EXPERIENCE ECONOMY
- when the person buys experience, he pays to spend time enjoying a series of memorable events that a company stages -> as in theatrical
- businesses must orchestrate play memorable events for their customers
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- EE is applied- new experience concept, experience included ins services and products, experience venues, additional offerings supporting memory of the experience
- The anatomy of an Experience
1. The First part/ BEFORE : The expectation
2. The Second part/ DURING: Breakaway from the everyday life
3. The Third part/ AFTER : The memorable experience
- EXPERIENCE HYBRID – combination of 2 different sectors/products; creating a unique experience to the customer ( for example café with a travel store and a book store)
Lecture 2
The 4 Realms of Experience
ENTERTAIMENT
• Something that entertain the customer, and something that is relaxing and enjoyable without being to thorough.
• An active professional communication to a passive receiver/customer
• is a passive aspect of an experience
• when the customers are entertained, they are not really doing except to responding to the experience ( enjoying, laughing, etc.)
• customers passively absorbed through the senses
• EXAMPLE: cinema, concert, sport event
• What entertainment would help your guests to enjoy the experience better? How can you make the time more fun and more enjoyable?
EDUCATIONAL
• Learning takes place during everyones life and in all situations.
• It can be the learning based on experiences, called ”learning by doing” and it can also be the learning that takes place in an interaction between the person and its surroundings
• is essentially active aspect
• the guests absorb the events unfolding before them
• the educational events must actively engage the