Zusammenfassung Reading EXD
Zusammenfassung Reading EXD
Zusammenfassung Reading EXD
The economic progress can be recapitulated in the four-stage of the birthday cake:
1. Extract the commodities ( Flour, sugar, butter and eggs) - It represents the agrarian economy
(Mothers made birthday cakes from scratch)
2. Make goods (Pre-mixed ingredients) - It represents the Industrial economy (Mothers paid
more for premixed ingredients)
3. Deliver services - It represents the Services economy (Parents ordered cakes from the
bakery, even when they cost ten times as much as the packaged ingredients)
4. Stage experiences - The experiences economy ( Parents spend more money to have an
entire and memorable event for the kids)
The Cake illustrates what happens to our economy today, the progression of economic value.
Experiences are personal, existing only in the mind of an individual who has been engaged on an
emotional, physical, intellectual, or even spiritual level. An experience derives from the interaction
between the staged event and the individual’s state of mind. Thus, experiences have been the heart
of the entertainment business.
An experience occurs when a company INTENTIONALLY uses SERVICES as the stage, and GOODS as
props, to engage individual customers in a way that creates a memorable event.
Nowadays, the concept of selling experiences is spreading beyond theatres and theme parks, new
technologies encourage whole new genres of experiences. e.g.
● Intel (1996) had declared their products and services as more than simply personal
computers, they decided to delivery information and lifelike interactive experiences.
● Hard Rock Cafe, Planet Hollywood or the House of Blues are known as
“EATENTERTAINMENT”.
● Niketown, Cabella’s and Recreational Equipment Incorporated offer fun activities and
promotional events “SHOPPERTAINMENT or “ENTERTAILING”
Nevertheless, experiences are not exclusively about entertainment. In the travel business, The
company British Airways uses its base service the “commodity mind-set” - transporting people, the
travel itself, as the stage for a distinctive en route experience.
Experiences also are part of the companies, companies consist of people. Business- to business
settings also present stages for experiences, they create venues where they can sell their goods and
services or provide previous experiences where the customers can know what their products will
look like before manufacturing. Many companies invest in some entertainment companies to turn
ordinary meetings into improvisational events that encourage breakthrough thinking.
Still, companies do not sell experiences itself at least they charges a fee. They use events to create
loyalty with the brand or increase customer preferences for their goods or services. If they charge
admission they would act differently and begin to move forward into the experience economy.
Companies have two options to manage the border on the experimental, one of them, organize
events without admission fees or if they did charge and admission fee, they would force to stage a
better experience to attract paying guests, add demonstrations, showcases, and other attractions to
enhance the customer experience. Charging admission requires customers to pay for the experience.
1. Before a company can charge admission. It must design an experience that customers judge
to be worth the price.
2. Design - marketing - Delivery (crucial - as good and services)
Two Dimensions
Customer participation
Passive participation: in which customers don’t affect the performance at all,e.g., who experience
the event as observers or listeners.
Active participation: in which customers play key roles in creating the performance or event that
yields the experiences.
Connection or environmental relationship, that unites customers with the event or performance.
● Absorption
● Immersion
Kinds of experiences
Experiences derive from an iterative process of exploration, scripting and staging - capabilities that
aspiring experience merchants will need to master.
An effective theme is concise and compelling. It’s not a corporate mission statement or
marketing tag line.
BUT, the theme must drive all the design elements and staged events of the experience
toward a unified storyline that captivates the customer.
3. Eliminate negative cues Experiences stagers also must eliminate anything that diminishes,
contradicts or distracts from the theme.
● “Overservicing” can also ruin an experience.
● eliminating negative cues creates a more pleasurable customer experiences
People spend a lot of money every year on memorabilia. In some cases, the price points are a
function less of the cost of goods than of the value the buyer attaches to remembering the
experience.
5. Engage all five senses. The sensory stimulants that accompany an experience should support
and enhance its theme. The more senses an experience engages, the more effective and
memorable it can be.
II. Service-dominant logic: reactions, reflections and refinements
Robert F. Lusch and Stephen L. Vargo
1. Why a “Service-dominant” logic:
Vargo and Lusch argued that S-D Logic “services” is a goods-dominant (G-D) logic term. They use
singular “service” in S-D Logic to indicate a process of doing something for someone. On the other
hand, “services” in plural implicate “units of output” and it is consistent with G-D Logic.
S-D logic considers the relationship between service and a good, that means a good is an appliance
used in service provision, it is the common denominator of exchange. There is no good-vs-service
winner or loser. The “services” in S-D Logic recognizes the role of service marketing scholars in kayub
the foundation for a new dominant logic.
efinition of service: “ The application of specialized competences (knowledge and skills) through
deeds, processes and performances for the benefit of another entity or the entity itself”.
The idea of service being the foundational concept of exchange and marketing has some strong and
important normative implications. It implies a very different kind of purpose and processes for
marketing activity and for the firm as a whole:
- stakeholders
- Customers
- Stockholders
- Employees
It appears almost directly to normative notions of investment in people (operant resources), long-
term relationships, quality service flows, and less notions of symmetric relations, transparency,
ethical approaches to exchange, and sustainability.
The authors realized that “resource-integration” role of the firm is equally applicable to individuals,
households and all economic entities are resources integrators. This application motivates and
constitutes exchange. S-D Logic’s concept is directly related to the concept of value creation through
resource integration. It matches with Gummensson’s 2006 “Ideas of interactivity and networks”
S-D Logic: Value can only be created with and determined by the user in the “consumption” process
and through use or as value-in-use. It occurs at the intersection of the offeror and the customer,
either in direct interaction. (Goods are distribution mechanisms for service provision).
● Co-production. It involves the participation in the creation of the core offering itself.
Both components make the consumer endogenous.
Interaction and/or networks play a more central role in value creation and exchange.In S-D Logic
views marketing, the concept of interaction embraces the idea that value creation is a process of
integrating and transforming resources, that means, require interaction and implies networks, and
related to co-creation value is an interactive concept.
E.g. literature is Hakansson and Prenkert 2004, their notes indicate that “all exchange activities are
conducted in order to realize services”
The outcome of the business exchange activity is the services and the goal is to actualize the
potential services. The objective is to create value through the release of the services habituated
within resources.
One of the distinguishing features of S-D LOGIC in contrast to G-D Logic is the former’s treatment of
all customers, employees and organizations as operant resources. They are involved in the exchange
and value-creation processes.
● “Service-for-service” implies all parties value-creators and value beneficiaries. But the
implication is the distinction vanishes (offerer/customer and supply/demand).
According to Ballantyne and Varey, they built upon the dialogical prescription which calls for
communication between all network participants to co-create value through trust, learning and
adaptation.
1. The connotations of the words are oblique, if not orthogonal to the ideas which are exposed
2. What it is trying to say is misunderstood.
The table below shows how the lexicon of marketing is transitioning:
Clearly, development of a compatible and fully reflective lexicon will be a major challenge in the
advancement of S-D Logic.
The conclusion of this article stated that S-D Logic is not complete. The main objective was to remain
the identification of and participation in an “evolving new dominant logic of marketing”. They
support their concepts apparently in divergent schools of thought that constitute the marketing
literature.
- In some cases, hosts react by trying to clarify misunderstanding or explain that guest´s
expectations were too high
- Value can be created or destroyed during encounters
- Findings demonstrate, that hosts can act as value co-recoverers of problems, issues and
inconveniences
- Airbnb:
o develop a better understanding of how guests and hosts interact
o which practices occur
o how value may be co-created or co-destroyed
o attempt for hosts to recover the situation in case of service errors
- This research:
o Aimed to contribute to a better understanding of value co-creation and co-
destruction within the sharing economy
o Develops a comprehensive theoretical framework of “Airbnb Value Co-Creation
Practises and Value Formation
o Adds several theoretical and practical contributions
o Addresses a major gap in the sharing economy domain
o Maps out in detail what specific guest-host practices lead to value co-creation, co-
destruction, co-recovery and co-reduction outcomes
o Provides an understanding what guests seek, when choosing to stay at a location
through this platform
o Recommends accommodation providers to implement strategies that foster co-
creation activities with guests and enable a “real” authentic experience
- Some of the conceptions (literature on experience and various concepts pertaining to specific
experiences) are too ambiguous
- This paper presents a threefold idea for the phenomenon of the tourist experience
- Experiences:
o Are influenced by expectancies and events
o they remain or are constructed in the individuals´ memory
o they are forming the basis for new preferences and expectancies
- field of tourism experiences is under-researched
- Some claim: “interaction of the individual tourist with the tourism system is fundamental in
the construction of the individual tourists ‘experience”
- In this article: “assumption, that tourist experiences may be considered to be psychological
phenomena, based in and originating form the individual tourist”
- This paper makes an argument for a disciplinary study of one aspect of tourism research –
“the study of the tourist experience”
- Tourism experience is a general psychological process
Findings
- A tourist experience is a past personal travel-related event strong enough to have entered
long-term memory
- The tourist experience refers to highly complex psychological processes
Currently there are two major paradigm that are drastically changing the nature of experiences,
the understanding of which is crucial for destinations to create successful experiences in the future.
Experiences are transforming as (a) consumers now play an active part in co-creating their own
experiences and (b) technology is increasingly mediating experiences.
In a market where global competition has turned products and services into commodities,
competitive advantage = by reducing the substitutability of offers and providing consumers with
unique and memorable experiences.
Traditionally, experience has been defined as a personal occurrence with highly emotional
significance obtained from the consumption of products and services.
The individual, emotional, physical, intellectual and spiritual engagement in the experience is
significant enough to be translated into long-term memory.
While commodities are fungible, goods tangible and services intangible, experiences are
memorable. The progression of value is to stage experiences, whereby ‘staging experiences is not
about entertaining customers; it’s about engaging them’.
As a result, companies do not compete in terms of market price but rather in terms of the
distinctive value of an experience provided.
The creation of experiences has also traditionally been treated as a one-directed approach,
meaning that experiences are created by the company for the consumer.
In recent years, society has undergone a transformation towards the centricity of individuals and
their human experiences. Consumers have become increasingly informed, active and powerful which
has induced a major change in the industrial system. This has led to the emergence of a ‘‘ prosumer
society’’, reflecting the notion of consumers being actively involved in both the process of
consumption and production.
Co-creation builds on this very principle and puts the focus back on consumers, their respective
needs and wants and the question of how companies can meet these.
One of the most far-reaching changes to society in the 21st century is the proliferation of information
and communication technologies (ICTs).
ICTs, by accompanying the tourist with any device, anywhere, anytime, are dispersing interactions by
introducing new possibilities to co-create experiences everywhere along the value creation system,
i.e., the whole customer journey.
ICTs support tourists throughout various activities, such as preliminary information search,
comparison, decision making, travel planning, communication, retrieval of information and post-
sharing of experiences. Depending on their respective needs, tourists employ a wide range of tools,
such as websites, travel blogs, recommendation systems, virtual communities or mobile technologies
to facilitate and enhance these actions.
It has fostered the new prosuming tourist, who is more knowledgeable and empowered in the
search for experiences and extraordinary value.
With technology in use, tourists have transformed from passive recipients to connected prosumers
co-creating their experiences in a technology enabled destination environment.
Web 2.0. enables online consumers to become co-marketers, co-producers, and co-designers of their
service experiences by providing them a wide spectrum of value.
For destinations to succeed it is critical to fully understand (a) who is involved in the co-creation of
experiences and value, and (b) where and how experiences can be co-created in the context of a
destination.
Tourists do not experience the destination space in isolation but rather interact with tourism
suppliers, their friends and families and other co-consumers in a dynamic experience co-creation
space. Thereby, co-construction of destination space occurs when tourists are co-creating on a
collective level through tourist practices, performances, events, activities or learning experiences
they are participating in.
The space should constitute an interactive forum for multiple players, with the tourism consumer as
the focal point of the experience, who cocreates with tourism suppliers and co-consumers the
experience, value and space in the specific context of the destination.
The tourism experience has been widely represented as a multi-phase phenomenon in terms of its
chronological or temporal nature. The experience is not restricted to a single service encounter on-
site but consists of a pre, during and post travel stage.
The embodiment through avatars enables tourists to experience the destination in both the pre- or
post-phase of their holiday.
The pre-travel phase is crucial as tourists explore, seek inspiration and interact with the destination.
2. On-site destination: physical and virtual experience cocreation. The actual travel phase, often
referred to as the on-site phase in the physical tourism destination, is determined by the tourist
being on the move. Different technologies come into use while the tourist is on the move, in transit
or at the destination.
3. Post-travel: virtual experience co-creation. In the post-travel stage, technologies help tourists
enhance the experience through recollection and remembering previously undergone travel. Social
media play a critical part in encouraging tourists to interact and share their experiences online.
The post-travel stage is therefore critical for destinations to engage with former tourists in order to
co-create their lived experiences.
While reconstructing past experiences, this stage simultaneously demarcates the beginning of the
dreaming stage of the next travel, where ideas and inspiration for future holiday destinations are
gathered.
The key contribution of this model lies in (a) the recognition of an extended destination experience
co-creation space (pre, during, post travel), (b) the distinction of two levels of co-creation (physical
and virtual co-creation) and (c) multiple levels of engagement, i.e. the destination with the tourism
consumer, tourism suppliers, the social network, and co-consumers.
There are three different ways how the term design has been approached in recent business
literature:
design as a process that governs the creation of new products and services (i.e., designing).
User experience design (UXD) approach in computer and information systems research referring to
user-centered design for a given computing system, which may include user interfaces, graphics,
physical interactions, etc. Typically, UXD involves traditional methods within human–computer
interaction (HCI) research to evaluate experiences with computing technology as perceived by the
users.
(2) research as part of iterative prototyping of forms and experiences to determine their usefulness
and usability,
(3) research applying theoretical or critical design approaches as interventions into cultural discourse
and practice.
Designing services is a matter of looking into services from the outside-in perspective starting from
the customers.
Experience design is broadly defined as a practice of designing products, services, processes, events,
and environments with a focus on the quality of the user experiences; a deliberate, careful creation
of a total experience for customers.
In the context of tourism, it is argued that designing for tourism experience is not a matter of
creating a tour package or staging a theme park, it is designing the experiences tourists will have with
the tour and at the park, which typically include experiences associated with the senses, cognition,
emotions, affect, and other values and situated in different tourism contexts.
Hence, it is important for designers to empathize with the end users, to identify with their thoughts
and feelings, their motivations, emotional and mental models, values, priorities, preferences, and
inner conflicts, to be able to gain intimate insights and understanding into their experiences.
Human-centered approach in product design typically bases its theoretical underpinnings from
psychology, anthropology, and social and behavioral sciences to understand users’ needs,
behavior, and activities resulting from their use of and interactions with the products.
A comprehensive review of literature in different disciplines as they apply to experience design point
toward these three fundamental approaches:
Triggering episodes tend to occur at the end of travel, to evoke intense mixed emotions and
heightened cognition, to engender the sense of transiency, demarcation, and connection to
something grand. It furthermore appears that when triggers are co-created by tourists, an
extraordinary experience is a result; transformative experience, however, occurs when
triggers are also made sense of.
Transformative experiences are those special extraordinary events that do not only trigger
highly emotional responses but also lead to self-exploration, serve as a vehicle for profound
intra-personal changes, and are conducive to optimal human functioning. Alternatively,
Kirillova et al. (2017b) found that transformations represent positive and enduring changes
in tourist existential authenticity, or a state of being in which one is true to one’s values that
are driven by an enhanced sensitivity to existential angst, or the dread associated with the
ultimate meaning of life and death.
While travelling, tourists are usually free from routine obligations and are allowed to act
upon their own agency as opposed to following the social order prescribed by the society. A
transformative tourist experience is therefore one that results in enhanced existential
authenticity, sustained even after a trip (Kirillova et al., 2017b).
Important concepts:
Levin and Steele (2005) distinguished between green and mature types of transcendent
experience. The green type is transient, involves pleasure, and is often ecstatic. Green
experiences may vary in the degree of intensity but always involve unusual affective
phenomena. The mature type, on the other hand, is longlasting and associated with more
enduring feelings of serenity and equanimity. It is ‘likely to be experienced as a self-
transformational shift in one’s consciousness or spiritual perception’ (Levin & Steele, 2005,
p. 90).
Maslow similarly proposed that when people are in a state characterized by the sense of
spontaneity, freedom, and naturalness, they are likely to get absorbed in the moment and
immersed in the surroundings. Along these lines, Farber and Hall identified the triggers
novelty, social interaction, solitude, perceived freedom, and the sense of connection with
nature derived from viewing scenic vistas. Encounters with wildlife were found to trigger
‘peak’ experiences in multiple studies therefore wilderness is further associated with
solitude and hardship, which tends to have spiritual significance (Williams & Harvey).
The idea of personal transformation is also related to the notion of epiphany, or a sudden
moment of insight. Such moments are thought to arise from a feeling of internal conflict,
anxiety, and overall emotional turmoil and to result in productive activities that lead to
sustained changes (Jarvis, 1996). Epiphany has also been described as a quantum change, or
the moment of transformation that feels sudden, distinct from everyday life, and
benevolent.
Kirillova et al. (2017b) concluded that transformative changes are marked by increased
existential authenticity and anxiety which, although triggered during the course of travel,
usually manifest themselves after tourists return home.
The results of the study suggest that the triggering episodes tend to occur at the end of a
trip, strike as a surprise, evoke intense, often ‘bittersweet’, emotions, an acute realization of
transiency of the moment, and a sense of connection to something grand.
Participants reported that the moments of ‘epiphany’ occurred suddenly and usually close to
the end of their travels when they were involved in routine meaningmaking of their on-going
travel experiences. For example, Erica described her triggering episode as occurring at the
end of her three-month backpacking trip, in a food court of ‘a nondescript movie theater’ of
an unfamiliar Australian town where she found herself engaged in a very banal activity:
chatting with a person and ‘just connecting with a person that I realized that I could try to do
all these exciting things but what I really wanted was to be back with this guy [her
boyfriend]’. In such a way, It was not an impressive spectacle that left a mark on the
participants; rather it was a succession of seemingly random events that led to the moment
being experienced as a triggering point.
The main aspects of transformational experiences triggers obtained from the research:
Emotional valence
Emotion intensity
Heightened cognition
Transiency and demarcation
Connection to something grand
Circumstantial environment
In conclusion, the research showed that triggering episodes tend to happen unexpectedly
and closer to the end of one’s travels when participants firstly begin to doubt authenticity of
their of being. Kottler (2001) argues that propensity to such thinking necessities a certain
level of tolerance and openness to uncomfortableness and requires a qualitative
advancement in one’s receptivity to the new. Maslow (1959) also posits that individuals are
particularly mindful and perceptive when they experience the sense of spontaneity and
freedom. If we view tourism experience as a gradual process of liberation during which one
becomes attuned to his or her sensations, natural dispositions, desires, and emotions (Wang,
1999), it is thus a natural outcome that this degree of ‘readiness’ is likely to be achieved at
the end of one’s journey.
Factors that facilitate the occurrence of triggering episodes include awe-inspiring scenery,
novel culture, and connection to others. The first two were also identified by Kirillova et al.
(2017a) who showed that natural scenery and places with unfamiliar cultural cues were
linked to enhanced existential authenticity. Awe is known to encourage individuals to
discover and appreciate their sense of ‘self’ as well as to advance people’s capacity for self-
reflection and self-awareness (Leitner, 2007). Connection to others (either fellow travelers or
destination residents) were also previously identified as an essential ingredient of tourism
experiences leading to personal growth (e.g. Arnould & Price, 1993) yet in our research it
merely acts as a circumstantial element.
Explanation: It appears that the transformative potential of an experience lies not in the
nature of its triggers or environmental settings per se but in the way tourists interpret these
serendipitous moments. In other words, a transformative experiences occurs when a trigger
as placed in a suitable environment is not only experienced but also is made sense of. The
researches argue that a transformative experience is an extended and enhanced version of
a ‘peak’ experience. Both experiences are contextualized in similar tourism environment,
with triggering episodes of comparable nature. The process of co-creation accompanies the
experiences as tourists’ bring their own perspectives and resources (e.g. pre-trip position in
the existential predicament, moods, personalities) to the co-creation process, which could
result in ‘peak’ (or extraordinary, transcendent) experiences and the formation of value. Yet,
co-creation by itself may not lead to transformations of identities, perspectives, or
worldviews, as documented in existing tourism research. A ‘peak’ tourism experience can
become transformative when triggering episodes are also made sense of in a way that is
personally meaningful to a tourist. Transformations may range from subtle to overt as they
are outcomes of an individualized process, which was illustrated through the existential
lenses in this research but can take on a variety of forms.
This paper discussed what constitutes an experience that is especially memorable, and to
ultimately consider the difficult, yet highly important issue of how to facilitate MEs
(memorable experiences).
Tourism experience – “an individual’s subjective evaluation and undergoing (i.e., affective,
cognitive, and behavioural) of events related to his/her tourist activities which begins before
(i.e., planning and preparation), during (i.e., at the destination), and after the trip (i.e.,
recollection).’’
Destination managers cannot directly deliver MEs to tourists since individuals recall
experiences subjectively and uniquely even though tourism planners may have provided
objectively equivalent services, events, and activities. Thus, it is our goal to understand the
underlying essence of MEs so that tourism planners can enhance the probability of
delivering to tourists those experiences that are special, cherished and truly memorable.
According to MacCanel, tourists are not easily satisfied by explicitly contrived events, but
rather, were in a ‘‘search for authenticity of experiences’’ by pointing out that ‘‘the concerns
of moderns for the shallowness of their lives and inauthenticity of their experiences parallels
concerns for the sacred in primitive society’. Cohen, although supportive of MacCannell’s
main position towards authentic experiences, argued that authenticity is fluid, or
emergenat, as cultures and societies change over time unlike the static, primitive state that
MacCannell implied. Cohen took another approach to understanding the tourism experience
using a phenomenology perspective and explained that travel motivations in and of itself do
not fully describe the experience-seeking behaviours of tourists. He defined a tourism
experience as the relationship between people and their total world-view dependent on the
location of their centre with respect to the society to which they belonged.
Cutler and Carmichael argued that ‘‘authenticity is understood as only being involved in the
tourist experience if this is what is being sought from the experience’’.
Satifactory experiences
Csikszentmihalyi introduces the concept of flow which emphasizes the balance between the
perceived challenges and risk of the task, and an individual’s perceived level of skill for the
task. An optimal level of flow will bring intense satisfaction marked by ‘‘a sense of
exhilaration, a deep sense of enjoyment that is long cherished and that becomes a landmark
in memory for what life should be like’’.
Many models that measure and predict tourist satisfaction is founded on the early work of
Noe based on the concepts of expressive and instrumental attributes. Expressive indicators
involve the act of the experience itself (e.g., swimming) while instrumental indicators act as
facilitators towards achieving that experience (e.g., pool). Instrumental factors, which are
related to cognitive attributes, create dissatisfaction if they are absent while expressive
factors, which are more related to emotions, contribute to satisfaction as they reflect the
importance of emotions in memory and event recollection. In this sense, satisfaction is an
attitude which embraces affective, cognitive and behavioural elements.
In a recent study by Uysal and Noe (2003), the authors investigated the indicators of
satisfaction in an outdoor setting, and concluded that both instrumental and expressive
factors collectively, as well as independently, contribute to overall tourist satisfaction.
Many scholars examined satisfaction of tourism service experiences and asserted that
different levels of overall satisfaction was due to subjective, emotional and highly personal
responses to various aspects of the service delivery.
Arnould and Price (1993) in their research of white water rafting experience, revealed three
key dimensions of an extraordinary experience:
These three themes are together significant in explaining overall, positive satisfaction.
entertainment
educational
esthetic
escapist.
Pine and Gilmore (1998) provided five key points for which they called experience-design
principles:
Many studies have centered on the interpretation of experiences through the concept of
narratives. Narratives, defined as ‘‘knowledge structures that consist of a sequence of
thematically and temporally related events’’ subsume storytelling, the ‘‘anecdotes that have
a beginning, a plot and an end’’. Storytelling has emerged as a prominent type of narrative
designed to directly analyze consumers’ memories of their experiences.
In the tourism literature, storytelling has been used to analyze stories and themes in an
interpretative setting. For instance, researchers often prompt participants to recall specific
types of experiences (e.g., backpacking) in order to investigate the effects of the experience
on self-identity, or on the role of tourism developments such as service quality.
tourists create stories during their experiences and then present these stories to
others as memories of their trip
stories told by others (e.g., service staff that tourists interact with) affect the overall
destination’s brand
storytelling shapes memories and impressions of events over time (stories are stored
in and retrieved from one’s episodic memory and specific indices of stories such as
the location and individuals involved in the experience are not only the ‘touch points’
of narratives but they are also the event-specific knowledge of episodic memories
which are the basic elements of memory formation)
Storytelling acts to both consolidate and recover experiences from memory, and an
appreciation of storytelling provides listeners with a deeper understanding of the intricate
lives of storytellers and truly empowers researchers with a heightened sense
Memory work is now generally used to examine and identify consumers’ patterns of
experiences. Memory-work uses memories as the initial data as ‘‘the underlying theory is
that subjective significant events, events which are remembered, and the way they are
subsequently constructed, play an important part in the construction of self’’. This
qualitative method stresses the active participation of the individual, the collapse of the
barriers between subject and object of research, and the elimination of the hierarchy
between experimenter and subject such that the researcher becomes a member of the
research group and involves participants as co-researchers.
Mindlessness-Mindfulness
In contrast, mindfulness is ‘‘a state of mind that results from drawing novel distinctions,
examining information from new perspectives, and being sensitive to context...[recognition]
that there is not a single optimal perspective, but many possible perspectives on the same
situation’. Mindfulness is a function of novelty, surprise, and variety, and gives individuals
power over their behaviours especially in situations where they feel that they have an
opportunity to learn, control and exert influence. Mindfulness is associated with greater
learning and satisfaction within a recreation-based setting; for example, visitors in the
museum are more satisfied from an educational experience if they are presented
information. Overall, cues such as new or existing objects or sources of information (e.g.,
signs, brochures, displays, and pamphlets) must be present in an environment in order to
induce a mindful experience.
Autobiographical memory is defined as the recollection of experiences from one’s own life
(Piolino, Desgranges, Benali, & Eustache, 2002). There is an important distinction between
the more general classification, episodic memory, and autobiographical memory.
Autobiographical memory is considered a specialized subset of episodic memory due to the
amount of self-referencing involved; that is, while general episodic memory can have a large
proportion of referencing that involves others, autobiographical memory primarily concerns
knowledge of the self in the past.
lifetime periods
general events
eventspecific knowledge
Lifetime periods form the basis of time with identifiable beginnings and endings albeit these
periods are often vague rather than discrete. For instance, individuals may reflect on their
memories as ‘‘when I was five years old’’ or ‘‘during the time when I was in England.’’
General events encompass both single (e.g. trip to Mexico) and repeated (e.g. daily strolls in
the park) events linked together by a common theme. Often referred to as mini-histories of
activities, general events represent vivid memories where an initial recollection of a memory
can cue the recall of a second, third, etc. memory forming an event cluster.
The indexing of these general event clusters form ESK (eventspecific knowledge) which is
based upon the recollection of highly specific single details. For example, precise details
could entail the actual words spoken by a tourist during a service encounter. Storing
numerous ESKs is cognitively demanding and links to general event structures are lost rapidly
unless they are rehearsed.
According to the results of the study, 4 dimensions were identified which represents aspects
of experiences that enable them to be particularly memorable:
affect
expectations
consequentiality
recollection.
With regards to affect, positive emotions and feelings associated with the experiences (such
as ‘‘happy/happiness’’ and ‘‘excited/excitement’’) were described by the majority of the
respondents as a critical component of their ME. Research has shown that positive affect
widens the scope of attention and increases happiness as well as psychological growth. It
also broadens exploratory behaviour and creates learning opportunities that confirm or
correct initial expectations. Furthermore, positivity produces more accurate knowledge
which becomes a lasting personal resource (Fredrickson & Losada, 2005).
In the first sub-dimension, social development, respondents noted that it was the outcome
of the interaction with others during the trip that was a significant factor in their MEs. This
included improvements in current friendships, development of new friendships, and
increased appreciation of family and relatives.
Recollection refers to statements made specifically about the efforts made and actions taken
by respondents to remember the tourism experience and/or reflect back on the trip.
Responses contained numerous references to ‘‘telling stories,’’ ‘‘showing photographs,’’ and
‘‘purchasing souvenirs.’’ Additionally, respondents explained that they want to ‘‘re-
experience the trip,’’ and ‘‘go back and rebuild the memory.’’ More interesting however, is
that these respondents often described their intention to revisit with individuals who did not
accompany them on their first trip; for example, many stated intentions to revisit with close
friends or their significant other since they experienced their original ME with family.
In such a way, recollection influences mediation which exists throughout the experiential
process and begins before, during, and after the trip. Meditation refers to the people and
processes that facilitate the tourism experiences of other individuals. When respondents
recollect their experiences through storytelling to family and friends, they will influence the
expectations of those who may be in the planning stage. Similarly, if respondents actually
revisit the destination with others, it is likely that they will become on-site mediators who
will directly impact everyone’s overall experience.
People wish to relax, learn, see new places, or see places made familiar to them by television
and Internet.
If people were to view their holiday- taking behaviour as involving anti-social actions, then
the holiday and travel related industries as we know them would be forced to change.
The general non-acceptance of smoking in a public place is today very different to
what it was in the 1960s. Social consumption patterns can and do change.
Involvement Theory – the degrees to which the visitor becomes involved and the extent to
which this involvement is enduring or situational. Holidays thus become extensions of life
interests and not escapes from life.
The Destination Image – how it attracts, holds and establishes the criteria against which a
visitor can evaluate their experience. While some of the concepts are derived from
marketing theory, the subject links with all of the above perspectives.
Theories of Liminality – the tourist is perceived as a person engaged in transitions from the
ordinary to the extra ordinary, and then back again to the ordinary – the stages marked by
different formalities, ceremonies, and roles
Role Play Approaches – that is, the roles that tourists can adopt, and the degree to which
these roles are motivated by a sense of role play
The Theory of the Gaze – the tourists’ desire for the visually impressive (framed by the
tourist’s camera) means that the tourist industry shapes and directs the participant’s gaze,
that the gaze is framed within parameters that make sense to the gazer while others act
roles as ‘gazees’ – or alternatively selective truths are presented that may not be truths as
understood by people local to the visited place
The Search for the Back Stage and Authenticity - visitors do search for authenticity and
want to penetrate the tourist veil – a view put forward to counter the earlier views who
wrote of a death of travel and the emergence of a pastiche of experiences made ready for
the hedonistic mind.
The Theories of Consumerism and the concept of the tourist as a collector of experiences –
Many tourist experiences are constructed by profit-motivated organizations
studies of well being - the sense of well-being requires culturally authentic places.
Theories of Mindlessness - how habitual so many of our actions can be, and there are
many aspects of the holiday experience that are notable for their ordinariness.
concept of the critical incident - has attracted attention as has the search for the ‘golden
moment’ e.g. Disney formalizes the ‘golden moment’ by seemingly scheduling ‘unscheduled’
appearances by Mickey Mouse and his friends so that encounters with the characters are
the more ‘treasured’ for their very unexpectedness.
how we experience time on holiday - as we grow older, so our experience of time changes –
that as we age time seems to pass more quickly.
theories of intimacy - while the spatial and architectural aspects of a site or destination may
remain unchanged, the experience of being there can differ significantly dependent upon
with whom you share the place. Experiences of places change as one moves through life
stages, and the place of one’s youth can become a new place when being a parent with
one’s own children.
Theories of Flow and Arousal - that levels of arousal could initially evoke better levels of
performance, but that too high a level of arousal created feelings of anxiety that frustrated
abilities to perform well. Modification of this approach indicates different sets of reactions,
initially perhaps characterized by anger but then declining to frustration and then apathy if
the participant feels unable to manage a situation. Those who may have experienced flight
delays by package holiday companies, being deserted by newly bankrupted airlines or
frustrated by air traffic control delays or strikes may recognize this aspect of holiday
experiences, and that they are better avoided.
Risk - its perception by holiday maker. Additionally, for the industry itself, there is the means
by which operators, airlines and attraction owners manage risk and discharge the duty to
take care. While dangers have been persistently present when undertaking and while
holidays generally remain safe, for those adversely affected the outcomes can be potentially
fatal.
Lower levels of holiday risk-taking may also be associated with digesting unfamiliar
foods, engaging in risky sexual behavior, or being the victim of fraud or theft.
The antecedents lie in a combination of motives, past experiences, personality and socio-
demographics along with marketing messages. Between these antecedents and actual
behavior at the destination lie the intervening variables of the actual travel experience, the
accommodation and features of the destination. Behavior is an adaptive outcome based on
gaps between expectation and the perceived reality of the destination and the nature of
social interaction with residents at the destination, tourism intermediaries and other
tourists.
Consumers today have more choices of products and services than ever.
Firms invest in greater product variety but are less able to differentiate
themselves. Growth and value creation have become the dominant themes for
managers.
Consumers now seek to exercise their influence in every part of the business system. Armed
with new tools and dissatisfied with available choices, consumers want to interact with firms
and thereby “co-create” value
- interactions between companies and customers are not seen as a source of value
creation.
Consumers are now subjecting the industry’s value creation process to scrutiny, analysis, and
evaluation. Consumer-to-consumer communication -> alternative information &perspective.
Armed with knowledge drawn from today’s increasingly transparent business environment,
customers are much more willing than in the past to negotiate prices and other transaction
terms with companies
Managers have found ways to partition some of the work done by the firm and pass it on to
their consumers -> self-checkout (e.g., gas pumps, ATMs, supermarket checkout)
WHAT CO-CREATION IS NOT WHAT CO-CREATION IS
• Customer focus • Co-creation is about joint creation of value by
• Customer is king or customer is always right the company and the customer. It is not the
• Delivering good customer service or firm trying to please the customer
pampering the customer with lavish customer • Allowing the customer to co-construct the
service service experience to suit her context
• Mass customization of offerings that suit the • Joint problem definition and problem solving
industry’s supply chain • Creating an experience environment in which
• Transfer of activities from the firm to the consumers can have active dialogue and co-
customer as construct personalized experiences; product
in self-service may be the same (e.g., Lego Mindstorms) but
• Customer as product manager or co- customers can construct different experiences
designing products and services • Experience variety
• Product variety • Experience of one
• Segment of one • Experiencing the business as consumers do
• Meticulous Market research in real time
• Staging experiences • Continuous dialogue
• Demand-side innovation for new products • Co-constructing personalized experiences
and services • Innovating experience environments for new
co-creation experiences
Disney and Ritz Carlton have found interesting ways to stage an experience for
consumers
cell phones and the proliferation of PCs around the world are creating ubiquitous
connectivity.
Example: more than 70 million Americans have visited www.WebMD.com. More than 500
chat rooms exist on just cancer alone. A visit to the doctor today is qualitatively different
than it was 10 years ago. Patients want to engage in dialogue. They want to understand the
risk-benefits of alternate modalities of treatment. They have access to more information
than ever before,
Dialog implies interactivity and willingness to act on both sides. Difficult between two
unequal partners.
More importantly, dialog, access, and transparency can lead to a clear assessment by the
consumer of the risk-benefits of a course of action and decision.
Ebay and Amazon are further examples of this trend—both facilitate the process of
personalized experiences, both involve communities, both facilitate dialogue.
company and the consumer are opportunities for both value creation and extraction.
ultimate concept in customer segmentation is one-to-one marketing.
In co-creation, direct interactions with consumers and consumer communities are critical.
Firms must learn as much as possible about the customer through rich dialogue that evolves
with the sophistication of consumers. The information infrastructure must be centered on
the consumer and encourage active participation in all aspects of the co-creation experience,
including information search, configuration of products and services, fulfillment,
and consumption.
Co-creation converts the market into a forum where dialogue among the consumer, the
firm, consumer communities, and networks of firms can take place.
Consumers have to also learn that co-creation is a two-way street. The risks cannot be one
sided. The tobacco company has the obligation to educate consumers on the risks of
smoking and develop cessation programs. But if a consumer persists in smoking, he must
take responsibility for his own actions.