Entertainment industry in the tourism sector. Entertainment industry infrastructure Recreation in industry establishments

Table 1.Classification of main types of entertainment

1. The first group of entertainment is formed on the basis of the type of source of positive emotions and impressions, which can be various types of vigorous activity (including non-professional sports), informal communication, contemplation of public entertainment events. A unique source of pleasure is the physical effect on the body, as well as the chemical effect on the brain’s pleasure centers.

2. In accordance with the method of organization, we can distinguish entertainment that is presented by service industry enterprises, as well as those that do not require the participation of anyone in the role of organizer - that is, amateur entertainment.

3. With the development of information technology, a significant part of entertainment has moved from the real sector to the virtual, forming a group of virtual methods of entertainment.

4. Depending on the number of people having fun, we can distinguish individual entertainment, group entertainment and mass entertainment, which, as a rule, involve the creation of specialized entertainment infrastructure facilities.

5. The classifier identifies a special group of entertainment - “legal and prohibited”. Today, the social orientation of the entertainment industry is becoming essential. It is well known, for example, that entertainment aimed at satisfying human vices ultimately leads to the degradation of society. Thus, the refusal to punish drug use and the transition to the legal sale of drugs turned the Netherlands into a kind of Mecca for drug addicts, into a specific “Dreamland”, with a special “entertainment industry”. In some countries, the “sex industry” and corresponding “sex tours” are classified as prohibited entertainment.

6. According to the degree of intensity of activity in the entertainment process, one can distinguish active types of entertainment, which involve physical activity of the subject, and passive ones, which do not involve it.

7. Depending on age, there is a group of entertainment for children, middle-aged and older people.

Currently, there are many enterprises involved in organizing and conducting entertainment events.

The totality of enterprises engaged in entertaining people is classified as a social and cultural service, along with education, healthcare, physical education, sports, regardless of the form of ownership 1 and forms a modern entertainment infrastructure.

Creating systems for classifying entertainment infrastructure objects for different market segments has recently become a popular activity. But many experts believe that it is somewhat premature to talk about the classification of entertainment infrastructure facilities. “This market has been developing recently (since the early 1990s) and in many ways chaotically. Existing facilities are few in number and scattered” 2.

Attempts to classify entertainment infrastructure objects can be found in various research works. Thus, work 3 presents a classification of entertainment centers according to the type of recreation they are focused on: passive recreation (cinemas, gambling); active recreation (billiards, bowling); sports recreation areas (karting, ice skating rinks); sports and recreation areas (fitness, swimming pool, tennis, golf). However, this division is very arbitrary, since the boundaries between the last three groups are not clear: all sports entertainment can be included in the types of active recreation, and billiards and bowling in some cases can be classified as sports.

In general, the specifics of the activities of entertainment facilities are determined by their specialization, profile and accessibility for visiting (Table 2). The identified criteria are decisive in matters of management and marketing of these objects.

Table 2.Types of entertainment infrastructure facilities

1. If we approach the issue of classifying entertainment infrastructure objects from the perspective of their main specialization, then we can distinguish five relatively stable groups. The first group, in accordance with the presented classification, included objects that organize film screenings, live performances by pop artists, various shows, sports and other entertainment events. The activities of such objects are focused on aesthetic perception, and are mainly not associated with the amateur performances of people who are content with their position as spectators. These can be all kinds of concert halls and venues, cinemas, stadiums, arenas, etc. The second group includes institutions for active non-professional sports and fitness: swimming pools, ice skating rinks, gyms, sports clubs, etc. The third group is represented by institutions culture: museums, libraries, theaters, exhibition galleries. The fourth group includes enterprises organizing recreation and leisure: cinemas, water parks, clubs, discos, disco bars. The last group is represented by gambling establishments: casinos, slot machine halls, bookmakers.

2. In accordance with the profile, entertainment centers of the “family”, “Children’s” and “Adult” format can be distinguished. The first type of entertainment center is aimed at families who come here to spend their leisure time. Usually in such centers much attention is paid to cafes and restaurants, gaming attractions and arcades. Family fun centers are suitable for almost any type of theme park, indoor family fun and leisure center. For the construction of such facilities, fairly large areas are selected in places where there is no dense development and the cost of land is quite low. Of course, the family center must fully justify and live up to its name. Therefore, operators make sure that all family members can have an interesting time there. In particular, bars are usually set up for parents and “adult” games are organized - bowling, billiards, etc. The workload of such centers, as a rule, is subject to significant seasonal fluctuations, which does not have the best effect on their profitability. Among the first family centers that appeared in Russia, we can note “Fantasy Park”, “Planet of Entertainment”, “Kino and Domino”, “Ogo-Gorod” (Moscow), “Igromax” (Kazan), “Salen” (Anapa).

o The concept of “Children's Center” involves a complex of entertainment exclusively for children. Typically, these facilities are located in shopping centers and malls. Even during the design process, special areas are allocated there, thus trying to teach children to spend their free time in shopping centers. Children's centers occupy a smaller area, since there is no need to set up bars, restaurants, bowling alleys, or billiards there. As a result, renting premises for children's entertainment is much cheaper than for family entertainment centers in the same mall. The first children's play centers (game libraries) "Cosmic" appeared in Moscow, St. Petersburg, Ufa and Kostroma. In Russia, this concept is actively developed and implemented by the trademarks Game Zona, Crazy Park, Star Galaxy, Igromax, Dinoplanet, Play Day.

o Entertainment centers for adults are built taking into account the peculiarities of the psychology of mature people. The significant difference between this concept and those described above is that the arrangement of entertainment centers of this format is more profitable and does not involve serious restrictions. Family centers require a plot of land that meets a range of requirements, and large investments for the construction of a large-scale building outside the city. To create children's centers, a shopping complex or a separate premises near residential areas is required. At the same time, none of the first three formats of entertainment centers satisfies the leisure needs of a large category of citizens who spend most of their time in the epicenter of the metropolis. To create conditions for communication and recreation for serious and successful citizens, a fundamentally new structure of entertainment centers was needed. This niche was occupied by the concept of entertainment centers for adults, focused on the atmosphere of the city center, offices, corporate parties, business lunches, etc.

It should be noted that in Russia this concept has not yet been presented in its pure form. It is partially represented in bowling centers and nightclubs. But it can be fully implemented within the framework of four gambling zones, the opening of which is planned during 2010-12. It seems that this format is most suitable for gambling establishment operators who know how to work with adult clients. Among the objects focused on this concept are the Nevada entertainment center (St. Petersburg), the Astoria entertainment center and poker club (Moscow), the Atlantis entertainment center (Omsk), the cultural and entertainment complex with the Batyr casino ( Naberezhnye Chelny).

3. Over the past few years, there has been an active process of establishing new forms of implementing free time, the essence of which is the transition from mass to chamber forms. And this is primarily manifested in a certain elitism of a number of entertainment institutions, their inaccessibility to the general population. It is this factor that mainly determines the growth in the volume of sales of entertainment services to the high-income part of the population, which are closed to the general public. The so-called intimate exclusive needs of the closed club elite are served by VIP rooms in casinos, elite clubs and restaurants, and specialized closed VIP areas of entertainment centers.

4. Another distinctive feature of entertainment industry facilities is the way it is located. The difference is in functionality. Outdoor entertainment represents the outdoor class. These are all kinds of amusement parks, culture and recreation, zoos, playgrounds, dance and stage areas. Outdoor is a seasonal and mostly dependent form of entertainment presented indoors. These are all kinds of entertainment centers: cinemas, water parks, shopping and entertainment centers.

Another important aspect in describing entertainment industry facilities is the size and scale of their operation. The world processes of globalization and business consolidation have also affected the entertainment industry. Recent times have been marked by the emergence of large-scale entertainment projects that combine several areas of entertainment.

The classification of entertainment industry facilities by the range of services offered is presented in Table 3.

Table 3.Classification of entertainment industry objects according to the range of services offered

1. Specialized enterprises of entertainment infrastructure are entertainment centers with a clearly defined target orientation with little participation of related services. As additional services, there are usually food courts and retail establishments selling goods related to the specialization of the center. These can be free-standing cinemas, bowling centers, casinos, water parks.

2. From the point of view of payback, the most profitable are mixed forms of entertainment facilities. There are two principles for the formation of mixed entertainment infrastructure facilities. Firstly, it is a combination of 2-3 areas of entertainment. This principle is used to build facilities with related areas of entertainment - billiards and bowling, cinemas and arcades, roller skating rinks and skating rinks. Secondly, it is the use of the entertainment component as an addition to the main specialization of the object. The most typical case is the location of entertainment areas within shopping centers (shopping and entertainment centers). Successful pioneers in the field of “trade + entertainment” can be called IKEA and McDonald’s. The range of entertainment services that can be provided in such a center is quite wide. Popular entertainment includes billiards, bowling, slot machines with video games and sports simulators, go-karting, a roller rink, a shooting gallery, and children's attractions.
The main difference between a shopping and entertainment center and a specialized one is that a free-standing entertainment center is an enterprise with a narrow focus. Such entertainment centers can provide services at a very high level due to their specialization. The goal of entertainment in a shopping center is to make the visitor spend maximum time in it. Developers view entertainment as a “bait”, thereby trying to increase profitability and reduce the payback period of the entire facility. Often, an entertainment area in a shopping center is used as an anti-crisis tool. In addition, some entertainment in shopping centers is free. Examples of shopping and entertainment centers are festival centers, cultural and entertainment complexes, shopping and public centers.

3. Multidisciplinary entertainment centers and geographic entertainment zones are represented by large-scale entertainment projects, including objects of various entertainment specializations and a full range of related and ancillary services. As a rule, such centers are objects of tourist interest and have the appropriate infrastructure. For example, the entertainment city of Las Vegas, famous for the world's largest casinos and most luxurious hotels, unique shows, varied restaurants and nightlife, attracts 25 million tourists annually. Theme parks are also independent entertainment facilities with a complex entertainment infrastructure - these are huge complexes that combine the most incredible attractions, hotels, restaurants and shops on one territory. Another example of a large-scale entertainment area is Sentosa Island (Singapore). Its entire territory is reserved for an entertainment center, including museums, a water park, a fashionable amusement park and attractions for all ages. The creation of multi-functional entertainment centers is also planned in Russia as part of the project for the construction of four gambling and entertainment zones.

In addition to those presented above, several other stable parameters can be identified for classifying entertainment infrastructure objects. These are parameters such as: type of entertainment services (targeting a specific group of consumers: youth, children, families, etc.); the size of the entertainment center (the number of visitors for which it is designed); pricing policy (which segment of consumers, depending on income level, is it intended for), etc.

Introduction

The entertainment segment is an important element for society, generating billions of dollars in turnover. Through entertainment, a person satisfies his spiritual, intellectual or physiological needs, evaluates himself as a person, analyzes his role in various situations and social systems, and receives a charge of emotions and thrills. Therefore, more and more often, entertainment acts as a leading motivator. Unfortunately, it should be noted that, despite the variety of methods, types and forms of entertainment, neither in modern statistical practice nor in the scientific research of Russian specialists there are still no criteria for identifying the sphere of activity involved in entertaining people, and there is no serious classification of its main types and forms This, in turn, leads to a lack of demand for issues of economics, organization and management of enterprises that actually carry out entertainment processes. It seems obvious that resolving these issues is, first of all, the task of economics. Entertainment processes, as is known, are carried out both in natural and artificially created environments. The practice of creating special conditions for organizing entertainment processes has led to the emergence of a fairly powerful entertainment industry. The latter, in its modern form, took shape towards the end of the 20th century.

Currently, as a rule, the entertainment industry includes enterprises, organizations and institutions whose main activities are related to meeting people's needs for entertainment. Thus, enterprises in the entertainment industry include those enterprises that have a clearly entertaining nature of their activities. These can be a variety of entertainment enterprises: circuses, zoos, game libraries, attractions, amusement parks, theaters, cinemas, concert organizations and groups (show business enterprises). This may include enterprises organizing sports and entertainment events, as well as organizations for the purpose of entertainment - physical education (for example, in swimming pools, gyms, clubs, etc.). Some cultural enterprises (libraries, museums, exhibitions) may also be associated with entertainment. Gambling businesses also occupy a special place among the listed enterprises.

Entertainment Industry - Historical Perspective

When it comes to the modern entertainment industry, someone sighs, someone begins to criticize and condemn the diabolical invention, and someone's eyes light up feverishly. And few people think about this phenomenon as a component of the general flow of development of human civilization. And yet, as humanity grows, so does its need for entertainment. In the initial stages, people were content with running or shooting competitions. Subsequently, the need arose to involve feelings and mind in this matter, and thus theaters and intellectual games appeared. If at first equipment and tools were made by hand (here are examples of folk applied art, which, in fact, existed as decorative and applied art, since it depended on the ideas of a particular master), then progress contributed to the development of the entertainment industry by using new materials and ideas. Scientists today say that the natural desire of a person, in addition to the desire to protect himself and his offspring, to produce and provide these very offspring, as well as to realize oneself, is also the desire to “feed” the mind and soul, that is, if we are impartial, to get our a dose of entertainment. Proof of this are finds found during archaeological excavations, confirming the presence of diverse games and competitions in the ancient world. Civilizations such as the Greeks, Romans, and Egyptians left us a huge legacy not only culturally, but also socioculturally, which we, sometimes without knowing it, use to this day. Entertainment has constantly changed during the historical process. During times of global changes in the world, such as the Crusades, the Inquisition, revolutions, they subsided, but still did not cease to exist. Many legislative acts prohibited gambling, but the desire of the people remained a stronger law, and such games again returned to the realities of life, where they acquired unimaginable popularity. This may seem strange, or at least unusual, but without some entertainment, humanity would not receive significant nourishment. Thus, lotteries, which were primarily of an entertaining nature for the middle class, which they have not changed to this day, helped to rebuild a series of harbors in England and support French claims abroad. Research into the historical development of the entertainment industry is necessary for several reasons. The main one is the natural desire to avoid the mistakes of the past. It is not for nothing that some games were banned by government agencies, although they had no harm other than their incredible popularity. Another, no less important reason is the study of the creative path of mankind, the many variations that it introduced into entertainment until it reached our eyes and ears. It has not only historical significance, but also an educational function. And finally, the third reason why it is worth looking at the entertainment industry from the point of view of the historical aspect is the prospect of the development of modern society, because, as we know, history repeats itself in a spiral.

The entertainment industry at this stage

Leisure and entertainment, which often includes sports, are one of the most important areas of a person’s daily life, which, along with education, can significantly influence the state of society. The need for them appears immediately after the primary needs of people are satisfied (food, shelter, the desire to produce offspring). Satisfaction with their quality and availability is for a person an indicator of his social status, and for society - an indicator of the development of the country's economy as a whole and its social sphere in particular, because the formation of the entertainment industry is a direct consequence of reaching a certain level of income of the population when they have available funds. All over the world, the Leisure & Entertainment industry is a very profitable business. The sharp drop in income of the Russian population in the 1990s led to disintegration leisure industry in the country. Many cinemas and sports facilities were closed. For a significant part of the population, of all previously existing forms of spending free time, with the exception of various hobbies, only television remains. The economic recovery that began in 1999 led to an increase in income. For example, in 2007, Russians' salaries grew faster than the official inflation rate (12%), despite a significant increase in prices in the second half of the year. At the rate Ministry of Economic Development, over the year the income of Russians increased by 15.1%. The population began to release more and more free funds, which led to various types of entertainment becoming more accessible. A new industry has begun to develop intensively in Russia - the entertainment industry, which is now one of the most dynamically developing industries in the country. Statistics confirm this. According to TNS Gallup, the average Russian spends on entertainment 5-7% your salary. The much more affluent Irish, for example, do not allow themselves to spend more than 4%. According to PricewaterhouseCoopers (PwC), the Russian entertainment industry (here analysts included media and the Internet) in 2006 showed the highest growth rate in Europe (7.1%), and by 2007 its volume should reach $21.1 billion. Projected average annual growth for 2007 -2011 - 6.9%. Growth is expected in almost all market segments, but its pace will slow down in most segments. For comparison, the size of the global entertainment market by 2010 will grow to $1.8 trillion. The countries of the Asia-Pacific region will show the highest growth rates: by 2009, in terms of market volume, China will overtake the Japanese market, the largest in Asia today. The US will remain the world's largest entertainment market, but its annual growth will be only 5.6%. The Internet will remain the fastest growing segment of the Russian entertainment industry in the next 5 years (until 2011), adding on average 20% annually. The second place in terms of growth rates will be taken by pay television - 18.3% per year. The most moderate growth will occur in the book production segment (3.1% per year), which corresponds to the global trend. The casino and recording segments will decline at an average annual rate of 22.2% and 7.7%, respectively.

Film industry

According to PwC, spending on film industry products in Russia (visiting cinemas, purchasing and renting films on various media) increased in 2006 by almost 13% and amounted to $703 million, while cinema box office receipts reached $412 million, an 18% increase than in 2005. For the period from 2006 to 2011. box office receipts may more than double and are forecast to reach $941 million, and the entire market will reach $1.4 billion. In 2007, box office receipts from Russian cinemas increased by the same 18% and amounted to $486 million, with the largest Hollywood studios made money from Russians. Cinema chains continue to open cinemas - in 2007 their number should reach 630. But in order for the growth in the number of cinemas to entail an increase in their attendance, it is necessary to attract those who now almost never go there to the halls.

Music sales

Global digital music sales in 2007 showed 40% increase, but less rapid than in 2006, when their volume almost doubled. At the same time, 2007 was catastrophic for major record labels. Sales of music on traditional media (CDs and DVDs) are falling rapidly even in the United States, with its developed market for audio recordings. In Russia in 2007 there was 17 entertainment and music channels. Of these, only the seven most popular deserve serious attention. Music Box TV and Music Box RU (belong to the international network Music Box Group).

Computer games

The volume of the global video game market in 2007 was $37.5 billion, that is, in terms of volume it has almost caught up with the musical one. In Russia they also love to play - about half of our citizens who have a home computer use it exclusively for games. And about 1 million Russians - avid gamers - spend from 20 to 50 hours a week playing computer games (i.e., from 3 to 7 hours a day). According to IKS Consulting, the Russian computer games market grew by 24% in 2007. The main income came from sales of PC games ($300 million), and online games - $55 million. According to estimates J"son & Partners, the average Russian player in 2007 spent about $4.5 per month on games. A peculiarity of the Russian market is that the vast majority of Russian gamers prefer to use PCs rather than consoles or game consoles. Although consoles (Xbox 360, PS3, Wii) have a number of advantages over a regular desktop computer, because... They are made as convenient as possible specifically for games. In the US, for example, in the gaming device segment, 80% of buyers prefer consoles. The reason: the high cost of the game versions intended for them (pirates have not yet reached them) and the fact that consoles are created as a specialized product, and the Russian consumer chooses greater functionality and versatility, that is, a gaming PC.

Entertainment and sports complexes

At the rate Penny Lane Realty, the lack of family entertainment and sports complexes in Moscow and other Russian cities is associated with long payback periods (for example, compared to shopping complexes), the lack of operators in this market segment as a whole and with purchasing power limits (20% of the population are considered low-income). The lack of public trust in places of leisure (with the exception of fashionable and expensive ones), caused by a large number of so-called “clubs” of dubious quality, also plays a role. In the case of Moscow and other large cities, this is also the problem of the lack of free sites for construction.

The state is trying to rectify the situation. For example, in Moscow back in 2001, the Moscow Government adopted the Decree “On approval of the program for creating a city network of family sports and leisure centers (SSDC)”, initiated by the Moscow International Business Association (MMBA) and providing for the repurposing of industrial and administrative buildings into family leisure centers of various profiles in each prefecture of the city.

Conclusion

A distinctive feature of the current stage of development of the entertainment industry in Russia is its penetration and establishment in Russian regions.

The entertainment industry is one of the components of the development of human civilization. Material goods satisfy a person's need for happiness indirectly. Intangible goods make a person happy - directly. Civilization (and its leaders) in the process of development will strive for more shortcut on the path to happiness- i.e. to intangible benefits. This craving will stimulate the rapid development of the entertainment industry.

The entertainment industry is currently one of the most dynamically developing industries in Russia. A distinctive feature of the current stage is the formation of regions. Recently, the number of gambling equipment here has increased quite significantly, and new serious leaders have emerged. At the same time, many metropolitan producers pay close attention to the regional entertainment industry. The Krasnoyarsk Territory, in this regard, is one of the most promising regions reflecting this trend. An increase in business activity, an increase in the flow of tourists, and the need for active leisure require a significant number of entertainment centers of various classes that could satisfy the needs of guests and residents of the region at a modern level.

Bibliography

    PricewaterhouseCoopers Publication: Global Entertainment and Media Industry Outlook 2007–2011

    industry entertainment necessary for several reasons. The main thing... we know that history repeats itself in a spiral. Industry entertainment is currently one of...

36. Entertainment industry: concept, specifics.

By having fun, a person (or a group of people) satisfies his spiritual needs and evaluates his own personality. Entertainment processes are carried out both in natural and artificially created environments.

The social orientation of the entertainment industry serves to form new personal and social needs, as well as to manifest and develop needs under existing conditions.

The entertainment industry, solving multifaceted problems:

v education

v creating an optimistic mood

v education

v development of human culture, shapes and develops personality.

The entertainment industry includes enterprises whose main activities are related to satisfying human needs for entertainment - circuses, zoos, attractions, game libraries, recreation parks, cinemas, gyms, libraries, tourism enterprises, including tourist accommodation facilities, recreation areas, historical attractions, etc. Industries that produce related equipment or inventory are also included in the entertainment industry.

The entertainment industry acts as an independent, relatively isolated link in the economic system, attracting significant material, financial, and labor resources. In this regard, entertainment industry enterprises are characterized by specific technologies, management systems, results of activities, and organization of personnel work.

The main characteristics of the entertainment process include: voluntary choice of the type of entertainment by a person; preliminary preparedness of the individual to consume entertainment; frequent changes of entertainment; an unlimited list of types of entertainment, combining entertainment with other activities (for example, recreation plus entertainment, sports and entertainment, entertainment and education, etc.); frequency of entertainment consumption (timed to the human life cycle, annual, weekly, daily).

It is advisable to distinguish between mass entertainment and individual entertainment. Entertainment can be organized specifically or occur spontaneously.

Some of the most important contemporary challenges in studying the entertainment industry include the following.

1. Based on the important place of entertainment in the formation of personal characteristics, the patterns and trends in the development of the entertainment industry need to be studied. The creation of adequate models of the entertainment industry will contribute to more efficient management of relevant processes and increase the effectiveness of social policy.

2. The entertainment industry of a number of countries has been turned into a profitable area for capital investment with a short payback period. A developed competitive network of enterprises provides a person with an extensive voluntary choice of a specific form and method of entertainment. At the same time, it is important to see the difference between adjusting the entertainment industry to human needs, “soft” consumption management and selfish manipulation of people’s consciousness by offering them a specified range of entertainment.

3. Modern life is characterized by an accelerated rhythm, increased mental stress, and emotional imbalance of people. Escapism and human relaxation are important value orientations of the entertainment industry.

4. Regardless of whether a person has fun alone or in company, entertainment is an individual good. In addition, today a person receives a significant part of his entertainment at home, in a narrow circle. In this regard, the targeted development of the entertainment industry must be “programmed” to overcome and compensate for the negative consequences of the disunity of people.

5. Demand for activities. the entertainment industry depends on the size and forms of use. free time. An important factor is etc. income of the population.

Theme parks occupy a special place in the global entertainment industry. Recently, they have become serious competitors to traditional destinations with a large number of historical and cultural attractions.

The idea of ​​theme parks originated in Europe and was realized in the form of pleasure parks, which existed in many European capitals at the end of the 19th century. The modern theme park model also first appeared in Europe, although Walt Disney is generally credited as its creator. They really flourished in the USA, and then spread throughout the world.

The first theme park appeared in the USA in mid. 50s, at a time when traditional leisure parks were in decline.

Most theme parks were built among green fields. Land here is cheaper than in the city, so many theme parks occupy large areas. They don’t have to demolish anything to build attractions, which often amaze with their size and colorful design. Among the main secrets of the success of theme parks, special mention should be made of the use of high technology: computer systems for controlling light, sound and animation effects, thanks to which visitors experience thrills and receive especially vivid impressions.

Thanks to the systematic By updating attractions and entertainment programs, theme parks form a permanent clientele and support wide tourist flows.

Improving existing attractions and opening new ones, not to mention the construction of theme parks, require large investments.

The high competitiveness of theme parks is achieved as a result of a competent pricing policy. They have introduced single entrance tickets, the price of which includes a package of services - visiting the park, meals, accommodation. Theme parks' income comes from the sale of tickets (the main source is 70% of all revenues), food, and the sale of souvenirs and toys. The parks sell a huge number of souvenirs, usually with the symbols of the park.

There are currently over 600 theme parks in the US alone. Florida became the capital of Dreamland. This state is home to the best theme parks not only in America, but throughout the world: Disney World and Universal Studios.

About 2 dozen large theme parks have been built in Europe, not counting numerous water parks: EuroDisneyland. Also very popular among tourists. topics parks in Germany, Denmark, the Netherlands.

Theater infrastructure

The theater building with the necessary equipment, actors and staff creates the general conditions for a theatrical spectacle.

The theater building is compositionally represented by two main parts: spectator and demonstration.

The spectator part consists of vestibules, a dressing room, a foyer, buffets, toilets and smoking rooms. The functional feature of this group of premises is their significant volumes to serve a large number of spectators in a relatively short period of time.

The demonstration complex includes a hall, a stage, and stage rooms. Premises for waiting to go on stage, artistic restrooms, rehearsal rooms, warehouses are classified as premises serving the stage. There are also workshops (sets, costumes).

The systems for organizing theatrical space are different. Spectators can be positioned on three sides of the stage area or completely surround the stage. In world practice, the portal (deep) scene has become widespread. Examples of non-traditional stage types are ring, three-sided, and central.

Productions of musical, musical-dramatic, dramatic performances impose specific requirements on the stage and its equipment, the hall, and the orientation of the acoustic properties of the hall. Musical performances need large stages and large stage spaces. The acoustics of the hall are focused on the perception of singing voices and the sounds of musical instruments. Theatrical action requires the stage to be equipped with a rotating circle, the acoustics to be oriented towards the perception of spoken language, a smaller stage, and an orchestra room. The variety of theatrical spectacles corresponds to the many theater buildings.

The perception of the performance depends on the size of the playing area (usually 10 m in depth, 14 m in width), and in spatial terms - the shape of the auditorium. The orchestra room is located in front of the stage.

The stage equipment is varied and often unique.

For the audience, visibility, audibility of what is happening on stage, the interior and comfort of the hall are important.

The visibility parameter is related to the distance from the scene. The viewer must see the actor's facial expressions, which corresponds to comfortable visibility conditions of no more than 27 - 30 m. The shape of the hall is also taken into account. Compliance with this parameter limits the capacity of the hall.

To assess the acoustic properties of a theater hall, the reverberation time indicator is used.

The type of auditorium (tiered, amphitheater), the location of seats, aisles are subject to the task of establishing contact between the audience and the actor, ensuring visibility and audibility, as well as fire protection requirements.

Infrastructure of multi-purpose halls

The dynamism of cultural and social life requires the organization of various spectacles and the construction of buildings of public importance. The construction of multi-purpose halls leads to space savings due to more intensive use of the multi-purpose facility.

The halls combine entertainment functions with social and sports functions. Such types of halls are emerging as concert-public, dance-concert, banquet-concert, entertainment-sports, etc.

The capacity of the halls varies and ranges from 100 to tens of thousands of people. Typically, large capacity is typical for halls with sports functions.

The halls are surrounded by foyers, cloakrooms and snack bars for visitors. There is a restaurant adjacent to the building.

Compared to theater buildings, universal halls require a more significant transformation of the stage and auditorium, which is ensured by appropriate structures and compositional techniques of the hall (movable ceilings, partitions, etc.).

To the basics tend. The development of multi-purpose halls includes: the formation of spectacles. centers consisting of halls with different purposes; merging multi-purpose halls with the establishment. leisure profile; formation of centers for holding prestigious events on the basis of universal halls; improvement of universal planning solutions for multi-purpose halls.

Club activities

The club is created with the aim of developing the social activity of its members, their creativity, education and raising the cultural level. Club visitors relax and have fun together. The club community is characterized by initiative, initiative, public opinion and consciousness. The club acts as a leisure center.

The club is managed by managers and specialists. The staff has pedagogical knowledge and is familiar with various types of art.

Club activities are always multifunctional in nature.

There are complex and specialized clubs.

Complex clubs are designed to organize communication between people with a wide range of interests. The educational activities of such clubs, the development of creativity, and the provision of cultural recreation and entertainment should take into account the interests of the heterogeneous composition of visitors.

Specialized clubs are aimed at a contingent of visitors with a narrower range of interests. These can be people of the same profession, social group, age, etc. They are of a specialization nature. In some cases, club activities can be combined with the organization of consumer services for the population.

Club facilities should be focused on the implementation of various types of leisure activities. The typical composition of the club’s premises includes a spectator complex, a demonstration and club complex, administrative, utility and technical premises.

In small localities, as a rule, complex clubs are created.

The formation of a club community goes through several stages - Formation, development, then “withering away”. It is of interest to determine the period of existence of the club movement.


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Privatization of hotels; · creation of hotel chains; · construction and reconstruction of 3-star hotels; · increasing the presence of global hotel chains in the market; creating uniform requirements for the quality of hotel services; · development of a comprehensive marketing strategy for promoting hotels on the global market; · development of professional institutions...

Entertainment industry

The hospitality industry is inextricably linked with entertainment. Currently, there is not a single hotel that does not have conditions for entertainment. While having fun, a person (or a group of people) satisfies his spiritual needs, evaluates his own personality, and analyzes his role on the scale of various social systems. Entertainment processes are carried out both in natural and artificially created environments.

The entertainment industry aims to create conditions for entertainment, that is, a set of phenomena on the presence of which the entertainment process depends. The social orientation of the development of the entertainment industry is expressed in the fact that it serves the formation of new personal and social needs, as well as the manifestation and development of needs under existing conditions. The entertainment industry, solving multifaceted problems (primarily education, the formation of an optimistic mood, education, recreation, development of human culture), essentially forms and develops personality. By filling part of his free time with entertainment, a person restores himself as a work unit.

In statistical practice, there is no criterion for identifying the sphere of activity involved in entertaining people. This situation is primarily due to insufficient classification of the initial types of activities. It should also be noted that there is an extremely wide variety of enterprises designed to create and organize entertainment conditions. In the traditional classification of economic sectors, the corresponding industries are dispersed across many industries, forming in some cases their non-core, auxiliary or secondary activities. For a long time, insufficient attention was paid to the study and satisfaction of people's spiritual needs. Therefore, the lack of development of issues of economics, organization and management of enterprises that provide the entertainment process is associated with the relative “youth” of the entertainment industry. Questions remain unresolved about the technological unity of the components of such an enterprise and its infrastructure. It is difficult to form a set of organizational and economic characteristics characteristic of entertainment industry enterprises.

The experience of developing the entertainment industry in various countries allows us to imagine the fundamental composition of its independent units. The entertainment industry includes enterprises (organizations, institutions) whose main activities are related to satisfying human needs for entertainment. Such units are enterprises with a pronounced entertainment nature of their activities - circuses, zoos, attractions, game libraries, recreation parks, mobile towns, etc. A variety of entertainment enterprises, including stationary and mobile theaters, cinemas, art studios, concert organizations and groups (orchestras, ensembles, music halls, etc.) also provide entertainment. Entertainment is inherent in physical education classes (in artificial water pools, in gyms, clubs, etc.), as well as in sports and entertainment events. Introduction to cultural values ​​(in libraries, museums, exhibitions) is also associated with entertainment.

In world practice, tourism enterprises, including tourist accommodation facilities, also belong to the sphere of entertainment services to the population in world practice. A number of enterprises, organizations, and institutions provide entertainment in the form of their non-core activities. In addition to hotels, these include recreation areas and historical sites. Industries that produce related equipment and inventory should also be part of the entertainment industry. The entertainment industry acts as an independent, relatively isolated part of the economic system, attracting significant material, financial, and labor resources. In this regard, entertainment industry enterprises are characterized by specific technologies, management systems, results of activities, and organization of personnel labor.

The study of tourists as consumers of specific entertainment industry outcomes is certainly important. In a broad sense, a tourist’s joyful emotions can be associated with any moment of a tourist trip (moving to a vacation spot, the fact of changing his location, the vacation itself). Special types of activities are also carried out that purposefully evoke appropriate emotions. Patterns of consumption of entertainment industry products should be studied in comparison with a person's previous lifestyle. The main characteristics of the entertainment process include:

  • voluntary choice of type of entertainment by a person
  • unlimited range of types of entertainment
  • preliminary preparedness of the individual to consume entertainment
  • frequent changes of entertainment
  • combining entertainment with other activities (for example, recreation and entertainment, sports and entertainment, entertainment and education)
  • frequency of entertainment consumption (timed to the human life cycle)

It is advisable to distinguish between mass entertainment and individual entertainment. Entertainment can be organized specifically or occur spontaneously. From forming a list of entertainment, one should move on to comparing the importance of various entertainment, and then evaluate individual entertainment according to their contribution to personal development. In Russia, entertainment activities developed on a charitable basis. At the beginning of the 19th century. A society is being created in St. Petersburg with the goal of organizing public entertainment. On holidays, over 2 thousand people took part in mass entertainment. People's houses (there were 237 of them by 1914) are considered the first club institutions. Games have become widespread. By the beginning of the 20th century. A network of leisure educational institutions has developed in Russia.

By 1991, there were 134.6 thousand club establishments, 2,471 museums, 747 professional theaters, and 140 film installations in the USSR. Trends in the development of the entertainment industry have emerged. The current situation in Russia is characterized by the destruction of the entertainment industry, formed over the past decades, and the emergence of new trends. The number of museums and professional theaters is growing, while the number of visits is decreasing. The number of national natural parks has increased. Currently, a completely new direction has begun to be actively used all over the world - animation, that is, the revitalization of recreation and the organization of direct impressions from personal participation in events. Theme parks (such as Disneyland, Legoland, Port Aventura, etc.) with animated characters with whom you can chat are very popular. So-called show museums with “living” representatives of the subjects on display began to appear.

Unfortunately, in Russia they have not yet realized that this type of entertainment is very attractive to customers. Due to the lack of such entertainment in our country, most tourists prefer to holiday abroad. However, the heads of tourism companies in some regions of our country have already realized that this kind of enterprise can make a great contribution to the development of tourism, the regional economy, and also have a significant social effect. The first steps in this direction are already being taken. For example, in the north-west of the Moscow region (Istrinsky, Volokolamsky, Klinsky and Ruzsky districts) the first safari park is being built. One of the domestic examples of a “show museum” is Borodino.

Conclusions. International tourism is today an important object of study. Tourism can be studied as a science and researched, since it is an essential complex of the world economy. Finally, great attention must be paid to the tourism industry as a major sector of the country's economy. Over the last decade of the 20th century, international tourist relations have become an integral part of the socio-economic relations of the world community. In this regard, the process of studying tourism as a science is of great importance. An analysis of the current state of tourism in many countries allows us to understand the need to develop domestic tourism programs. Until recently, the importance of tourism in the political, economic and social life of Russia was not fully defined. However, recently in Russia there has been interest in domestic tourism. And this is no coincidence. Perhaps tourism is exactly the industry that can lead our country out of the crisis.

An analysis of the current state of tourism in Russia allows us to trace the main trends in its development:

  • The predominance of outbound tourism is explained by the reluctance of travel companies to develop a national tour rating scheme, since it is much easier to act on the basis of using Western schemes. All this results in an outflow of tourism capital abroad
  • the number of travel companies exceeds the demand for tourism services - hence the intense competition in the market
  • the existing material base needs investment and reconstruction, since it currently does not meet international standards
  • due to a decrease in demand for hotel services, there is a reduction in the number of hotels and room capacity
  • The trend towards unprofitability of the hotel industry in the regions of Russia continues
  • the process of introducing foreign hotel companies into the Russian market is underway

2.4. Entertainment industry, animation

Entertainment industry classification

The entertainment industry includes enterprises whose main activities are related to satisfying human needs for entertainment.

The following types of entertainment industry enterprises are distinguished:

Independent entertainment industry enterprises (circuses, zoos, attractions, recreation parks, theme parks: Disneyland (USA), Dreamland (Japan), etc.);
- entertainment enterprises (theatres, cinemas, concert groups, etc.);
- sports and entertainment venues (stadiums);
- cultural and educational (museums, exhibitions, etc.);
- sports (swimming pools, sports clubs, etc.)

The founder of theme parks is Walt Disney; parks appeared in the United States in the 1950s. They have a single fee (only for the entrance ticket), they occupy large areas, use high technologies, for example, virtual reality technologies (you can feel for yourself what it means to be a soldier, a slave, etc.). The parks receive about 30% of their income from the sale of souvenirs and toys. There are over 600 theme parks in the USA, and they are visited by about 90 million tourists a year.

Basic rules for the entertainment process:

Voluntary choice of type of entertainment by a tourist,
- the presence of a large list of types of entertainment, satisfying the needs of self-expression,
- encouraging tourists,
- change of entertainment,
- combining entertainment with other activities.

Tourist animation

(from lat. animatus- animation) - a type of activity aimed at entertaining tourists, revitalizing service programs (animation show museums, carnivals, games, etc.). The purpose of animation is the tourist’s satisfaction with their vacation and obtaining positive impressions.

There are three types of animation programs:

1) animated tourist routes- trips for the sake of the animation program. Such programs are intended for tourists with a common interest (for example, costume tours). We can highlight: literary programs, theater, carnival, sports, casino tours, festivals, etc.
2) additional animation services- programs that are in addition to basic travel services. Particularly effective in case of bad weather, any delays, etc.
3) hotel animation- organizing leisure time in places where tourists are accommodated, one of the effective means of attracting guests to the hotel. Present, as a rule, in four- and five-star hotels, since costs are required to update scenery, costumes, gaming equipment, etc.

The following types of animation are distinguished:

- animation in motion(satisfies the need for movement). This type includes sports programs (for tourists involved in any kind of sport and who came to practice this sport), sports and recreational programs (designed for lovers of active recreation), sports and entertainment (fun competitions, aimed at tourists of any age) , sports and educational programs (hikes);
- animation through experience(satisfies the need for new sensations). This type includes educational programs (training in crafts, swimming, etc.), adventure and game programs (pirate forays, visiting caves), entertainment and entertainment animation programs (festivals, fairs);
- animation through communication (satisfies the need to communicate with new people). This type includes role-playing games and competitions.
- animation through calming(satisfies the need for psychological relief, for example, through contact with nature),
- cultural animation(satisfies the need for spiritual development, for example, through familiarization with cultural and historical monuments). This type includes cultural and educational animation programs: visits to galleries, exhibitions, etc.
- creative animation(satisfies the need for creativity, demonstration of abilities). This type includes amateur animation programs: making crafts, a poetry festival, an exhibition of sand sculptures, etc.

Up to 60% of vacationers take part in animation programs. When preparing tour animation programs, the characteristics of tourists (nationality, religion, age, hobbies, education, etc.) are taken into account.

Drawing competitions and play libraries are usually organized for preschool children. One of the main tasks of the animator is to keep the child of preschool and primary school age as occupied as possible to ensure a relaxing holiday for parents. For this purpose, hotels create children's clubs where children are taught from morning to evening.

Camping trips, sports competitions, discos, and competitions are organized for schoolchildren and teenagers. Young people willingly participate in KVNs, theatrical performances, discos, and shows. For middle-aged people, quieter events are recommended: creative evenings, concerts, song competitions. Tea parties, evenings of ancient music, romances, and handicraft exhibitions are organized for older people.

In addition, it is necessary to take into account the individual attitude of the tourist to leisure activities. On this basis, the following personality types are distinguished:

- enterprising tourists. This type of tourists plans their own leisure activities; animators must implement an almost ready-made program;
- business people(businessmen, managers). They prefer leisure activities that provide the opportunity to improve (business games, debates) or relaxing holidays (fishing);
- "highly specialized tourists" who have one strong hobby (collecting, knitting). Club holidays are most suitable for this type;
- active tourists. This type prefers to move as much as possible (sports games), supports any initiative;
- passive tourists. They tend to read, relax on the beach, and watch TV. It is possible for them to organize video libraries;
- skeptics and grumblers. The most difficult category for animators, this type requires a wide variety of programs offered.

Taking into account the ethnic factor when drawing up an animation program is very important. For example, Russian tourists are passionate, prefer to relax on a grand scale, love songs and dances, do not like recreational activities, and love everything that they get for free.

The Germans are punctual, cold-blooded, economical, lovers of nature walks, theater, and attend all excursions, programs and entertainment evenings.

Poles are distinguished by collectivism, improvisation, and adaptability.

Americans strive to see and experience a lot, and retirees are more likely to travel among them. They are highly profitable, demanding on the level of service, and prone to adventure and exploring nature.

The Spaniards are energetic, disorganized, unpredictable. They love innovations, entertainment, gambling, spectacular events, love to sing and dance, and usually relax with their families.

The French are sociable, dapper, have a sense of humor, and love everything French. They are zealous about their language and demand service in French. They prefer banquets, festivals, holidays, and sports programs. By nature they are experimenters, so they actively participate in everything new.

The British are pedantic, cautious, distrustful, and rarely show their emotions. They prefer active recreation with various competitions in which they strive to win and do not allow themselves to get bored.

Swedes work a lot (due to the Protestant work ethic), so they make the most of their holidays, love to spend time in the sun (due to the Swedish climate), prefer rich feasts, enjoy sports, and love to get to know the local population, their culture and customs.

Greeks are vain, disorganized, impatient, passionate, temperamental, insecure, contradictory. They are sociable, energetic, love feasts and holidays.

The Japanese are disciplined, responsible, self-organized, and precise. They film all interesting objects with a photo and video camera. They willingly study the culture of other peoples, since, as a rule, they know little about the traditions and culture of the country they are visiting. They are also musical and do not like beach holidays.

The Chinese love sporting events and prefer active recreation; they are very active and energetic, even in old age.

As a uniform, animators usually use bright T-shirts in order to be noticed from afar; on the T-shirt there is a card with the name of the animator and the flags of the countries whose languages ​​he speaks. In the morning, animators usually entertain tourists on the beach, conduct aerobics classes, accompany them on excursions and shopping trips during the day, and put on a show in the evening.