Spring Break in America: The 1970's

While it may have gotten started with the wholesome appeal of Frankie Avalon and Annette Funicello, Spring Break, like all American institutions, underwent substantial revision in the turbulent times of the late '60's and the '70's.

Alcohol and other intoxicants played a larger role in the festivities, fraternization between the sexes took on some new dimensions in the period of "free love," and the partying became raucous enough to trash some establishments and to reduce the appeal of attracting college students to some beach communities.

During this time, Ft. Lauderdale was replaced by Daytona Beach, with its cheaper rates, closer proximity to colder East Coast climates, and looser regulations, as the chief mecca for Spring Break party animals.

Alcohol and other intoxicants played a larger role in the festivities, fraternization between the sexes took on some new dimensions in the period of "free love," and the partying became raucous enough to trash some establishments and to reduce the appeal of attracting college students to some beach communities.

During this time, Ft. Lauderdale was replaced by Daytona Beach, with its cheaper rates, closer proximity to colder East Coast climates, and looser regulations, as the chief mecca for Spring Break party animals.

 

 

 

 

Spring Break in America: The 1980's

Spring-Break in the '80's took on some additional characteristics as Generation X began to add its touch to the tradition. Spring Break started to take on some added sophistication, as the prospect of staying drunk for an entire week was less enticing for some of this generation of college students than it had been for the Baby Boomers.

While alcohol still played a central role in Spring Break rituals, planned activities expanded to include more sports, trips to theme parks and other tourist spots, snorkeling and scuba diving, even a job fair.

The marketing thrust also switched, moving from primarily pushing beer and cigarettes to advertising computer-related items, video games, cars, movies and television shows, and other youth-oriented consumer products.

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