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Gone Dollywood
Dolly Parton’s Mountain Dream
Graham Hoppe
Ohio University Press, 2018

Dolly Parton isn’t just a country music superstar. She has built an empire. At the heart of that empire is Dollywood, a 150-acre fantasy land that hosts three million people a year. Parton’s prodigious talent and incredible celebrity have allowed her to turn her hometown into one of the most popular tourist destinations in America. The crux of Dollywood’s allure is its precisely calibrated Appalachian image, itself drawn from Parton’s very real hardscrabble childhood in the mountains of east Tennessee.

What does Dollywood have to offer besides entertainment? What do we find if we take this remarkable place seriously? How does it both confirm and subvert outsiders’ expectations of Appalachia? What does it tell us about the modern South, and in turn what does that tell us about America at large? How is regional identity molded in service of commerce, and what is the interplay of race, gender, and class when that happens?

In Gone Dollywood, Graham Hoppe blends tourism studies, celebrity studies, cultural analysis, folklore, and the acute observations and personal reflections of longform journalism into an unforgettable interrogation of Southern and American identity.

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The Mouse Machine
Disney and Technology
J. P. Telotte
University of Illinois Press, 2007
Throughout Disney's phenomenally successful run in the entertainment industry, the company has negotiated the use of cutting-edge film and media technologies that, J. P. Telotte argues, have proven fundamental to the company's identity. Disney's technological developments include the use of stereophonic surround sound for Fantasia, experimentation with wide-screen technology, inaugural adoption of three-strip Technicolor film, and early efforts at fostering depth in the animated image. Telotte also chronicles Disney's partnership with television, development of the theme park, and depiction of technology in science-fiction narratives. An in-depth discussion of Disney's shift into digital filmmaking with its Pixar partnership and an emphasis on digital special effects in live-action films, such as the Pirates of the Caribbean series, also highlight the studio's historical investment in technology. By exploring the technological context for Disney creations throughout its history, The Mouse Machine illuminates Disney's extraordinary growth into one of the largest and most influential media and entertainment companies in the world.

Hardbook is unjacketed.
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Riding the Black Ship
Japan and Tokyo Disneyland
Aviad E. Raz
Harvard University Press, 1999
In 1997, over 17 million people visited Tokyo Disneyland, making it the most popular of the many theme parks in Japan. Since it opened in 1983, Tokyo Disneyland has been analyzed mainly as an example of the globalization of the American leisure industry and its organizational culture, particularly the “company manual.” By looking at how Tokyo Disneyland is experienced by employees, management, and visitors, Aviad Raz produces not only a cultural reading of the onstage show but also an ethnographic analysis of its production by those who work there and its reception by its customers. Previous studies have seen Disneyland as a “black ship”—an exported, hegemonic model of American leisure and pop culture—that “conquered” Japan. By concentrating on the Japanese point of view, Raz shows that it is much more an example of successful domestication and that it has succeeded precisely because it has become Japanese even while marketing itself as foreign. Rather than being an agent of Americanization, Tokyo Disneyland is a simulated “America” showcased by and for the Japanese.
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Slayground
A Parker Novel
Richard Stark
University of Chicago Press, 2010

The hunter becomes prey, as a heist goes sour and Parker finds himself trapped in a shuttered amusement park, besieged by a bevy of local mobsters, in Slayground. There are no exits from Fun Island. Outnumbered and outgunned, Parker can’t afford a single miscalculation. He’s low on bullets and making it out alive is a long shot—but, as anyone who’s crossed his path knows, no one is better at playing higher stakes with shorter odds.

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Theme Park
Scott A. Lukas
Reaktion Books, 2008
Theme parks are a uniquely interactive and enduring form of entertainment that have influenced architecture, technology, and culture in surprising ways for more than a century, as Scott Lukas now reveals in his compelling historical chronicle.

Theme Park takes the primitive amusements of pleasure gardens as its starting point and launches from there into a rich, in-depth investigation of the evolution of the theme park over the twentieth century. Lukas examines theme parks in countries around the world—including in the United States, Mexico, Europe, Japan, China, South Africa, and Australia—and how themed fairs and parks developed through diverse means and in a variety of settings. The book examines world-famous and lesser-known parks, including the early parks of Coney Island; Madrid’s Movieworld; a series of World Fairs and their luxurious exhibition halls; Six Flags parks and virtual theme parks today; and, of course, the unparalleled achievements of Disneyland and Disney World.

Lukas analyzes the theme park as a living entity that unexpectedly shapes people, their relationships, and the world around them. Theme parks have now become complex representations of the human mind itself, he contends, through its interpretations of books, feature films, video games, and Web sites. Ultimately, Theme Park reveals, the wider influence of theme parks can be found in the shopping malls, branded stores, and casinos that employ the tricks and techniques of amusement parks to dominate our entertainment world today.
Packed with captivating illustrations, Theme Park takes us on historical roller coaster ride that both reanimates the places that shaped our childhoods and anticipates the future of escapism and fantasy fun.
 
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Theme Park Fandom
Spatial Transmedia, Materiality and Participatory Cultures
Rebecca Williams
Amsterdam University Press, 2020
This book argues that serious study of theme parks and their adult fans has much to tell us about contemporary transmediality and convergence, themed and immersive spaces, and audience relationships with places of meaning. Considering the duopoly of Disney and Universal in Orlando, the book explores a range of theme park experiences including planning trips, meeting characters, eating and drinking, engaging in practices such as cosplay and re-enactment, and memorializing lost attractions. Highlighting key themes such as immersion, materiality, cultural distinctions, and self-identity, the book argues that theme parks are a crucial site for the exploration of transmediality and the development of paratexts. Proposing the key concepts of spatial transmedia and haptic fandom, the book offers analysis of the intersections between fandom, media texts, and merchandise, as well as fans' own affective and physical responses to visiting the parks.
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