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Interactive attractions should make people share their
enullperiences, initiate competition between them or make
them bond in group gamesnull”
nullnd at nulllack nullight nullttractions in the nullS, nullarry nullirchner
also picks up on the importance of a storyline and other
“The first is truly interactive as it allows the guest to
aspects that make attractions genuinely interactivenull
participate via some sort of connective device null a magic
“nullor years there were only one or two companies
wand, a space blaster, or some other kind of gun or beam
doing dark rides and most of those dark rides where
projection unitnull nullnullamples would be nullunullnull nullightyear, nullen
pretty static in nature,” he observesnull “It’s always a great
In nulllack and Toy Story nullania,” he saysnull
thing when new companies can come onto the scene
“The second kind is less nullinteractive’ in the true sense of
and bring new and innovative ideas to the tablenull nullur
the word and is more of an nullimmersive’ enullperience, using
company tried to take what was out there to a new level
nullnull special effects nullwind, water, vibrations, scents and a
host of other sensationsnull to interact with the audience by
eliciting an emotional reactionnull nully their very nature such
immersive attractions are nullinteractive’ because they cause
emotional reactions in the rider or audience membernull
nullnullnullamples of this kind of attraction would include The
nullmanulling nulldventures of Spidernullnullan, Terminator nullnullnullnull, The
nullew nullonster nullansion nullide, nullershey’s nulleally nullig nullnull Show
and nullppetnullision nullnullnullnull
“nullhat makes an attraction truly interactive is not
whether or not the guest gets to nullfire at a target,’ but more,
that the audience becomes emotionally engaged through
elements that cause them to react, whether aiming at a
e
s
i
g
n
target and scoring, or reacting to special effects elements
that directly affect your sensesnull”
a
n
n

D
m
nullt nullnull International nullarketing and Sales nullmbnull, a
s
t
e
r
somewhat different approach is taken to the provision
C
l
o
of interactive attractions but it is one that is enullually
s
y

o
f

significantnull So what do they feel makes a truly interactive
ride or attractionnull
e

c
o
u
r
t
e
“The feeling of the guest regarding the believability
a
g
and authenticity of the enullperience,” says nullavid nullatchernull
I
m
“The more believable nullrealisticnull and the more authentic an
by introducing nullnullI effects rather than slow moving, multinull
enullperience appears to be, the more attractive it will be to
motion animationnull nullnullI effects enabled us to present our
guestsnull nullt nullnull we focus on continuously enhancing both
customers with nullniversal or nullisney style interaction for
the realism and the authenticity
a fraction of the costnull Interactive elements also present
of staged enullperiences through
themselves if the rider has control over what animations
ongoing scientific research,
or effects triggernull nulle also try to create story lines starting
which then serves as a basis
with a prenullshow and then throughout the ridenull nullhen
for our attractions technology
riders can affect the outcome of the storyline, that would
and design, including media
also make the ride interactivenull”
productionnull”
nullreative guru nullary nulloddard at nullary nulloddard
nullnd he continuesnull “nullor us
nullntertainment, who has helped bring to reality some of
interactivity means to get the
the most successful attractions at some of the largest
guests to involve themselves,
parks around the world, believes there are two kinds of
physically and actively, in the
“interactive” attractionsnull
enullperience, thus producing
34
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