Dark rides are archetypal theme park attractions that provide compelling experiences through carefully structured experience designs. In a literature review, we follow and slightly modify Langhof and Güldenberg’s conceptualization of the dark ride experience (DRE) and suggest that the DRE mostly consists of narrative transportation, presence, flow, and emotions. However, to what extent these conceptualizations match actual dark ride supply remains unexamined. Therefore, we evaluate 238 dark rides in the EMEA region on product determinants of the DRE and compare literature-based conceptualizations of the DRE against actual dark ride supply. Findings indicate that dark rides highly vary in terms of storytelling, theming, and pervasive interactivity, thus questioning whether all components of the DRE always apply to the full dark ride spectrum. Proposing the Dark Ride Cube as a dark ride typology, Langhof and Güldenberg’s conceptualization of the DRE is largely confirmed, as well as the currently suggested modifications.
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During this presentation, attendees will gain insights into how three years of intensive scientific research on dark rides, led by Dr. Wim Strijbosch and Dr. Pieter Cornelis, translate into practical implications. Through the examination of 250 dark rides across 75 criteria, attendees will grasp how the dark ride experience is carefully crafted as a staged experience for guests. Additionally, they will delve into a qualitative inquiry revealing two primary experiential trajectories, inward-driven and outward-driven, and learn how guests navigate these trajectories based on their motivations, opportunities, and abilities. Attendees will also discover key components shaping the dark ride experience, including emotion, imagery, and narrative-related states such as narrative transportation, presence and flow.
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Dark rides embody a noteworthy phenomenon in theme park destinations and beyond, serving as a textbook example of structured experiences. They therefore offer valuable insights for knowledge development on structured experiences in the broader realm of tourism and leisure experiences. Despite various conceptualizations of the dark ride experience, the visitor's perspective has been largely overseen. Through qualitative interviews we explored 16 distinct dark rides, unveiling key constituent components of their experience and identifying contributing factors. Results indicate that dark rides are primarily appreciated for their ability to generate here-and-now experiences, characterized by imagery, imagery-based states, and emotions. However, visitors may inadvertently shift their focus to internal thoughts and cognitions based on motivation, opportunity, and ability-related switch factors, risking mental disengagement.
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Virtual reality (VR) is transforming leisure as a digital alternative to traditional (physical) experiences. Yet, few studies have directly compared VR leisure experiences to physical leisure experiences. This experimental study addresses this gap by comparing emotional responses elicited during a physical theme-park dark ride and its VR counterpart in a real-life leisure setting. A total of 145 participants experienced the ride in one of three conditions: the physical ride, its VR counterpart with social interaction, or the VR ride in isolation. Emotional responses were measured through real-time skin conductance and post-ride self-reports. Results indicate that the physical ride elicited stronger emotional responses, higher evaluations, and greater intentions to recommend and revisit. Additionally, the VR ride with social interaction was more arousing than the isolated VR ride and more closely resembled the physical experience. These findings highlight the importance of social interactions in enhancing the emotional impact of VR leisure experiences.
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The concept of immersion has been widely used for the design and evaluation of user experiences. Augmented, virtual and mixed-reality environments have further sparked the discussion of immersive user experiences and underlying requirements. However, a clear definition and agreement on design criteria of immersive experiences remains debated, creating challenges to advancing our understanding of immersive experiences and how these can be designed. Based on a multidisciplinary Delphi approach, this study provides a uniform definition of immersive experiences and identifies key criteria for the design and staging thereof. Thematic analysis revealed five key themes – transition into/out of the environment, in-experience user control, environment design, user context relatedness, and user openness and motivation, that emphasise the coherency in the user-environment interaction in the immersive experience. The study proposes an immersive experience framework as a guideline for industry practitioners, outlining key design criteria for four distinct facilitators of immersive experiences–systems, spatial, empathic/social, and narrative/sequential immersion. Further research is proposed using the immersive experience framework to investigate the hierarchy of user senses to optimise experiences that blend physical and digital environments and to study triggered, desired and undesired effects on user attitude and behaviour.
MULTIFILE
MULTIFILE
Sensors in offices mainly measure environmental data, missing qualitative insights into office workers’ perceptions. This opens the opportunity for active individual participation in data collection. To promote reflection on office well-being while overcoming experience sampling challenges in terms of privacy, notification, and display overload, and in-the-moment data collection, we developed Click-IO. Click-IO is a tangible, privacy-sensitive, mobile experience sampling tool that collects contextual information. We evaluated Click-IO for 20-days. The system enabled real-time reflections for office workers, promoting self-awareness of their environment and well-being. Its non-digital design ensured privacy-sensitive feedback collection, while its mobility facilitated in-the-moment feedback. Based on our findings, we identify design recommendations for the evelopment of mobile experience sampling tools. Moreover, the integration of contextual data with environmental sensor data presented a more comprehensive understanding of individuals’ experiences. This research contributes to the development of experience sampling tools and sensor integration for understanding office well-being.
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Objective: Despite the common occurrence of lower levels of physical activity and physical fitness in youth with spina bifida (SB) who use a wheelchair, there are very few tests available to measure and assess these levels. The purpose of this study was to determine reliability and the physiologic response of the 6-minute push test (6MPT) in youth with SB who self-propel a wheelchair. Methods: In this reliability and observational study, a sample of 53 youth with SB (5-19 years old; mean age = 13 years 7 months; 32 boys and 21 girls) who used a wheelchair performed 2 exercise tests: the 6MPT and shuttle ride test. Heart rate, minute ventilation, respiratory exchange ratio, and oxygen consumption were measured using a calibrated mobile gas analysis system and a heart rate monitor. For reliability, intraclass correlation coefficients (ICCs), SE of measurement, smallest detectable change for total covered distance, minute work, and heart rate were calculated. Physiologic response during the 6MPT was expressed as percentage of maximal values achieved during the shuttle ride test. Results: The ICCs for total distance and minute work were excellent (0.95 and 0.97, respectively), and the ICC for heart rate was good (0.81). The physiologic response during the 6MPT was 85% to 89% of maximal values, except for minute ventilation (70.6%). Conclusions: For most youth with SB who use a wheelchair for mobility or sports participation, the 6MPT is a reliable, functional performance test on a vigorous level of exercise. Impact: This is the first study to investigate physiologic response during the 6MPT in youth (with SB) who are wheelchair using. Clinicians can use the 6MPT to evaluate functional performance and help design effective exercise programs for youth with SB who are wheelchair using. Keywords: 6-minute push test; adolescent; disabled children; spinal diseases; wheelchairs.
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