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In: The Australasian journal of popular culture: AJPC, Band 7, Heft 1, S. 59-74
ISSN: 2045-5860
Abstract
In 2016, The Melbourne Museum staged the world premiere of Jurassic World: The Exhibition, a globally touring exhibition inspired by Universal Pictures' blockbuster film, Jurassic World (2015), featuring animatronic dinosaurs created by Melbourne's Creature Technology. The exhibition had the most successful opening month of any exhibition at the Museum to date, selling over 100,000 tickets. Yet Jurassic World also met with controversy for its theme park-esque design and pervasive branding, prioritization of spectacle and attraction over cultural heritage and education, and seamless integration of fact and fiction. In this article, we carry out a close analysis of Jurassic World's combination of theme park and museum exhibition practices, situating the exhibition as a particularly significant example of the developing trend towards the creation of immersive 'narrative environments' in twenty-first century museums, as museums increasingly draw upon the devices of popular entertainment to engage and attract guests. Drawing from Norman Klein's model of the 'scripted space' and Joseph Pine and James Gilmore's 'experience economy', which has its roots in Disney theme parks, our analysis shows how Jurassic World plays with the boundaries of fact and fiction in a way that self-reflexively interrogates the contemporary relationship between popular entertainment and museums.
In: Routledge advances in game studies 9
Early games production, gamer subjectivation and the containment of the ludic imagination / Graeme Kirkpatrick -- Transitioning to the digital : Run5 magazine as archive and account of SSG's dialogue with wargamers in the 1980s / Helen Stuckey -- Keeping the spectrum alive : platform fandom in a time of transition / Jaroslav Svelch -- Pirates, platforms, and players : theorizing post-consumer fan histories through the Sega Dreamcast / Skot Deeming and David Murphy -- EVE online's war correspondents : player journalism as history / Nick Webber -- NES homebrew and the margins of the retrogaming industry -- John vanderhoef -- Museums of failure : fans as curators of "bad", unreleased, and "flopped" videogames / Victor Navarro-Remesal -- Glitching, codemining and procedural level creation in Super Mario Bros. / James Newman -- Repacking my library / Jennifer deWinter and Carly Kocurek -- Sega Saturn fan sites and the vernacular curation of videogame history / Benjamin Nicoll -- Unusable archives : everyday play and the everyplay archives / James Manning -- Moving on from the original experience : philosophies of preservation and dis/play in game history / Melanie Swalwell
Frontmatter -- Contents -- Acknowledgments -- I. introduction -- The Culture That Sticks to Your Skin: A Manifesto for a New Cultural Studies -- Defining Popular Culture -- II. self -- Daytime Utopias: If You Lived in Pine Valley, You'd Be Home -- Cardboard Patriarchy: Adult Baseball Card Collecting and the Nostalgia for a Presexual Past -- Virgins for Jesus: The Gender Politics of Therapeutic Christian Fundamentalist Media -- "Do We Look Like Ferengi Capitalists to You?" Star Trek's Klingons as Emergent Virtual American Ethnics -- The Empress's New Clothing? Public Intellectualism and Popular Culture -- "My Beautiful Wickedness": The Wizard of Oz as Lesbian Fantasy -- III. Maker -- "Ceci N'est Pas une Jeune Fille": Videocams, Representation, and "Othering" in the Worlds of Teenage Girls -- "No Matter How Small": The Democratic Imagination of Dr. Seuss -- An Auteur in the Age of the Internet: JMS, Babylon 5, and the Net -- "I'm a Loser Baby": Zines and the Creation of Underground Identity -- IV. Performance -- "Anyone Can Do It": Forging a Participatory Culture in Karaoke Bars -- Watching Wrestling / Writing Performance -- Mae West's Maids: Race, "Authenticity," and the Discourse of Camp -- "They Dig Her Message": Opera, Television, and the Black Diva -- How to Become a Camp Icon in Five Easy Lessons: Fetishism—and Tallulah Bankhead's Phallus -- V. Taste -- "It Will Get a Terrific Laugh": On the Problematic Pleasures and Politics of Holocaust Humor -- The Sound of Disaffection -- Corruption, Criminality, and the Nickelodeon -- "Racial Cross-Dressing" in the Jazz Age: Cultural Therapy and Its Discontents in Cabaret Nightlife -- The Invisible Burlesque Body of La Guardia's New York -- Quarantined! A Case Study of Boston's Combat Zone -- VI. Change -- On Thrifting -- Shopping Sense: Fanny Fern and Jennie June on Consumer Culture in the Nineteenth Century -- Navigating Myst-y Landscapes: Killer Applications and Hybrid Criticism -- The Rules of the Game: Evil Dead II . . . Meet Thy Doom -- Seeing in Black and White: Gender and Racial Visibility from Gone with the Wind to Scarlett -- VII. Home -- "The Last Truly British People You Will Ever Know": Skinheads, Pakis, and Morrissey -- Finding One's Way Home: I Dream of Jeannie and Diasporic Identity -- As Canadian as Possible . . . : Anglo-Canadian Popular Culture and the American Other -- Wheels of Fortune: Nation, Culture, and the Tour de France -- Narrativizing Cyber-Travel: CD-ROM Travel Games and the Art of Historical Recovery -- Hotting, Twocking, and Indigenous Shipping: A Vehicular Theory of Knowledge in Cultural Studies -- VIII. emotion -- "Ain't I de One Everybody Come to See?!" Popular Memories of Uncle Tom's Cabin -- Stress Management Ideology and the Other Spaces of Women's Power -- "Have You Seen This Child?" From Milk Carton to Mise-en-Abıˆme -- Introducing Horror -- About the Contributors -- Name Index