Hello Shoppers? Khám Phá Không Gian Chủ Đề và Triển Lãm Văn Hóa Đại Chúng

Khám phá không gian chủ đề Hello Shoppers, nơi văn hóa phổ biến trở nên sống động qua các triển lãm hấp dẫn và trải nghiệm độc đáo.

Trường đại học

Georgia State University

Chuyên ngành

Communication

Người đăng

Ẩn danh

Thể loại

dissertation

2015

235
0
0

Phí lưu trữ

55 Point

Mục lục chi tiết

DEDICATION

ACKNOWLEDGEMENTS

1. INTRODUCTION

2. PUBLIC SERVICE VS. PROFIT: FANDOM MEETS PEDAGOGY, DOCTOR WHO EXHIBITIONS AS EVOLVING POST-MUSEUMS, AND IMMERSIVE NOSTALGIA

2.1. Doctor Who – A Brief History

2.2. The Daily Mail Boys and Girls Exhibitions (1964-65; 67-68) – Out of the Screen and Into the Exhibit Hall

2.3. Longleat House (1973-2003) and Blackpool (1974-85; 2004-09) – Sites of Pilgrimage, Community, and Interactivity

2.4. Behind the Sofa (1991-1992) – Doctor Who as British Cultural History, and Quality TV

2.5. The Doctor Who Experience in London (2011) and Cardiff Bay (2012-Present) – Educational Program Supplements, and Popular Media Inspiring the Imagination

3. ROLEPLAYING AND HUMAN DEVELOPMENT: STAR WARS IDENTITIES, ALBERTA’S EDUCATION SYSTEM, AND THE INTERPRETIVE POTENTIAL OF PLAY

3.1. Introduction: Roleplaying and Assigned Identity as Pedagogy

3.2. Star Wars Identities (2011-Present): Tie-ins, the Materiality of Fandom, and Roleplaying as Pedagogy in the Post-Museum

3.3. Star Wars Identities Part 1 – Origins

3.3.1. Interactive Station 1 – Species: What Kind of Creature Are You?

3.3.2. Interactive Station 2 – Genes: What Were You Born With?

3.3.3. Interactive Station 4 – Culture: What Planet Are You From?

3.4. Star Wars Identities Part 2 – Influences

3.4.1. Interactive Station 7 – Events: Which Experiences Have Marked You?

3.5. Star Wars Identities Part 3 – Choices

3.5.1. Interactive Station 8 – Occupation: What Do You Do?

3.5.2. Interactive Station 9 – Personality: How Do You Behave?

3.6. A Hero (or Villain) is Revealed – Copyright, Ownership, and Play

4. THE GHIBLI MUSEUM, CULTURAL PEDAGOGY, AND THE FREE-FLOW STRUCTURE

4.1. Cultural Hybridity, Miyazaki, and Merging Tradition with Innovation

4.2. Strategic Hybridism, Cultural History, and the Spirited Away Special Exhibition

4.3. Non-Linear Flow, Creative Self-Discovery, and the Dilemma of Scale

4.4. Perry’s “What Makes Learning Fun” Framework and the Benefits of a Free-Flowing Structure

5. CONCLUSION – TECHNOLOGY, THE FUTURE OF MUSEUMS, AND BLENDING INTERACTIVITY, MATERIALITY, AND IMMERSION WITHIN THE THEMED SPACE

Appendix A – Star Wars Identities Interactive Stations

A.1. Star Wars Identities Interactive Station 3 – Parents: How Were You Raised?

A.2. Star Wars Identities Interactive Station 5 – Mentors: Who Do You Look Up To?

A.3. Star Wars Identities Interactive Station 6 – Friends: Who Do You Hang Out With?

A.4. Star Wars Identities Interactive Station 10 – Values: What’s Important to You?

Appendix B – Star Wars in Museums: A Brief History

Tóm tắt

I. Khám Phá Không Gian Chủ Đề Tại Bảo Tàng Tổng Quan và Ý Nghĩa

Khám phá không gian chủ đề tại bảo tàng không chỉ là việc thưởng thức nghệ thuật mà còn là một hành trình tìm hiểu sâu sắc về văn hóa đại chúng. Những không gian này thường được thiết kế để tạo ra trải nghiệm tương tác, giúp người xem không chỉ nhìn mà còn cảm nhận và tham gia vào các hoạt động giáo dục. Bảo tàng văn hóa đại chúng đã trở thành một phần quan trọng trong việc giáo dục và giải trí, mang lại giá trị cho cộng đồng.

1.1. Không Gian Văn Hóa Định Nghĩa và Đặc Điểm

Không gian văn hóa tại bảo tàng thường được xây dựng dựa trên các chủ đề cụ thể, phản ánh các khía cạnh của văn hóa đại chúng. Những không gian này không chỉ trưng bày hiện vật mà còn tạo ra môi trường tương tác, khuyến khích người tham quan tham gia vào các hoạt động trải nghiệm.

1.2. Tầm Quan Trọng Của Không Gian Chủ Đề Trong Giáo Dục

Không gian chủ đề tại bảo tàng đóng vai trò quan trọng trong việc giáo dục công chúng về văn hóa và nghệ thuật. Chúng giúp người tham quan hiểu rõ hơn về các khía cạnh văn hóa thông qua các hoạt động tương tác và trải nghiệm thực tế.

II. Vấn Đề và Thách Thức Trong Khám Phá Không Gian Văn Hóa Đại Chúng

Mặc dù không gian văn hóa đại chúng tại bảo tàng mang lại nhiều lợi ích, nhưng cũng đối mặt với nhiều thách thức. Một trong những vấn đề lớn nhất là làm thế nào để cân bằng giữa giáo dục và giải trí. Nhiều bảo tàng gặp khó khăn trong việc thu hút người tham quan, đặc biệt là thế hệ trẻ, khi mà các phương tiện giải trí khác ngày càng phát triển.

2.1. Thách Thức Trong Việc Thu Hút Người Tham Quan

Bảo tàng cần phải tìm ra cách để thu hút người tham quan, đặc biệt là giới trẻ. Việc sử dụng công nghệ và các phương pháp tương tác có thể là một giải pháp hiệu quả để tạo ra sự hấp dẫn.

2.2. Cân Bằng Giữa Giáo Dục và Giải Trí

Một thách thức lớn là làm thế nào để bảo tàng có thể cung cấp kiến thức mà vẫn giữ được sự thú vị cho người tham quan. Việc thiết kế các chương trình giáo dục hấp dẫn là rất cần thiết.

III. Phương Pháp Tối Ưu Hóa Trải Nghiệm Tại Bảo Tàng Văn Hóa Đại Chúng

Để tối ưu hóa trải nghiệm tại bảo tàng, các phương pháp như sử dụng công nghệ tương tác, thiết kế không gian mở và tổ chức các sự kiện văn hóa là rất quan trọng. Những phương pháp này không chỉ giúp nâng cao trải nghiệm của người tham quan mà còn tạo ra sự kết nối giữa các thế hệ.

3.1. Sử Dụng Công Nghệ Tương Tác

Công nghệ tương tác như thực tế ảo và ứng dụng di động có thể tạo ra trải nghiệm phong phú hơn cho người tham quan. Những công nghệ này giúp người tham quan tham gia vào các hoạt động giáo dục một cách sinh động.

3.2. Thiết Kế Không Gian Mở

Không gian mở cho phép người tham quan tự do di chuyển và khám phá. Điều này tạo ra cảm giác thoải mái và khuyến khích sự tò mò, giúp họ tìm hiểu sâu hơn về các chủ đề văn hóa.

IV. Ứng Dụng Thực Tiễn Của Không Gian Chủ Đề Tại Bảo Tàng

Các không gian chủ đề tại bảo tàng không chỉ là nơi trưng bày mà còn là các trung tâm giáo dục và nghiên cứu. Chúng có thể được sử dụng để tổ chức các sự kiện, hội thảo và triển lãm, tạo ra cơ hội cho cộng đồng tham gia và học hỏi.

4.1. Tổ Chức Sự Kiện Văn Hóa

Bảo tàng có thể tổ chức các sự kiện văn hóa như buổi hòa nhạc, triển lãm nghệ thuật và hội thảo để thu hút người tham quan. Những sự kiện này không chỉ tạo ra sự hấp dẫn mà còn giúp nâng cao nhận thức về văn hóa.

4.2. Nghiên Cứu và Phát Triển Chương Trình Giáo Dục

Các bảo tàng có thể phát triển các chương trình giáo dục dựa trên các chủ đề văn hóa đại chúng, giúp người tham quan hiểu rõ hơn về các khía cạnh văn hóa thông qua các hoạt động thực tế.

V. Kết Luận Tương Lai Của Không Gian Văn Hóa Tại Bảo Tàng

Tương lai của không gian văn hóa tại bảo tàng sẽ phụ thuộc vào khả năng thích ứng với các xu hướng mới và nhu cầu của công chúng. Việc kết hợp giữa giáo dục và giải trí sẽ là chìa khóa để bảo tàng tiếp tục phát triển và thu hút người tham quan.

5.1. Xu Hướng Mới Trong Thiết Kế Bảo Tàng

Các bảo tàng cần phải theo kịp với các xu hướng mới trong thiết kế và công nghệ để tạo ra trải nghiệm hấp dẫn hơn cho người tham quan.

5.2. Tương Lai Của Giáo Dục Tại Bảo Tàng

Giáo dục tại bảo tàng sẽ tiếp tục phát triển với sự hỗ trợ của công nghệ và các phương pháp giảng dạy mới, giúp người tham quan có được trải nghiệm học tập phong phú và thú vị.

25/07/2025

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Georgia State University ScholarWorks @ Georgia State University Communication Dissertations Department of Communication 8-11-2015 "Hello Shoppers?" - Themed Spaces, Immersive Popular Culture Exhibition, and Museum Pedagogy Ian Peters Follow this and additional works at: https://scholarworks.edu/communication_diss Recommended Citation Peters, Ian, ""Hello Shoppers?" - Themed Spaces, Immersive Popular Culture Exhibition, and Museum Pedagogy." Dissertation, Georgia State University, 2015.edu/communication_diss/60 This Dissertation is brought to you for free and open access by the Department of Communication at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Communication Dissertations by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact scholarworks@gsu. “HELLO SHOPPERS?” – THEMED SPACES, IMMERSIVE POPULAR CULTURE EXHIBITION, AND MUSEUM PEDAGOGY by IAN PETERS Under the Direction of Ted Friedman, PhD ABSTRACT This dissertation explores popular culture-related themed space exhibitions and immersive mu- seum pedagogy through the emerging post-museum, media convergence culture, and Deborah L.

Per- ry’s museum-oriented “What Makes Learning Fun” framework. These exhibitions utilize popular media like Star Wars, Doctor Who, and the films of Hayao Miyazaki as a means of engaging audiences with brand and subject-specific pedagogy. By bringing fictional worlds to life through environmental stimuli (sets, sounds, objects, media segments), these exhibitions use popular texts as a means of facilitating the educational goals of the institution by having visitors engage in “work as play.” Learning becomes encompassed in the “fun” and “play” that is experienced with theme parks and games. Oftentimes edu- cational programs are developed for these exhibitions that are frequently tied to specific national and regional educational requirements.

In the post-museum, visitors are assigned interpretive powers where meaning is produced through their own personal experience. As Eilean Hooper-Greenhill argues, the use of visual media helps transcend usual classifications of high and low culture. This study argues that fan- dom within a themed space exhibition enhances this aspect, and the act of play enhances visitor inter- pretation. These key issues are examined through three main examples: The Doctor Who Experience (addressing public service vs.

corporate profits), Star Wars Identities: The Exhibition (roleplaying as ped- agogy and Alberta, Canada’s CALM program), and the Ghibli Museum (Japanese history, national identi- ty, and self-discovery). These exhibits act as sites where the tension between branding and pedagogy operate, and illustrate how popular texts and education are localized for different audiences. The close examination of these themed spaces leads to a better understanding of contemporary media culture and its social/cultural applications on an international scale. INDEX WORDS: Post-Museum, Themed Space, Fandom, Museum, Exhibit, Exhibition, New Media, Brand- ing, Japan, Britain, Alberta, Canada, Ghibli, Miyazaki, Doctor Who, Star Wars, BBC, BBC World- wide, Theme Park, Theming, Play, National Identity, Pedagogy, Education, What Makes Learning Fun “HELLO SHOPPERS?” – THEMED SPACES, IMMERSIVE POPULAR CULTURE EXHIBITION, AND MUSEUM PEDAGOGY by IAN PETERS A Dissertation Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in the College of Arts and Sciences Georgia State University 2015 Copyright by Ian Michael Peters 2015 “HELLO SHOPPERS?” – THEMED SPACES, IMMERSIVE POPULAR CULTURE EXHIBITION, AND MUSEUM PEDAGOGY by IAN PETERS Committee Chair: Ted Friedman Committee: Alison Trope Sharon Shahaf Ethan Tussey Electronic Version Approved: Office of Graduate Studies College of Arts and Sciences Georgia State University August 2015 iv DEDICATION This dissertation is dedicated to my beautiful wife Kelly and our amazing and brilliant daughter Sarah.

Her timely arrival in the final year of this project helped me to once again look at the world through the eyes of a child. v ACKNOWLEDGEMENTS This project would not have been possible without the continual guidance of my advisor and Dissertation Chair, Dr. His unending enthusiasm and passion for all things academic were constant inspirations for me during my time at Georgia State University, and his advice was invaluable in every stage of this dissertation’s creation. I also would like to thank Dr.

Alison Trope, Clinical Professor of Communication and Director of Undergraduate Studies at USC Annenberg School for Communication and Journalism. Her work on theming in museums served as an inspiration for this project, and her guid- ance and feedback during the completion of this manuscript was invaluable. Sharon Shahaf, who also served on my Dissertation Committee, is the person responsible for introducing me to global media studies. Her class inspired me to begin researching Japanese culture, which not only had a major influ- ence on this project but also led to my designing two classes on anime at Georgia State University.

This project, and my graduate career, would be vastly different had it not been for her guidance during my course work. I also want to thank Dr. Ethan Tussey, whose expertise in new media studies, industry stud- ies, and game studies was invaluable in the shaping of this project. Thanks also go to Dr.

Paul Booth for giving me the opportunity to present a (reasonably) finished version of Chapter 3 on a panel with Drs. Lincoln Geraghty and Kyle Moody at the 2015 SCMS Conference. I met Paul when we were co-panelists at the Walking in Eternity conference at the University of Hertfordshire in 2013, which celebrated Doctor Who’s 50th anniversary. This was the first time I presented any of my dissertation research in public, and Paul has been a continual source of support and inspiration since.

A number of individuals, museums, and corporations were kind enough to share materials with me when I contacted them, and provide a nice boost in my morale by expressing their fascination with my topic. Special thanks to Mike Steger, the Director of Marketing & Communications at Telus World of Science in Edmonton, Alberta, for personally walking me through Star Wars Identities and for sharing the exhibition’s supplementary educational materials. I also owe thanks to X3 Productions, the Montréal vi Science Centre, BBC Worldwide and the Doctor Who Experience (with my daughter’s godfather Mark Gladwell serving as my UK shipping contact), the Boston Museum of Science, and the Discovery Center in Santa Ana for giving me access to educational materials pertaining to a variety of themed space exhi- bitions. It goes without saying that I need to thank my friends and family.

I would like to thank my par- ents, Ed and Sheryl, for their continued love and support throughout my studies. They are also the pri- marily influence behind this project since they ensured that museums were an important part of my life from an early age. In 1992 they took me to see the Star Trek: Federation Science exhibit at the Boston Museum of Science, and that fun family outing turned out to have an unforeseen and lasting impact on my personal and professional development. I also need to thank my mom for forcing me to lug firewood for her before school every day during the 5th grade.

While that manual labor was unappreciated at the time, it was my first real introduction to “working behind the scenes” in museum education as I was helping her prepare materials for the day’s lessons on colonial life at the Concord Museum. Additional thanks go to my sister Lucia for her frequent cat pictures, which were needed during the long hours of isolation that all dissertation writers endure. Similarly, I have to thank Dr. Jeremy Groskopf for his fre- quent advice and Dr.

Katharine Zakos for commiserating with me as we both struggled to finish our re- spective projects on time. Special thanks go to my wife, Kelly. I would not have had the strength to com- plete this monumental task without her never-ending love, support, and patience. Lastly, I want to thank Hasbro for producing such a diverse line of Star Wars rebel pilot action figures.

These figures served as a continual source of inspiration throughout the writing process, and the veritable fleet that covered my desk at the end of this project indicates just how valuable they were in helping me get through the final push. vii TABLE OF CONTENTS ACKNOWLEDGEMENTS .1 Immersion, Spectatorship, Interactivity, and Theming – How Museums and Theme Parks Transcend the Everyday .2 “Hello Shoppers!” – Education, Branding, and Popular Media “Tut” Shows .4 Chapter Breakdown and Science Fiction World Building. 37 2 PUBLIC SERVICE VS. PROFIT: FANDOM MEETS PEDAGOGY, DOCTOR WHO EXHIBITIONS AS EVOLVING POST-MUSEUMS, AND IMMERSIVE NOSTALGIA .1 Doctor Who – A Brief History .2 The Daily Mail Boys and Girls Exhibitions (1964-65; 67-68) – Out of the Screen and Into the Exhibit Hall .3 Longleat House (1973-2003) and Blackpool (1974-85; 2004-09) – Sites of Pilgrimage, Community, and Interactivity .4 Behind the Sofa (1991-1992) – Doctor Who as British Cultural History, and Quality TV 66 2.5 The Doctor Who Experience in London (2011) and Cardiff Bay (2012-Present) – Educational Program Supplements, and Popular Media Inspiring the Imagination.

88 3 ROLEPLAYING AND HUMAN DEVELOPMENT: STAR WARS IDENTITIES, ALBERTA’S EDUCATION SYSTEM, AND THE INTERPRETIVE POTENTIAL OF PLAY .1 Introduction: Roleplaying and Assigned Identity as Pedagogy .2 Star Wars Identities (2011-Present): Tie-ins, the Materiality of Fandom, and Roleplaying as Pedagogy in the Post-Museum .3 Star Wars Identities Part 1 – Origins .1 Interactive Station 1 – Species: What Kind of Creature Are You? .2 Interactive Station 2 – Genes: What Were You Born With? .3 Interactive Station 4 – Culture: What Planet Are You From?.4 Star Wars Identities Part 2 – Influences .1 Interactive Station 7 – Events: Which Experiences Have Marked You? .5 Star Wars Identities Part 3 – Choices .1 Interactive Station 8 – Occupation: What Do You Do?.2 Interactive Station 9 – Personality: How Do You Behave? .6 A Hero (or Villain) is Revealed – Copyright, Ownership, and Play. 147 4 THE GHIBLI MUSEUM, CULTURAL PEDAGOGY, AND THE FREE-FLOW STRUCTURE .1 Cultural Hybridity, Miyazaki, and Merging Tradition with Innovation .2 Strategic Hybridism, Cultural History, and the Spirited Away Special Exhibition .3 Non-Linear Flow, Creative Self-Discovery, and the Dilemma of Scale .4 Perry’s “What Makes Learning Fun” Framework and the Benefits of a Free-Flowing Structure 174 4. 178 ix 5 Conclusion – Technology, the Future of Museums, and Blending Interactivity, Materiality, and Immersion within the Themed Space. 205 Appendix A – Star Wars Identities Interactive Stations .1 – Star Wars Identities Interactive Station 3 – Parents: How Were You Raised? .2 – Star Wars Identities Interactive Station 5 – Mentors: Who Do You Look Up To? .3 – Star Wars Identities Interactive Station 6 – Friends: Who Do You Hang Out With? .4 – Star Wars Identities Interactive Station 10 – Values: What’s Important to You?.

215 Appendix B – Star Wars in Museums: A Brief History. 219 1 1 INTRODUCTION Traveling and permanent exhibits featuring popular media franchises are frequent sights in a va- riety of museums around the world, where fictional texts are used as the framework to teach visitors about a wide variety of subjects. These exhibits frequently include original objects such as props, pro- duction sketches, and costumes that not only showcase the franchise in question, but also use the fic- tional worlds as gateways for teaching about subjects that each type of museum specializes in. They are special events that were inspired by the exhibit blockbusters (or Tut Shows) that first emerged in the 1970s,1 which boost ticket sales and a museum’s visibility in the media.

The merging of franchise-specific materials and subject-specific pedagogy in museums is frequently accomplished through the creation of immersive themed spaces where, as is the case with popular theme parks like those produced by Disney and Universal Studios, the visitor becomes immersed in the fictional worlds within the exhibit, tempo- rarily removing that person from the “real world.” In these spaces, visitors engage in what Alison Grif- fiths identifies as “alternative modes of spectatorship” that involve bodily immersion.2 One such example is the Indiana Jones and the Adventure of Archaeology exhibit, which has traveled to science museums in Canada, Spain, and the United States since 2011, and provides visitors with the opportunity to physically immerse themselves in the Indiana Jones franchise.

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