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To cite this article: Lena Mossberg (2007): A Marketing Approach to the Tourist Experience,
Scandinavian Journal of Hospitality and Tourism, 7:1, 59-74
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Scandinavian Journal of Hospitality and Tourism,
Vol. 7, No. 1, 59–74, 2007
LENA MOSSBERG
Norwegian School of Management, Norway
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ABSTRACT The aim of this paper is to present and discuss two frameworks about tourist
experiences from a marketing point of view. The first one illustrates the co-production of tourism
products across the tourism and the creative industries. The second indicates some important
factors influencing tourists’ experiences. No matter what kind of tourism product we have in mind
(e.g. a medieval festival, or a visit to a museum), the tourist will be influenced by the
experiencescape, wherein personnel, other tourists, physical environment, products/souvenirs and
theme/story play a major role.
Introduction
Why the boom in the experience industry is occurring right now is a question that
both academia and industry ask. Many argue that saturated markets exist in many
branches and the changed consumption patterns of customers makes it necessary for
companies to find new concepts and marketing strategies (Schulze 1992; Pine &
Gilmore 1999; Föster & Kreuz 2002).
Wikström (1999) argues that the focus of business development is moving away
from products to the processes taking place around the customer. This leads
Prahalad and Ramaswamy to suggest that ‘‘a new point of view is required; one that
allows individual customers to actively construct their own consumption experiences
through personalized interaction, thereby co-creating unique value for themselves’’
(Prahalad & Ramaswamy, 2003, p. 12). Likewise Wikström recognizes that
customers have become co-producers, which implies that the interaction between
seller, buyer and the environment creates more value for the customer. Jensen (1999)
suggests that people do not want to buy the products, but rather the stories and the
experience behind the product.
In the creative industries there are three types of products (Nielsén, 2006):
N The first type, are those produced on a large scale (mass produced) and which do
not demand consumer involvement when the production takes place.
N The second type, ‘‘live products’’ are produced in interaction with the consumer.
N The third type consists of value creating services, which increase the value of
another product.
In tourism the mass produced products of the first type are for example souvenirs.
However, most of the tourism products are ‘‘live’’ (the second type) and take place in
interaction with the consumer, like transportation, meals, accommodation, theme
parks, festivals and musicals. The attraction of a place often depends on the live
component (e.g. going to London for the theatres). The third type, value-creating
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services, like design and architecture are used a lot in e.g. hotels, restaurants and
man-made tourist attractions.
Tourism is commonly thought of as a combination of transportation,
accommodation, dining and activities. In Figure 1 the tourism parts are put together
with the creative industries. The tourism parts (transportation, accommodation,
dining, and activities) are shown on the horizontal axis – it goes across the creative
industries. The vertical axis shows what is included in the creative industries.
Together, these sectors offer many of the tourist products, i.e. what is actually sold
to the tourist (e.g. a dramatized tour at a historical site or a music festival).
Creative organizations and tourist organizations co-produce and take advantage
of each other’s knowledge, competence and strength. One example of this is ‘‘Astrid
Lindgren’s World’’ in Sweden. This is a theme park where Lindgren’s children books
are in focus. The tourist can visit Bullerbyn, Mattisborgen and most of the other
places that Astrid Lindgren wrote about in her books. In this fairy tale environment,
stories are played and performed. Over 60 role figures are performed in this open-air
theatre. The visitor can also eat at themed restaurants (including themed menus) and
stay nearby. Another example is when Göteborgs city museum shows one of its
heritages (Lilla Änggården) by means of drama. Visitors take part in guided tours
and play roles as if they were guests in a private home during the 19th century. Two
guides are dressed up and act according to their roles as a housewife and a maid.
Both of these examples mentioned above are networks built across industries and
originate from the view that networks, which include relationships and interactions
built on for example trust, create value for all the organizations involved. Astrid
Lindgren’s World and the museum in Göteborg work close with professional actors.
These attractions may be considered as ‘‘live products’’, according to Nielsén’s
categorization (2006) and are co-produced across culture and tourism. Many design
hotels hire artists to create the common spaces as well as the individual hotel rooms.
Creative services are used as value creators, i.e. the third type of products within the
creative industries.
The Experiencescape
An experience is a blend of many elements coming together (Shaw & Ivens, 2002)
and to involve the consumers emotionally, physically, intellectually and spiritually a
62 L. Mossberg
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The concept of experiencescape has an obvious parallel in what Bitner (1992) calls
the servicescape; a complex mix of environmental features around a service that
influences internal responses and behaviour. A servicescape is understood by Bitner
to be a commercial place, which aims at commercial exchanges and is under the
provider’s control. Since the focus in tourism settings is on the tourist’s consumption
and not service production in general (which e.g. include functional service such as
car repairs and dental services often aiming at solving problems), and since it is not
limited to only one company but instead includes a destination as an experience
environment, the concept of servicescape should, in my view, be substituted with the
concept experiencescape. We may conceive an experiencescape as nested products of
inputs from organizations and tourists. They are produced through substantive and
communicative staging.
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Also, most research projects focus on environmental influences in which the built
environment is seen as given, bounded and well defined, constructed only by the
architect or the space designer (Aubert-Gamet, 1997). But in tourism it is highly
relevant to consider the process of construction of the space as it is done by the
tourist and not only as a component element of the environment, but also as a co-
creator. When the tourist is experiencing, he or she can co-create the environment
(Gupta & Vajic, 2000), which gives new meaning to the place. The term ‘‘scape’’ is
relevant as the tourism literature too often is claimed to be linked to the categories of
visual, sightseeing and gaze (MacCannell, 1976) and ignoring the senses of the body
(Urry, 2002; Quan & Wang, 2004). Therefore, Urry and others suggest that tourism
should involve various sensescapes, like soundscapes, smellscapes (Dann &
Jacobsen, 2002), tastescapes (Hjalager & Richards, 2002), geography of touch, in
addition to landscapes. Steinecke (2000) uses the term mindscape, when he argues
that companies need to create dream worlds, which consumers can dive into. These
dream worlds contain stages, where tourists can play different roles, they represent
meeting places, where people can interact, and arenas, where tourists can experience
new things.
services before, during and after the journey. However, in some studies on peak
experiences the ‘‘out of ordinary dimension’’ has been considered (Hanefors, 2001).
It is referred to as something that is not expected and includes some element of
surprise (Arnould & Price, 1993).
Quan and Wang (2004) use both frameworks when they develop their conceptual
model. The dimension of the supporting consumer experience and the dimension of
peak touristic experience constitute an organic whole but are separated conceptually.
A peak experience can be defined in many ways, but Quan and Wang described the
term as ‘‘… a way to experience something different from their daily lives’’ (2004,
p. 298). If the diving site, a major attraction for tourists, is perceived as great, the
result can be a peak experience. On the other hand, if it appears to be disappointing,
even high quality of supporting services like accommodation or eating can fully
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Figure 2. Proposed factors influencing the consumer experience within the context of tourism.
related to the theme. The proposed factors influencing the tourists’ experiences are
shown in Figure 2.
In the following discussion it is argued why the selected factors are proposed to be
of importance for the tourist experience. Under each factor suggestions for further
research are outlined.
The physical environment can serve; as a facilitator who enhances the activities in
the service setting; as a socializer who facilitates the interactions between the tourists
as well as the tourists’ interactions with the personnel; as a differentiator when
comparing to competitors (Zeithaml & Bitner, 2003). The same authors point out
that the environment is the outward appearance and external image of the company
and these are critical when it comes to the consumers’ perception of the total service.
This is not only relevant for one organization but also for a destination, i.e. the
experiencescape as was discussed earlier. This is obvious if we look at a tourist
attraction like Kjerag in Norway; a BASE-jumping Mecca. Besides the wild cliff,
factors such as the training facilities, the club, the safety programme, and the
accommodation facilities play a major role in establishing the distinctive image of
Kjerag (Hallin & Mykletun, 2006).
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Bitner (1992) argues that perceptions of the physical environment can lead to
positive (or negative) beliefs and attributions associated with the organization, its
people, and its products. Many organizations working with tourism do not know in
what way the physical environment affect visitors’ behaviour and oftentimes the
physical environments are developed without professional expertise. Even though
substantial research has been carried out in retail settings further knowledge is
needed on how tourism organizations can develop stimulating physical environments
that can lead to a stronger positive consumer experience.
are employed by outside firms are problematic (Gjelsvik, 2002). Some front line
personnel working in tourism organizations are not trained at all for the duties they
are paid to carry out. This is quite common among seasonal workers. When training
is offered, it is often done by the organizations own HRM departments. In a hotel
study it was found that training for skilled workers was focused on organization-
specific knowledge and for un-skilled workers on technical knowledge and service
attitudes (Furunes & Mykletun, 2005). In organizations training for service quality
purposes the emphasis should be on training interactive skills rather than technical
skills (Furunes, 2005). In creative industries there are professionals like actors
trained in performance, body language, gestures etc. People with such backgrounds
could probably be fruitful in many roles such as educators for tourism organizations,
but also as entertainers and value creators. Examples of the two latter are opera
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singing waiters and chefs (e.g. Hanefors & Mossberg, 2003), and actors performing
in theme parks like in Astrid Lindgren’s World (Karlén, 2004). Studies have focused
on employees’ experiences and perceptions of service encounters (e.g. Bitner, Booms
& Mohr, 1994; Gremler, Bitner & Evans, 1994; 1995) but further research in tourism
contexts need to be carried out about perceptions and service roles.
The characteristics, which enable a description of service encounters in general, are
for example customer participation, frequency, availability, durability, degree of
standardization and technology. Despite the research tradition from the mid 1980s
on service encounters, further research is needed on service encounter characteristics
in various tourism contexts but also on methodological approaches. So far most of
the service encounter research has been carried out in other industries.
McAlexander, 1995). Other typical subcultures are sports activities, which demand a
lot of equipment, such as diving, climbing, golfing, skiing, and flying, or subcultures
where the participants have a strong interest of e.g. nature and culture in common.
This is also pointed out by Hallin and Mykletun (2006, p.108) and they cite one
experienced BASE jumper: ‘‘Social gathering in the BASE jumping community
means everything’’. A subculture can enhance value if the participants are members
in a club. When consumption is the key to the kinship it is described in the literature
as a consumption community (Oliver 1999, pp. 39–40). It is based on a sense of
community among participants as well as a sense of belonging to the group felt by
the participants, as they share the same consumption values and behaviours (Oliver,
1999). Another concept is brand community, a specialized, non-geographical linked
community based on relationships between consumers who appreciate the same
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brand (Muniz & O’Guinn, 2001). The consumers might like to show similar lifestyles
that can include living conditions, body, clothes, media habits, etc.
Other tourists who are consuming the same services at the same time can be
compared to what has been called the audience (Silkapit & Fisk, 1985) in the creative
industries. The consumers/audience can all be recognized as co-producers as they are
necessary for the performance and production.
It might be tempting to disregard other tourists (see Figure 2) on the ground that
this factor often is beyond control of the organizations. However, it is more than
likely that, organizations can influence the factor of other tourists a great deal and
that successful organizations also do so. The aspect of other tourists (e.g. influence
on satisfaction and service quality and perception of belonging) has not yet got the
research attention it merits.
otherwise would remain intangible (Gordon, 1986). The same author claims that the
souvenirs can remind of people, places, and events. In another study it was found
that souvenirs prompted tourists to contrast trips with everyday experiences, to
expand their world view, to differentiate the self from others, and to collect authentic
cultural life (Littrell, 1990). Wallendorf and Arnould (1988) even argue that
products/souvenirs purchased on trips are among individuals’ most valued
possessions.
Purchasing a product or a souvenir serves as a tangible way of capturing or
suspending in time an otherwise intangible experience (Swanson, 2004). Studies have
focused on souvenir-purchase behaviour of women tourists (Anderson & Littrell,
1995) and the major reason behind the selection of women is that they make the
majority of gift and souvenir purchases during trips (Littrell et al., 1993).
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Limited research has been conducted about tourists’ products and souvenir
purchase behaviour (Anderson & Littrell, 1995), and the motivations that drive
tourists to purchase particular souvenirs (Onderwater et al., 2000). According to the
latter most previous research has been conducted in the US, where studies have
shown the importance of authenticity as a crucial factor in determining souvenir
choice. Further research is needed on how products, such as food and wine and
souvenirs in general and linked to a theme/story in particular are influencing on
consumer experiences.
Kingdoms around textile, cheese, gold, meals, iron, bears, furniture, etc when
companies are marketing the region together around the same theme. One example is
Kingdom of Crystal (www.glasriket.se), which offers visitors the opportunity to see
the creation of glass in front of the oven. The area includes 15 different glassworks,
which all are accompanied by shops and most of them also have a museum.
However, if many successful examples can be given from the tourist industry only
very limited research has been carried out in the area. Further research concerning
themes and stories related to concept development is needed but also how tourists
perceive the theme/story and how the theme/story is linked to the tourist’s experience
and satisfaction.
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Conclusion
To develop products in tourism a new form of understanding is needed and the
challenge is to develop a crosscutting framework. Drawing on analysis of the tourism
industry as well as of the creative industries in terms of structure and trends together
with literature from mainly marketing provides theoretical grounding for a
framework, which has been presented in the paper (Figure 1). The framework
illustrates the integration between the tourism industry and the creative industries. It
goes beyond the traditional ways of packaging the same type or different types of
products together. The new way is to co-produce the products, which add value to
the tourists. This way of producing is also recommended by the authorities in many
countries, which can be seen in specific programs and projects for tourism and
creative industries (e.g. in Britain, Denmark and Sweden). One example is the
EDDA project – Experience Development of Danish Attractions, which unites 39
very different attractions in a joint development initiative. The goal with this project
is to develop competences in a manner targeted to create solid and strong attractions,
which offer a good experience as the core product and are in a position to meet the
requirements of the future. The project is supported by the Labour Market Holiday
Fund and the Development Fund for Tourist Attractions. The EDDA project
creates the framework for a joint development initiative by the Danish attractions.
The attractions encompass for example art museums, zoos, water parks, city
museums, and gardens. Each attraction proceeds with its own-targeted development
and reaps advantages by doing so as part of interplay with other attractions. The
overall project results lead to knowledge and tools which can benefit many more
than just these included attractions. The aim is that all Danish attractions and the
whole of the Danish tourist business will benefit from the EDDA initiative
(www.odaweb.dk). Another example is FUNK, a growth model for the experience
industry in Sweden (Nielsén, 2006). The model explains how the development of the
creative industries (including tourism) can be stimulated. The key factors in the
model are research, education, enterprises, culture and cooperation between these.
The attempt with the framework in this paper (Figure 1) is to show and discuss a
trend in tourism product development based on what happens in the tourism and the
creative industries today. The main point is to show integration between the
industries in taking advantage of each others knowledge and by co-producing
tourism products.
Marketing Approach to the Tourist Experience 71
Knowledge about what affects the consumers’ experiences are necessary when
developing tourism products – and that is what the second framework is about
(Figure 2). The tourist experience takes place within the experiencescape and no
matter if it is a destination like Arnrike, a factory experience or a visit to a
destination with independent players; the tourist will be influenced by physical
environment, products and souvenirs (Figure 2). The tourists will perceive visual
signals, colours, sounds, artefacts, et cetera and interact with personnel and other
tourists. Also, a theme or a story (real or fictive) about the organization or the
destination can give tourists a more meaningful experience. Themes and stories can
communicate the core values in an understandable and memorable way. The story
becomes a verbal and visual metaphor, which shows the total offering, the total
package, which for tourists hopefully is received as a positive experience. The
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framework provides directions for further research on the topic of enriching tourist’s
experiences. It invites application of the full range of consumer theories developed in
various disciplines to gain a better understanding of factors influencing tourism
experiences.
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