Shopping Tourism, Retailing and Leisure provides a comprehensive examination of the relationships between tourism, leisure, shopping, and retailing. Critical issues are examined within the framework of the dichotomous relationship between utilitarian and hedonic forms of shopping, shopping as a primary and secondary attraction in tourist destinations, the development of various tourist-retail venues, the role of souvenirs in tourism, and management issues (e.g. merchandising, venue design, and customer service).
Shopping centers have become the most common of shopping environments and have influenced the make-up of cities around the world. However, in recent years, the enclosed "mall" has evolved and diversified with new types of retail environments that were developed to better suit their locale and meet public expectation. This design guide has over 600 illustrations that present the core values and considerations that make a successful retail center: location, catchment user needs, as well as access and layout. Covering everything from site master planning to the essentials of public facilities and the technical systems, this is essential reading for architects of contemporary shopping centers. A series of international examples showcasing different types of shopping environments are included to cover the wide range of designs that have occurred in recent years. From the "out of town" mall to retail parks and mixed use town center developments, the best of contemporary design is illustrated to provide both practical information and inspiration.
This work has been selected by scholars as being culturally important and is part of the knowledge base of civilization as we know it. This work is in the public domain in the United States of America, and possibly other nations. Within the United States, you may freely copy and distribute this work, as no entity (individual or corporate) has a copyright on the body of the work. Scholars believe, and we concur, that this work is important enough to be preserved, reproduced, and made generally available to the public. To ensure a quality reading experience, this work has been proofread and republished using a format that seamlessly blends the original graphical elements with text in an easy-to-read typeface. We appreciate your support of the preservation process, and thank you for being an important part of keeping this knowledge alive and relevant.
This anthology presents a range of interdisciplinary explorations into the urban environment, through film, photography, digital imagery, maps and signage. Contributors examine our fascination with the city through the history of art and architecture, urban studies, environmental studies, cultural geography and screen studies. Bringing together a wide spectrum of urban contexts, Visualizing the City’s diverse essays explore visual representations of urbanism and modernity reflected through the prism of global cultures using an engaging variety of methods and texts.
Dinner at Australia Square’s revolving Summit Restaurant, sipping cocktails at the Chevron in Potts Point, hanging out at a Skyline drive-in … Mid-twentieth-century Sydneysiders embraced leisure like never before. Leisure Space details the architecture and design that transformed their city – through its new hotels, motels, restaurants, bars, clubs, shopping centres, drive-ins and golf courses, including landmark buildings such as the Gazebo and the Wentworth Hotel. With stunning images from Max Dupain, Mark Strizic and other outstanding Australian photographers, Leisure Space explores a dynamic period in Sydney’s history and the dramatic impact of modernism on the city’s built environment.
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful). Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.
Over the last four decades, debt, bankruptcy, and home foreclosures have risen to epidemic levels, and the personal savings rate has sunk dangerously low. Why, in the richest nation on earth, can't Americans hold on to their money? First published in 2008, Stuart Vyse's Going Broke described the epidemic of personal debt that existed in the years leading up to the Great Recession, and anticipated the home mortgage crisis that started it. Ten years later, a fully-updated new edition tackles the post-recession era of economic recovery. Today total household debt has actually surpassed pre-recession levels, and some of the same problems that preceded the crash are back again. But the shape of our troubles has changed: the new face of financial failure features auto repossession, bankruptcy, eviction, wage garnishment, and being sued for unpaid bills. Vyse offers a unique psychological perspective on the financial behavior of the many Americans today who find they cannot make ends meet, illuminating these and other causes of our wildly self-destructive spending habits. But he doesn't entirely blame the victim, arguing instead that the mountain of debt burying so many of us is the inevitable byproduct of America's turbo-charged economy together with social and technological trends that undermine our self-control. This new edition illuminates everything from the rise of the credit card and ballooning student loan debt, to the expansion of new shopping opportunities provided by social media, revealing how vast changes in American society over the last 40 years have greatly complicated our relationship with money. Vyse concludes with both personal advice for the individual who wants to achieve greater financial stability and with pointed recommendations for economic and social change that will help promote the financial health of all Americans.
Packed with cultural, company, and country examples that help explain the paradoxes international marketers are likely to encounter, Global Marketing and Advertising (by Marieke de Mooij) offers a mix of theory and practical applications as it covers globalization, global branding strategies, classification models of culture, and the consequences of culture for all aspects of marketing communications.
This set re-issue 5 volumes originally published between 1985 and 1994. They focus on; the impact of environmental issues on tourism management, tourism demand and forecasting, the key methods of operation of companies within the industry, the functional areas of marketing, finance, organization and staffing, research and innovation, corporate strategy. Multi-disciplinary and international in its coverage (with particular emphasis on Europe) this collection will be of interest to students and libraries in the areas of geography, tourism, and marketing.
Tourism is well established as an important part of the new service economy, and the rewards it offers have stimulated intense competition in the tourism industry. Many destinations compete to attract potential tourists, each place having to work hard to distinguish itself from rivals offering similar or alternative attractions. This book, originally published in 1990, explores how destinations invest increasing amounts of time and money into developing and promoting their 'products'. The contributors, from both academic institutes and the tourism industry, provide a multidisciplinary and professional analysis of what can be done to sell tourism places. Using both theoretical and empirical approaches, they give examples from different areas of the industry and evaluate different strategies a destination can adopt for maintaining and increasing its market share. All the contributors emphasize that selling tourism places must be a dynamic activity in which the place products are constantly monitored, so that they can be revitalized, repositioned, or renewed in the market context.