Professional Documents
Culture Documents
Brand Growth:
Brand Architecture and Brand Extensions
Growing and Sustaining
Brand Equity
Brand Futures:
Technology and Innovation in Branding Strategies
Uniqueness of Experiences
• Etymologically: conscious, everyday, and life experiences.
• Time & context render every experience different despite some degree of similarity.
• An individual cannot have same experience twice.
• Experiences are unique between people – no two people can have same experience.
• Organisations cannot offer experiences but experiential platforms/context.
Experiences as Units
• Identify experiences as units – define beginning and end.
• Helps to understand and evaluate nature of experiences.
• “An experience is not an amorphous construct; it is as real an offering as any service, good or
commodity” (Pine II and Gilmore, 1999).
• Previous economic offerings remain outside the buyer.
• Experiences are personal - a result of interaction between the brand & the individual’s frame of mind.
• Organisations should uses its services as the stage and goods as props to engage an individual.
Experience Dimensions
• Customer participation in experience (passive vs. active participation).
• Connection or environmental relationship that unites customers with the event or performance
(absorption vs. immersion).
Experience Realms
• Entertainment (passive participation and absorptive relationship).
Absorption
Entertainment Educational
SWEET
SPOT
Immersion
Aesthetic Escapist
Experience
Economy COMPANY MARKETING EXPERIENCES
concept
Experiential
EXPERIENTIALY PRODUCTS &
Marketing COMPANY
MARKETING SERVICES
concept
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Experiential Marketing Framework
ExPros SEMs
COMMUNICATIONS
SENSE
VISUAL & VERBAL IDENTITY
FEEL
PRODUCT PRESENCE
THINK HOLISTIC
CO-BRANDING BRAND
EXPERIENCE
ACT
SPATIAL ENVIRONMENTS
RELATE
DIGITAL MEDIA
PEOPLE
PEOPLE
Employees and partners
(Schmitt, 1999)
15
Strategic Experiential Modules (SEMs)
Five types of experiences
Sense
• Appeal to the five senses with the objective of creating sensory experiences.
• Stimulate and delight senses!
• Excite or please.
Feel
• Appeal to customer’s inner feelings & emotions with the objective of creating affective experiences.
• Face-to-face interactions: greatest source of emotions.
• Moods and basic & complex emotions.
• Create positive inwards and outward emotions – avoid negative emotions.
(Schmitt, 1999)
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Strategic Experiential Modules (SEMs)
Five types of experiences
Think
• Appeal to customer’s intellect – create cognitive experiences to engage customers creatively.
• Challenge deeply-held assumptions and beliefs and bring paradigm change.
• Surprise, intrigue, or provoke.
Act
• Aim to affect and enhance physical experiences, lifestyles, and interactions
• Demonstrate alternative ways of doing things.
Relate
• Contain aspects of the above but expand beyond them.
• Relate the individual to ideal self, other people, cultural groups, and create brand communities.
(Schmitt, 1999)
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Understanding Nostalgia
• Etymology: Nostos (return to home or one’s native land) + algos (pain, suffering, or grief).
• “A preference (general liking, positive attitude or favourable effect) towards experiences associated
with objects (people, places or things) that were more common (popular, fashionable or widely
circulated) when one was younger (in early adulthood, in adolescence, in childhood or even before
birth)” (Holbrook & Schindler, 2003, p. 108).
• Bittersweet emotion: combines connection to the past (pleasure, love, warm-heartedness) and sense
of loss (you can never go back to the past).
• Induce nostalgia but limit sense of loss.
• Medical, historical, psychological, and sociological phenomenon.
• Nostalgic about past experiences: childhood and early adolescence.
• Tendency to nostalgia varies over the course of a person’s lifetime.
• Allows a person to maintain his/her identity during transitional periods.
(Havlena & Holak, 1991)
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Orders & Types of Nostalgia
Orders of nostalgia
• Simple Nostalgia: ‘things were better in the past’ - a yearning for return.
• Reflexive Nostalgia: critically analyse the past - ‘was it really that way?’.
• Interpreted Nostalgia: critically analyse the nostalgic experience - ‘why am I feeling nostalgic?’.
Types of nostalgia
• Personal nostalgia: personal level - person reflects on his/her own experience.
• Communal nostalgia: societal level – triggered by epochal changes.
• Marketing intertwines personal and communal nostalgia (evoke former selves & former eras).
Retro: combining the old with the new - usually old style with high
technology.
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Rise of Retro Marketing
Micro Reasons
• People live longer and are more inclined to retrospect and reminisce about their past.
• Creates a sense of community among city dwellers.
• Brands with long history and heritage can boast about it to gain competitive advantage.
• When facing difficulties, resurrect successful campaigns from the past.
• Softens the hard sell.
Macro Reasons
• Nostalgia is characteristic of societies experiencing turbulence and transformation.
• Nostalgia triggered by the rise of ecological concerns and emphasis on conservation and protection.
• People yearn for less stressful times due to fast pace of technological change.
• Global brands seek to communicate their contribution to local community.
• Stylistic innovation is impossible.
• Characteristic of post-modernism.
(Brown, 1999)
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Retro Branding
“The revival or re-launch of a product or service brand from a prior historical period, which
is usually but not always updated to contemporary standards of performance, functioning or
taste” (Brown et al., 2003a, p. 20).
Arcadia
• Utopian sense of past worlds and communities – idealised brand community.
• Past is seen as a special, magical place.
Aura
• Authenticity is vital to branding - uniqueness is a required aspect of brand identity.
• Authenticity relates to brand essence - the core brand values – unique brand elements
Antinomy
• Intrinsic paradoxes: a simultaneous presence of old and new, traditional and contemporary.
ANTINOMY + 3A’S
ARCADIA
Pseudo-Community Real Community
Idealised Community
Amoral Moral
Setting
Core Reading:
• Chapter 5 in Lalaounis, S.T. (2020). Strategic Brand Management and Development: Creating and Marketing
Successful Brands. London: Routledge.
Supplementary Reading:
• Brown, S. (1999). Retro-marketing: yesterday’s tomorrows, today!. Marketing Intelligence & Planning, 17(7), 363-376.
[Available on ELE]
• Brown, S., Kozinets, R. V., & Sherry Jr, J. F. (2003a). Teaching old brands new tricks: Retro branding and the revival
of brand meaning. Journal of Marketing, 67(3), 19-33. [Available on ELE]
• Pine II, B. J., & Gilmore, J. H. (1998). Welcome to the experience economy: As goods and services become
commoditised, the customer experiences that companies create will matter most. Harvard Business Review, 76, 97-
105. [Available on ELE]
• Schmitt, B. (1999). Experiential marketing. Journal of Marketing Management, 15(1-3), 53-67. [Available on ELE].
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References
• Brakus, J. J., Schmitt, B. H., & Zarantonello, L. (2009). Brand experience: What is it? How is it measured? Does it affect loyalty?. Journal of
Marketing, 73(3), 52-68.
• Brown, S. (1999). Retro-marketing: yesterday’s tomorrows, today!. Marketing Intelligence & Planning, 17(7), 363-376.
• Brown, S., Kozinets, R. V., & Sherry Jr, J. F. (2003a). Teaching old brands new tricks: Retro branding and the revival of brand meaning. Journal of
Marketing, 67(3), 19-33
• Brown, S., Kozinets, R. V., & Sherry, J. F. (2003b). Sell me the old, old story: Retromarketing management and the art of brand revival. Journal of
Customer Behaviour, 2(2), 133-147.
• Coxon I., (2015). Fundamental Aspects of Human Experience: A Phenomeno(logical) Explanation. In P. Benz. (Ed.), Experience design: concepts and
case studies. London: Bloomsbury.
• Davis, F. (1979). Yearning for yesterday: A sociology of nostalgia. New York: The Free Press.
• Havlena, W. J., & Holak, S. L. (1991). The Good old days: Observations on nostalgia and its role in consumer behavior. Advances in Consumer
Research, 18, 323-329.
• Hodder, I. (2012). Entangled: An archaeology of the relationships between humans and things. Chichester: John Wiley & Sons.
• Holbrook, M. B., & Schindler, R. M. (2003). Nostalgic bonding: Exploring the role of nostalgia in the consumption experience. Journal of Consumer
Behaviour, 3(2), 107-127.
• Lalaounis, S. T. (2020). Strategic brand management and development: Creating and marketing successful brands. London: Routledge.
• Pine II, B. J., & Gilmore, J. H. (1998). Welcome to the experience economy: As goods and services become commoditised, the customer experiences
that companies create will matter most. Harvard Business Review, 76, 97-105.
• Pine II, B. J., & Gilmore, J. H. (1999). The Experience Economy: Work is theatre & every business a stage. Cambridge: Harvard Business Press.
• Pine II, B. J., & Gilmore, J. H. (2011). The experience economy (Updated Edition). Cambridge: Harvard Business Press.
• Schmitt, B.H. (1999b). Experiential Marketing: How to get customers to sense, feel, think, act, relate. New York: The Free Press.
• Schmitt, B.H. (2011). Experience Marketing: Concepts, frameworks and consumer insights (Vol. 5, No. 2). Boston: Now Publishers.
DR SOTIRIS T LALAOUNIS