ORCID

0009-0008-3769-0339

Keywords

Themed, Entertainment, Live, Content, Gamified, Attractions

Abstract

Based on an in-depth exploratory literature review, this thesis proposes to assess how a live content team might interact with the lifecycle of a gamified theme park attraction. To offer unique and memorable experiences to Guests, there has been an increase in the development of theme park attractions that are “gamified,” in that Guests can interface with some interactive game element or experience. This is especially pertinent with the development of video-game-focused lands and attractions, such as Super Nintendo World at Universal Studios Japan, Hollywood, and soon to be Epic Universe in Orlando, FL. Attractions can incorporate gamification in a myriad of both virtual and physical ways. While this is intended to enhance the quality of an experience by introducing interactivity, competition, immersion, roleplay, and delight, more research is needed to establish how these technological content tie-in’s to attractions can avoid becoming outdated and stale by the time the content reaches its audiences. Leaning on established practices in the gaming industry, a proposed design solution will be presented mapping those practices onto the operation of a fictionalized themed attraction. This study contributes to the exploration of real-time augmentations to gamification in the themed entertainment industry. This study also suggests that continuous development and live content design teams are integral to the execution of truly iterative and reactionary content features, further integrating the tech industry - specifically game design and development - with themed experience design.

Completion Date

2025

Semester

Spring

Committee Chair

Weishar, Peter

Degree

Master of Fine Arts (M.F.A.)

College

College of Arts and Humanities

Department

Theatre

Identifier

DP0029352

Document Type

Dissertation/Thesis

Campus Location

Orlando (Main) Campus

Share

COinS