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Differentiating Hospitality Operations via Experiences: Why Selling Services is Not Enough

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Abstract

By infusing your hospitality operation with a theme—explicitly stated or creatively subtle— you can improve your guests' experience and (not incidentally) your profits.

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... However, there is an argument to be made that the interdisciplinary field of theming also draws on several other practices, disciplines, and professional fields (e.g., sociological and anthropological research). Theming is debated within fields such as destination marketing and branding (e.g., Botha, 2016;Cabanas, 2019;Cheng, Fang, & Chen, 2015;Harrison-Hill & Chalip, 2005;Heeley, 2014;Huijbens, 2011), the experience economy (e.g., Gilmore & Pine, 2002), urban studies and development (e.g., Amin & Thrift, 2002;Lorens, 2011;Mitrasinovic, 2008;Paradis, 2004), and architecture, game design and development, education, and youth development (Crawford, 2015;Dale & Robinson, 2001;Deterding, 2016;Kraler, 2018;Lacanienta et al., 2018;Sternberg, 1996Sternberg, , 1997 (Lacanienta et al., 2018) and the youth development field borrows its terms from the experience economy, psychology, tourism, and marketing when examining themed camping experiences Lacanienta et al., 2018). ...
... This perspective has implications for how innovation is viewed, as traditional innovation is product centric (Prahalad & Ramaswamy, 2003). In the second perspective, theming turns services into experiences (Gilmore & Pine, 2002), and products and services become instruments in the orchestration of the actual product being sold: the environment. Prahalad and Ramaswamy (2003) emphasize how the environment is crucial for ...
... Constructing reality involves using elements that belong together and their consistent logical connections, which will be discussed in the next paragraph on cohesion. Cohesion in Paper II refers to thematic elements' logic and how a theme should control how these fit together (Gilmore & Pine, 2002). In previous research, the term is often used similarly to coherence, referring to order, clarity, and unity and is a predictor for liking particular environments (Kaplan, 1987;Nasar, 1987). ...
Thesis
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In tourism and hospitality, products and services have been the traditional foci and bases of value. However, in line with the experiential turn in tourism, numerous tourism businesses have changed focus toward providing consumers with distinctive experiences to avoid commoditization. In turn, this means businesses often employ theming as a method and practice to create experiencescapes for and together with their visitors. Although much research has been conducted regarding themed tourism spaces, less attention has been given to the phenomenon of theming. How knowledge about theming can be understood as kind of experience innovation is also less understood. The overall aim of this thesis is to deepen knowledge of theming in experience-based tourism, and how knowledge about theming from both a visitor and provider perspective can facilitate experience innovation. More specifically, this thesis intends to explore what themes and theming are, what factors drive theming, the dimensions of theming, and the purposes of theming. These aims are explored in the context of experience-based tourism, a labor-intensive industry that seeks to provide symbolic and hedonic benefits and evokes more robust emotional and experiential responses from visitors. This dissertation includes three separate papers that investigate and discuss three research topics: (i) how the theme factors that drive experience based tourism can be better understood, (ii) identifying the dimensions of theming in experience-based tourism, and (iii) why theming is used in experience-based tourism. The fourth research topic (iv), how knowledge about theming from both a visitor and provider perspective may facilitate experience innovation is developed during the abductive process with the dissertation and is answered in the synopsis. Using quantitative and qualitative methodological approaches, theming in experience-based tourism is explored from both a visitor and a provider perspective. The first appended paper’s empirical analysis uses survey data. The second and third appended papers use semi-structured interviews. The contributions of this thesis to the fields of experience-based tourism, marketing, and management literature are fourfold. The first contribution of this thesis relates to theme factors. The theme factors name, employee interaction, and lighting are the most central direct drivers of the tourist customer experience, while others (design and music) contribute to the perceived themed environment differently, depending on usage and context. The fact theme factors in particular, name, contribute to an environment’s theme perception is a novel find. The second contribution of this thesis relates to theming dimensions. The 10 dimensions of theming, authenticity, chronotope, cohesion, digital technology, immersion, interaction/co-creation, multisensory, novelty, relatability, and storytelling/narrative are crucial to and significant for theming in a tourism context. The dimension interaction/co-creation parallels dimensions from experience innovation research. The third contribution of this thesis relates to the purposes of theming in tourism: ensure differentiation; increase sales of a brand or a product; create bonds between the guests and a theme, brand, or product; attract, stop, and make visitors stay; or influence and modify their behavior and enhance the end-to-end experience. These purposes are revealed to be essential interrelated business objectives for managers in tourism. This thesis discusses the more profound meaning and the interplay of the theme factors, theming dimensions, and purposes of theming from both visitor and provider perspectives. The fourth and final contribution in this thesis is the implications of the empirical findings from the three papers for experience innovation. The thesis’ overall contribution is a comprehensive examination of theme factors, theming dimensions, theming purposes, and how they can facilitate experience innovation, which provides a broad understanding based on new and available knowledge on each aspect of the studied phenomena and deliberates their significance for theming innovation. This thesis argues for providers’ importance in carefully orchestrating theme factors and theming dimensions to fulfill the purposes of theming in experience-based tourism. Designing an experience often requires providers to critically use themes and theming to create innovative, high-quality, profitable, and memorable environments for visitors. Previous research has focused solely on providers staging themed products and services in an environment. However, staging the environment is not sufficient for providers of themed environments. Instead, the experience environment necessitates those providers facilitating themed environments that accommodate interaction with visitors to co-create value in their individual experiences—leading toward experience innovation. Furthermore, managers are urged to enhance their themed environments to ensure differentiation and increased sales. Staff should receive ongoing training and managerial direction to act and speak often around the chosen theme, and staff interaction with visitors should be encouraged. Also, managers should strive to improve cohesiveness, fit, and orderliness between all elements in the themed environment to convey a positive impression of harmony. The theming dimensions of novelty, storytelling, and digital technology should be assessed and used adequately by managers to improve uniqueness, a sense of connectedness, and a heightened sense of reality. The main contribution of this thesis is not towards traditional service innovation research. Instead, this thesis examines the role of theme factors and theming dimensions in tourists’ experiences and how organizations can use them for experience innovation. These results have implications for innovation in experience-based tourism: Thus, the focus of this thesis is on theming as a process that may lead to experience innovation. This kind of experience innovation can be called theming innovation, an interactive process in which visitors deliver providers with information about what is valuable to them, and providers prototype, evaluate, and test concepts with the use of theme factors to co-create new or improved experiences, creating theming dimensions that frame and support the theme factor development, in turn fulfilling the providers’ theming purposes, and does this better than their competitors. Experience innovation centers more on environments than products and services, which may act as props in staging an experience. Rather than a supply-chain-centric stage-gate process where firms create value through offering various products and services, experience innovation emphasizes value as interactively co-created in ever more immersive, often technologically enhanced environments. Thus, this thesis focuses on the value of creating new and more profound knowledge of theming in innovation processes/design, leading to experience innovation. By extension, experience innovation is about staying relevant and surviving in the future. Norwegian abstract: I turismen og besøksnæringene har det tradisjonelle fokuset vært på produkter og tjenester som grunnlaget for verdiskaping. Imidlertid, i tråd med den opplevelsesbaserte vendingen i reiselivet, har mange aktører innenfor reiseliv nå endret fokus mot å tilby forbrukerne unike opplevelser for å unngå kommodifisering. Dette betyr at bedriftene har brukt tematisering for å skape opplevelsesrom for sine gjester. Selv om mye forskning har blitt gjort på tematiserte turistopplevelser, har det vært viet mindre oppmerksomhet til tematisering som fenomen. Hvordan kunnskap om tematisering kan forstås som en form for opplevelsesinnovasjon er også mindre kjent. Som følge av dette er det overordnede målet i denne avhandlingen å utdype kunnskapen om tematisering i opplevelsesbasert turisme, samt hvordan kunnskap om tematisering fra både et besøks- og tilbyderperspektiv kan fasilitere opplevelsesinnovasjon. Mer bestemt har avhandlingen som intensjon å utforske hva temaer og tematisering er, hvilke faktorer som driver tematisering, tematiseringens dimensjoner, og hvilke formål tematisering kan ha. Avhandlingens mål utforskes med opplevelsesbasert turisme som kontekst, en arbeidskraftkrevende bransje som forsøker å skape merverdi ved å tilby symbolske og hedonistiske fordeler og fremkalle sterke emosjonelle og opplevelsesbaserte reaksjoner hos de besøkende. Denne avhandlingen inkluderer tre separate artikler som undersøker og diskuterer tre forskningstemaer: (i) hvordan temafaktorer som driver opplevelsesbasert turisme kan bli bedre forstått, (ii) identifiseringen av tematiseringsdimensjonene i opplevelsesbasert turisme, og (iii) hvorfor tematisering brukes i opplevelsesbasert turisme. Det fjerde forskningstemaet, (iv) hvordan kunnskap om tematisering fra både et besøks- og tilbyderperspektiv kan fasilitere opplevelsesinnovasjon, ble utviklet gjennom en abduktiv prosess i avhandlingen, og blir besvart i synopsisen. Tematisering i opplevelsesbasert turisme utforskes i både et besøks- og tilbyderperspektiv gjennom å benytte både kvantitative og kvalitative metodologiske tilnærminger. Den empiriske analysen i den første vedlagte artikkelen er basert på data fra en spørreundersøkelse. Den andre og tredje vedlagte artikkelen bruker data fra halvstrukturerte intervjuer. Avhandlingen har fire bidrag til opplevelsesbasert turismefeltet, markedsførings- og ledelsesfeltet. Avhandlingens første bidrag omhandler temafaktorer. Temafaktorene navn, medarbeiderinteraksjon, og lyssetting er de mest sentrale direkte driverne av turistens kundeopplevelse, mens andre (design og musikk) avhengig av bruk og kontekst bidrar til oppfatningen av tematiserte omgivelser på en annen måte. At temafaktorer, særlig navn, bidrar til oppfatningen av tematiserte omgivelser er et nytt funn. Avhandlingens andre bidrag omhandler tematiseringsdimensjoner. De ti tematiseringsdimensjonene autentisitet, kronotop, kohesjon, digital teknologi, immersjon, interaksjon/samskaping, flersanselighet, nyhetsverdi, gjenkjennbarhet, og historiefortelling/narrativ er sentrale og betydningsfulle for tematiseringen i en turismekontekst. Dimensjonen interaksjon/samskaping har paralleller til dimensjoner fra forskningen på opplevelsesinnovasjon. Avhandlingens tredje bidrag omhandler formålene med tematisering i turisme: å sørge for differensiering; øke salgene av et merke eller et produkt; skape bånd mellom gjester og et tema, merke, eller produkt; tiltrekke, stanse og få besøkende til å bli; å påvirke eller endre atferden deres, og forbedre ende-til-ende-opplevelsen. Det viser seg at disse formålene er essensielle gjensidig relaterte mål for ledere i turismen. Denne avhandlingen diskuterer de dypere meningene og samspillet mellom temafaktorene, tematiseringsdimensjonene, og formålene med tematisering fra både et besøks- og tilbyderperspektiv. Avhandlingens fjerde og endelige bidrag er implikasjonene de empiriske funnene fra de tre artiklene har for opplevelsesinnovasjon. Avhandlingens hovedbidrag er en omfattende undersøkelse av temafaktorer, tematiseringsdimensjoner, tematiseringsformål, og hvordan disse kan fasilitere opplevelsesesinnovasjon, noe som gir en bredere forståelse basert på ny og tilgjengelig kunnskap om hvert aspekt av fenomenet som blir undersøkt, og diskuterer deres betydning. Avhandlingen argumenterer for tilbydernes betydning i å omhyggelig orkestrere temafaktorer og tematiseringsdimensjoner for å møte formålene med tematisering i opplevelsesbasert turisme. Design av opplevelser krever ofte at tilbyderen kritisk bruker temaer og tematisering for å skape innovative, lønnsomme og minneverdige omgivelser av høy kvalitet for besøkende. Tidligere forskning har kun satt søkelys på at tilbyderne iscenesetter tematiserte produkter og tjenester i omgivelsene. Imidlertid er ikke iscenesettingen av omgivelsene tilstrekkelig for tilbydere av tematiserte omgivelser. I stedet gjør disse omgivelsene det nødvendig for tilbyderne å skape fasiliterende tematiserte omgivelser som legger til rette for at de besøkende gjennom interaksjon kan samskape verdien i sine individuelle opplevelser—noe som leder til opplevelsesinnovasjon. Ledere anmodes til å forbedre sine tematiserte omgivelser for å sørge for kontinuerlig differensiering og økt salg. Ansatte bør få kontinuerlig opplæring og lederveiledning for å kunne oppføre seg og snakke konsistent med det valgte temaet, og de ansattes interaksjon med besøkende bør oppmuntres. I tillegg bør ledere søke å forbedre koherens og systematisk sammenheng mellom alle elementene i tematiserte omgivelser for å kunne kommunisere et positivt harmonisk inntrykk. Ledere bør vurdere tematiseringsdimensjonene nyhetsverdi, historiefortelling, og digital teknologi, og bruke disse i tilstrekkelig grad for å forbedre unikheten, tilhørighetsfølelsen, og en opphøyd virkelighetsopplevelse. Følgelig er ikke hovedbidraget i denne avhandlingen knyttet til tradisjonell tjenesteinnovasjonsforskning. I stedet undersøker avhandlingen temafaktorene og tematiseringsdimensjonenes rolle i turistenes opplevelse, og hvordan organisasjoner kan bruke disse for opplevelsesinnovasjon. Resultatet av dette har implikasjoner for innovasjon i opplevelsesbasert turisme. I denne avhandlingen forstås tematisering som en prosess som kan føre til opplevelsesinnovasjon. Denne formen for opplevelsesinnovasjon kan kalles tematiseringsinnovasjon, en interaktiv prosess hvor besøkende gir tilbydere informasjon om hva som er verdifullt for dem, og hvor tilbyderne bygger prototyper, evaluerer og tester konsepter gjennom å bruke temafaktorer for å samskape nye eller forbedrede opplevelser, noe som skaper tematiseringsdimensjoner som rammer inn og støtter utviklingen av temafaktorer. Videre understøtter denne prosessen tilbyderens oppnåelse av tematiseringsformål, og helst bedre enn sine konkurrenter. Opplevelsesinnovasjon fokuserer mer på omgivelser enn produkter og tjenester som kan fungere mer som rekvisitter i iscenesettelsen av en opplevelse. I stedet for en leverandørkjedesentrert stage-gate-prosess hvor firmaer skaper verdi gjennom å tilby ulike produkter og tjenester, så vektlegger opplevelsesinnovasjon verdi som er interaktivt samskapt i stadig mer oppslukende, ofte teknologisk forbedrede omgivelser. Dermed fokuserer denne avhandlingen på verdien i å skape ny og dypere kunnskap om tematisering i innovasjonsprosesser/design som fører til opplevelsesinnovasjon. I et utvidet perspektiv handler opplevelsesinnovasjon om å holde seg relevant og overleve i fremtiden.
... Successfully designing, managing and staging experiences is of paramount importance in the hospitality industry, since experiences can contribute to the creation of a long-lasting competitive advantage (Gilmore & Pine, 2002;Veerakumaran et al., 2017). Assuming an experiential perspective is thus considered essential to ensure a competitive advantage (González-Torres et al., 2021). ...
... Assuming an experiential perspective is thus considered essential to ensure a competitive advantage (González-Torres et al., 2021). In fact, experiences allow for a higher differentiation if compared to services, since they are complex blend of many individual elements that come together in order to involve the individual customer at an emotional, physical, intellectual or spiritual level (Addis & Holbrook, 2001;Gilmore & Pine, 2002;Lemon & Verhoef, 2016). Experiences also leave the customers with unforgettable memories, that contribute to increase loyalty and positive word of mouth (Jani & Han, 2015). ...
Article
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Purpose – Even if it is often accepted that smart hotels are built on networks of technological devices, there is currently no consensus among researchers as to what level of technology is required to define a smart hotel. Based on the above-mentioned assumption that smart hotels are built on a network of technological devices, this paper aims to understand how smart hotels can be conceptualised based on customer preferences. Methodology/Design/Approach – To achieve this goal, the paper conceptualises smart hotels as a service network in which the customer comes into contact with a variety of technological and traditional touchpoints on site. This conceptualisation allows the researcher to observe customer preferences at different touchpoints and identify the technologies that are central to the development of the customer experience. Findings – The results show that the ideal customer journey includes both traditional and technological touchpoints and that artificial intelligence is of central importance for the development of the smart hotel concept. Originality of the research – The methodological approach taken in this paper enables researchers and practitioners to easily visualise and identify important patterns in the customer journey, facilitating the task of identifying the most relevant touchpoints in complex service networks, such as smart hotels.
... A number of experience paradigms have been developed in the marketing domain, such as the consumer or customer experience (e.g., , the product experience (e.g., Hoch & Deighton, 1989;Huffman & Houston, 1993), the service experience (e. g., Arnold et al., 2005;Boulding et al., 1993;Ofir & Simonson, 2007), the consumption experience Mano & Oliver, 1993), and the brand experience (Brakus et al., 2009;Ha & Perks, 2005;Schmitt, 1999). Further, the salience of experience in business is readily apparent in many industries: retailing (e.g., Gilmore & Pine, 2002;Pine & Gilmore, 1998;Verhoef et al., 2009); tourism (e.g., Leighton, 2007); arts and entertainment (e.g., ; and hospitality (e.g., Gilmore & Pine, 2002). Despite its importance, the general experience construct has not been thoroughly studied in gaming, especially for MMORPGs (Poels et al., 2007). ...
... A number of experience paradigms have been developed in the marketing domain, such as the consumer or customer experience (e.g., , the product experience (e.g., Hoch & Deighton, 1989;Huffman & Houston, 1993), the service experience (e. g., Arnold et al., 2005;Boulding et al., 1993;Ofir & Simonson, 2007), the consumption experience Mano & Oliver, 1993), and the brand experience (Brakus et al., 2009;Ha & Perks, 2005;Schmitt, 1999). Further, the salience of experience in business is readily apparent in many industries: retailing (e.g., Gilmore & Pine, 2002;Pine & Gilmore, 1998;Verhoef et al., 2009); tourism (e.g., Leighton, 2007); arts and entertainment (e.g., ; and hospitality (e.g., Gilmore & Pine, 2002). Despite its importance, the general experience construct has not been thoroughly studied in gaming, especially for MMORPGs (Poels et al., 2007). ...
... In the sections that follow, a number of innovative sensory interventions will be reviewed. That said, while several authors have highlighted the importance of multisensory stimulation to the delivery of a luxury experience (Wiedmann et al., 2016), oftentimes few actionable insights are offered, other than, perhaps, to consider a greater use of scent (Crouse, 2010;Sklavos, 2020), and/or to personalize the guest' multisensory experience (see also Gilmore and Pine, 2002a;. For instance, Wiedmann et al. (2016) describe "a multisensory approach that promises the ultimate luxurious experience, sensorial stimulation of the guests' sight, taste, hearing, smell, and touch is provided by the use of appropriate colors, tunes, scents, flavours and materials." ...
... The local theming also applies at the MGM Grand Hotel & Casino in Las Vegas, according to Gilmore and Pine II. (2002a), p. 88. The guests who stay there may choose to be woken-up by the sound of recorded voices of celebrities who have performed there previously. The guests are likely to be awakened by a different star each time they visit. There is, then, often a choice between a 14 One of the problems with many such sensory marketing interventions is t ...
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This narrative review discusses the literature on contemporary sensory marketing as it applies to hotel design. The role of each of the guest’s senses in the different stages of the customer journey are highlighted, and the functional benefits (to the guest’s multisensory experience), and likely commercial gains, of engaging more effectively with the guest’s non-visual senses, both individually, and in combination, are reviewed. While the visual elements of hotel design are undoubtedly important, the hotelier neglects the non-visual senses at their peril, given the negative effect of poor design on the customers’ overall multisensory experience (and ratings). A number of the crossmodal effects and multisensory interactions that have been suggested to modulate the guest’s experience of hotels (and resorts) are discussed. Mention is also made of the nature effect/biophilic design and how it is increasingly being incorporated in total design to help deliver on guest/customer well-being; the latter is a theme that has grown rapidly in relevance for those working in the hospitality sector. Taken together, there are numerous opportunities for hotel managers to ‘sensehack’ their guests’ multisensory experiences through environmental psychology The originality of this review stems from the analysis of the hierarchy of the guest’s senses and an explanation of how multisensory interactions affect sensory marketing in the design of hotel experiences for guests.
... Hence, in this dynamic environment where competition is considerably intense (Türen et al., 2017;Wilkins, 2010), positive employee behaviours for customer satisfaction stand out as a very important instrument that can contribute to gaining that competitive advantage for hotel operators (Hartline and Ferrell, 1996;Hartline et al., 2000;Liljander and Strandvik, 1997;Martyn and Anderson, 2018;Palacios and Jun, 2020). Many studies in the literature, relatedly, confirm that hotel employees' positive and/or negative attitudes and behaviours towards hotel guests have important effects on their satisfaction levels (e.g., Chapman and Lovell, 2006;Gilmore and Pine, 2002;Kattara et al., 2008;Secchi et al., 2016). ...
... This is due to the central role of hotel employees in facilitating and enhancing the experiences of the customers by constantly assisting and supporting them during their stays (Martyn and Anderson, 2018). Many studies have already confirmed the importance of attitudes and behaviours of hotel staff in creating guest satisfaction (e.g., Berezina et al., 2016;Bitner et al., 1990;Chapman and Lovell, 2006;Gilmore and Pine, 2002;Kattara et al., 2008;Martyn and Anderson, 2018;Secchi et al., 2016). ...
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Despite the growing number of studies demonstrating its substantial potential in workplace settings, empirical studies on effects of workplace mindfulness on individual and organizational outcomes are still at a very early stage. Furthermore, the number of studies on how to improve attitudes and behaviours of hotel employees to a much higher level is insufficient. In this regard, based on self-regulation theory, this study examined the relationship between hotel employees' mindful behaviours and guest satisfaction in the form of Booking.com overall ratings. To that end, 286 employees from 20 hotels in Mula province of Turkey constituted the study's sample. The results of the analyses revealed a significant relationship between workplace mindfulness and customer (guest) satisfaction. We expect that this study can make a significant contribution to filling the current theoretical gap in relevant literatures. We suggest that it may be very beneficial for hotel operators to invest in training and supporting of their employees to improve their mindful job attitudes and behaviours if they want to increase guest satisfaction so that they can become and remain competitive in the sector.
... The group of tourists, mostly families with children, consisted of 76 women and 44 men. There was a predominance of working-age people (from 18 to 65 years old), including those aged between 26 and 40 years, mainly with secondary education (42 respondents) and higher education (38). The respondents mostly came from Poland, mainly from the Lubelskie voivodeship (48.3%). ...
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In many areas, the use of stone in architecture and art represents one of the most significant links between geological and cultural heritage. These links are used for the creation of themed places that fit into the marketing strategy of such places/towns, supporting their management and promoting geotourism as a form of sustainable tourism. In this field, the inhabitants and municipal authorities of the Józefów area have not yet used their full potential. This article presents the features of geological heritage and connected cultural heritage (stonemasonry) in the area of Józefów with a view to building a geotown in the context of the “Kamienny Las na Roztoczu” (“Stone Forest in Roztocze”) planned geopark. These features were analysed from three points of view: research (field inventory of sites and secondary data queries), perception of heritage by two groups of tourists (queries of secondary data obtained from the Tourist Information Centre and diagnostic survey), and perception of heritage by inhabitants (diagnostic survey). The results of the research show that the multicomponent and interdisciplinary space of Józefów contains closely interrelated geological and cultural features. These can be the basis for creating a themed town, which can drive its sustainable economic development and give the town a broader supralocal dimension.
... Namun penerapan tersebut tidak cukup menjadikan tampilan dan suasana Taman Cahaya berbeda dari taman lainnya. Membangun tema adalah membangun pengalaman pengunjung melalui kesatuan impresi yang diikat dalam satu narasi besar [19]. Sehingga diperlukan pengembangan konsep tema "cahaya" lebih lanjut, berikut uraiannya: ...
... The 'experience economy' paradigm is suggested as transversal across a wide range of industries [6,21]. However, tourism is one of the business activities in which the experience framework makes most sense, with the core product in tourism being the destination experience [9]. ...
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Wine tourism in rural territories, sometimes organised along wine routes, increasingly attracts visitors, tourism agents, wine producers and those responsible for developing rural territories. Wine tourism is located at the intersection of two distinct business sectors: the agribusiness-oriented wine production and the hedonic service/experience-oriented tourism activity. From the tourism perspective, the visitor experience is paramount and requires an understanding of its nature, conditioning factors and possible outcomes. This study analyses tourist experiences of the Bairrada wine route/Portugal, as reported by regional visitors on TripAdvisor. Results reveal not only the overall quite positive evaluation of these experiences, but also the importance of the aesthetic and educational experience dimensions, when applying Pine and Gilmore’s consumer experience framework. Diverse experience contexts contribute to a rich terroir experiencescape, where contents are far from limited to wine, wine cellars or wineries. These contexts seem to be connected distinctly to diverse experience dimensions, whose analysis should help regional developers understand the role of core resources and conditions for attracting, satisfying and delighting visitors. Additional understanding of the relationship between experience dimensions and outcomes, namely satisfaction and destination loyalty, should further help develop wine destinations more successfully.
... The themes are planned to appeal to all potential visitors (McClung, 1991). The theme used by Walt Disney in the entertainment industry, is staged in places such as restaurants and cafes, especially in parks and hotels (Gilmore & Pine, 2002). Disneyland, which was created by Walt Disney and which offers interesting themes, has become an entertainment center that includes everything by making a difference with its wide target customer groups and bringing entertainment and events together with technology (Ritzer, 2000). ...
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The theme parks, whose number has increased rapidly since the end of World War II, are frequently visited by visitors who want to spend their leisure time in recent years. The theme parks, which are pioneers among entertainment centers with the development of the experience economy, should give importance to satisfaction to create competitive advantages in terms of visitor satisfaction. Satisfaction is a very key factor, especially in the competitive environment in the entertainment and tourism industry. So, entertainment and tourism businesses should determine well how to provide and measure satisfaction. This research focuses on identifying key criteria that affect theme park satisfaction. Satisfaction criteria were determined by using the literature and some contributions of the authors. The criteria were evaluated by asking the importance levels of the satisfaction criteria to the visitors who experienced the theme park. Level Based Weight Assessment (LBWA) Model, a new model, is used in multi-criteria decision-making methods in evaluating the determined criteria and determining the weight coefficients. With the findings of the study, the criteria that affect customer satisfaction were determined. To achieve long-term success and competitive advantage, it is necessary to focus on customer satisfaction criteria. Therefore, among the criteria determined, it is recommended that theme park managers should necessary to focus more on which criteria. This study presents results that should be taken into account in solving problems, improvement plans, and marketing strategies.
... Themes serve as vehicles to suggest alternative shapes and substances of objects, and the power of storytelling and other narratives should be used "as a vehicle to script themes" (Pine and Gilmore, 1999, p. 51). Using a theme allows firms to turn a service into an experience automatically (Gilmore and Pine, 2002). An experience can be thematised by relating it to activities, geographic regions, populations and myths (Carù and Cova, 2007;Triantafillidou and Siomkos, 2014). ...
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Purpose – This study aims to propose a conceptual framework to capture the essence of memorable experiences. Design/methodology/approach – A conceptual framework based on the service marketing and tourism literature is proposed to understand how memorable experiences are co-created. A particular context is presented to test the hypotheses using structural equation modelling. The quantitative findings are further explained using qualitative data. Findings – The findings show that co-creation, novelty, theming and storytelling serve as antecedents of entertainment, education, escapism and esthetics, consequently resulting in positive memorable experiences. Research limitations/implications – This study aids researchers and managers in understanding and co-creating memorable customer experiences. Originality/value – The metaphor of the journey may help to rethink business models by implementing practices suggested by both marketing and tourism research.
... Achieving a competitive edge in this change of new tourist type who desires differentiated and memorable experiences, requires taking advantage of the experience economy concept in destination management (Dwyer, Edwards, Mistilis, Roman, & Scott, 2009). The conceptual model of Pine and Gilmore's, the experience economy (also known as 4Es), is composed of four realms; education, entertainment, escapism and esthetics, and each dimension has distinctive roles in different areas (Gilmore & Pine, 2002). For this reason, it is vital to measure the experiences based on the four realms in destinations that are increasingly similar to each other in terms of the facilities offered to tourists (Barnes, Mattson, & Sørensen, 2014). ...
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... In this scenario, tourists play a central role in co-creating experiences that constitute a use-value through the input of resources in their experiences in tourist destinations (Prebensen et al., 2014). Experience is defined as a wide range of sensory elements involving the five senses to provide sensory sensations to consumers (Gilmore & Pine, 2002). Therefore, according to this meaning, a tourist who buys an experience and experiences moments that can involve him/her perceives his/her satisfaction for extended periods, thus making that experience "memorable" (Pine et al., 1999;Slatten et al., 2011). ...
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... Although tourism has been identified in foundational research in the 1970s as encompassing experiences (Cohen, 1979;MacCannell, 1976), a stream of contemporary tourism studies focusing on a marketing perspective has adopted the experiential approach and experience design principles to address tourist experiences in their diverse forms (Agapito, 2020;Fesenmaier & Xiang 2017a;Gilmore & Pine, 2002;Godovykh & Tasci 2020;Morgan, Elbe & Curiel, 2009;Mossberg, 2007;Scott et al., 2017;Sotiriadis & Gursoy, 2016;Volo, 2009). The experiential paradigm highlights the importance of the process involved in consumption over products, services and corresponding functional elements per se (Holbrook, 1999;Holbrook & Hirschman, 1982). ...
Chapter
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... Otel, işletmelerinin en önemli amacı müşteriyi tatmin etmekdir (Erto ve Vanacore, 2002). Otelcilik sektöründeki hizmet kalitesinin ölçülmesi henüz tutarlı bir şekilde yapılamamaktadır (Pine & Gilmore, 2002). Hizmet kalitesi ölçümü; müşteri anketleri, odak grupları, telefon görüşmeleri, müşteri ziyaretleri, müşteri yorum kartları ve gizli müşteriler de dahil olmak üzere çok sayıda tekniğin kullanılarak ve ihtiyaç duyulan ürün-hizmetlerin güvenilirliğini gözden geçirmek amacıyla gerçekleştirilir. ...
... Intuitively, sensory perceptions encapsulate the application of sensory elementstouch, smell, taste, sight and hearing to create experiences, and a chain of reactions corresponding to emotions are accordingly established. Emotion, acting as an evaluative procedure and a stimulus to experience translates into either "approach" (i.e., constructive distinct value formation) or "avoidance" (destructive value formation) dispositions of economic actors (i.e., post-purchase outcomes) (Gilmore & Pine, 2002;Pine II & Korn, 2011;. Drawing upon the S-O-R framework, we hypothesize that: H6: Resources, experiential consumption and distinct value formulation are linked positively to behavioral intentions. ...
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Purpose The experiential value scale (EVS) has been widely applied in hospitality literature in a postconsumption manner to predict organizational outcomes; however, it lacks a key component that captures the inherently social nature of the restaurant industry: social value. This study had two goals: to validate the inclusion of social value with the EVS and apply the new scale to predict intent to dine in an independently owned restaurant. Design/methodology/approach Using cross-sectional survey design and factor analysis, the pilot study tests the experiential value scale with the addition of social value. In the main study, the validated scale is used to predict intent to dine in an independent restaurant using structural equation modeling. Respondents for both studies were recruited from the survey panel site Prolific, generating 266 usable samples for the pilot and 259 for the main study. Findings The findings suggest a high correlation between social value and the other experiential values, creating the EVS + SV scale. Using the new scale to predict dining intent, service quality was a positive predictor in selecting an independent restaurant. However, limitations, such as sample origin and time, are further discussed, and future research to alleviate these is recommended. Research limitations/implications Social value has been shown as an additional part of the EVS. Restauranteurs and hospitality researchers alike may use the new EVS + SV scale to determine the values that most influence customers' restaurant selection and make recommendations on how to use limited capital. Originality/value The current study added social value to the EVS, creating what has been referred to as the EVS + SV scale in this study. Additionally, unlike others, the EVS + SV scale was used as an antecedent to restaurant choice, meaning customers will assess certain aspects of a restaurant before deciding where to dine out, allowing restaurant operators to leverage their strengths and attract customers.
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This case study illustrates a day in the life of hosts and guests at Saffire Freycinet, a luxury lodge in Tasmania, Australia. It highlights key aspects in the co-creation and management of high quality accommodation experiences in a luxury lodge. The case study allows students to reflect on and apply the concepts of guest experience, experience quality, staging, management and co-creation of luxury accommodation experiences.
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While luxury accommodation experience research has increased in the last decade, the field shows little accumulation of knowledge over time, requiring further foundational development. This study presents a meta-ethnographic synthesis of sixteen qualitative studies to propose a new conceptualisation of the luxury accommodation experience. The study follows Noblit and Hare (1988) seven-steps methodology for the interpretative synthesis of qualitative empirical studies, an under-utilised methodology introduced by Smit, Melissen, Font, and Gkritzali (2020) in tourism and hospitality research. The synthesis model highlights the emotional, multi-dimensional and process-driven nature of the luxury accommodation experiences, created by guests, hosts, and external others through the social interaction occurring within a physical and sensorial environment and influenced by personal and situational factors. The synthesis also underlines three factors characterising the luxury accommodation experience, congruence, culture, and collaboration, providing a foundational framework to advance hospitality luxury experience research. Implications for practitioners are also highlighted.
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Results from a survey of 71 chairpersons at three midwestern universities are reported. Focus is on their perceptions of their roles, their performance and their selves and the factors influencing those perceptions. Comparisons of the three institutions are discussed in terms of differences in size, environments, and sources of funding and further research possibilities are suggested.
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