ABSTRACT

This book explores ways in which screen-based storyworlds transfix, transform, and transport us imaginatively, physically, and virtually to the places they depict or film. Topics include fantasy quests in computer games, celebrity walking tours, dark tourism sites, Hobbiton as theme park, surf movies, and social gangs of Disneyland.

How physical, virtual, and imagined locations create a sense of place through their immediate experience or visitation is undergoing a revolution in technology, travel modes, and tourism behaviour. This edited collection explores the rapidly evolving field of screen tourism and the affective impact of landscape, with provocative questions and investigations of social groups, fan culture, new technology, and the wider changing trends in screen tourism. We provide critical examples of affective landscapes across a wide range of mediums (from the big screen to the small screen) and locations.

This book will appeal to students and scholars in film and tourism, as well as geography, design, media and communication studies, game studies, and digital humanities.

chapter 2|18 pages

Screen Tourism

Marketing the Moods and Myths of Magic Places

chapter 3|19 pages

Windshield Tourism Goes Viral

On YouTube Scenic Drive Videos of U.S. National Parks

chapter 4|18 pages

“Forever Bali”

Surf Tourism and Morning of the Earth (1972)

chapter 5|17 pages

Locating Fellini

Affect, Cinecittà, and the Cinematic Pilgrimage

chapter 6|23 pages

Walking in Cary Grant's Footsteps

The Looking for Archie Walking Tour

chapter 7|17 pages

Vancouver Unmoored

Hollywood North as a Site of Spectres

chapter 10|22 pages

Serial Killer Cinema and Dark Tourism

The Affective Contours of Genre and Place

chapter 11|19 pages

Down the Rabbit Hole

Disneyland Gangs, Affective Spaces, and Covid-19

chapter 12|18 pages

Immersive Worlds and Sites of Participatory Culture

The Evolution of Screen Tourism and Theme Parks

chapter 13|21 pages

Hobbiton 2.0, 20 Years On

Authenticity and Immersive Themed Space

chapter 14|15 pages

Swords, Sandals, and Selfies

Videogame-Induced Tourism