fannish discourses put forward to argue
against the presence of Frozen in the park, as discussed in the previous
chapter). In moments when theme park fans object to apparent intrusions
into the Parks by existing properties such as Marvel or Star Wars that Disney
has acquired, we thus see the potential for ‘fan-tagonism’ (Johnson 2007)
between fans of the franchises and the Parks themselves. As both Disney
and Universal expand, and the possibilities of their acquisition of new IPs
continue, such fissures and clashes are likely to continue. As theme park
fans are forced into cultural proximity with properties, brands, and objects
that they may typically have no connection to, the potential for modes of
theme park anti-fandom, and challenges between perceived ‘interloping
fans’ (Williams 2013), will be central to ongoing study of theme park fans.
It must also be acknowledged that the intention at the start of this study
was to address the relative lack of academic study of the Universal Studios
theme parks in Florida, which are often neglected or discussed only in
terms of how the ‘media polarized the two companies’ (Lillestol et al 2015,
p. 234). What became clear throughout this research, however, was the
continued dominance of Disney and the frequency with which its theme
parks come to stand in for the practices of all theme parks, working as a
branded synecdoche. Despite my stated intention to look equally at both
Disney and Universal’s theme parks in Orlando, this proved more difficult
than anticipated due to the focus of both previous scholarly work and
the current participatory culture that surrounds the parks. Whilst many
fan resources do cover both Walt Disney World and Universal Orlando
Resort, the majority of examples discussed in this book tend to come from
Disney. Whilst I have tried to offer cases where UOR has presented forms
of transmediality in the theme park experience and noted occasions where
distinctions have been drawn between the two brands, I have to concede
that the research is skewed towards Mickey Mouse, rather than the Minions.
This is due to the sheer dominance of Disney in terms of park develop-
ments, news and examples and the fact that, in many of the fannish practices
discussed in this book, there are no comparable Universal-centric points of
comparison. For example, UOR has no abandoned space to rival Disney’s
River Country, nor a named practice of fan costuming and cosplay such as
DisneyBounding. I continue to assert, however, that Universal’s themed
spaces and the fandom that operates around them, are worthy of more
serious academic scrutiny. Perhaps for this to truly happen, those parks
need to be the sole site of analysis in more dedicated study, allowing the
wealth of opportunities for immersion, transmedia storytelling, and fan
engagement provided at Florida’s Universal Studios and Islands of Adventure,
as well as Universal’s global parks, to step out from behind the shadow of
Disney’s dominance.
One way for this to develop is to look beyond the prevalent Anglo-centric
focus as work on theme parks from a Fan Studies perspective continues.
Theme park development on a global scale continues to prosper with com-
panies, tourism organizations and governments in countries across Europe
well aware of the economic benefits that such sites offer (IAAPA 2014).
The markets in Asia are a particular target for both Disney and Universal
who are keen to develop their existing parks (which, according to the TEA/
AECOM (2017, p. 6) report, occupy the four spots in the top ten most visited
Conclusion: Ways Forward for Theme Park and Fan Studies 251
parks in the World not filled by parks in the US). Local companies within
China, Japan, Malaysia, and South Korea (Zhang 2007; Ali et al 2016; Erb
and Ong 2017) seek expansion and development, whilst countries such as
Abu Dhabi and Dubai in the Middle East move into the theme park industry
via partnerships with companies such as Warner Bros (El Brogy 2018).
Universal Studios is on track to expand its Singapore site and open a new
Beijing park whilst Disney is extending both its Hong Kong and Shanghai
operations. The debates over Disney’s global dominance are well-rehearsed
with some critics arguing that cultural imperialist tendencies mean it
erodes local cultures (a position that Mitsuhiro Yoshimoto (1994) outlines
in discussion of Tokyo Disneyland), and others considering the company’s
disregard for specific national working practices and touristic behaviours, as
Kimberley Choi (2012) and John Matusitz (2011) note in relation to Disneyland
Hong Kong. Others such as Van Maanen (1992) and Raz (1999, 2004) have
emphasized a more positive ‘flow of culture’ to explore the relationships
between glocal and local cultures in theme parks such as Tokyo Disneyland,
or the ‘blend of ‘universal spaces’ carved by ubiquitous corporate practices
and ‘unique places’ tempered by a sensitivity towards local considerations’
of Universal Studios Singapore which ‘sits astride the glocalization forces of
global corporatization and local customization’, as discussed by Chang and
Pang (2017). But, broadening our understandings of spatial transmedia to
consider global adaptations of attractions and rides and how the meanings
of cultural sites such as theme parks travel internationally allows for wider
research into how the physicality of transmedia texts operates. As Erb and
Ong argue in their Introduction to a journal special issue on theming in
Asia, ‘concepts surrounding the theme park industry and the meaning of
theming and theme parks might similarly be argued to originate from the
perceived Euro-American origin of theme parks’ (2017, p. 145).
Equally, many of the concepts relevant to examining transmediality
have been Western-centric, overlooking the ‘significant differences in what
“transmedia” means within various geographic and industrial contexts’
(Jenkins 2017, p. 222). Questions therefore arise such as whether we can read
the versions of attractions such as the Haunted Mansion in Tokyo, Paris, and
Hong Kong as transmedia extensions of the existing narrative. How do the
cultural specificities needed to adapt these for the glocal market impact upon
this? Are they adaptations (or mere copies of existing texts) or do the multiple
versions of the Mansion and its narratives available to us offer something more
complex? Such questions demonstrate the need for developing and ‘applying
alternative modes of the transmedia phenomenon to the needs and structures
of a nation’ (Freeman and Proctor 2018, p. 1) Extending research into the
252 Theme Park Fandom
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Index
adult theme park fans: 10-11, 14-16, 45, 134-37, celebrity: 25-26, 126, 133-35, 137-46, 149, 155,
145-46, 148-50, 194, 202, 237, 244-45 196, 230
affect: 17, 27, 30, 76, 190-91 characters
affective: 56, 69, 92, 103, 107, 200, 220-21, 228, Character Dining: 135, 143, 147
230, 236 Face Characters: 135-36, 149
attachments to theme parks: 23, 29-30, 68, meet-and-greets: 25, 51, 133-37, 140, 143-48,
134, 186, 212 195, 223
connections: 9, 11, 16-17, 135, 216-17, 219, Rubberheads: 135-36, 140, 149
244 see also ani-embodiment; metonymic
experience: 47, 145-46, 182 celebrity
negotiation: 52, 134, 245 convergence: 22, 50-52, 56, 68, 104-97, 124, 156,
relationships with theme parks: 19, 48 244, 252
ani-embodiment: 25, 133-35, 137-143, 146, 149 culture: 50-52, 68, 103
Animal Kingdom: 42, 44, 47, 79, 215, 226 cosplay: 17, 27, 141, 157, 183, 185, 191-92, 194,
archives: 28, 153, 213, 230, 238 196-97, 246, 248, 250
attractions: 9, 11-12, 18, 28, 43-44, 46, 50, 54, 77, policing: 191
79, 81, 83-84, 86, 88, 102-08, 114, 124-25, 135, rules about: 192, 195, 197, 247
170, 188, 193, 211, 214, 228, 246, 251-52 cult-culinary
abandoned: 225-26, 231-33, 238 capital: 26, 164-65, 176
as transmedia: 17, 50-51, 102, 107 objects: 153, 155, 159, 163-66, 176
classic: 211-15, 218-19, 225, 229
closure: 28, 211-15, 220-21, 225-26, 229-30 de Certeau, Michel: 118-20, 246
commemoration: 74 Despicable Me: Minion Mayhem: 145-46
corporate sponsorship of: 174, 218 DisneyBounding: 27, 71, 91, 183, 192, 194-206,
culinary: 155 250
fandom of: 11, 23, 49-50, 56, 107, 112, 182, as transformative work: 183, 197-98
186, 195, 213, 244 see also cosplay
hierarchy: 80 Disneyfication: 11
memorialization: 28-29, 211, 213, 226, Disneyland: 10, 13, 18, 42-43, 46, 50, 55, 76, 84,
229-31, 234 103, 107-08, 110, 116, 126, 135, 142-43, 170, 227,
merchandise: 27, 202, 204 246-47, 251
queuing for: 76, 79, 86-87 Disney Springs: 42, 44, 167-68, 172-73, 215,
replacement: 17, 28-30, 212-18, 223-24, 229
236, 248 Disney, Walt: 43, 50, 135, 217-18, 224-25
upcharge: 147 distinction: 23, 30, 53-55, 126, 143, 148, 154,
authenticity: 26, 125, 153-54, 160, 163, 166-67, 165, 176, 204, 224
185, 197, 211-12, 221-25, 237, 245-46
EPCOT: 10, 42, 44, 79-80, 83, 134, 164, 167-68,
blogging: 49, 155, 203 211-12, 215, 217-27, 246, 248
Bourdieu, Pierre: 53-54, 91
branding: 12, 14, 17, 48, 51, 56, 69-72, 112, 155, Facebook: 21-22, 29, 68, 73, 78, 85, 88-89, 195,
161, 185, 199, 236-37 203
fandom
capital: 69, 164, 190-91, 197 affirmational: 183, 192, 198
cultural: 53, 135, 182, 185 mimetic: 183, 197-98
economic: 24, 55, 135, 143, 148-49, 205 participatory: 238
geographical: 50, 54 transformative: 183, 198
social: 53, 55, 87, 165, 185 see also haptic fandom; place-based
subcultural: 53-55, 85, 91, 143, 148-49, 155, fandom; theme park fandom
165, 176, 182, 203, 205, 221 fan fashion: 88, 91, 183, 185, 191-93, 195-96,
symbolic: 24, 54-55, 85, 87, 135, 148, 165, 198-99, 202-04
182, 185, 203, 221 fan pilgrimage: 10, 14-15, 23, 27, 51, 83, 173-75,
see also cult-culinary capital; distinction; 244
hierarchy fan/producer relationship: 72, 124, 156, 176
258 Theme Park Fandom
Universal Orlando Resort: 18, 23, 42, 44, 49, YouTube: 22, 73, 88-89, 229
68-69, 71, 80, 82, 87, 90, 93, 136, 139, 171, 188,
245, 250
attractions: 17, 22, 42, 50, 54, 75, 77, 83, 102,
105, 145-46, 175, 214-15, 246, 251