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1 – 10 of over 88000
Article
Publication date: 19 April 2013

Katarina Hellén and Johanna Gummerus

Service scholars have questioned the usefulness of the concept of tangibility/intangibility as a characteristic of services for two reasons: first, it is ambiguous and does not…

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Abstract

Purpose

Service scholars have questioned the usefulness of the concept of tangibility/intangibility as a characteristic of services for two reasons: first, it is ambiguous and does not differentiate between services and goods; and second, because all offerings, despite their characteristics, render service to customers. Consequently, scholars have suggested discarding the concept altogether. The purpose of this paper is to subject the concept to critical evaluation and argue that tangibility/intangibility is useful, because it influences consumers' experiences with offerings. In this paper, the authors argue that it is necessary to re‐conceptualise tangibility/intangibility to overcome the previous critique.

Design/methodology/approach

The authors draw upon empirical research from the service marketing and psychology literature in order to advance knowledge on the nature of tangibility/intangibility and its influence on the formation of consumer experiences.

Findings

It is proposed that tangibility/intangibility should be investigated from a consumer perspective, rather than an inherent characteristic in offerings. Also, it is shown that the concept is relevant for understanding consumer experience formation at different stages of the purchase process.

Originality/value

The paper provides propositions on the conceptualization of tangibility/intangibility and its relationship with pre‐, ongoing use and post‐purchase consumer experiences. The authors call for caution in dismissing tangibility/intangibility as a concept in the service marketing literature.

Details

Journal of Service Management, vol. 24 no. 2
Type: Research Article
ISSN: 1757-5818

Keywords

Article
Publication date: 1 March 2011

Claes Högström

The aim of this paper is to discuss the use of the theory of attractive quality and the Kano methodology in an experience context in order to understand how different experienced

2788

Abstract

Purpose

The aim of this paper is to discuss the use of the theory of attractive quality and the Kano methodology in an experience context in order to understand how different experienced attributes contribute to delight and satisfaction among customers.

Design/methodology/approach

The study applied theoretical and quantitative approaches in order to examine the theory of attractive quality and the Kano methodology. A total of 270 respondents responded to the survey instrument, which was based on qualitative interviews.

Findings

The research showed that existing questions and answering alternatives included in the Kano methodology must be adapted to the nature of experiences. The paper contributes in the form of a new evaluation table, having shown that existing tables were invalid in relation to the importance rating and the Must‐Be>One‐dimensional>Attractive>Indifferent evaluation rule. Finally, the paper also shows how hedonic attributes create delight and utilitarian attributes create satisfaction, which contributes to a holistic offering.

Practical implications

Managers should address the fact that simply including an attribute is not sufficient; they must also consider its nature and how it performs and attach to the offering when studying experiences to understand how it contributes to either delight or satisfaction.

Originality/value

To date, few studies have addressed or discussed the consequences of applying the theory of attractive quality and the Kano model – including its rules for classification – to experience‐based offerings. The present article does this and also offers a theoretical extension of the theory of attractive quality and service marketing in terms of how customers holistically consider value and how Kano survey results should be analysed.

Details

The TQM Journal, vol. 23 no. 2
Type: Research Article
ISSN: 1754-2731

Keywords

Article
Publication date: 13 March 2020

Venkat Ramaswamy

The author explains how networked interaction, propelled by the internet and the forces of digitalization, ubiquitous connectivity, globalization and social media has become the…

1084

Abstract

Purpose

The author explains how networked interaction, propelled by the internet and the forces of digitalization, ubiquitous connectivity, globalization and social media has become the new locus for creating value. And how that networked interaction is accelerating the shift of value creation towards the experiences of individuals who want to define choices in a manner that reflects their view of value and their own expressions of personalization. 10;

Design/methodology/approach

The article explains that every enterprise is now faced with the challenge of learning how to create valuable impacts of experienced outcomes through smarter, connected offerings and the networked interactions of individuals.

Findings

Instead of having fixed economic value, offerings are increasingly a means for the dynamic creation of experience value through ongoing and new types of networked interactions.

Practical implications

Rather than simply elevating the user experience of a good or service, the co-created experience itself becomes the product.

Originality/value

The Starbucks and Burberry examples suggest how offerings are being enhanced by interactive technologies that open up new sources and avenues of experience value creation. The article explains how any enterprise can now adopt a strategy of ‘capabilities as a service’ by innovating its own ecosystems of customer and stakeholder experiences.

Details

Strategy & Leadership, vol. 48 no. 3
Type: Research Article
ISSN: 1087-8572

Article
Publication date: 21 June 2023

H. Kader Şanlıöz-Özgen and Metin Kozak

Concerning the development of “experience” as an economic phenomenon, this study aims to analyse customers' evaluations of their experiences in five-star hotel businesses and to…

Abstract

Purpose

Concerning the development of “experience” as an economic phenomenon, this study aims to analyse customers' evaluations of their experiences in five-star hotel businesses and to identify if the hospitality experience is evaluated as an “experience” by its specific aspects.

Design/methodology/approach

Structural and thematic narrative analyses in a multi-dimensional setting were applied to stories from 107 participants who stayed in five-star hotel businesses.

Findings

Customers evaluate their overall experience as an “experience” reflected by experiential statements. However, they demonstrate higher cognitive orientation at the sub-experience levels (food and beverage, rooms, etc.).

Research limitations/implications

The paper sheds light on the fact that customers may evaluate their experiences with cognitive and experiential aspects. The study focuses on participants' lived experiences to understand the customer perspective with the “experience” concept leading to the memorability of customer experiences in hotel businesses. Further research is required with a larger sample group, mixed-methods implementation and longitudinal and comparable examination to understand seasonal, motivational and cultural differences.

Practical implications

The paper reveals various aspects of customer experiences in five-star hotel businesses around the variety of their offerings evaluated by cognitive and experiential perceptions so that dedicated efforts of the managers will be enhanced with a better and strategic understanding of the “experience” concept to achieve business goals.

Originality/value

The study offers insightful findings relating to customers’ service- and experience-based experiences and how “experience” is perceived by customers from various angles in the five-star hotel businesses.

Details

Consumer Behavior in Tourism and Hospitality, vol. 18 no. 3
Type: Research Article
ISSN: 2752-6666

Keywords

Article
Publication date: 16 April 2024

Dr Dongmei Zha, Pantea Foroudi and Reza Marvi

This paper aims to introduce the experience-dominant (Ex-D) logic model, which synthesizes the creation, perceptions and outcomes of Ex-D logic. It is designed to offer valuable…

Abstract

Purpose

This paper aims to introduce the experience-dominant (Ex-D) logic model, which synthesizes the creation, perceptions and outcomes of Ex-D logic. It is designed to offer valuable insights for strategic managerial applications and future research directions.

Design/methodology/approach

Employing a qualitative approach by using eight selected product launch events from reviewed 100 event videos and 55 in-depth interviews with industrial managers to develop an Ex-D logic model, and data were coded and analysed via NVivo.

Findings

Results show that the firm’s Ex-D logic is operationalized as the mentalizing of the three types of customer needs (service competence, hedonic excitations and meaning making), the materializing of three types of customer experiences and customer journeys (service experience, hedonic experience and brand experience) and the moderating of three types of customer values (service values, hedonic values and brand values).

Research limitations/implications

This study has implications for adding new insights into existing theory on dominant logic and customer experience management and also offers actionable recommendations for managerial applications.

Originality/value

This study sheds light on the importance of Ex-D logic from a strategic point of view and provides an organic view of the firm. It distinguishes firm perspective from customer perspective, firm experience from customer experience and firm journey from consumer journey.

Details

Qualitative Market Research: An International Journal, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1352-2752

Keywords

Article
Publication date: 12 December 2016

Mark Scott Rosenbaum, Mauricio Losada Otalora and Germán Contreras Ramírez

The purpose of this paper is to illustrate that mall shoppers who participate in a mall’s experiential offerings, including entertainment and activities, do not necessarily…

1681

Abstract

Purpose

The purpose of this paper is to illustrate that mall shoppers who participate in a mall’s experiential offerings, including entertainment and activities, do not necessarily exhibit more favorable attitudes or behaviors toward the mall than mall shoppers who do not participate in these offerings.

Design/methodology/approach

This study employs survey methodology from a sample collected in an expansive regional mall that offers customers experiential activities.

Findings

The findings show that mall shoppers who partake in mall-based activities are less satisfied, are less likely to spread positive word of mouth, and have lesser desire to return to the mall than shoppers who do not partake in these activities. The findings also reveal that mall expenditures are the same between shoppers who partake in mall activities and those who do not.

Research limitations/implications

Researchers have argued that malls can compete with digital retailers by offering shoppers experiential activities. Although segments of shoppers partake in these activities, this study finds that experiential investments do not result in significant favorable shopper outcomes.

Practical implications

Mall developers that implement experiential offerings as a means to combat competition from digital retailers may not attain managerially relevant results from doing so.

Originality/value

Although retailing academics and consultants espouse the idea that retailers can obtain financial benefits by creating memorable experiences for shoppers, this research offers empirical evidence that counters these speculations. In the case of enclosed malls, investments in experiential features and activities may not lead to improved shopper attitudes, behaviors, or sales.

Details

International Journal of Retail & Distribution Management, vol. 44 no. 12
Type: Research Article
ISSN: 0959-0552

Keywords

Article
Publication date: 10 October 2016

Christine M. Van Winkle, Amanda Cairns, Kelly J. MacKay and Elizabeth A. Halpenny

The purpose of this paper is to understand mobile device (MD) use in a festival context. Festivals offer a range of opportunities and activities to use a MD making this context…

3375

Abstract

Purpose

The purpose of this paper is to understand mobile device (MD) use in a festival context. Festivals offer a range of opportunities and activities to use a MD making this context ideal for understanding digital experiences during leisure. The guiding research question asked how do festival attendees use MDs at festivals. The Typology of Human Capability (THC) provided a framework to enhance the understanding of digital experiences at festivals.

Design/methodology/approach

This research involved six festival case studies where semi-structured interviews were conducted with attendees on-site. Interview questions focused on how festival attendees used MDs during the festival. Data were analyzed using directed content analysis guided by the THC.

Findings

On-site interviews with 168 attendees revealed that data support the THC dimensions and constructs (sensing, linking, organizing and performing). This typology advances the understanding of the range of digital customer experiences currently available at festivals.

Research limitations/implications

The addition of context to the THC is recommended to enhance its utility in application. As a limited number of festivals were included, the specific findings may not apply to all festivals but the implications are relevant to a range of festivals.

Practical implications

Operational definitions of the THC constructs within the festival setting were identified and provide opportunities for developing digital experience offerings.

Originality/value

This study provided the first comprehensive examination of MD use in festival contexts and in so doing offered data in support of Korn and Pine’s (2011) THC. The findings reveal opportunities for modifying the THC to increase its applicability in a range of settings.

Details

International Journal of Event and Festival Management, vol. 7 no. 3
Type: Research Article
ISSN: 1758-2954

Keywords

Article
Publication date: 18 January 2016

B. Joseph Pine II and James Gilmore

– In little more than a decade, experience thinking has influenced the development of new business models in a wide variety of enterprises.

4964

Abstract

Purpose

In little more than a decade, experience thinking has influenced the development of new business models in a wide variety of enterprises.

Design/methodology/approach

The authors describe best practices for five approaches Five approaches are noteworthy: Experiential marketing (EM or XM). Digital experiences using the Internet and other electronic platforms to create new technology interfaces focused on the user experience (UX). The application of experience-staging to enhance interactions with customers. Experiences as a distinct economic offering. Designing transformational business models that allows the company to charge for the demonstrated outcomes customers achieve.

Findings

Companies can innovate by recognizing trends in customer needs and aspirations that provide opportunities to develop business models that offer high value experiences or even customer transformations.

Originality/value

To truly pursue experiences as a distinct form of economic output, companies must design a business model that involves charging for the time customers spend engaging with the business, such as an admission or membership fee of some sort.

Article
Publication date: 1 August 2002

James H. Gilmore and B. Joseph Pine

Marketing flounders at many companies today, as people have become relatively immune to messages broadcast at them. The way to reach customers is to create an experience they can…

15142

Abstract

Marketing flounders at many companies today, as people have become relatively immune to messages broadcast at them. The way to reach customers is to create an experience they can participate in and enjoy, the new offering frontier. To be clear, this article is not about “experiential marketing” – that is, giving marketing promotions more sensory appeal by adding imagery, tactile materials, motion, scents, sounds, or other sensations. Rather, as a key part of their marketing programs companies should create experience places – absorbing, entertaining real or virtual locations – where customers can try out offerings as they immerse themselves in the experience. Companies should not stop at creating just one experience place; marketers should investigate the location hierarchy model to learn how to design a series of related experiences that flow one from another, creating demand up and down at every level. These various real and virtual experiences generate new forms of revenue and drive sales of whatever the company currently offers. When experience places are done well, potential customers can’t help but pay attention – and the leading companies find that customers are willing to pay for the experiences.

Details

Strategy & Leadership, vol. 30 no. 4
Type: Research Article
ISSN: 1087-8572

Keywords

Article
Publication date: 6 November 2009

David W. Norton and B. Joseph Pine

This paper, written by leading brand experience consultants, aims to describe how disruptive innovation occurs for experience offerings.

3581

Abstract

Purpose

This paper, written by leading brand experience consultants, aims to describe how disruptive innovation occurs for experience offerings.

Design/methodology/approach

The paper presents a case study review of major disruptive experience innovators over the past 30 years.

Findings

The paper reveals that, different from manufacturers of goods and deliverers of services, experience stagers who were successful in disrupting their markets did not focus on the functional job to get done or on convenience. Instead, they concentrated on the emotional and social jobs to get done and on increasing time well spent by the customer.

Practical implications

Companies seeking to create meaningful experiences for their clients should not focus primarily on functional innovation and convenience. Companies should invest more in understanding the emotional and social jobs customers want to get done, creating the proper sequence of events that stages the experience, and delivers on promises made.

Originality/value

This paper extends the theories developed by Clayton Christensen on disruptive innovation, by offering companies three key new rules to consider when offering unique experiences.

Details

Strategy & Leadership, vol. 37 no. 6
Type: Research Article
ISSN: 1087-8572

Keywords

1 – 10 of over 88000