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The Handbook of Managing and
Marketing Tourism Experiences
The Handbook of Managing
and Marketing Tourism
Experiences
Edited by
Marios Sotiriadis
University of South Africa, Pretoria, South Africa
Dogan Gursoy
Washington State University, Pullman, WA, USA
United Kingdom – North America – Japan
India – Malaysia – China
Emerald Group Publishing Limited
Howard House, Wagon Lane, Bingley BD16 1WA, UK
No part of this book may be reproduced, stored in a retrieval system, transmitted in any
form or by any means electronic, mechanical, photocopying, recording or otherwise without
either the prior written permission of the publisher or a licence permitting restricted copying
issued in the UK by The Copyright Licensing Agency and in the USA by The Copyright
Clearance Center. Any opinions expressed in the chapters are those of the authors. Whilst
Emerald makes every effort to ensure the quality and accuracy of its content, Emerald
makes no representation implied or otherwise, as to the chapters’ suitability and application
and disclaims any warranties, express or implied, to their use.
ISBN: 978-1-78635-290-3
Contents
List of Contributors
Introduction
Marios Sotiriadis and Dogan Gursoy
Index
List of Contributors
Tourism Experiences
Tourists travel for a variety of reasons: to escape, explore,
understand, and participate. But at the core of the experience lies
the providers of tourism services and the destination – the
businesses and the place that deliver/provide something to the
tourist to keep forever and share with others (Middleton et al., 2009;
Morrison, 2013; Sharpley & Stone, 2011). Every tourist experiences
a trip, holidays, or an attraction, but quality of their experiences
depend on the activities and providers they select. Service is an
essential component of delivery of most form of tourism activities.
Services include but not limited to those functions that a tourist
might or might not be able to perform for him or herself but in all
cases choose someone else to perform it for them. Services take
place at locations where the activity is offered (such as the travel,
the accommodation, the food, the transportation, the
communication, and the provision of souvenirs). Therefore, tourism
activities require services provided by business; these set of services
and activities form the tourism experiences. Further, it is generally
accepted that tourism experiences have multidimensional facets.
Walls, Okumus, Wang, and Kwun (2011) analyzed the theoretical
underpinnings of customer experience by examining the definitions
of experience and the contextual nature of customer experiences.
Their study suggests that the perception of customer experience has
numerous foundational origins that have complicated its growth as a
viable and valued concept, and proposes a framework to better
understand this construct in a tourism and hospitality context.
Providing tourists with memorable experiences is important for
success in a highly competitive tourism marketplace (Kim, 2014). In
order to gain a competitive advantage, it is crucial for organizations
and companies to offer and deliver experiences that are demanded
and valued by the market. There are numerous issues and
challenges to be addressed in managing tourism experiences by
tourism destinations and businesses ranging from the experience
design to the management of experience creation and delivery that
meets the customer’s expectations (Lin & Liang, 2011). Literature
has increasingly recognized the importance of managing the
customer’s experience (see, e.g., Berry, Carbone, & Haeckel, 2002;
Morgan, Lugosi, & Ritchie, 2010; Schmitt, 2003). The customer
experience has emerged as the single most important aspect in
achieving success for companies across all industries. A successful
customer experience management requires a strategy that focuses
on the operations and processes of a business around the needs of
the individual customer (Schmitt, 2003).
Managing and Marketing Tourism
Experiences
In order to provide valuable and memorable experiences, tourism
businesses and destinations have to manage and market efficiently
and effectively the provision of tourism services and delivering
experiences. From a managerial standpoint, the landmark work by
Pine and Gilmore (1998, 1999) has generated widespread interest
into a new management paradigm which emphasizes the transition
from service delivery to experience creation and co-creation.
The motivation to design and stage valuable experiences stem
from the fact that an experience is subjectively felt by an individual
who is engaged with an event on an emotional, physical, spiritual,
and/or intellectual level. As already mentioned, Pine and Gilmore
(1999) defined four realms/dimensions of experiences, namely
entertainment, educational, esthetic, and escapist. These dimensions
are the components of the experience economy framework explored
in various contexts, as presented below. The same authors provided
five key points for which they called experience-design principles:
theme the experience, harmonize impressions with positive cues,
eliminate negative cues, mix in memorabilia, and engage all five
senses.
Within the marketing realm, Holbrook and Hirschman (1982)
suggested an experiential view of consumption, arguing that
satisfaction is one component of experiences in addition to the
hedonic, symbolic, and aesthetic nature of experiential consumption.
Otto and Richie (1995), based on this experiential view, examined
satisfaction of tourism experiences and asserted that subjective,
emotional, and highly personal responses to various aspects of the
service encounter are likely to result in varying levels of overall
satisfaction. Further, Jennings and Nickerson (2006) have provided
an assessment of and insights into the satisfactory quality
experiences; however, there is no current consensus as to the
definition of what constitutes “quality.” Nevertheless, the most
prevalent relationship is the connection of experience to service
quality and to customer satisfaction (Ekinci, Riley, & Chen, 2001).
This interrelationship and connection has been demonstrated by
studies in various tourism contexts. It is believed that a valuable and
memorable tourism experience will lead to customer satisfaction and
post-consumption behavioral intentions (Oh, Fiore, & Jeoung, 2007).
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Part I
Planning: Design and
Creating Tourism
Experiences
Aim: to consider and analyze related issues
and aspects in various fields/contexts
CHAPTER
1
Experience-Based Service Design
Özlem Güzel
ABSTRACT
Purpose – In the tourism sector, the differentiation is difficult
in the commoditized market. The main challenge for
businesses is to design the experiences which would create
awareness and difference. With this foresight, this chapter
aims to show an experience-based service design path built
around various elements such as sensations, emotions,
human relations, innovations, and values.
Introduction
Customers having many choices, but being less satisfied is the
paradox of the 21st century (Prahalad & Ramaswamy, 2004). In this
context, a new approach referred to as Customer Experience
Management (CEM) has emerged as a new perspective for far-
sighted businesses to use their capabilities and resources effectively
in creating value and experience. This new approach has become a
strategic competitive marketing tool for creating value as the
traditional marketing has been losing its effectiveness in the 21st
century (Gentile, Spiller, & Noci, 2007; Lasalle & Britton, 2003; Pine
& Gilmore, 1999; Prahalad & Ramaswamy, 2004; Schmitt, 1999;
Shaw, 2005; Smith & Wheeler, 2002). Shaw and Ivens (2002) refer
the existence of the seven-point philosophy during customer
experience design (CED). According to them, customer experience;
must be a long-term competitive advantage source; must respond
the customers’ rational and emotional expectations consistently;
should focus on stimulating the selected emotions; should be
created with inspiring leadership; needs strong
organization/motivated staff; must take the consumers in the center
of experience implementations; should transform into the design of
the brand.
If the industry is such an industry like tourism, experiences
consist of the main core of the brand as it is one of the main sectors
that recreative, unforgettable and attractive experiences could be
created by evoking the emotions and feelings (Oh, Fiore, & Jeoung,
2007; Otto & Ritchie, 1996; Slatten, Mehmetoğlu, Svensson, &
Svaeri, 2009; Williams, 2006). Schmitt (2013) states that the CEM
framework is made up of five basic steps: analyzing the experiential
world of the customer, building the experiential platform, designing
the brand experience, structuring the customer interface and
engaging in continuous innovation. Considering this framework
within the literature review, it has been revealed the experience-
based service design has many phases and dimensions. This chapter
is going to provide a practical instructional path in three steps,
including “explore, design and positioning” (EDP). Explore dimension
contains exploring the business’ self-sufficiency and understanding of
the customer world as these are recognized as the beginning of the
experiential journey. Design dimension refers to the preparation of
the experience stage and involves experience value promise, actors,
innovation and creativity, theme, and atmosphere. The positioning
dimension contains the customer interface and placing into the
customer’s mind concluded with memorability. After a general
review, a case study will be evaluated to follow the clues of
experience design through these three dimensions.
Explore
The experience design process is defined as both science and art. In
the scientific dimension, the customer expectations, needs, and
priorities are discovered, the customer experience is mapped and the
critical points are identified by focusing on the customer’s senses
(Smith & Wheeler, 2002). This dimension is named in this chapter as
the explore dimension containing tips for the business about
themselves and their customers to start their tourism experience
design journey.
Design
The design process being analogous to theatrical show contains
creating experience value, actors (human resources), innovation and
creativity, experience theme and experience atmosphere (scene).
EXPERIENCE VALUE PROMISE
Experiential value promise (EVP), constituting the basis of
experience has to change the customers’ lives and provide distinctive
benefits (Knapp, 2008). Manschot and Visser (2011) define the value
as the activity of assigning importance to a thing or an experience
and they add that after experiencing a service through sensory
perception, people produce an overall picture or feeling about how
valuable an experience is. Similarly, Schmitt (2003, 1999) who define
the experience as the changing the sensory, emotional, cognitive,
behavioral and relational values with the functional value, describes
the EVP as presented image.
EVP resides in the experience of consumption, including the
symbolic and non-utilitarian aspects of use, such as fantasies,
feelings and fun (Arnould & Thompson, 2005). So, it manifests itself
in the form of emotions, testimonials, attitudes and users’ behaviors
(Manschot & Visser, 2011). So, Kotler et al. (2010) state that
businesses have to focus on the mind (mission: satisfy/values: be
better), heart (mission: realize the desire/value: differentiate) and
soul (mission: create love-compassion/value: make a difference) in
the value-based matrix model. As the experiences create personal
meaning for people, the EVP should be unique and personalized
(Pine & Gilmore, 1999; Prahalad & Ramaswamy, 2004; Scott, Laws,
& Boksberger, 2010). To achieve this, experience value should be
established on five steps modules; sense, feel, think, act and relate
(Schmitt, 2003).
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