Upplevelseindustrins turistmiljöer : Visuella berättarstrategier i svenska turistanläggningar 1985-2005
Sammanfattning: This thesis examines tourist establishments – mainly hotels, holiday villages, resorts, theme parks and outlet centers – in the age of the Experience Economy, post-modernism, and branding. The purpose is to analyse tourist environments and resorts from a narrative and ideological perspective, to identify and analyse stories, tales and history as the resources in the designing of Swedish tourist establishments during the period 1985-2005 by a multiple case study. Examples of these case studies, such as Astrid Lindgren’s World, Icehotel, Stora Hotellet, are discussed, as are some international objects, in view of theories of Visual Culture.One of the aims is to examine how practices like theming, storytelling, design program, branding, and place marketing are brought into the tourist industry and how they are translated into visual form. Since the 1990s, “upplevelseindustrin” (the Experience Economy) has been a frequently used term within the Swedish tourist industry. This indicates that the word “experience” has acquired a more attractive meaning. This concept also signifies an increasing belief in the effects of creative and sensuous market aesthetic solutions. Architecture, interior design, scenography, and city-planning are strategically linked to the business ventures. The term “visualised narrative” is here used to analyse these processes of economical and aesthetical symbiosis through narratives, that is, whenever visualisations, fictional creation of environments, and business-supporting activities (corporate storytelling, merchandising, branding) are braided together with a mix of myth and fiction.Two prominent features of these tourist environments can be distinguished: a striving to express “spectacularity” through architecture and design in order to draw attention and demonstrate creativity, and a postmodernist influence that may be characterised by fictional, holistic, and scenographic environments with features of escapism. It is a matter of associative and symbolically charged environments, often composed by clichés that facilitate the journey in and out of the fictional context.
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