Showing posts with label disney. Show all posts
Showing posts with label disney. Show all posts

3.18.2008

It Takes a Video Game to Save a Village

Most cities have a love-hate relationship with tourists -- civic officials love them, and residents hate them. Tourism generates billions of dollars in revenue for cities across the globe each year. The number of traffic accidents caused by tourists not watching where they're walking? So far, no reliable estimates have been made.

Still, tourism is a vital part of any urban economy. Even moreso, it can be a powerful factor for a neighborhood that is trying to lift itself up. Tourism As Economic Strategy is a well-worn path. But with all of the emerging technologies related to the web and wireless communication, it seems like the old urban tourism formula (cleaned up historic buildings + quirky neighborhood attraction + Starbucks and/or Cold Stone Creamery and corresponding independent cafe/gelato bar = success!) is due for an overhaul.

Let's start by thinking small, with the traditional Japanese village. Japan's demographic woes have been well-reported over the past few years; indeed, as young residents of this highly urbanized island nation put off having families and move to the cities in droves to pursue fast-paced careers, the raw population number isn't the only thing being affected. Culturally, Japan is seeing the evaporation of its small villages, and the slow death of ancient rural and cultural traditions.

Enter: mixed-reality gaming. An explanation, c/o Very Spatial: "One of the areas of convergence for location-based applications and gaming is the idea of mixed reality, where places in the game correspond to real-world locations, and actions in one lead to events or consequences in the other." A recent Nintendo DS game, Treasure Quest: Enoshima, follows this very blueprint, using a small island north of -- surprise! -- Tokyo as the setting for a handheld video game. Players have to visit and explore the actual island to play the game. The DS unit acts as the mixer, blending the fictional and real worlds, literally with the push of a button.

The problem with Treasure Quest, though, is that it's over. The software could be downloaded off of the internet, and the game only ran until February 19th. Makes sense, considering that Nintendo doesn't own the island, and thus can't stake any real claim to it. But what if they could? What if, as a way to draw in tourists, a rural village somewhere in Japan agreed to sell off a large number of its abandoned buildings to Nintendo in an agreement to become the permanent setting for a mixed-reality video game?

It sounds crass at first, but with the right amount of finesse, it just might be a win-win economic development strategy. For instance, to prepare the town for guests (players), Nintendo would agree to upgrade local utilities. It would also take on the responsibility for upkeep of public areas. Streetscaping, garbage collection, and parks maintenance would be taken care of by the entertainment giant. Villagers would enjoy a higher quality of life at a lower rate of taxation (though I'm assuming the American system there since I know very little about the governance of rural Japanese villages). In return, residents would agree to coexist peacefully with players. A particularly savvy game designer would craft the game as a cultural experience, creating some sort of mystery or adventure plot that made use of the area's native traditions.

The argument could be made that Nintendo (or whatever company helmed the project) was being given too much power over a municipal entity; it could also be said that cultural traditions were being bastardized and pillaged in the name of commerce and fleeting entertainment. But when the options for the village are Sink or Swim, the picture becomes less black and white. After all, don't most -- if not all -- preservation efforts (architectural or cultural), on some level, tokenize the very things that they aim to preserve?

So assume that Nintendo creates a mixed-reality game around a rural Japanese town, and it becomes a wild success. Players start booking rooms at a nearby hotel months in advance for their chance to play. The villagers find new opportunities to pass along their cultural history and traditions. Nintendo makes a buttload of cash. Everyone's happy. A small town in rural Portugal hears of the success and decides to give it a try. Sony's European headquarters gets a call from the mayor...

Ten years later, mixed-reality gaming has become an economic silver bullet. Hundreds of villages in countries around the world have mixed their realities with fantastical virtual counterparts. The trend goes big-time when the city of Detroit sells a square mile of its infamous "urban prairie" to the Walt Disney Co., which painstakingly re-creates the neighborhood circa 1930 to stage a depression-era mob mixed-reality urban epic. The arts & crafts bungalows are the hotel. Visitors live in the game. A month later, Blizzard Entertainment announces a joint deal with CCTV and the city of Shanghai to buy up hundreds of defunct surveillance cameras and create the world's largest multi-player mixed-reality on-and-offline mega-game. The setting? Pudong.

Of course, it must be asked: when is the reality in question no longer considered to be mixed? When does "mixed" become simply "augmented?"

(Photo from Flickr user Mathias M. The original full-color version can be viewed by clicking the photo.)


Links:
Mixed Reality Gaming In Japan (Very Spatial)

12.26.2007

The Suburbanization of Walt Disney World

"It was really nice. I loved being able to walk around to everything and not have to worry about traffic or parking. We could just leave the hotel and catch a bus and ride it right to the parks, and then if we wanted to go somewhere else we could take the monorail. Everything was just really easy to get to."

That is an (imperfectly reproduced) comment from my mom during a conversation we had about y family's recent trip to Walt Disney World in Orlando, Florida. I've been home for the holidays, and it was the first chance I'd had to really hear about their trip. It's certainly not the first time they've been to WDW -- in fact, it was their fourth (I was along for the first two trips, for the record). But this time -- and I have a feeling that blogging over this past year had something to do with this -- I found renewed interest in hearing about the same parks I'd visited and heard described so many times before.

What struck me, as you may have already guessed, was how very...urban WDW sounded in her description. For those who aren't familiar with the resort, the Disney corporation's largest theme park is located on a sprawling megalot southwest of Orlando. Four theme parks, three water parks, a huge shopping center, golf courses, a sports complex, and an obscene number of hotels are sprinkled around this huge land reserve, with everything of interest to tourists being conveniently connected to public transit. Well, "public" for paying resort guests.

WDW is often considered a poster child for the kind of dull, controlled, paternalistic environments that urbanists rail against. The word "Disneyfication" refers to a renovation which scrubs up and de-authenticates an existing place. Disney is soulless, and its theme parks are the most blatant manifestation of this. There is a megalomaniacal insistence -- nearly palpable when you're visiting the parks -- that your every move is being anticipated and manipulated.

Still, there are some interesting parallels between these theme parks and the urban environment. The walkability and transit connectivity certainly mimic the benefits of urban areas. There is also a diversity of experience that is often lacking in suburban places. As mentioned above, Disney is extremely careful to make sure that you only see and hear what they want you to see and hear in their parks, but that is not to say that there aren't variables in what you decide to do and see. In a way, this is true of all cities. Cities offer a wider range of experiences than a theme park, but there is always a limit on what you can see and do, whether they are legal, physical or otherwise. You can't climb a mountain in Chicago; the city is as flat as paper.

It was interesting, then, to hear that Disney had implemented yet another constraint on guests' experiential variety and the experience of some very loyal guests -- the 'rents, again -- had been less satisfied with their overall experience. While they still had a great time, the resort's new pre-paid meal plan system was apparently taking some of the excitement out of this already super-controlled environment. Mom again:

"With the meal plan, you have to reserve your spot in a lot of restaurants, especially for dinner. We saw a lot of people getting turned away from restaurants because they were booked up months in advance. It used to be fun, when we'd go, to be able to just walk around and enjoy the park and, if we found a place that looked interesting, just eat there. Now, you have to book your meals 180 days in advance, which isn't as exciting."

In an effort to make things easier for guests, Disney has actually made their parks a little less pleasant. Especially with a theme park, controlling a guest's experience of a place -- through as many of the five senses as possible -- is important to creating a memorable themed experience. But if there is too much effort on the part of the party controlling that experience, it can actually be detrimental to the guest's overall impression. It's a delicate balance that urban designers and planners could likely learn from. For certainly, the same thing must apply to cities. So how much of a city should be controlled (through zoning, height restrictions, traffic controls, and other legislation) and how much should be left up to residents to shape? Cities are a much more participatory place than theme parks; this only makes this question of balance more important.

12.13.2007

The Dream Remains the Same

A recent post over at TNAC's blog, The Street, suggests that it may be time to change the American Dream. But what is the American Dream, exactly? It's a well-worn turn of phrase (were it a turn in the road, the guardrail might be out from being hit so many times), and while people usually use "American Dream" as slang for "house in 'burbs, lawn, two cars, spouse, 2.5 kids, dog," I would argue very strongly against this interpretation. The American Dream is not about houses or property or ownership -- heck, it's not even about money; it's about "new hopes, new dreams, and a better way of life for the future."

That quote was taken from an animated short produced by the Walt Disney Company in the 1950s. The subject was, surprise surprise, the future of superhighways. The Disney folks imagined a tomorrowland where automobiles provided the ultimate in high-tech freedom and mobility, populations were dispersed over "vast metropolitan regions" and the family unit was supported and enhanced by the great amounts of leisure time left over from avoiding the hassles of urban existence. On top of that, a global system of superhighways was to connect all nations and peoples and increase cross-cultural communication and collaboration. Oh, how glorious it looks on that little YouTube screen.

The present, as we are well aware, looks slightly different. Private vehicles do provide freedom and mobility, in a way...even if much of that free time is spent in the car, staring at a bumper. As a result, we've given up on that whole "extra time with the family" thing; in fact, divorce rates have soared as our population has spread out, stretching marital relationships to their breaking points by removing the basic social frameworks that might allow spouses to have some much-needed time apart outside of the workday (since both work full-time to pay for the oversized McMansion and the two SUVs).

Then again, that scenario is as well-worn as the term "American Dream." Still, the Dream itself is in no need of an overhaul. We would do well, perhaps, to wrestle it out of the arms of marketing-types still using it to pitch the 1-Acre Lots For All, Ford Chevy Ram MegaCharger bullshit. But the American Dream is as honest and straightforward and bright today as it ever was. You can see it in the modern sustainability movement in the same way that you can see it in Disney's adorably retro vision of the superhighways of tomorrow: the American Dream is about change. More specifically, it's about things changing for the better, and about people having the freedom to enjoy and participate in the process of change. Society and culture are driven -- and have always been driven -- by the masses. The dream of a brighter future took the "American" moniker from the fact that the United States was the first modern nation to do away with the European monarchal system. Change will always happen since the people will demand it; the US was one of the earliest countries to make that its raison d'etre.

In the eternal quest for the elusive "brighter tomorrow," we will continue to make mistakes. We will have disasters and wars, and terrible things will happen. People will die, dictators will rise and fall, and the oceans might rise up to claim some of our cities. But we will continue to evolve with the world around us. So the American Dream is in no need of modification. It is always a good idea to stop along the path and shake off some cobwebs, but hope for something better is the essence of what makes us congregate, collaborate, and create.

Cities are based on this principle; at their core, they rely on change. Cities lose buildings and parks and whole districts; much like any living organism, old cells must be shed to make way for the new. While it is sometimes painful, change will always happen, and as the largest, most interactive manifestations of mankind's ambition, cities will have to change for the good and the bad, just like we do. In short, you can't curse the suburbs; you'll just run out of breath. Instead, try to imagine what the next batch could look like. Try to imagine a brighter tomorrow while accepting that the suburbs will be a part of it.

More on this soon, as a review of Paul Lukez's Suburban Transformations is forthcoming.

(Photo from Flickr user brassplayer. The original full-color version can be viewed by clicking the photo.)


Links:
Changing the American Dream (The Streets)

Magic Highway USA (Part IV)

Magic Highway USA Publicity Stills (Paleo-Future)

8.23.2007

Tokyo Disneyland in Google Maps


So this post has nothing to do with anything, really, but I found the subject matter to be kind of hilarious and felt the pressing need to share my discovery now instead of waiting for Weekend Reading. The Japanese, it appears, are so thoroughly detailed in their online mapmaking that the Google Maps view of Tokyo Disneyland marks all exterior ride tracks with the line used for rails. See the thin, squiggly black lines in the above image? That's Big Thunder Mountain Railroad. On Google Maps.

Fascinating.


(Click the map to check out the full park -- which has, as you might imagine, an insane level of detail).

4.20.2007

Finding the Future in the Past

Paleo-Future is a great blog brought to my attention by a comment left on one of the posts here at Where. I keep all of my blogs organized with Google Reader, so I only go to the actual pages when I need a direct link for a post. Today, though, I was poking around P-F and I found that there is a nicely-organized page that tracks all of the Cities-of-the-Future-related posts. I found this quite exciting.

As I perused the archived posts about space cities and underwater colonies, I came across a post about the planning of EPCOT Center in Walt Disney World. I have known for a long time that EPCOT was supposed to be an actual, working city (the acronym stands for Experimental Prototype Community of Tomorrow, after all.) Instead, it wound up as my favorite theme park. Still, it was interesting to learn about what Walt used as influences for the plans of his futuristic community. Sir Ebenezer Howard's Garden Cities of Tomorrow is, somewhat unsurprisingly, on the list. What really grabbed me was this line: "...[Walt also used] The Heart of Our Cities and Out of a Fair, a City, both by an architect and mall designer name Victor Gruen, who urged the reconceptualization of the city as more ordered, rational and humane." (Emphasis mine.)

Sounds a lot like what I've been talking about all week. I might need to go hunt down those books...


Links:
Paleo-Future "Futuristic Cities"

Walt Disney and City Planning