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=== Interactive media === [[Image:2009-08-31B - Count's Splash Castle.jpg|left|thumb|Count's Splash Castle, a water attraction at the amusement park [[Sesame Place Philadelphia|Sesame Place]].|alt=Line of people standing behind a fence looking at a colorful amusement park ride which is splashed by water.]] {{Main|Sesame Street video games}} Ten years after the premiere of ''Sesame Street'', the CTW began experimenting with new technologies. In 1979, it began to plan the development of a theme park, [[Sesame Place Philadelphia|Sesame Place]], which opened in 1980 in [[Langhorne, Pennsylvania]].<ref name="revelle-215">Revelle et al. in Fisch & Truglio, p. 215</ref><ref>{{Cite web|url = https://www.pabook.libraries.psu.edu/literary-cultural-heritage-map-pa/feature-articles/atypical-theme-park|title = The Atypical Theme Park|date = Fall 2008|access-date = 23 November 2019|website = Pennsylvania Center for the Book|publisher = Pennsylvania State University|last = Miller|first = John M.|archive-date = 30 August 2019|archive-url = https://web.archive.org/web/20190830163458/https://pabook.libraries.psu.edu/literary-cultural-heritage-map-pa/feature-articles/atypical-theme-park|url-status = live}}</ref> Three international parks, ''Parque Plaza Sesamo'' in [[Monterrey, Mexico]] since 1995, [[Universal Studios Japan]], and ''Vila Sesamo'' Kids' Land in [[Brazil]] were later built.<ref>Gikow, p. 284</ref> One of the park's features was a computer gallery, which was developed by a small in-house team and included 55 computer programs. The team evolved into the Children's Computer Workshop (CCW) in 1982, which was disbanded and became the Interactive Technologies division of the CTW in the late 1980s.<ref name="revelle-215" /><ref name="gikow-282">Gikow, p. 282</ref> As ''Sesame Street'' researcher Shalom M. Fisch stated, no television series could be as interactive as computer games, even "participatory"<ref>Fisch, Shalom M. (2004). ''Children's Learning from Educational Television: Sesame Street and Beyond.'' Mahweh, N.J.: Lawrence Erlbaum Associates. p. 199. {{ISBN|0-8058-3936-4}}.</ref> shows like ''[[Blue's Clues]]'' or the ''Sesame Street'' segment "[[Elmo's World]]". The CTW has chosen to take advantage of the contingent feedback inherent in interactive computer games by developing and creating educational software based upon the television series' content and curriculum.<ref>Revelle et al. in Fisch & Truglio , p. 217</ref> In 2008, Sesame Workshop began to offer clips and full-length episodes on the websites [[Hulu]], [[YouTube]], and [[iTunes]], where "Word on the Street" segments became the most popular webcast.<ref>Gikow, p. 285</ref> Sesame Workshop won a Peabody Award in 2009 for its website, sesamestreet.org.<ref>{{cite web |title=2009 Sesame Workshop |url=http://www.peabodyawards.com/award-profile/sesamestreet.org |publisher=Peabody Awards |access-date=24 November 2019 |archive-date=9 October 2019 |archive-url=https://web.archive.org/web/20191009053212/http://www.peabodyawards.com/award-profile/sesamestreet.org |url-status=live }}</ref> In 2010, the Workshop began offering, for a subscription fee, a library of over 100 [[Ebooks|eBooks]]. The on-line publishing platform was managed by the electronic publishing company [[Impelsys]].<ref>{{cite news |last1=Getzler |first1=Wendy Goldman |title=Sesame Street debuts new eBookstore |url=http://kidscreen.com/2010/05/20/ebooks-20100520/ |access-date=23 November 2019 |work=Kidscreen |date=20 May 2010 |archive-date=24 February 2021 |archive-url=https://web.archive.org/web/20210224040546/https://kidscreen.com/2010/05/20/ebooks-20100520/ |url-status=live }}</ref>
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