Showing posts with label theme parks. Show all posts
Showing posts with label theme parks. Show all posts

Wednesday, August 20, 2008

Where every day is career day




Images of Wannado City via About.com: Theme Parks

A look at Wannado City™, "America's first indoor role-playing theme park for kids":

Wannado City is a theme park the size of three football fields built in the middle of Sawgrass Mills, a shopping centre complex in Fort Lauderdale, Florida. It is a kid-sized replica of a real city and the little ones behave like adults here.

They work, are (mostly) law abiding, put out fires and deposit their pay-cheques into an interest earning account at the State Farm Bank. Not in dollars, but in Wongas, the official Wannado City currency.
...
The value of money is very important to the inventor of Wannado City. "This city for kids should be as close to reality as possible," says Luis Laresgoiti, 41, a tall slim Mexican man who sets out his vision in a quiet, soft voice. "Money is the most important fuel in every city and every country – also in Wannado City."
...
Children three to 13 years old can choose between 120 different professions.
...
In addition, 12 sponsors and their logos give the children's work the stamp of reality. [...] The money that the kidizens (junior citizens) accrue is managed at the State Farm Bank, an American financial firm that offers insurance and bank services. 'Watch how your Wongas grow,' exclaims the bank slogan.
...
Hidden interests are discovered in Wannado City, says [mother Judy Odsess]. "Sarah didn’t know what she wanted to do, now she wants to go in to television." The state of Florida agrees. Schools are sending entire classes on school trips to Wannado City with the blessings of the teachers and the parents.

Judy Odsess also likes Wannado because it’s safe for her daughters. A security system inspired by the casino city Las Vegas takes care of total child protection.
...
In Wannado City no one is unemployed. The choice of profession is free and the middle class is intact. Outsourcing doesn’t exist. Wannado City presents itself as a city without any ideology.

~Peter Hossli, "When I Grow Up", Open Skies (reproduced at Hossli.com), 1 November 02005.

For those of us not blessed to live within an SUV ride of Fort Lauderdale, Florida, it's possible to get a sense of what the Wannado City experience might be like through a variety of home videos posted at YouTube, where one also finds that local TV news services have filed cooperatively infomercial-esque stories about the park (link). Since journalist Hossli interviewed its founder, however, some of the intended verisimilitude appears to have been traded in for unadulterated fantasy. Wannado City has lately been advertising a Jurassic Park-style "dinosaur adventure" in which "an era is reborn" and "mysterious creatures from the past are unleashed" (link). This move highlights the challenge, ubiquitous in pedagogically-oriented simulations, of blending education with entertainment: it's easy to lapse into excess of one or the other.

The experiential learning idea behind the $40 million facility (a figure quoted in a TV news spot linked above) here is fascinating to me. Visiting kids get a chance to do "what they wanna do" (i.e., when they grow up), sampling any of 120 professions, meanwhile earning and spending in the Wannado City micro-economy set within the giant Sawgrass Mills Mall, the largest shopping centre in the state of Florida. It would be great to see some scholarly analysis of the educational attributes of this experience, but a search at Google Scholar for "Wannado" turns up only a few English-language papers, the main theme in which seems to be the use of RFID tags in patrons' wrist-worn tracking devices. Even putting to one side the Foucauldian surveillance apparatus at play here, and notwithstanding its claims to be a "city without any ideology", it's not hard to spot a distinct ideological bent mixed in with all the fun. Where some onlookers will discern valuable learning, or harmless amusement, others are sure to find consumerist indoctrination. Of course, all that depends on your politics: what's intriguing me from a futures perspective is that the role-play here recreates occupations that are liable to change radically, or even disappear, by the time these kids enter the workforce.

Whether or how this matters is an interesting question that goes to the heart of what we believe education is about.

My bias, of course, is that in times of massive change, to prepare ourselves and our children for situations that don't yet exist is at least as important as being skilled in existing ones. Which leads me to wonder about the prospects for role-playing and simulation settings that offer the opportunity to experience not only existing jobs (and animatronic dinosaurs), but also -- or instead -- ways of life that could exist in times to come.

Related posts:
> Today at Tomorrowland: yesterday's future

(Article via swissmiss)

Wednesday, August 13, 2008

Dreaming the home of the future


versus

A scene from PATH Concept Home video (part 3 of 4: "Flexibility").
Top: a scene from Disney Innoventions video

Following a post here recently about Disney's new Tomorrowland attraction, a different take on the same topic...

A "House of the Future," a concept of what tomorrow holds for cutting-edge living, usually tells us more about the dreamers than the dream.

In the mid-1950s, Disneyland, with the help of Monsanto, cooked up its "House of the Future," nearly all of it made of plastic... This was pretty radical stuff, but it was also a vision of living in the future that was based on extending our reliance on cheap oil into infinity.
...
This summer Disneyland opened a new version of living in the future in its "Tomorrowland"... Like the Monsanto house of 50 years ago, this latest Dream Home is a big ad.
...
All of our old habits cultivated in a gluttonous energy culture are given free rein in Disney's version of tomorrow. You can't make a move without consuming kilowatts. This Dream McMansion preserves the suburban model that $4-a-gallon gas has made into a nightmare.

If anything, Disney ought to change the story line: "This is how people in the most resource-consuming nation on Earth dreamed they'd still be living in the future without environmental and economic consequences."

There's another Dream Home out there. It hasn't gotten a fraction of the attention lavished on Disneyland, but it offers a future that we might actually be able to live with. Last year the U.S. Department of Housing and Urban Development unveiled its "Concept Home."

The ideas behind the home try to come to terms with the energy mess we're in.

~Michael J. Crosbie, "Real House Of The Future Is No Disney Dream", Hartford Courant, 3 August 02008.

Restated in terms of Dator's generic images of the future, we have in these two houses (Disney's and HUD's) a pretty clear contrast between two embodied future scenario types: "continuation" (business-as-usual) and "discipline" (self-restraint on resources).

I'm very sympathetic to the point that Crosbie, an architect and professor, is making: HUD's so-called PATH (Partnership for Advancing Housing Technology) Concept Home is practicable, sustainable, and ethical in a variety of ways that Disney's immersive advertisement for energy decadence isn't, and yet comparatively, the former seems to have been all but ignored.

What gives? That's a question the Crosbie piece doesn't discuss at all; in other words, why this unjust situation might be so.

Well, I'm currently reading NYU media prof (and recent HRCFS futures salon guest) Stephen Duncombe's book Dream: Re-imagining Progressive Politics in an Age of Fantasy. And I think it might help us out here (pp. 8-9):

Spectacle is our way of making sense of the world. Truth and power belong to those who tell the better story.
...
If we want our ideas to lead and not trail the politics of this country, then we need to learn how to think and communicate in today's spectacular vernacular.

With that in mind, check out their respective websites (PATH; Disney) and take another quick look at the photos above. I know, I know, it's not at all a fair comparison -- the multimillion dollar dream machine going up against the the do-gooding public-private partnership -- but humour me. Words don't cost much to write; let's see how they look side by side. Here are the opening lines of the two projects' press releases:

HUD Unveils America's First Efficient, Sustainable, Affordable Concept Home

PATH Concept Home represents the New American Dream during National Homeownership Month

[6 June 02007]

Omaha, NE -- The U.S. Department of Housing and Urban Development today announced the completion of America's first PATH Concept Home featuring more than 60 efficient, sustainable and flexible products and systems all in one affordable home.

HUD Assistant Secretary Darlene F. Williams speaks prior to the Concept Home ribbon cutting on June 6. She is joined (left to right) by Omaha Mayor Mike Fahey, builder Fernando Pages, and HUD Regional Director Macie Houston."With the PATH Concept Home, HUD has created a blueprint for the future of the American Dream by using innovative housing technologies that support our goals of sustainability, efficiency and flexibility in an affordable home," HUD Assistant Secretary Darlene F. Williams told the gathering of community and industry leaders. "June is National Homeownership Month and we are excited to showcase a home that is affordable to purchase, maintain and renovate as families and their needs change over time."

[link]

versus

IT'S THE HOME OF YOUR DREAMS! INNOVENTIONS DREAM HOME INVITES GUESTS TO EXPERIENCE THE FUTURE TODAY

New Tomorrowland Attraction at Disneyland Resort Combines State-of-the-Art Technology with the Latest in Disneyland Immersive Storytelling

ANAHEIM, Calif. - June 16, 2008 - Imagine a home so perfectly attuned to the needs of a family that it can anticipate and fulfill them, virtually without anyone lifting a finger. Now imagine that the home offers family members high-tech connectivity, not just with one another but with people, entertainment and information in the world at large.

Guests at Disneyland can soon do more than imagine it. Beginning June 17, the Innoventions Dream Home in Tomorrowland is bringing that world to life as a limited number of guests have the opportunity to preview the home.

[link]

So here's the Pepsi challenge, kids. Who's telling the better story?

Hint: Dream Home (Disney) vs Concept Home (HUD).

I feel a little bad saying it, but in this light, the attentional gulf separating the pair isn't all that surprising.

And lest I should be accused of overlooking or devaluing it, there is indeed far more substance, thought, rigour and ethical engagement in evidence in the concept home's presentation than in Tomorrowland's pile of eye-candy -- but that's just my point. In America today, the nutritious meal that doesn't taste good doesn't get eaten. (Yeah, thought that was a pretty neat analogy too.)

So, *brow furrowing, eyes narrowing*, doesn't Duncombe's dream prescription mean selling out progressive high-ground to crassly commercial ways of operating? In fact he's intensely aware of that risk, and notes (pp. 16-17):

Between arrogant rejection and populist acceptance of commercial culture lies a third approach: appropriating, co-opting, and, most important, transforming the techniques of spectacular capitalism into tools for social change.
...
The challenge for progressives is to create ethical spectacles.

If Crosbie is right, and the "House of the Future" tells us more about the dreamers than the dream, one of the things it may be telling us about the sustainability-oriented dreamers is that we're still learning to dream aloud in a compelling way. It seems to me that creating ethical spectacles that recast the -- perhaps necessary -- austerities of a "discipline" future as more "dream" than mere "concept" is where it's at, for building futures that are both practically inhabitable and aesthetically appealing.

That's where I'd prefer to live, anyway.

Related posts:
> Today at Tomorrowland: yesterday's future
> Sponsors of Utopia
> If they buy in, are you selling out?

Monday, July 28, 2008

Today at Tomorrowland: yesterday's future


Joel Garreau, writing in the Washington Post last weekend, points out the nostalgia of Disneyland's recently unveiled Innoventions Dream Home, which (according to a press release) "invites guests to experience the future today"...

What's interesting about Tomorrowland's newest future is its focus on what doesn't change. This Dream Home future at 360 Tomorrowland Way in Disney's original California park is intentionally reassuring.
[...]
But this is absolutely not the future in the research pipeline. No genetically modified critters here that eat carbon dioxide and poop gasoline. No nanobots smaller than blood cells, cruising our bodies to zap cancer. No brain implants that expand our memory. No cellphones that translate Chinese. No dragonfly-size surveillance bots, no pills that shut off the brain's trigger to sleep, no modified mitochondria sustaining our energy while making obesity as quaint as polio.

Apparently that tsunami of change doesn't sell. That disturbing but dazzling future rumbling our way is distinctly different from the soothing one Disney thinks we crave.

What does this disconnect say about us?
[...]
"Americans feel very little connection to the future anymore," says Danny Hillis.

Hillis is in a singular position to make this statement. He has long been a deity of the computer age, having pioneered massively parallel processing -- now the basis for most advanced computers. Then he was a Disney Fellow, and vice president for research and development at Walt Disney Imagineering. He is now co-chairman of the Long Now Foundation, which fosters long-term thinking and responsibility for the next 10,000 years.
[...]
"What I think it says is that we are nostalgic for a time when we believed in the future. People miss the future. There's a yearning for it. Disney does know what people want. People want to feel some connectedness to the future. The way Disney delivers that is to reach back in time a little bit to the past when they did feel connected.

"It's a bit of a cop-out. There was a time when the future was streamlined jet cars. Rather than create a new sense of the future, they say, 'Ah, remember when we believed that the future was streamlined jet cars?' It's a feeling of connection to the future, rather than connection to the future."

So: one reason for the retro-orientation of Tomorrowland seems to be that the qualities of the futures that now confront us are alienating. A second reason the article suggests is that, against a backdrop of accelerating change, they're just really difficult to imagine.

"It's much harder to astound people today, " says Marty Sklar, the former principal creative executive of Walt Disney Imagineering, who in 2001 was named a "Disney Legend" for his work going all the way back to Walt's era in the '50s. "They see the speed of change all around them."
[...]
Keeping up is a problem. A major Disney attraction has to last a long time to recoup its investment. To be serious about the future in Tomorrowland, one would have to be constantly vigilant for change, lest you wake up one day and whoops, what's that rotary-dial phone doing on the set? That's one of the reasons Orlando's Tomorrowland has dropped back to the last resort: irony. It's inspired by a change-proof 1920s and '30s Buck Rogers-Flash Gordon nostalgia future. Tomorrowland in Paris -- called Discoveryland -- is a tribute to European seers of previous centuries, like Jules Verne. The antidote to rapid change in Hong Kong -- one of the most futuristic cities on Earth -- is for much of Tomorrowland to be set in an intergalactic space port.

~Joel Garreau, "The Future Is So Yesterday", Washington Post, 20 July 02008.

This quandary reminds me of another insightful comment by Danny Hillis, in his 01995 essay "The Millennium Clock" (which called for the ten thousand-year clock now being pursued by The Long Now Foundation):

When I was a kid, three decades ago, the future was a long way off - so was the turn of the millennium. Dates like 1984 and 2001 were comfortably remote. But the funny thing is, that in all these years, the future that people think about has not moved past the millennium. It's as if the future has been shrinking one year, per year, for my entire life.

Nearly a decade after the turn of the millennium, oddly enough, the trend Hillis spotted has continued unabated. It seems that for many, the horizon of the future, incapable of shrinking any further, actually receded into the past. There's been a surge of interest in the way the future used to be, ranging from the scholarly to the satirical: retro-futurism has become a fully-fledged aesthetic genre of the early 21st century. See books like Yesterday's Tomorrows (01996, accompanying a Smithsonian Institution exhibition*), Where's My Jetpack? or Exit to Tomorrow (both 02007). On screen, there's Matt Groening's sharp animated series Futurama (since 01999), and movies like Sky Captain and the World of Tomorrow (02004) or The League of Extraordinary Gentlemen (02003). Indeed, consider the whole literary-genre-cum-subculture of Steampunk which has emerged in the last decade into mainstream consciousness. (Incidentally, the Long Now Foundation's recent event Mechanicrawl taps this aesthetic trend. ) Online, I suspect Matt Novak's excellent blog Paleo-Future -- about "the future that never was" -- pulls in a bigger readership than a lot of current writing about futures that may still have a shot at being realised.

I've written before at t.s.f. about "lost futures", so won't retread that ground here. But clearly, it's not just Disney that is increasingly (whether inadvertently or disingenuously) mining the past in an effort to envisage the future. Ironic, postmodern play with retro-futuristic tropes is well and good. What intrigues and to some extent concerns me is that we seem to have so much difficulty envisaging hopeful futures without immediate recourse to the past -- way back when, we seem to be telling ourselves, such hope was sincere.

Image: Carlos Puma/Washington Post
"In the Innoventions Dream Home, a futuristic device can render designs in 3-D, but it is surrounded by nostalgia: Lionel trains, an ocean liner, vintage books and candles."
[Caption from slideshow accompanying article]

(Thanks to Chris Jones for posting the article to the HRCFS listserv.)

* This is the most recent active version of the website at the Internet Archive, dated 9 February 02006.

Saturday, August 04, 2007

A Simpsons simulacrum

Life imitates art at the Kwik-E-Mart (for a limited time only)...



The Simpsons Movie was released last Friday, 27 July, on the back of a clever, extravagant, and lucrative campaign involving immersive, real-life versions of the fictitious Springfield convenience store, Kwik-E-Mart, across North America.

An undisputed pop culture phenomenon, The Simpsons' nearly two-decade roll makes it both the longest-running animated series and the longest-running sitcom in television history, during which time it has driven what must amount to many, many millions of dollars' worth of tie-in sales (I remember getting my first Simpsons shirt at about age ten). But for its transition to the big screen, now an almost mandatory rite of passage for successful TV shows, the marketers opted for an unusual strategy which has generated considerable buzz (and I'm not just talking about the cola). According to a Wall Street Journal report [subscription required], 26 July 02007, p. B1:
[T]he Kwik-E-Mart promotion ... is the most visible example of how the long-running television show's alternate universe of brands has been spun into a kind of reverse product-placement campaign to tout the film.

Instead of having real products from 7-Eleven and other companies strategically dropped into the movie, the "Simpsons" team is putting its fictional brands -- from Krusty Burgers and KrustyO's cereal to Buzz Cola and Duff Beer -- to work in the real world.
...
"We had to come up with something different for this movie because everyone is used to the standard promotions," says Pam Levine, co- president, domestic theatrical marketing for Twentieth Century Fox.

While staying in Vancouver recently, I couldn't pass up the opportunity to see for myself the Kwik-E-Mart in Coquitlam, British Columbia (like the others, a 7-11 store with a temporary Simpsons makeover). It's the only one in Canada; there are eleven in the US (and that's all -- sorry, world). And so, as uncool as I realise this admission reveals me to be; yes, on the day the movie opened, I undertook a half-hour drive to get to this store, snapped a bunch of photos, lined up with a slew of other fans, and bought and devoured one of Apu's revolting Squishees.

It was great.

And then it got me thinking. I was reminded of a low-key theme park. I always have mixed feelings about theme parks -- ingeniously designed experiences on the one hand, shameless commercial artifice on the other. But this was not the same as a theme park, because it wasn't behind fences and ticket booths and designated as a fantasy zone; it managed the illusion almost seamlessly by temporarily redecorating, inside and out, a basically identical type of enterprise (7-11) on the same premises.

What was notable here, then, was to find this rather well executed recreation of a corner-store franchise from a cartoon, in an unassuming strip mall between a Starbucks and a Chinese restaurant. Yes, it was embarrassingly satisfying to behold, and consume, tangible incarnations of things hitherto seen only in Matt Groening's colourful parallel universe. But on the island of fiction-come-to-life in a sea of unremarkable suburban fact, the ways in which the fiction maintained its internal consistency were what tickled me most.

That is, the green Kwik-E-Mart uniforms sported by the cashiers, and the Squishee machines modelled on those in the TV show, were much more interesting than the Simpsons-branded merchandise actually featuring the famous four-fingered family, or the life-size character cutouts next to which customers would cheerfully pose for happy snaps. The difference being, I suppose, that the former category of props kept up the in-scenario conceit (diegetic), while the latter category broke the fourth wall and were instead about, and in that sense outside, the scenario (non-diegetic). Perhaps others felt the same way, because non-diegetic "souvenirs" still sat on the shelves -- keyrings etc -- while almost all the specially produced "Kwik-E-Mart" products were, said some apologetic signs, sold out.

One of the interesting things about The Simpsons' distinctive, era-making humour is the way it's been able to satirise and mock corporate America relentlessly, while remaining thoroughly integrated with it. This brand of subversiveness is deeply ambivalent -- because literally, it is a brand, and a highly successful one at that. For example, the characters frequently joke at the expense of Fox, the US network owned by Rupert Murdoch that is its TV home. But meanwhile, its executives are laughing all the way to the bank. Who's the joke really on, in this situation? The tongue-in-cheek signage around the store highlighted the irony of the earnest commodification of The Simpsons' often scathing social critique ("Buy 3 for the price of 3!", "Satisfaction guaranteed or your money begrudgingly refunded", "Thank you for loitering. Please come again."). 7-11 was having the piss taken out of it even while the money kept flowing in.

Anyway, I haven't gone to see the movie, and I won't bother until it hits DVD. But as a sort of commercial art installation, this Simpsons simulacrum (a copy without an original) gets top marks, meanwhile lending weight to an idea long espoused in eastern mysticism that ostensible opposites, such as reality and fantasy, critique and co-optation, are closer than they may at first appear.

Tuesday, May 30, 2006

Tombstone and the future of history

"The town too tough to die." That's the proud slogan of Tombstone, which perches in splendid isolation at the eastern fringe of the Sonoran desert, an hour's drive southeast of the city of Tucson, Arizona, and about 30 miles north of the Mexican border. I've come to Tucson for the weekend, and since my friend mysteriously failed to pick me up at the airport two days ago, I've had to improvise an alternative agenda. So it is that I find myself sharing a rental car with four other young travellers, hailing from Bermuda, Liverpool and Utrecht, all fellow denizens of a hostel a short walk from downtown Tucson. Unlike me, all are in their early twenties and in the midst of their respective trans-continental quests to "see America". Today, Tombstone is our chosen day-trip destination.

As no visitor to the area can fail to notice, this settlement, which some 1,600 souls call home, prides itself on being an icon of the Wild West. As a tourist attraction, it taps into that lucrative cultural reservoir of collective memory, part history and part myth, which has been immortalised -- or, to those inclined to emphasise the latter ingredient, generated -- by a thousand movies. The town's excellent name is perhaps one of the most effective imaginable evocations of hardbitten frontiersmen and devil-may-care gunslingers (possibly outdone only by the town of Truth or Consequences, New Mexico -- although in point of fact that town was actually named after a radio show in the 1950s). Tombstone's real claim to fame, however, is that it was the site of the infamous gunfight at the O.K. Corral in 1881. Though the original event has long since passed, thankfully you can enjoy a re-enactment any time you care to visit: "Gunfight daily!" cry the billboards scattered en route.

Probably like many others unfamiliar with these parts, what I know about the actual history of the colonisation of the West by European Americans could fit comfortably on the back of a postage stamp, and despite my passion for cinema, the western is surely the genre of American film with which I'm least familiar. Even so, the look and feel, the sensibility, or mythos invoked here is so familiar from culture (and yet so remote from my own experience) that in my mind it is the very essence of B-movie cliche: hard stares, bold moustaches, stray bullets, and dust.

Why did I come here? I have no satisfactory answer to that question. I don't know what to make of the fact that I am spending time and money in this bone-dry, baking hot place in the middle of nowhere. But while pondering that I'm put in mind of an interesting comparison. While I was studying at the University of Melbourne at the turn of the century, part of my family lived in Ballarat, Victoria, an hour and a half away; a town founded during southeast Australia's gold rush. Ballarat has a major tourist attraction named Sovereign Hill, a recreated 01860s gold mining settlement and so-called "living museum". There are certain historical and aesthetic similarities -- both places are recreated frontier towns in the New World (albeit on different continents, though you'd be hard-pressed to pick that from appearances only) and owe their existence to the mid-to-late 19th century mad dash of prospectors seeking precious metals. Both are filled with wooden buildings, have walls adorned with ersatz parchmenty official looking posters, and have horses regularly clopping past, carts and passengers in tow... But whereas Sovereign Hill is a paid-admission only, privately owned attraction in its own right, near but not integrated with the modern city of Ballarat with its 80,000 inhabitants or so, the town of Tombstone, which is a place where people actually live and work in the early 21st century, is itself the attraction. Here ordinary life overlaps with the historical streetscape that is maintained by dint of tight local regulations, and which has made it a nationally listed attraction since the 01960s. Sovereign Hill is at pains to provide some kind of sense of life in the era (it has a working mine set up, you can pan for gold, there are educational programs including a school in which children can experience the classroom of a bygone era, writing out lines with a quill and inkwell). In Tombstone, by contrast, there are no fences between the dusty street and the desert -- the centre of the original town is itself the attraction -- but as a result, modern life keeps intruding. There are Harley Davidson motorcycles parked everywhere. You have to pay to get into the OK Corral. Every store is jammed full of souvenirs. (Oddly, visiting the town, and commemorating -- or commodifying -- your visit for future reference are merged, so seeing all those souvenirs and witty posters through every doorway inevitably becomes one of the main recollections you take away.) It's a place where people live, but to seems to operate almost entirely at the level of appearances and legend, throwing back to the Hollywood-made mythos. This creates a kind of paradox: the real town of Tombstone contrives to deliver a far more crassly commercial and less authentic experience of history as it might have been than the thoroughly controlled simulacrum at Sovereign Hill.

So, the weekend we're here, as it happens, the United States marks Memorial Day, which is an opportunity to celebrate the sacrifice of servicemen in the country's growing list of wars. But it's "Wyatt Earp Days" in Tombstone. This makes it one of two occasions annually when people descend on Tombstone to stroll around dressed gloriously in 01880s style -- the other is the 26 October anniversary of the O.K. Corral showdown. It is impossible to say in most cases which of these elegantly dressed are locals pandering to tourists, and which are tourists indulging their own eccentric hobby. I overhear one woman, elaborately dressed in heavy dresses, gleefully declaring that "We came here once and keep coming back!" At first I'm puzzled as to what the attraction could be -- wandering around in an overheated costume for a weekend. However, my fellow hostellers can't resist having their photos taken with a dapper couple in Wild West regalia who turned out to be repeat visitors from Michigan, and I begin to see how this role play could be fun: authenticity might be much less of a concern than the thrill of participating in the illusion, like actors on the stage.

What a place to visit! But what must it be like to live here? Evidently there are certain costs to living in a museum. I meet a bright eyed young lady behind the counter at a wild west outfitter. She's perhaps 16 or 17 years old, wearing a black dress recalling Jody Foster in "Maverick". I ask her about what it's like to live here. She explains that she didn't grow up in this town, but is originally from California, and her mother had decamped here in pursuit of her dream home -- a 01904 Victorian. Clearly, for a young woman, though, it's almost unbearably boring. "I'd love a skyscraper here," she says wistfully. "Or a McDonald's, a drive-in theater... anything!" Earlier this year, it seems the streets were restored to their unpaved state by the Tombstone Restoration Committee, because the asphalt may have endangered its coveted designation as a National Historic District. It's an interesting situation when an American town reverts to stones and dust in search of authenticity. And it is not unanimously appreciated, either. One of our group spotted a flyer in one of the store windows alluding to this, evidently an ongoing dispute in the town -- should the dust stay, or should it go?

What keeps these streets dusty in 02006 is a myth that is too tough to die. We feed the myths with our attention. The poet Muriel Rukeyser once wrote, "The universe is made of stories, not of atoms." What then of the future of Tombstone? Well, if Rukeyser is right, then as long as its stories persist, it seems Tombstone's viability as a place to visit, its existence in our universe, is assured. The most recent contributions to this corpus of storytelling, as far as Tombstone is concerned, are the movies Wyatt Earp (1994, starring Kevin Costner) and Tombstone (1993, with Kurt Russell and Val Kilmer). As one storekeeper remarked to me, there was a major resurgence of tourist interest in the area after these films came out. In fact, many of the souvenir posters and t-shirts for sale here feature those stars' faces rather than the less recognisable ones of the town's real historical inhabitants.

I asked my travelling companions whether they could think of anything interesting or special going on in our own era that people might see fit to devote their lives to preserving in this fashion in 130 years' time. We couldn't think of anything offhand. (Maybe, with our emerging ironic postmodern sensibilities, the real story in the future will be the idea of people dressing up their bodies, and dressing down their streets, to "recreate" the surface layer of a long-gone past.) Perhaps Michael Crichton's 1973 sci-fi movie Westworld had the right idea: the tourist attraction of the future could be a theme park which faithfully recreates the favourite, most highly mythologised times and places in the popular imaginary -- history's greatest hits. In Crichton's story, a whole Wild West theme park is populated with human-looking robots that can, at least in theory, be safely exploited by the (human) guests who pay a premium to satiate their appetites for realistic brothels and gunfights.

I picture that young lady from the clothing store getting her wish: a skyscraper in Tombstone -- now that would be worth seeing! You could put the whole town's population inside, with a spectacular, towering view of the surrounding landscape, and let the tourists amuse themselves by tussling with robots in the dust below. If our stories shape our world, we should choose them wisely. There are surely some sacrifices associated with making a living off the past, and this shrine to a past that I suspect in many ways never really existed, though fascinating, raises a lot of questions. Among them: what might a settlement be like that evinced as much devotion to its futures as Tombstone, Arizona does to its history?