PurposeTo stimulate the discussion in the fields of hospitality, tourism, and leisure on what exactly constitutes "an experience" and how to measure it, we unpack the experience construct into its core constituent elements, namely, emotions. ApproachThe paper reviews insights from psychology and cognitive neuroscience that define experiences as a fine-grained temporal succession of emotions that occur during an experiential episode. Limitations of current methods for measuring experiences are discussed, after which biometric and neuroscientific methods are reviewed that are optimally geared toward measuring emotions as they occur during an experience with fine temporal detail. FindingsAn overview is presented of the available studies within the fields of hospitality, tourism, and leisure that use these methodologies. These studies show that using these methodologies provides a fruitful methodological approach to measuring experiences in real time. Practical implicationsCompanies are constantly seeking to create memorable experiences for their customers. The proposed research methodologies allow companies to get a more fine-grained image of what impacts customers over the course of their experience and to actively integrate the use of emotions into creating experiences, as emotions are key to making them memorable. Originality/valueThe paper sketches the contours of a rapidly emerging framework that unpacks memorable experiences into their constituent element − emotions. It is proposed that this will contribute to a deeper understanding of how consumers experience offerings in the hospitality, tourism, and leisure industry.
During the last years, various media technologies such as Augmented Reality (AR) and Virtual Reality (VR) have gained increased attention in consumer markets and tourism. For theme parks, especially those with rollercoasters, wearable VR devices are expected to be associated with various benefits for tourists' experience. Therefore, adventure park managers with VR rollercoasters have a keen interest in understanding the drivers and psychological mechanisms of their visitors, especially those associated with economic benefits. Against this background, this study provides a conceptual model grounded in the VR and AR literature. The model is then tested in a Finnish amusement park with a VR switchback, and analysed using structural equation modelling. Result show that entertainment value and service quality drive satisfaction and subsequently word of mouth, but results do not confirm the importance on visitors' willingness to pay an extra fee for a VR experience. However, this economically crucial variable is determined by social presence of other people, indicating that visitors are willing to pay for experiencing an immersive experience with other people. Theoretical and managerial implications are derived, and avenues for further research discussed.
Reports from the UN World Tourism Organization, the World Travel and Tourism Council, the European Travel Commission, Amadeus, and other similar organizations are all unanimous, the future of tourism and hospitality is prosperous. Tourism destinations and hotels have suffered paradigmatic shifts from Fordist to post-Fordist and then to neo-Fordist modes of production and consumption. The current century is bringing us new neo-Fordist forms of hotel businesses, and due to the industry’s steady growth, more and more companies are required to develop new perspectives in order to stay relevant and to gain competitive advantage in the various fragmented markets. In an era of impermanency and fluidity, destinations and their businesses are forced to be dynamic and innovative. Considering the current and unforeseen developments in technology, consumption, management and operations, the hotel of tomorrow will not be incrementally but radically different from today. In this context, this article focuses on describing, interpreting and anticipating the changes the hotel industry is expected to face in the coming years. The study uses service design approach and various data collection instruments such as e-Delphi and Lego® Serious Play® to depict how the hotel of the future will be. Involving current and future hospitality and tourism professionals, this study synthesizes three possible scenarios, thus portraying a foresight into the hotel of the future.
This chapter (i) evaluates a Portuguese wine route (the Bairrada Wine Route) created under the EU's Dyonísios Inter-regional Cooperation Programme; and (ii) identifies perspectives concerning its future potential.
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