Professional Documents
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IMDS
113,5 Event-brand transfer in an
entertainment service:
experiential marketing
712
Natalia Vila-López and MaCarmen Rodrı́guez-Molina
Departamento de Comercialización e Investigación de Mercados (Marketing),
Received 14 December 2012
Revised 6 February 2013 University of Valencia, Valencia, Spain
Accepted 8 February 2013
Abstract
Purpose – One of the channels a brand can use to create experiences is events. The brand promoting
the event and its sponsors can obtain various benefits in the form of brand image, personality and
notoriety. The main aim of this research is to evaluate the effects that experiencing an event has on
experience with the promoting brand.
Design/methodology/approach – The study analysed the musical event MTV Winter Festival
2010, considering the opinion of 127 attendees to discover the impact of experiencing the MTV
entertainment television channel event in three areas: improved brand experience, improved brand
personality and increased brand reputation. EQS was used to test the proposed model.
Findings – Regarding event experience antecedents, “immersion” has been identified as the most
important one and brand experience as an important effect. Also, brand experience has been found to
have a positive impact on exciting brand personality and exciting brand personality in turn on brand
reputation.
Originality/value – Although two of the hypotheses on the antecedents of emotional event
experience (“surprise” and “participation”) were not confirmed, it can be said that progress has been
made on the benefits of marketing experiences since this is the first empirical investigation to deal
with the connection of event-brand experiences in the area of the arts.
Keywords Experiential marketing, Events, Arts, Entertainment service, Brand experience,
Brand reputation, Brand personality, Structural modelling, Marketing, Brands
Paper type Research paper
1. Introduction
Currently, heads of marketing and communication have to address the problem that
consumers are becoming increasingly less receptive to traditional advertising
(Belch and Belch, 2007). Consumers have been saturated with advertising messages in
conventional communication media and as a result, they have become hardened to
advertising.
The future of marketing might be to look for experiences that provide more than
just commercial exposure, the marketing message or the transaction offering
(Lenderman and Sánchez, 2008). Research into experiential consumption in services
consumer behavior is still very recent and requires more in-depth study. Some studies
Industrial Management & Data emphasize the importance of experiential marketing in the arts (Petkus, 2004), tourism
Systems (Hannam, 2004) and sport (Stenhouse, 2003). In addition, a scale to measure brand
Vol. 113 No. 5, 2013
pp. 712-731 experience has also recently been created (Brakus et al., 2009). Nevertheless, rather
q Emerald Group Publishing Limited
0263-5577
than testing the concept based on empirical data, most studies have focused on
DOI 10.1108/02635571311324160 introducing the concepts (Kao et al., 2007).
Events are an interesting tool to promote experiences, because consumers have the Event-brand
opportunity to become actively involved in areas of personal interest and interaction transfer in
processes that are not possible in daily life (Sistenich, 1999). Particularly in the sphere
of services marketing event marketing shows higher potential, given service properties entertainment
like intangibility or heterogeneity. However, most research into services experiential
marketing focused on events mainly examines sporting events (Martensen et al., 2007;
Kao et al., 2007). In spite of this, “there is now a stream of research which draws on the 713
arts and humanities as a rich source of ideas about marketing” (Fillis, 2009, p. 754).
For this reason, the present paper aims to identify how cultural events lead
attendees to feel emotional experience, and then, better experiences of the brands
promoting the events, in an attempt to demonstrate event-brand experience transfer.
The literature shows that, to date, studies have only addressed the transfer of image
from the event to the sponsoring brand (Gwinner, 1997) or the transfer of cognitive and
effective perceptions from the sponsored entity to the sponsor (Ganassali and Didellon,
1996). However, the transfer between event and brand at the level of experiences has
not been explored, especially in the field of service brands. Therefore, in an
environment saturated with various types of communications, experiential marketing
offers great possibilities due to its capacity to make an impact on consumers under
intense bombardment from advertising (Schmitt, 1999; Lenderman and Sánchez, 2008).
For some years, musical festivals have been very popular events attended by young
consumers en masse. Many brands have started to organize or sponsor this type of
festivals (FIB-Heineken, Heineken Greenspace, MTV Day, MTV Winter, Rock in Rio,
San Miguel Primavera Sound, etc.). The underlying idea is that the atmosphere at such
festivals provides a favorable climate for promoting the products or services behind
the events. Some research suggests that musical festival sponsorship has an impact on
brand recognition, awareness and attitude (Rowley and Williams, 2008). Hence, a new
field of “entertainment marketing” is been proposed, whose objective is to interweave
the brand with consumer entertainment experience according to Hackley and
Tiwsakul (2006). However, many organizations make the mistake of believing that just
because their brands appear at these events then they will achieve higher awareness
and consequently more profits. This objective is only achievable if they are able to offer
the public “something more” in the form of different and innovative experiences with
greater impact (Pine and Gilmore, 1998; Schmitt, 1999; Sistenich, 1999; Lenderman and
Sánchez, 2008).
In this context, this study proposes three major objectives based on six hypotheses.
First, to test if the event characteristics of surprise, participation and immersion
improve emotional event experience (H1-H3). These three antecedents have been
tested previously in other kinds of events, like sports (Kao et al., 2007), and this paper
aims to expand their relevance in promoting cultural events.
Second, to find out whether there is actually a transfer between emotional event
experience and the brand promoting the event (H4). Previous studies have tested
event-brand image transfer (Ganassali and Didellon, 1996), but event-brand experience
transfer remains an unexplored field of research.
Third, to test whether brand emotional experience helps (or otherwise) to improve
brand personality (H5) and brand reputation (H6), given that success requires a
reputed brand in the face of increased competition and consumer information
(Purkayastha, 2009).
IMDS In pursuit of the above objectives, this study analyzes a musical event, the MTV
Winter Festival 2010, considering the opinion of 127 attendees.
113,5
2. Literature review
2.1 Experiential marketing and events in services
Pine and Gilmore (1998) find that economic value progresses from commodities, to goods, to
714 services, and, lastly, to experiences. These authors propose a shift from “service-based
marketing” to “experience-based marketing”. This alternative approach to consumption
questions the rational consumption of products and services and provides a new
perspective for marketing, directing it towards experience (Gavilán et al., 2010). With the
increasing commodification of service-based marketing offerings, companies have to
provide customers with successful experiences in order to gain competitive advantage and
customer satisfaction. Successful experiences are ones that consumers find unique,
memorable and sustainable over time, which they desire to repeat and are enthusiastically
propagated by word-of-mouth (Pine and Gilmore, 1998). Such a result is possible when
consumption is a subjective state of consciousness, with a variety of symbolic meanings,
hedonic responses and aesthetic criteria (Hirschman and Hoolbrook, 1982). In line with the
above, Schmitt (1999) finds that marketing has progressed to a different stage focused on
experiences, where services rather than functionality or packaging are becoming more
important.
In sum, as Heinonen et al. (2010) state:
[. . .] compared to the traditional view experiential marketing means that, besides visible and
controlled interactions, service providers should expand their perspectives in order to get to know
their customers on a deeper level than before. An experience is more than a service. This means
that the ultimate outcome of marketing should not be the service but the customer experience and
the resulting value-in-use for customers in their particular context. Thus, the central question is
how companies can support customers’ ongoing activity and experience structures.
One option experiential marketing uses to establish memorable relations with the
target is event marketing. Event marketing has emerged as a new communication
strategy involving the target audience as active participants at behavioral level. It
provides a valuable way of constructing and strengthening relationships between
brand and consumers, especially for service brands that do not provide any tangible
output for the consumer (Duncan and Moriarty, 1998). Wohlfeil and Whelan (2004)
define event marketing as interactive hyperrealities concerning the brand where
consumers are actively involved at behavioral level, possibly leading to an emotional
link with the brand. The following characteristics differentiate marketing from mere
event sponsorship (Wohlfeil and Whelan, 2004):
(1) experience orientation, because consumers are encouraged to experience brand
reality, rather than being passive addressees (Weinberg and Nickel, 1998);
(2) own initiative from the organization, because marketing experts control the
entire process that creates consumer feelings and experiences;
(3) interactivity, because the event offers a platform for interactive and personal
dialogues between participants, spectators and brand representatives
(Zanger and Sistenich, 1996); and
(4) drama, because consumers are surprised by an emotional experience of brand
reality.
In short, events are a good tool for originating sensations and emotions in attendees. Event-brand
These experiences proceed from the interaction between personal thoughts and events transfer in
and consequently nobody has the same experience as anyone else (Schmitt, 1999). The
research by Kao et al. (2007) indicates that surprise, participation and immersion in a entertainment
sports event are three essential components capable of causing emotional experience
with the event. Below, we generalize these antecedents to the area of musical festivals
with particular emphasis on immersion. 715
2.2 Experiential antecedents in an emotional event: surprise, participation and
immersion
2.2.1 Surprise. Hedonic consumption includes:
[. . .] diversified recreation, sensory merriment, fantasy, enjoyment of beauty, emotional
responses, etc. A large amount of entertainment experience may be included in the process.
Hedonism is a spiritual phenomenon, social consuming activity is considered as pure
individual mental status accompanied by many symbolic meanings, responses of pleasure
and principles of esthetic sensibilities (Chen, 2011, p. 3750).
So, consumer experiences usually relate to the search for fantasies, feelings and
entertainment (Hirschman and Hoolbrook, 1982). Unique or extraordinary experiences
surprise consumers and are therefore memorable. For this reason, marketing experts
need to plan and support unique, creative and original experiences to create lasting
memories in consumers’ minds (Schmitt (1999).
Kao et al. (2007) pioneered analysis of the concept “surprise” that should accompany
any event. The authors regard this concept as the feeling of freshness, exclusivity and
differentiation in the process of consuming products or services. For example, the
actors in a show could appear suddenly from an unexpected place. This feeling of
surprise is able to awaken emotional experiences towards an event. Thus, it can be said
that if actions or other types of activities take place in an event that pleasantly surprise
the public they will develop positive emotions towards the event. Thus, surprise is a
vital antecedent of an emotional experience event as one of its pillars is to surprise the
public so that the experience is memorized and remembered (Lenderman and Sánchez,
2008), therefore:
H1. Surprise is positively linked to emotional experience of the event.
2.2.2 Participation. However, emotional experience is not only achieved through the
surprise provided by the event. It also requires interactive participation from the
public. Thus, participation can be defined as the degree of interaction between
consumers and products, services or environments during consumption (Kao et al.,
2007). For example, attendees could be contacted through face-book to prepare the
show together in advance.
Schmitt (1999) points out that sometimes emotional event experiences come from
indirect appreciation or direct participation. Furthermore, Pine and Gilmore (1998)
found that successful experiences get consumers involved in the activities rather than
simply entertain them. Therefore, active consumer participation during the event is
required so that it can truly be called an emotional experiential event (Pine and
Gilmore, 1998). Additionally, previous studies on event marketing have confirmed that
consumers feel higher emotions because of their voluntary participation in such events
(Drengner, 2003). That is, consumer emotional experience of an event is determined by
IMDS willingness to get involved in the event in one of the following ways (Whelan and
113,5 Wohlfeil, 2006):
(1) participating out of simple professional or academic interest in this type of
marketing or communications strategy (Drengner, 2003);
(2) participating through the brand/product object of the event;
716 (3) participating through event content (main activity of the event) (Wohlfeil and
Whelan, 2004); and
(4) social participation in the event out of a desire to belong to a social community
or neo-tribe associated with the brand (McAlexander et al., 2003) or event
content (Cova and Cova, 2004).
In sum, the more involved consumers are in this type of activity, the stronger their
tendency and desire to take part in them and process relevant information (Zaichkowsky,
1985). This could mean that active participation in events will lead to positive emotions
while experiencing the event (Kao et al., 2007). Thus, as Kao et al. (2007) found in the area
of experiential sports events, the following hypothesis can be put forward:
H2. There is a positive relationship between participants’ participation in the
event and their emotional experience of the event.
2.2.3 Immersion. Immersion is the involvement of consumers when enjoying the
consumption and the ability to forget the passing of time. Immersion makes consumers
emphasise consumption processes rather than results (Kao et al., 2007). The individual
disconnects with the real world. Depending on the situation, immersion may be rapid
or more gradual (Fornerino et al., 2008). For example, a participant could be encouraged
during the spectacle to take an active part in a musical event as an actor, not just as a
passive spectator (singing, sharing the stage with artists). The methodology section
shows how immersion in a musical event can be achieved by using drama.
Consequently, there seems to be a certain coincidence or juxtaposition between
immersion and emotional experience of an event (Fornerino et al., 2008). However, the
literature suggests that immersion in an environment provides access to emotional
event experiences (Damperat et al., 2002; Carù and Cova, 2006), that is, immersion leads
to emotion. So, immersion occurs simply by being there and interacting with other
people and other elements of the environment (process), whereas emotional experience
appears as consumer’s subjective positive feelings of pleasure and arousal (results)
brought about by the presence of these external stimuli.
For event managers, the interest lies in producing a state of immersion that is able
to capture consumers in an unforgettable process, leading them to feel unique
experiences (Arnould et al., 2002). Therefore, it could be supposed that this is the most
significant and important experiential antecedent of those mentioned, as it is not only a
question of participation in the event, but also the event being able to transport an
individual in time and space (Carù and Cova, 2006). Therefore:
H3. There is a positive relationship between immersion of spectators in a given
event and their emotional experience of the event.
In sum, surprise involves sensing (this may seem like an obvious aspect of the arts
experience), participation involves learning (that is, an active participation in the arts
experience, from which the participant acquires or increases skills and/or knowledge) Event-brand
and immersion involves doing (this type of experience allows the patron to “become” transfer in
the artist, and great potential exists to expand such experiences for audiences
(Petkus, 2004). entertainment
2.3 Emotional consequence of an emotional event: brand experience
Regarding event experience, any environment will lead to an emotional state in an 717
individual that can be characterized in terms of the three pleasure, arousal and
dominance (PAD) dimensions (Mehrabian and Russell, 1974). As Kao et al. (2007)
explain, pleasure refers the degree to which the person feels good, joyful, happy or
satisfied in the situation and arousal refers to the degree to which a person feels excited,
stimulated, alert or active in the situation. Dominance refers to the extent to which the
individual feels in control of the situation (Donovan and Rossiter, 1982). The first two
positive emotions (pleasure and arousal) positively influence consumers’ buying
behaviors (Donovan and Rossiter, 1982). Regarding pleasure, for example, playing
well-liked songs should enhance people’s enjoyment, whereas unpopular music might
diminish it. Regarding arousal, for example, big events (with unexpected sounds,
bright lights, smell sensations, etc.) should stimulate individuals, while simple events
might not stimulate them. So, following previous literature, this research associates an
emotional event with emotional pleasure and arousal in a specific situation.
With respect to brand experience, Brakus et al. (2009) were the first to conceptualize
this concept as until their work most research in the experiential field focussed on
product attributes and categorical experiences, rather than experiences offered by
brands. As occurs with product experiences, brand experience varies in form and
intensity (Brakus et al., 2009). Brand experiences do not involve a motivational state;
they can happen when consumers show no interest or have no personal connection
with the brand. Brands with high consumer involvement are not necessarily brands
that evoke the strongest experiences.
Both terms seem to be connected, because as Whelan and Wohlfeil (2006) note, event
marketing lead to emotional links with the brand. By way of summary, Küster et al.
(2009) emphasize that event-brand image transfer is a key concept. This transfer occurs
from the image of the event to the image of brand sponsoring it. Therefore, if the
“image” of the event transfers to the “image” of the brand, it would be interesting to
find out whether in the same way “experience” of the event also transfers to
“experience” of the brand, as proposed in this research.
Therefore, our forth hypothesis is directly related to the emotional event experience
and suggests there is a positive relationship between emotional event experience and
brand experience, with a transfer from one to the other.
H4. Emotional event experience transfers to brand experience.
Surprise
H1
Brand
Personality
Participation H2 Emotional H4 H5
Brand
event H6
Figure 1. experience
experience
Conceptual framework of
event experience-brand H3 Brand
Immersion Reputation
experience transfer
3. Methodology Event-brand
3.1 Justification and importance of the study sector transfer in
The arts sector and more specifically the music industry is a very important sector in
the global economy. According to International Federation of the Phonographic entertainment
Industry (IFPI, 2009) data, music companies spend around 30 percent of their turnover
in developing and marketing artists. Concerts are one of the most important tools for
publicizing artists and building their identity or brand personality. In Spain, concerts 719
are on the rise, according to data from the Ministry of Culture’s Cultural Statistics
Yearbook (2009) which shows an increase in concert halls in Spain from 2004 (334 halls)
to 2008 (469 halls). In addition, according to the 2009 Yearbook, the percentage of the
population attending modern music concerts has risen over recent years.
The annual MTV Winter Festival was chosen to test the proposed model.
The well-known brand MTV Spain promoted this free event. This brand is the name of
a well-known private television entertainment and music channel owned by MTV
Networks Europe (Viacom) and operates under the umbrella of the international MTV
brand. Over 35,000 people watched it live according to data from MTV Spain, with the
group Arctic Monkeys heading the lineup in this third edition.
This event is a clear example of event marketing from an experiential approach in
the arts sector for two reasons. First, the MTV Spain brand states that it is the
promoter and organizer of the event rather than the sponsor (the Valencia Regional
Government provided funding for MTV Spain to organize the event). Furthermore, the
event meets the four characteristics that differentiate it from mere sponsorship of
events (Whelan and Wohlfeil, 2006):
(1) Experience orientation. Attendees were encouraged to experience the reality of
the MTV brand through the concerts that the brand organized and promoted.
The experience consisted in the artists speaking to attendees, encouraging them
to sing, jump and clap to provide more rhythm to their songs.
(2) The organisation’s own initiative. MTV Spain, as the company organizing the
event, had full control over the way the experience affected attendees. It took
care of all the decoration, assembly and sound tests using the latest technology.
(3) Interactivity (participation). MTV Spain encouraged and promoted the use of
various interactive platforms fostering a two-way dialogue with attendees.
In the case of MTV Winter, this dialogue was carried out mainly through
internet using diverse promotional campaigns for the event (facebook page,
reporter@digital, Desface by the face, etc.).
(4) Drama (immersion). The artists, in addition to color animations and images
projected on stage, provided this. The location of the event also helped to create
a spectacular innovative atmosphere and surroundings in the form of the City of
Arts and Sciences. Additionally, participants were encouraged to take part in
the musical event (singing, sharing the stage with artists, etc.).
Gender
Men 44.1%
Women 55.9%
Age
15-20 51.2%
21-26 34.6%
27-34 14.2%
Average age 21.6 years
Education
No formal education 3.1%
Primary studies 12.6%
Secondary education 22.8%
Higher studies 14.9%
Three-year university studies 38.6%
Five-year university studies 8%
Data collection date 13 February 2010
Total interviewees ( *) 127 interviewees
Table I. Sampling Attendees at concert that could be interviewed in
Profile of the sample optimal conditions
of attendees at MTV Sample error 8.87%
Winter 2010 interviewed
for this study Note: Significant at: *p , 0.05
Concept measured Scale items Authors
Table II.
transfer in
722
113,5
IMDS
Table II.
Concept measured Scale items Authors
Composed
Factor Indicator Load t-value Cronbach’s a reliability AVE
F1 F2 F3 F4 F5 F6 F7
F1 0.51 0.365; 0.099 0.909; 0.609 0.818; 0.430 0.483; 0.051 0.463; 0.023 0.715; 0.307
F2 0.01 0.72 0.404; 0.004 0.601; 0.205 0.682; 0.35 0.415; 0.023 0.437; 0.021
F3 0.50 0.04 0.80 0.929; 0.701 0.42; 0.032 0.462; 0.078 0.594; 0.214
F4 0.39 0.16 0.66 0.58 0.714; 0.394 0.665; 0.313 0.736; 0.38
F5 0.07 0.26 0.05 0.30 0.86 0.582; 0.25 0.646; 0.306
F6 0.05 0.04 0.07 0.23 0.17 0.82 0.776; 0.488
Table IV. F7 0.26 0.05 0.16 0.31 0.22 0.39 0.66
Measurement instrument:
discriminant validity Notes: Below the diagonal: estimated interfactor correlation; diagonal: average variance extracted
Event-brand
Standardized Confirmed/
Structural relation coefficient t-value rejected transfer in
Antecedentes of emotional event experience
entertainment
H1: surprise ! emotional event experience 0.10 ns 0.59 H1: rejected
H2: participation ! emotional event experience 0.30 ns 1.38 H2: rejected
**
H3: immersion ! emotional event experience 0.64 3.65 H3: accepted 725
Effects of emotional event experience
H4: emotional event experience ! emotional brand 0.54 ** 5.49 H4: accepted
experience
H5: emotional brand experience ! exciting brand 0.45 ** 4.74 H5: accepted
personality
H6: exciting brand personality ! brand reputation 0.65 ** 6.92 H6: accepted
Notes: Significant at: *p , 0.05 and * *p , 0.01; ns – not significant; goodness of fit indexes
47 (236 GL) ¼ 360.77; p ¼ 0.000; GFI ¼ 0.899; NFI ¼ 0.81; NNFI ¼ 0.90; CFI ¼ 0.907; IFI ¼ 0.910; Table V.
RMSEA ¼ 0.065 Hypotheses testing
results show that neither surprise in the event nor participation generates emotional
experience of the event.
In sum, it is only immersion in the event itself that explains the emotions aroused by
the event. These results are, to a certain extent, in line with those of Kao et al. (2007),
where the t statistic value for H1 (surprise) and H2 (participation) is, respectively, 2.34
and 2.97 and for H3 (immersion) it is 9.77. So, although in their model the three
hypotheses are significant, the value of the first two is well below the third, suggesting
the importance of immersion in event experience.
The results for the “effects of emotional event” “experience” suggest a positive,
significant and direct impact on brand experience, thereby confirming H4 (Table V).
Therefore, it is accepted that there is a brand-event experience transfer equivalent to the
event-brand image transfer corroborated in various studies on brand sponsorship of sports
events (Ganassali and Didellon, 1996; Gwinner, 1997; Küster et al., 2009). Similarly, this
result supports the event-brand association developed by Keller (1993) where experience of
the event is reflected in the brand experience in consumers’ minds. This transfer is of vital
importance for the brand promoting the event as otherwise organizing the event will be
meaningless for the brand as it would not achieve one of event marketing’s main objectives,
that of fostering emotional links with the brand (Whelan and Wohlfeil, 2006).
It can also be confirmed that there is a positive relationship between brand
experience and brand personality (H5) (Table V), as corroborated by Brakus et al.
(2009). This relationship between brand experience and personality arises in response
to contact with the brand and includes a categorisation process. However, forming and
updating brand personality is a highly inferential process (Venkataramani et al., 2005).
In this regard, a judgment on a characteristic or feature of brand personality (sincerity,
enthusiasm, competence, sophistication, etc.) can be underlined when consumers pay
attention to their sensory, affective, intellectual or behavioral experiences with the
brand. Brand experiences are therefore used as a set of pieces of information (Pham,
2004) that can strengthen (for good or bad) the formulation of a brand personality
judgment (Brakus et al., 2009).
Finally, brand personality has been found to positively influence brand reputation
(H6) (Table V) as Argenti and Druckenmiller (2004) argue. In this case brand
IMDS personality associations activated in consumers’ memories affect their behavior and
113,5 attitudes towards the brand (Wysong, 2000). That is, these brand associations, which
are opinions, inferences, beliefs, information and global evaluations are caused in
consumers’ minds when they interact with the brand, leading them to form an opinion
on the brand’s characteristics thereby forming the brand’s personality which over time
will form its reputation (Argenti and Druckenmiller, 2004).
726 In sum, this study also corroborates two indirect effects of emotional event experience:
improvements in brand personality (H5) (through brand experience improvements) and
improvements in brand reputation (H6) (through brand personality improvements).
Also, various material factors can help to achieve this state of immersion including
place, design of the surroundings (Mencarelli, 2005), the script and use of new
technologies (Damperat et al., 2002).
Four, various brand physical factors (e.g. odors, furniture or appearance of contact
staff) which can also help to achieve emotions should also be carefully designed to
improve the tangibility of service brands. As Getz and Andersson (2010, p. 552)
conclude:
[. . .] all festivals should adopt basic marketing strategies, namely constant improvement
through the fostering of creativity and innovation, customer research, and the pursuit of both
loyal and new audience segments. Developing strong core values and controlling the festival
brand are important elements.
Finally, and despite the fact that the results tend to justify, at least partially, the
proposed theoretical model, they should be taken cautiously in view of certain
limitations with the study. First, the sample taken during the event is insufficient and
was obtained in a single moment (event) with an incidental or non-probabilistic
sampling method. The study needs to be replicated using more representative samples
of audience diversity at this type of events to improve model validity, extend the
results and justify any generalization. Future research with probabilistic sampling
methods may provide more information on the event-brand experience transfer. In
addition, this paper has extended to cultural events the antecedents of emotional event
experience in Kao et al.’s (2007) proposal for sports events. Further studies may add
other factors able to explain improved event experience (i.e. factors related to the event
organizers).
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