Beruflich Dokumente
Kultur Dokumente
Economy
SERVICES, ECONOMY AND INNOVATION
Series Editor: John R. Bryson, Professor of Enterprise and Economic Geography,
School of Geography, Earth and Environmental Sciences, The University of
Birmingham, UK and Distinguished Research Fellow, Foundation for Research in
Economics and Business Administration (SNF), Bergen, Norway
An ever-increasing proportion of the world’s business involves some type of service
function and employment. Manufacturing is being transformed into hybrid pro-
duction systems that combine production and service functions both within manu-
facturing processes as well as in final products. Manufacturing employment
continues to decline while employment in a range of services activities continues to
grow. The shift towards service-dominated economies presents a series of chal-
lenges for academics as well as policy makers. The focus of much academic work
has been on manufacturing and until recently services have been relatively
neglected. This is the first series to bring together a range of different perspectives
that explore different aspects of services, economy and innovation. The series will
include titles that explore:
This series is essential reading for academics and researchers in economics, eco-
nomic geography and business.
Titles in the series include:
Edited by
Jon Sundbo
Professor of Innovation and Business Administration,
Department of Communication, Business and Information
Technologies, Roskilde University, Denmark
Per Darmer
Associate Professor, Department of Organisation, Copenhagen
Business School, Denmark
Edward Elgar
Cheltenham, UK • Northampton, MA, USA
© Jon Sundbo and Per Darmer 2008
Published by
Edward Elgar Publishing Limited
The Lypiatts
15 Lansdown Road
Cheltenham
Glos GL50 2JA
UK
2008023888
Printed and bound in Great Britain by MPG Books Ltd, Bodmin, Cornwall
Contents
Contributors vi
Index 253
v
Contributors
Jørgen Ole Bærenholdt, associate professor in geography, Department of
environmental, social and spatial changes, Roskilde University.
Henriette Christrup, associate professor in performance design,
Department of Communication, business and information technologies,
Roskilde University.
Per Darmer, associate professor in organization, Department of organiza-
tion, Copenhagen Business School.
Malene Gram, associate professor in Cultural Studies, Aalborg University.
Peter Hagedorn-Rasmussen, associate professor in business administration,
Department of Communication, business and information technologies,
Roskilde University.
Michael Haldrup, associate professor in geography, Department of envir-
onmental, social and spatial changes, Roskilde University.
Ann Hartl, senior researcher in leisure management, the business academy
CEUS, Nykøbing Falster.
Jan Krag Jacobsen, associate professor in performance design, Department of
Communication, business and information technologies, Roskilde University.
Erik Kristiansen, PhD scholar in experience and IT, Department of
Communication, business and information technologies, Roskilde
University.
Jonas Larsen, associate professor in social sciences, Aalborg University.
Bjørn Laursen, associate professor in performance design, Department
of Communication, business and information technologies, Roskilde
University.
Flemming Sørensen, assistant professor in leisure management, The busi-
ness academy CEUS, Nykøbing Falster.
Jon Sundbo, Professor of innovation and business administration,
Department of Communication, business and information technologies,
Roskilde University.
vi
Contributors vii
1 THE EXPERIENCE
1
2 Creating experiences in the experience economy
Experiences are manifold. They challenge all senses. Some have a very
physical core (such as adventure tourism, for example climbing moun-
tains), others are physically very passive (such as watching a theatre play).
Some are mentally demanding (such as a movie can be), others less so (such
as staying at a designer (boutique) hotel). Some involve technology, often
ICT (such as computer games), others practically no technology (such as
playing football). Some are passive entertainment (such as watching TV),
others are active learning (such as experience-based learning on the
Internet (edutainment)). In some cases, for example tourism, the users or
consumers come to the place where the experience is produced. In other
cases, for example entertainment on mobile phones, the experience is sent
to the users’ place. This book reflects this wide variety of experiences and
the circumstances in which they are constructed, produced, received and
perceived by the audience. The book neither can nor should cover all kinds
of experiences, but the chapters of the book will present a wide variety of
them.
The book discusses culture and the cultural and social impacts of experi-
ences. However, it is not a book on art and a culture-based critique of the
society, such as Adorno (1975) produced in the 1950s. Instead of consider-
ing experiences to be art only, the book presents a broader view of experi-
ences; they also include sports, tourism, town festivals etc. The book
emphasizes that both large companies and small entrepreneurs see new
business opportunities in the experience economy. Technology is also
emphasized; however, it is not the technological development in itself, but
its relation to and integration in experiences which makes technology
important. Some predict that most jobs and economic growth will be
created in technology-based global experiences within fields such as the TV,
Internet and mobile phone-based experience services and computer games.
still being produced, but the consumers are moving towards the experience
economy. Experiences have a high value for consumers and the demand for
experiences is increasing. Consumers are therefore willing to pay a high
price for experiences and experience production becomes very profitable.
However, competition also increases, which calls for innovation of new
experience products to make experience firms stay competitive. Therefore,
it is crucial to firms to construct their experiences the right way.
Pine and Gilmore (1999) and Jensen (1999) emphasize that the experi-
ence economy is not yet fully developed. They argue that that is the direc-
tion in which we are heading. At present we stand on the brink of the
experience economy, and companies and organizations that realize this
will gain a competitive advantage, as the development of the experience
economy is there, and those who embrace it will benefit, compared to those
that avoid or ignore it. ‘The experience economy is here to stay, it is part
of the public debate, part of the considerations of the companies, in
Denmark, in the Nordic countries, in the whole Western world’ (Jensen,
1999, p. 14).
The main experience industries (where experience is the core product)
count for about 8–12 per cent of GNP and employment and are among the
fastest growing industries (measurements of the experience economy can for
example be found in Caves, 2000; Department for Culture, Media and Sport,
2001; KK Stiftelsen, 2003; Erhvervs/kulturministeriet, 2000). Furthermore,
experiences are sold as additions to goods and services, activities whose size
is unknown because they are not measured in economic terms.
In the earlier stages of the economic development, the production of
products was more or less related to needs. The consumers wanted com-
modities, goods and services to satisfy their needs for survival, later for
materialism, knowledge and solving problems (which the service sector
provided). Now they want to have an interesting life, experience new
aspects of life or new places, be entertained and learn in an enjoyable way.
Customers are now looking for more than the mere product or service.
Experiences fulfil this need.
Public institutions such as museums, municipal culture centres and
broadcast companies become part of the experience economy and are
increasingly forced to operate under market conditions. Many experiences
are produced by volunteers, organized either in associations or in loosely-
coupled networks (for example, rock festivals). Municipalities and other
public authorities are often partners in experience activities such as town
festivals. Such mixed public–private-market based events are part of the
experience economy and result from the demands of the market within an
experience economy. Sport clubs are often mixed amateur and professional
organizations. The creation of new experiences becomes a prerequisite for
4 Creating experiences in the experience economy
success even for public institutions and voluntary associations and groups.
This book is useful for understanding the conditions for such developments.
The focus of the book is on creation of experiences. The aim of the book
is to contribute to the understanding and knowledge of experience creation
and to do so by presenting diverse and innovative perspectives upon expe-
rience creation. Hence the book establishes a more solid foundation for
making better and more complex analyses of experience creation, which
pave the way for developing analytically based and innovative experiences
in experience firms and institutions.
It is experience creation that goes beyond the pure production of experi-
ence that is what the book is all about. Experience creation is a broader
concept than experience production, it captures the idea that experiences are
more than a product to be produced. It is an experience to be constructed. It
is the creation of the story or the theme or whatever the experience might be.
Besides the production the process of experience creation may involve all or
some of the following: the design, management, organization, marketing, sale
and usage of the experience (how the users receive the experience). How many
of these are involved in the process, and to what extent, differs from experi-
ence to experience, but the process of experience creation always involves
some of them: it is just their combination which varies from case to case.
The book is based on the sciences, mainly the social sciences, but also the
humanities and even natural sciences, such as the physiology of the senses
and IT programs. Although the book is science-based, it does not only
consist of theoretical, academic analysis of the way experience firms or
institutions produce and construct experiences and how they are received
by the public (which have been treated in anthropological literature, for
example O’Dell and Billing, 2005). It also provides understandings and ele-
ments of experience creation by taking a broader perspective that looks at
the circumstances of experience creation.
The book emphasizes that experience creation is not an easy task with a
straightforward recipe. Experience creation is a complex matter, and the
book helps researchers, practitioners, and all others with an interest in
experience creation, to analyse and develop experience creation (there
ought to be a wide range of people, as the experience economy is staring us
right in the face). The book does this with the knowledge that experience
creation differs from field to field and amongst organizations. The theatre
company cannot copy the experience creation from the travel agency or
even the film company.
Introduction to experience creation 5
importance for the same customer within one broadcast (even several
times). This approach to experiences and customers implies that experi-
ences are defined from what interests the customers and what they there-
fore purchase.
Authenticity is discussed in some chapters of the book. It is emphasized,
amongst other things, in tourism, where there is a discussion about how
vulgar and artificial attractions can be. Authenticity is analysed in relation
to experience creation with no predetermined moral or aesthetic position.
Further, one may discuss what authenticity means. Sand and palms that
attempt to create an illusion of a Pacific island in a shopping centre may be
said not to be authentic. However, a shopping centre is a place where some
of the citizens use a part of their life, thus a shopping centre may be claimed
to be authentic. People know that the sand and palms are not a Pacific
island, but a decoration and illusion. They assess it as such. The sand and
palms may also be claimed to be authentic as illusions in shopping centres.
Experiences are also used as an addition to goods and services and as a
marketing tool, for example as storytelling about the firm, the good or the
service. In that respect the experience is a production and economic factor
that must be constructed. One might have moral or political opinions on
commercials and storytelling about firms, but they are nevertheless a part
of the economic system.
The book falls into three broad areas. The different parts include chapters
with the same theme (reflected in the heading of the part) but with different
perspectives on the theme and different empirical fields of application. The
common thread of the book has to be found in its quest for understanding
experience creation and its various aspects, though from different perspec-
tives rather than being a fixed understanding of experience creation.
The experience economy is a relatively new field of research, and experi-
ence creation is a unique new way of looking at experiences introduced in
this book. Therefore, the contribution of the book is to explore the possi-
bilities of the concept rather than to present a completed ‘recipe model’ of
experience creation. Such an endeavour might come in a later book. The
present book will enjoy, rejoice in, learn and gain knowledge from the
diversity of experience creation.
Introduction to experience creation 9
The three parts of the book are experience creation designs, the man-
agement of experience creation and consumer perception of experience cre-
ation (how users receive and interpret experiences).
The chapters in this part of the book investigate specific experiences and
how they are designed. Three different design processes are treated, demon-
strating the variations in experience design.
In Chapter 2, ‘The food and eating experience’, Jacobsen is concerned
with the way the experience of meals is designed and how food and the
development of society are related. The creation of food culture reflects
how the inhabitants of a society gather, produce and consume food. In
today’s developed societies, day-to-day meals have become an experience.
Food is turned even more into an experience, rather than a necessity, as it
is a minor part of the average income (approximately 10 per cent) which is
spent on food. The chapter reveals how the eating experience is constructed
and how that creation has developed over past decades.
In Chapter 3, ‘Designing innovative video games’, Kristiansen presents
various forms of video games, and how they are designed. A video game is
a rather complex experience creation as it is constructed in the interaction
of the player (consumer) and the game. Video game design is a combina-
tion of technological development and social fantasy. The chapter dis-
cusses how the understanding of gameplay influences the innovation and
design of video games.
In Chapter 4, ‘What makes Rome: ROME?’, Laursen examines the
complex processes of the individual consumer when he/she is experiencing
their surroundings and tries to figure out what is and what is not of
significance. Laursen illustrates this by looking at Rome and places in the
city and their significance for the tourist or traveller in Rome. The analysis
emphasizes how Rome is designed as an experience and as a memory. The
chapter also discusses the consequences of consumer’s experiences of
significance for the experience industry in general and the tourist providers
in particular.
Where the focus in the first part is on specific experiences and the design of
them, the focus in the second is on the creation process and the manage-
ment of it. The chapters analyse how the creation process is organized and
how different social actors participate in the creation. Experiences are
seen as holistic, which means including more than the core experience.
10 Creating experiences in the experience economy
The chapters in this area of the book are all primarily concerned with the
way the experiences affect and are perceived by the consumers. How does the
consumer perceive and react to the experience creation, and how can experi-
ences be made to fit the needs of the consumers? This is important know-
ledge if one wants to construct new experiences or improve existing ones.
Introduction to experience creation 11
The book has been written by a team of researchers from the Centre of
Experience Research at Roskilde University, Denmark, and its associate,
the Centre for Leisure Management at the business academy CEUS in
Nykøbing Falster, Denmark. Since 2005, this research group has made an
effort to research the most important developments within experience pro-
duction and use in society. This book is one result of this research.
Experience creation is considered essential in the development of the expe-
rience economy and is related to innovation and performance design:
12 Creating experiences in the experience economy
design of plays, events and other experiences where the experience pro-
viders and the audience meet face-to-face. The latter two disciplines are
part of the research work.
The book is the result of a grant from the EU social fund, which was
given to develop experiences in the Lolland-Falster region in Denmark.
REFERENCES
‘When you wake up in the morning, Pooh,’ said Piglet, ‘what’s the first thing you
say to yourself ?’
‘What’s for breakfast?’ said Pooh. ‘What do you say, Piglet?’
‘I say, I wonder what’s going to happen exciting to-day?’ said Piglet.
Pooh nodded thoughtfully. ‘It’s the same thing,’ he said. (A.A. Milne: Winnie-
the-Pooh, 1926)
The role of food and eating has changed fundamentally over the last 50
years in the modern affluent societies of the Western world and in their likes
elsewhere. This chapter describes the change and ventures into the possi-
bilities for developing several kinds of food-based scenarios relating to this
part of the experience economy.
Winnie-the-Pooh demonstrates his deep insight into the significance of
food and eating. In his time, in the 1920s, food was in short supply and large
numbers of Europeans were undernourished, as is the case today in many
places around the world.
Nowadays, in affluent societies, food is no longer a scarce and expensive
basic commodity; rather, it has become a fairly cheap medium for experi-
ences. Food was formerly mostly produced and consumed locally. Imported
foods were for the rich. Today foods from all over the world are on display
in every supermarket at astonishingly low prices.
1 FOOD CULTURE
The use of the concept food culture has accelerated and its meaning has
changed. Earlier, in the Danish language, it had a flavour of high culture.
In other countries and languages the meaning of food culture might be
different. A person having food culture knew about exquisite cuisine and
fine table manners. Today, the meaning has changed to a more neutral and
anthropological meaning of eating habits reflecting the fact that the
modern globalized world has several food cultures. Food has always been
of great economic interest. Wars have been fought over foods. Now the
13
14 Creating experiences in the experience economy
growing attention to food culture has made nutrition, health and the food
experience economy parts of the political agenda.
Modern food passes through a long and complicated pathway from
nature to table and a food culture is constantly being created by the inter-
play of raw materials, tools, recipes, skills and so on and it is formed by
climate, geology, history, aesthetics, morals, traditions, politics, economy,
power relations, technology, knowledge, education and the rest.
Food culture is an important key to understanding a society or group.
‘You are what you eat’, goes a popular saying. Acquiring the food culture
of the group in which you grow up is a pivotal part of your socialization
process. The preference for certain foods and eating habits is the last thing
an immigrant drops.
It is obvious to most people that established art forms like music, theatre,
cinema, painting, visual arts, literature and architecture are natural parts of
the modern experience economy, but for food and eating, the situation
seems different. Maybe it is because eating is a fundamental and ubiquitous
biological activity. This issue will be treated in greater depth later in the
chapter. Whatever, it is interesting to note that the word culture is derived
from the Latin word cultura, meaning the cultivation of land.
From an experience economy view, it is fruitful to regard kitchens and
tables as stages where we, at least three times a day, produce and experience
phenomena with immense economic and cultural consequences.
Colloquially the terms taste and flavour are used synonymously to describe
the sensations experienced when consuming food. But in the physiological
literature taste is connected to the mouth and flavour to the nasal cavity. To
understand some crucial aspects of the eating experience it is necessary to
venture – a little – into the physiology of the senses.
16 Creating experiences in the experience economy
The taste buds on the surface of the tongue and parts of the mouth
epithelium are receptors of the five basic tastes: sour, sweet, salt, bitterness
and umami.1 In the mouth and throat we also experience texture, temper-
ature, false coolness,2 spiciness3 and astringency.4 Some researchers add a
disputed sensation of fat (Rolls et al., 1999). The impulses creating these
sensations in the brain are conveyed by the trigeminal nerve and enter the
brain through the thalamus.
The receptor neurones for flavour are situated in the 10 cm2 olfactory
epithelium situated in the roof of the nasal cavity. The volatile flavour mol-
ecules reach the receptors either through the nose or from the back of the
mouth. The signals from the receptors enter the brain through the olfactory
bulb situated just above the nasal cavity. This system can distinguish between
many hundreds of flavours. It makes up a relatively large part of the DNA
and is a very old part of the brain. No wonder that a food searching system
is a very ancient and important part of the nervous system. How this system
works in detail is still rather unclear. The signals from the receptors enter
directly into the parts of the brain where emotions, memory, sexuality and
motivation are processed: the limbic system. Odour information is stored in
the long-term memory and has strong connections to emotional memory.
It is rather easy to decide whether a food is salt, sweet, sour or bitter, or a
combination of these tastes, and find the right words to express the sensa-
tion. It is much more difficult to identify and describe a flavour. The use of
language poses a fundamental problem in relation to the kind of sensual
experiences offered by the olfactoric system. A cognitive and linguistic frame-
work cannot capture the experience. This is the problem of the wine expert.
He/she can easily determine and communicate the taste of the wine, but the
flavour poses problems. The metaphors used are often rather funny, such as
leather, tobacco, forest floor, old ladies violets, and so on. Interestingly, the
flavour is often the expensive and fickle part of a wine.
The flavour of food communicates by reverberating with emotions and
long-forgotten memories sometimes outside the reach of language and
consciousness. Everybody is familiar with the experience that a certain
smell or the flavour of a food may trigger emotions difficult to explain.
Often the emotions are felt before it is realized that they are caused by a
smell. Sometimes the experience can be put into words and sometimes not:
‘Oh, it smells like my aunt’s sponge cake.’
A famous example of this phenomenon is found in the novel A la
recherche du temps perdu (1913–27) by Marcel Proust. The narrator tastes
a Madeleine cake soaked in lime blossom tea:
I raised to my lips a spoonful of the tea in which I had soaked a morsel of the
cake. No sooner had the warm liquid mixed with the crumbs touched my palate
The food and eating experience 17
than a shudder ran through me and I stopped, intent upon the extraordinary
thing that was happening to me. An exquisite pleasure had invaded my senses;
something isolated, detached, with no suggestion of its origin. . . . I put down
the cup and examined my own mind. It alone can discover the truth . . . And I
begin to ask myself what it could have been, this unremembered state which
brought with it no logical proof, but the indisputable evidence, of its felicity, its
reality, and in whose presence other states of consciousness melted and van-
ished. . . . And as soon as I had recognized the taste of the piece of madeleine
soaked in her decoction of lime-blossom which my aunt used to give me . . .
immediately the old grey house upon the street, where her room was, rose up like
a stage set to attach itself to the little pavilion opening on to the garden which
had been built out behind it for my parents. (Shortened)
The French Symbolists, among them Charles Baudelaire in the late 19th
century, were obsessed with perfume and scent. And the interest in scent
seemed widespread at the time. Mary F. Fleischer (2007) interprets this as
a response ‘to the fragmented, dehumanized, and materialistic qualities of
modern life’ and ‘the Symbolists’ fascination with the more “primitive” and
intangible senses of taste touch and smell, and their interest in discovering
new “languages” of sensation’.
The modern market is booming with perfumes for both men and women
and there is a tremendous focus on the taste and flavour of food. This
could perhaps be interpreted as a response to the fragmented, dehuman-
ized and materialistic qualities of modern life and at the same time
expressing these conditions as the luxury consumption of mass industrial
products.
The eating experience is essentially personal and is therefore influenced
by the eater’s individual physiological and psychological make-up, history,
ethical attitude, current mood and, do not forget, degree of hungriness. But
external factors like the setting, company, light, temperature and the rest all
make a crucial contribution to the way the food and the eating are perceived
and experienced.
The German sociologist Georg Simmel has beautifully described how
individual eating is a biological response to hunger when, in company with
others, it leads to a profound social experience.
Yet because this primitive physiological fact is an absolutely general human one,
it does indeed become the substance of common actions. The sociological struc-
ture of the meal emerges, which links precisely the exclusive selfishness of eating
with a frequency of being together, with a habit of being gathered together such
as is seldom attainable on occasions of a higher and intellectual order. Persons
who in no way share any special interest can gather together at the common
meal – in this possibility, associated with the primitiveness and hence universal
nature of material interest, there lies the immeasurable sociological significance
of the meal. (Simmel, [1910]1997)
18 Creating experiences in the experience economy
These words of Georg Simmel are put into perspective by the discovery of
the mirror neurones in the brain of primates and the fairly large amount of
evidence suggesting that they are also present in the human brain. Certain
neurones are active in the brain of a macaque monkey eating a nut, as are
the same neurones in another macaque seeing the first one chewing the nut.
These neurons are very important in the process of learning and social
organization since they seem to be responsible for the ability to imitate and
feel empathy (Rizzolatti and Craighero, 2004). This is in accordance with
the fact that the food and eating experience can only unfold its full poten-
tial in company.
Eating is a combined body and mind experience. The body tastes, smells,
sees, hears, feels and digests the food. The mind reads the food consciously
and unconsciously in the form of activated emotions and memories. In his
worldwide studies of attitudes towards food, the anthropologist Claude
Lévi Strauss ubiquitously met the division of the edible in two categories
according to good and bad emotions. One of the puzzles of food culture
studies is why some potential foods become regarded as edible and others
not.
A Danish cookbook published in 1837 states that the smile of the house-
wife is the most important spice (Mangor, 1837). ‘A good meal with good
company is a pleasure; so is foreplay and lovemaking; so is a good shit’,
writes the grand old man of performance theory, Richard Schechner
(2007). The total response of the body is at play in the food and eating
experience.
B.J. Pine and J.H. Gilmore (1999) coined the concept transformation to
designate possible long-standing effects of an experience. The food experi-
ence has a long time effect on the body indeed. Obesity, alcoholism and a
number of cardiovascular diseases are caused by a long row of probably
excellent food experiences. The food experience provider has to face this
ethical problem. A chef may serve a dinner far removed from the recom-
mendations of leading nutritionists. And we can consume such foods once
in a while without problems. But it becomes another story if this dinner is
promoted on television or is served as the daily menu in a company canteen.
Chefs have become celebrities, trendsetters and role models and this
involves an ethical responsibility for the health of their disciples.
The food passes through many hands, processes and machines on its way
from nature to the body of the consumer where it is ultimately processed
and delivered back to nature. Each link in this chain contributes both mate-
rially and immaterially to the eating experience and should be considered
as fields of interest in the development of the food and eating experience.
The contributions of some of these links may be obvious and recognizable,
others may be subtle and hidden. The people working along the chain may
be regarded as more or less visible performers engaged in many kinds of
performances, ranging from the application of technical knowledge to
mere theatrical appearances.
Let us follow a product, for example milk, through its complicated
pathway from nature to cheese and back to nature and let us begin in the
pasture. The taste of the cheese will depend heavily on the species of plants
and dairy cattle. The stories which can be told will be very different accord-
ing to whether it is monoculture grassland or a wild mountain hillside.
Terroir is a widely used French concept summing up the local natural
environment and microclimate in relation to food production. Terroir is a
basic ingredient in food-related storytelling, featuring, for example, the
vineyards of Bordeaux and Burgundy or the cork oak woodland in Spanish
Estremadura where the famous iberico hams grow on the black-footed
hogs.
A story about cattle staying in a stable all year round and eating any
cellulose-containing product a ruminant is able to digest, such as paper, will
probably not be told publicly at all by the producers of milk, but perhaps
by some critical food writer who unveils a fake story about how the milk
really comes into being.
Thousands of different kinds of cheese are produced. The milk may be
raw or pasteurized as it is processed into cheese. Many kinds of micro-
organism may be involved and several kinds of procedures and hygienic
measures may be used and will result in different sensual experiences in the
body of the consumer.
Every aspect of the cheese has a story. Small dairies and big cheese indus-
tries make different stories, and the stories are told in all kinds of media
from advertising to critical reviews in food magazines.
To work positively in the long run the stories have to be true. The
Scandinavian dairy giant ARLA manufactures, on a large scale, a gastro-
nomically totally uninteresting cheese. It is promoted in nostalgic TV
advertisements showing an old-fashioned dairyman crying as his beloved
cheeses leave the old small picturesque dairy in a Ford T. Such attempts to
activate romantic fantasies on false premises are numerous in the modern
food business. It may in the long run damage the image not only of ARLA
but of the whole food industry. Can we trust the quality and safety of the
20 Creating experiences in the experience economy
Food is consumed in many places other than homes and restaurants. Some
experiences more exquisite than others are created in public tax-financed
institutions: kindergarten, schools, jailhouses, hospitals, rest homes and so
on. It is an obvious task for the public authorities to participate in the devel-
opment of the food and eating experience. It will benefit the users and there
may be good economic reasons for doing it.
The quality of the food in hospitals is a heavily debated issue – not only
the quality of the food but also the way it is served and the environment in
The food and eating experience 21
B.J. Pine and J.H. Gilmore (1999) state that a cup of coffee worth 50 cents
can be enjoyed at the Caffé Florian at the famous Piazza San Marco in
Venice for the price of 15 dollars because, as the waiter claims, it is worth
it. The coffee is certainly excellent but it has not this worth for anybody in
any situation. If one just wants to ingest some caffeine to stay awake the
rest of the day, it certainly does not. Listening to the band playing in the
piazza and looking at all the other wealthy coffee drinkers in the splendid
décor might be agreeable, but perhaps not an experience worth 15 dollars.
But if you are familiar with Italian coffee qualities and rituals and Venetian
history and the history of the Caffé Florian and what has taken place there
since it opened in 1720, and you are familiar with the influence of French
Rococo on Italian Baroque and can appreciate contemporary artists
playing with the stylistic codes of the old rooms of the café, maybe you will
find 15 dollars for a cup of coffee a reasonable price.
The exquisite eating experience is a question of cultural capital. It is a
dialectic experience produced by skilled actors and skilled consumers
qualified to enjoy the experience. Jesus Christ argued in ‘The Sermon on
the Mount’ that one should not cast pearls before swine. Seen from the
swine’s point of view, it would be silly to purchase pearls if they do not
know how to appreciate them. Translated to the food business this means
that, if you want to produce and sell a high-quality food product you have
to educate the customers to value it. This is especially true in the modern
market’s cornucopia of every imaginable kind of food of every quality from
all over the world.
Acquiring a taste is a social learning process and therefore providing
food experiences requires a new supplier approach. The supplier is not just
a manufacturer and service supplier but also a teacher and a pedagogue fol-
lowing his/her product all the way to the bowel of the consumer. It is nec-
essary to supply and educate at the same time, especially when new kinds
of experiences are introduced. As children, we were disgusted by many of
22 Creating experiences in the experience economy
the foods we enjoy as grown-ups: dark chocolate, wine, spirits, beer, chilli,
strong cheeses, pickled fish and so on.
Some 25 years ago, a Danish supermarket chain (Irma) imported an
internationally highly appreciated product, namely first-class Argentine
beef. It was impossible to sell it in Denmark even when the price was set
rather low. The customers got scared by the smell and dark colour of the
product and thereby missed an exquisite beef experience. But times are
changing and the general knowledge of gastronomic value has risen.
Today, several restaurants in Copenhagen are successfully selling Japanese
Wagyu beef at astronomic prices.
The wine industry can be an inspiring model for development of high-
priced exquisite food experiences. A vintage bottle of burgundy pinot noir
such as Romaneé Conti can obtain prices close to 2000 dollars at an auction
and the buyer will not even know if it is drinkable. Burgundy is an agricul-
tural product like oat flakes and both have been branded for several hundred
years, but their concept formations are very different. The wine industry has,
over several hundred years, developed a very large body of knowledge com-
bined with a comprehensive terminology and an evaluating and rating
system able to classify the very vast number of wines and determine their
market value with astonishing accuracy. This would not have worked if the
customers were ignorant wine buyers. The pedagogic effort to communicate
insight in the world of wine has been flamboyant in books, newspapers, wine
magazines, courses, wine travels and the rest. If oat flakes had been submit-
ted to a like treatment, grand cru oat flakes from different terroirs would
probably have been offered at high prices in the supermarkets.
The host, visible or not, has a paramount influence over the eating expe-
rience. You do not enjoy a meal cooked or served by someone you do not
like or who is an enemy. It is a question of confidence and the history of
hospitality shows different strategies to obtain this confidence. One is the
tasting ritual by a person, such as the cupbearer whose job it is to die if the
food is poisoned. The old duty of the host to ensure that the food is edible
can be seen in today’s wine ritual. The host pours a sip of wine to himself
and checks the quality. He then serves the guests and finally himself (Visser,
1992).
In modern food production this responsibility for the quality of the expe-
rience is distributed among the links of the long and complicated global-
ized food production chain. This may result in a certain amount of
irresponsibility of the operators. Who carries the responsibility for a sal-
monella infection acquired by eating a chicken? Is it the Thai chicken
breeder, the Chinese provider of poultry food, the German slaughterhouse,
the Danish retailer, the public food control system, the cook or the diner
himself ?
A lot of food scandals and the frequent debate in the media concerning
food safety indicate a widespread lack of confidence in the food-providing
system. The official food control agencies which today are supposed to
perform the ancient duties of the cupbearer are far from living up to their
responsibility. This is a fundamental and severe malfunction of the modern
society, which every organizer of food events has to cope with.
The host creates the frames in which the eating takes place, and the frame
creating is an important part of the food experience economy. A McDonald
restaurant or a Rain Forest Café, is not just a feeding station and today
every restaurant puts a fair amount of money into the décor and into what
could be called the script of the restaurant; that is to say, the way the staff
and guests are supposed to act. The restaurant design business has its stars,
such as Terence Conran.6 Japanese sushi and tempura have their rules, and
renaissance food should be eaten with the fingers. The imagination has no
limits. In the restaurant Blindekuh in Zürich in Switzerland you are served
by a blind staff and eat in complete darkness. Madeleines Madteater in
Copenhagen is run by a chef and a film director and fuses theatre, restau-
rant and laboratory in a former 1000 square metre industrial building.
Tickets are sold through the ordinary ticket agencies on the Internet. The
show lasts three hours and is a meticulously planned sensorial experience
(Jacobsen, 2008). Dinner in the Sky in Amiens in France takes place at a
table suspended at a height of 50 metres.
‘Cooking is a language through which all the following properties may
be expressed: harmony, creativity, happiness, beauty, poetry, complexity,
magic, humour, provocation and culture’, states Ferran Adria, chef at the
24 Creating experiences in the experience economy
Consequently the sensuous aspect of art is related only to the two theoretical
senses of sight and hearing, while smell, taste, and touch remain excluded from
the enjoyment of art. For smell, taste, and touch have to do with matter as such
and its immediately sensible qualities. (Korsmeyer, 1999)
9 LA NOUVELLE CUISINE
The cook has become a star and sometimes also an oracle widely used in
the media for many other purposes than just cooking.
There has always been an element of the hustler/showman in the great chef.
From Carême’s extravagant pièces démontées, best-selling cookbooks, and
careful career management through Escoffier’s shrewd partnership with César
Ritz10 and on into the television age, smart chefs have known that simply
cooking well is not enough – The mood, the lighting, interior decoration, uni-
formed service staff, the napkins and silver, background music, and erotically
descriptive menu text all conspire to create an environment for customers not
different from a stage set. (Bourdain, 2006)
reflections not only on the métier itself but also on general matters. Leading
cooking schools such as the Culinary Institute of America, now teach
rhetoric and literature analysis.11
A modern celebrity chef is not just a skilled and inventive cook. The
British chef Jamie Oliver, The Naked Chef, is a business conglomerate com-
prising a long range of food products, kitchen equipment of all kinds, table-
ware, television programmes, DVDs, books, several social projects and so
on. He probably does not cook much himself any more.
As Nordic chefs we find that the time has now come for us to create a New
Nordic Kitchen, which in virtue of its good taste and special character compares
favourably with the standard of the greatest kitchens of the world. The purposes
of the New Nordic Kitchen are as follows:
1. To express the purity, freshness, simplicity and ethics that we would like to
associate with our region.
2. To reflect the different seasons in the meals.
3. To base cooking on raw materials whose characteristics are especially excel-
lent in our climate, landscape and waters.
4. To combine the demand for good taste with modern knowledge about health
and well-being.
5. To promote the Nordic products and the variety of Nordic producers and to
disseminate the knowledge of the cultures behind them.
6. To promote the welfare of the animals and a sound production in the sea and
in the cultivated as well as wild landscapes.
7. To develop new possible applications of traditional Nordic food products.
8. To combine the best Nordic cooking procedures and culinary traditions with
impulses from outside.
The food and eating experience 29
To many people’s astonishment, the project has until now been rather suc-
cessful, in the sense that it has inspired a lot of cooks to venture into Nordic
raw materials and renewing traditional processes.
In men not far removed from a state of nature, it is well known that all impor-
tant affairs are discussed at their feasts. Amid their festivals savages decide on
war and peace . . . this was the origin of political gastronomy. Entertainments
have become governmental measures, and the fate of nations is decided on in a
banquet. (Savarin, 1825, 2000)
It is highly probable that the merits of the all-time great diplomat, the
French Foreign Minister Charles de Talleyrand-Perigord, inspired these
lines by Anselme Brillat Savarin.
Talleyrand brought his chef Carême with him to the Congress of Vienna
(1814–15), where the European map was redrawn after the Napoleonic
wars. The Congress was accompanied by an endless whirl of balls and
banquets. ‘Sire, more than instructions, I need cooks and casseroles,’
Talleyrand should have said to King Louis XVIII when he left for Vienna.
The culinary diplomatic tool can in modern times be handled with sys-
tematic elegance. When Sweden chaired the European Union in 2001, the
catering was meticulously prepared (Tellström et al., 2003). Hospitality
without lavishness was the keyword. The goal was to communicate knowl-
edge of Sweden’s values and products to important European decision
makers and their entourage of international journalists and business
people through food experiences based on Swedish raw materials, local
menus and meal formats.
The thought behind this initiative was that food and food culture com-
municate as well as other media: papers, pictures, books, theatre, movies,
radio, TV, exhibitions and so on, and that a food linked to a certain terroir
30 Creating experiences in the experience economy
and tradition will obtain higher prices on the market than anonymous
products.
The plan was laid in cooperation with representatives of agriculture, the
food industry, fisheries, the public sector, politicians, chefs and various
kinds of artists and scientists. It was their task to take care that the meals
expressed authenticity and avoided the kind of anonymous international
hotel-chain meals one meets all over the globe. The result was a lot of meals
in 12 cities on four price levels and a big success, but afterwards the politi-
cians were criticized for not having backed up the project sufficiently.
13 CONCLUSION
Food and eating could play a more significant role in the development of
the experience economy than it does today, if food and eating are fully rec-
ognized as being pivotal parts of cultural life in society.
The food experience is a historically, aesthetically and socially very
dynamic phenomenon and so must a food experience economy be. The food
scene changes constantly, like the art scene. New trends pass around the
world with astonishing speed. New techniques are introduced. Nutritionists
come up with new recommendations. Consumers change their habits and
preferences. New possibilities for identity emerge. New playgrounds for food
experiences are created. The possibilities for developing interesting and eco-
nomic sustainable food experiences are innumerable. And, last but not least,
the food experience differs from all other cultural experiences, in the fact that
people get hungry at least three times a day.
NOTES
1. Umami is the taste of broken down protein (e.g. sodium glutaminate, the third spice) long
recognized by Japanese researchers and now generally accepted.
2. False coolness is the sensation felt from, e.g., menthol or mint.
3. Spiciness is sometimes called false heat and felt from, e.g., hot chilli. It can be painful and
followed by a sensation of numbness.
4. Astringency is the sensation of, e.g., tannins in wine.
5. Private communication from nurses at Rigshospitalet in Copenhagen, Danmark.
6. Terence Conran (1931–) British designer, created the Habitat household furnishing chain
and designed restaurants all over the world.
7. www.alicia-rios.com.
8. Marie Antoine Carême (1784–1833) was the originator of 19th-century French haute
cuisine.
9. George Auguste Escoffier (1846–1935) was the leading figure in the French haute
cuisine in his day and the creator of the kitchen brigade system with its division of
labour.
10. César Ritz (1850–1918), Swiss hotelier and founder of several hotels.
The food and eating experience 31
11. www.ciachef.edu/admissions/academics/courses.asp#cco.
12. www.nordiskkoekken,dk.
REFERENCES
1 INTRODUCTION
As playing and gaming are as old as man, game designers have been with
us for a long time, but were often elusive. Professional game designers were
scarce before the introduction of the video game. One of the first mass-pro-
duced games was Monopoly, in 1935, which has sold more than 100 million
copies. As video games are an increasingly important part of the enter-
tainment industry, and as they in various forms both act as experiences
themselves and are part of complex experiences, focus on the design of new
games is an important issue. Video games and computer games are both
forms of interactive entertainment, but where the term ‘computer games’
only refers to games running on personal computers, ‘video games’ is a
somewhat broader term covering games running on all sorts of platforms,
including consoles, arcade machines and mobile hand-held equipment, like
cell phones. This chapter focuses on new ways of designing video games. I
will show how the understanding of gameplay significantly influences the
way games are designed. The object is to look at innovative game design;
that is, how do we design new kinds of entertainment using video games?
Even though modern video games are designed by professionals, the art of
game design is still largely an area which is difficult to describe. This has to
do with the nature of computer games. Unlike films, they are consumed in
various ways, on a lot of different computer equipment, and the design is
often largely technology-driven. The video game developers are conserva-
tive: the technological advances have been tremendous, but the game con-
cepts have only developed moderately over the past 15 years. Some even
speak of a creative crisis in game development (Crawford, 2003, 93). The
focus has been on developing games using the latest advances in graphic
capabilities rather than developing innovative games for the players. In this
way, we have ended up with quite a lot of shooting, puzzle and manage-
ment games running on traditional platforms and using traditional forms
33
34 Creating experiences in the experience economy
Game design is the process by which a game designer creates a game, to be encoun-
tered by a player, from which meaningful play emerges. (Salen and Zimmerman,
2004: 80)
Design is both the design process and the product of the design process.
A computer game designer must put the work of several professionals
together: the producers, the programmers, the artists, the animators, the
character designers, the story writers and so on. And if something is
missed out, they produce it themselves. Game design is the art of concept
design and of putting the pieces together and making a game out of it.
Various design methods have been adopted for game design. Briefly, the
design process is often an iterative process consisting of phases such as the
following:
The process is documented using various documents where the design docu-
ment is the most important; after the design follows implementation,
testing and production phases. Exploring the innovative design, the design
process will not be further discussed, rather the focus will be on how the
understanding of gameplay influences the design of video games.
A computer game is made up of many components: typical game design
books (such as Fullerton et al., 2004; Oxland, 2004) will teach you the
various components that make up a game, focusing on the rules and the
objectives (the ‘game mechanics’). Working with the underlying rules is an
important part of game design, but at the same time this limits the innov-
ation of games. Traditional board games (and video games) all have well-
defined and known rules and objectives. In some games the rules are few
(like chess), while in others they are complex (like golf). But when we work
with rules, we forget that a game has to be played by players to be of any
value. It is true that few well-chosen rules have created good games, but it
Designing innovative video games 35
may not be true that the only way to achieve immersion is by designing with
this fact in mind. Many scholars (for example, Juul, 2005; Salen and
Zimmerman, 2004) understand games as formal systems and focus to a
great extent on game mechanics.
I will present three new game design philosophies, which I find particularly
interesting when focusing on the innovation of new games: designing games
for the market, designing games using patterns, and designing games as per-
formances. Although the philosophies are different, they are all concerned
with the gameplay: the experience of the user playing the game. Studying
gameplay with a particular focus on the player (and not on the game com-
ponents, as is usually done), we will uncover the why, how and who of
playing video games. This will lead us to figure out what elements new
innovative games must include.
As put forward above, computer games have often been designed with the
newest technology in mind; the design has largely, but not always, been
technology-driven. Since many designers have been players as well, many of
them have targeted their games for themselves, the philosophy being that,
any game I like, the customer will like too. This has to some extent been true,
but they have also failed to provide potential audiences with suitable games,
for example for female and elderly players. Recently the game industry has
changed strategy, and started to do research on the customers’ game experi-
ences, and how they cluster. Although making audience models may seem
fundamental for understanding the customers and targeting new products
at clusters, this is a somewhat new trend in video games design, and only a
little research has been conducted. Among the research in this area, we find
the demographic design model by Chris Bateman and Richard Boon, as pre-
sented in their book, 21st-century game design (2006). Additionally there is
work done by Nicole Lazzaro (2004), where she addresses the question, ‘why
do we play games?’, using a quantitative study. Other models exist, like the
Bartle types (Bartle, 1996), but these only apply to online games. Nicholas
36 Creating experiences in the experience economy
Yee (2006) has also conducted large quantitative studies of online games
(the MMORPGs). The hypothesis I want to address is: to design innovative
games, we need to know who plays video games and why.
Staffan Björk and Jussi Holopainen present another view of game design
in their book, Patterns in Game Design (2005). They advocate a holistic
framework, made up of several components. They provide an understanding
of games as a system that centres on the activities of the player: the game-
play. Using their work as a basis, I will present game design as a puzzle of
reusable component ideas. Their hypothesis is that designing using different
components which make up a game, creates better games. I will address the
question: does game design using patterns create innovative video games?
Another approach to game design is looking at the play session as a per-
formance, and designing the game with the best performance in mind.
Presenting an overview of play and game theory, I will show that designing
games as performances makes an innovative contribution to game design.
This new perspective on game design makes it possible to think of video
games in a completely different way. The case history of performance
design is the pervasive games genre, which uses the players’ extrovert per-
formance as a basis for the game design. My hypothesis is: designing games
with the players’ performance in mind makes more immersive games.
Immersion can be considered the players’ engagement, engrossment and
presence when playing video games, cf. Brown and Cairns (2004).
Video games have been divided into genres since the golden age of arcade
games, beginning with Space Invaders in 1978. Since then, very few new
Designing innovative video games 37
genres have developed, the biggest contribution to new genres being the
multiplayer games and especially the mass multiplayer games on the inter-
net (MMORPG – Massive Multiplayer Online Role Playing Games). The
advent of the 3D technology brought a new immersive interface, but very
little new in terms of gameplay compared to the well known MUDs
(textual fantasy worlds). Only a few games have taken advantage of 3D in
the gameplay, the Doom game genre and its followers being the most suc-
cessful. The major popular genres are ‘Computer and Video Game Genres’
(Wikipedia, 2007):
● Action
● Fighting
● Adventure
● Role-playing games
● Platform games
● Simulation games
● Sports
● Strategy
This genre model does not help much in understanding the players’ prefer-
ences for games as many games belong to several genres, and because we
cannot assume that players tend to go for a particular genre when they buy
or play a game. Even though the model has not changed for 20 years, it is
still widely in use.
If game design is to target the players, we must get to know a lot about
them. Who buys? What do they buy? How often do they play? What do they
like to play? Why do they play? To understand this we need a model of the
audience.
Hardcore
Gamer
Testosterone
Gamer
Lifestyle Family
Gamer Gamer
Mass Market/Casual
I always wish to make a video game that makes you feel more productive and
enjoy your life better. Most video game today is about addiction. But for Cloud,
it is designed to be something you can put down and go back to to enjoy your
life at any time. (sic) (Cloud: Forming Concept, 2005)
The game has attracted much attention and won several awards for being
innovative. I believe its success is due to its being different: it is simply
designed to be slow (rather than the addictive shooter games), dreaming
and beautiful, both in terms of graphics and of audio – something which
is unheard of in video games. For this reason it has targeted another audi-
ence, and its success (more than 600 000 downloads) may prove that there
is a market for innovative games and that other clusters can be reached
directly.
consume the games. The factors concern the question of gameplay, com-
plexity, interface, game session and play window.
Gameplay
The first computer games were archetypical games. They provided recog-
nizable starting positions, and goals in addition to simple rules. This is a
classic definition of games, but by no means the only one. And definitions
like this, viewing a game as a sort of system, are highly disputed, as we shall
see below. In demographic game design, games are designed to satisfy the
needs of the players. It is easy to provide adequate games for the testos-
terone cluster, as they reflect the typical game designers themselves. They
are male and enjoy action and competition. This was the first cluster, and
it set an example for all games, not questioning whether games could be
designed in another way. The advent of The Sims has shown the need for
other game types or other game-like activities. This is a group of simula-
tion games which are not games in the systemic sense, not having goals, but
merely providing play-like activities. The Sims is a huge success in the casual
cluster. Even the testosterone and hardcore clusters have games that include
lots of play-like activities, such as World of Warcraft and Project Entropia.
They are both huge virtual Internet worlds (MMORPG – Massive
Multiplayer Online Role Playing Games), where players strive to enhance
their character (‘avatar’), but without the possibility of ever winning the
game.
Complexity
Hardcore gamers, and to some extent testosterone gamers, can cope with
complex games that need many hours of gaming to understand and even
more to master. Also many narrative games and adventure games need a
basic knowledge of how to manipulate game tokens (they require a level of
‘game literacy’).
Interface
This is another aspect of complexity, but not related to gameplay. Casual
gamers like to be able to play a game right out of the box. They cannot
master complex controls, and may not possess the quick hand–eye coordin-
ation needed.
Game session
Hardcore players can play games all night, whereas the game session length
is important for the casual gamer. A game that forces long playing sessions
will be badly received by the casual gamers, as they tend only to play for
one hour. Many small Internet games are played for only 10–15 minutes
Designing innovative video games 41
each time. Being able to quit and resume games at any time may also be an
important design factor.
Play window
This is the engrossment value of a game. Some games are played only once
and then put away, while others crop up from time to time. A long play
window is desirable, because it provides a longer time for onlookers to learn
about it. As the hardcore gamers are the evangelists, it is important that
testosterone gamers and casual gamers have a chance to look over their
shoulders and get an impression of the game played.
Psychological theory
The audience model answers the question ‘who buys games?’ by segment-
ing the gamers into groups, but we still need to answer the question, ‘why
do they play the games they play?’ Bateman and Boon have tried to
combine the psychological typology model put forward by Myers-Briggs
(Keirsey and Bates, 1978) with the simple audience model. Myers-Briggs is
based on the C.G. Jung’s notion of archetypes and developed into a set of
16 personality types, each made up of four letters: E or I (extrovert or intro-
vert), N or S (intuitive or sensing), T or F (thinking or feeling), and P or J
(perceiving or judging). The types do not distribute evenly over the popu-
lation, and the dichotomies may vary in dominance. The Myers-Briggs
system is recognized and popular, especially in the USA.
It is an interesting hypothesis that personality type influences the choice
of games. However, the work of Myers-Briggs does not determine who you
are (your archetype), but how you act. Bateman and Boon identify the hard-
core player based on the above hypothesis; that is, hardcore players are
willing to spend a lot of time playing games, are goal-oriented, repeat por-
tions of gameplay until correct, and so on. This correlates with the Myers-
Briggs dichotomies concerning what is called IxTJ (INTJ or ISTJ – the
person is introvert, thinking, and judging – the x shows either intuitiveness
or sensing). This may be true, but it is based on a hypothesis of the hard-
core gamer, and this in turn is based on a somewhat intuitive idea of what
we call a ‘hardcore gamer’. Even if we can identify the hardcore gamer
(which looks promising), we cannot deduce that those who are not hard-
core gamers are casual gamers, since the hardcore cluster is at most around
15 per cent of the population (cf. Bateman and Boon, 2006: 41).
The 16 types are distributed by Bateman and Boon over four types of
players: conqueror (xxTJ), manager (xxTP), wanderer (xxFP) and partici-
pant (xxFJ), according to their preference of play style. It turned out that
this hypothesis collided with the hardcore/casual type, because each
segment included both hardcore and casual gamers. It seems somewhat
42 Creating experiences in the experience economy
arbitrary that Bateman and Boon have chosen the Thinking–Feeling axis
and the Judging–Perceiving axis, although carefully described. Bateman
and Boon also found that all the four player types below (Table 3.1)
included both hardcore and casual players. This is somewhat against their
original hypothesis that hardcore gamers are IxTJ; it seems to be the result
of the four identified styles of play. The four styles of play are named con-
queror, manager, wanderer and participant.
Table 3.1 Play style
As the games developed formerly were based on the assessment of sales, the
best served types have been the conqueror and the manager types. To expand
the video game market it is important to take in a wider audience than tried
hitherto. This research shows that there seems to be huge parts of the popu-
lation that are overlooked, notably the participant-type, about which little is
known. The study also shows that the casual players as a whole often
play the same games as the hardcore gamers (but possibly in another
Designing innovative video games 43
way). Bateman and Boon seem to have shown that there is at least some
correlation between personality types and gamers, but more work is
needed, and a specific Myers-Briggs game dichotomy might be the answer,
as Bateman and Boon themselves suggest. Another serious problem is that
many games contain a lot of different elements, which may attract different
kinds of personality types. It may be impossible to tell which games you
play when being a specific personality type, but on the other hand picking
out your favourite games may identify your personality type.
2.4 Conclusion
Staffan Björk and Jussi Holopainen in their book, Patterns in Game Design
(2005) have refrained from defining what a game is. They are more interested
in the practical aspects of designing games. A game can be explained by
describing the activities the player performs when he plays the game. This
gives birth to a model, not only of how a game is made up of various com-
ponents, but also how a game is played. This holistic view is new, and the
authors try to break away from or extend the traditional ludic models of
games (for example, Juul, 2005; Salen and Zimmerman, 2004). This possibly
has to do with the practical aspect they concentrate on in their book: to
44 Creating experiences in the experience economy
provide the computer game designer with a catalogue of design hints or pat-
terns, as they prefer to call them. Holopainen is a game designer himself.
Even though the authors try to present a holistic view, they still understand
a game as a system of some kind – this is the structural or functional
approach to computer gaming, where the state and experiences of the
player(s) are not included in the model.
Thus, we see gameplay as the most important aspect of game design, although
it has received little attention. (Björk and Holopainen, 2005: 3)
A game’s gameplay is the degree and nature of the interactivity that the game
includes, i.e., how the player is able to interact with the game-world and how that
game-world reacts to the choices the player makes. (Rouse, 2001: xviii)
usable for both designing and understanding games. The patterns are not
just components, but small pieces of abstract gameplay that can be put
together to form a game.
They not only describe the patterns, but also how to use them and how
they influence each other. Using the patterns becomes part of a design
strategy when designing computer games. The idea of using patterns for
design or as a problem solution method, has been used widely in computer
science (for example, object-oriented programming). The original idea of
using patterns as a tool was put forward by Christopher Alexander in his
book The Timeless Way of Building. Alexander was an architect and
stressed the recurring problems of building. To solve these problems he
devised general rules to apply whenever a problem arose. This gave birth to
the concept of patterns as a problem-solving method, and later as a design
method. Alexander defines a pattern as:
A pattern should state (a) when it can be used, (b) what problem it solves,
and (c) how to go about solving it. A pattern in itself does not solve a
problem. Rather it limits the possible solutions to fewer, which have been
tried before. It is still the designers’ choice about which pattern to use and
how to apply it, under the given circumstances.
Björk and Holopainen present a model of game design as composed by
components (Figure 3.2). The framework consists of four related cat-
egories: boundary, holistic, structural and temporal. This reflects four ways
Boundary Holistic
Game Component
Framework
Temporal Structural
to understand the activity of playing a game, the idea being to divide the
patterns into four categories.
These deal with playing games as an activity like other activities. A game
session includes all the activities of a player while playing a game. This
covers both game set-up, administrative tasks like connecting to the net,
and extra game activities. Björk and Holopainen’s holistic view tries to
capture many aspects of the player as a performer, but fails to provide more
than a few patterns that deal with holistic aspects. The holistic components
are game instance, game session, play session, set-up session, set-down
session and extra-game activities. I think this is an important and much
overlooked aspect of game design: how to design a game that is part of the
gamer’s life. Or how and when do gamers play games? Even though
Bateman and Boon addressed the problem of who the player is, they failed
to include how gaming is part of ordinary life.
This is a model of the limits a game sets. Huizinga (1955) called the limits
‘the magic circle’, showing that a game can be entered or left, and that
special conditions may exist within the magic circle; for example, ordinary
laws are suspended. For Björk and Holopainen, the most important limits
are the rules and the goals of a game. Better than talking of goals is talking
about finishing positions of a game. There may be several ways to end a
game, of which only some can be considered goals. Opposed to the finishing
positions we find the starting positions, which are just as important in any
game design. The starting and the finishing positions demarcate the magical
circle. Special to computer games are the way rules are enforced. In a sport
like golf, you must know the rules to be able to obey them. In computer
games, the rules are enforced by the software, and sometimes become an
inherent property of the game. In golf, moving big trees is impossible – it is
also illegal according to the rules. In a computer game of golf, moving a tree
would probably not be included in the game as a possibility, and conse-
quently it would not be possible to cheat by moving trees. It is a rule in the
world of golf, but just a part of the game world in a computer game of golf.
Another example is chess. You have to know and to obey the rules, other-
wise you cheat. In computer chess the software keeps track of your moves
and does not allow illegal moves. In computer chess it is not possible to cheat
and you do not have to know the rules: you can simply play by trial-and-
error. Video games like chess and golf are not very innovative. Other video
Designing innovative video games 47
games try not to limit the player from doing something unwise or silly.
Games like World of Warcraft stage a scene, where certain conditions are
enforced in the game world, but leaving as much as possible open to the
players’ creativity. This is a design choice and computer chess and computer
golf could be designed likewise, but this is often considered an extension of
the game design, although it may provide more reality.
These are the basic parts of any computer game and relate to the software
design of the game. They may be visual objects or other game elements.
Including the structural components in the model shows the practical
design concept inherent in Björk and Holopainen’s work. In some ways the
design of the structural components has nothing to do with the game, it is
just a way of implementing it. It is interesting, however, because the task of
implementing a game in itself is a vast undertaking, but it should not be
mixed with the design of the gameplay. The visual and auditive design of
the game elements is, of course, crucial to the experience of the game. The
form and function component of any game element should be regarded as
a whole, and possibly be designed at the same time, such as when designing
the properties of a character: one should design the visual image at the
same time.
The patterns can be used in game design in many ways. Patterns are not just
prefabricated solutions, but rather a generic framework that can inspire the
48 Creating experiences in the experience economy
Idea generation
Using design patterns can help explore new game ideas. This may be
difficult as the patterns themselves are a result of a special way of under-
standing games, that is, a functional view of games. Games outside this
view, or games where the gameplay plays a minor role, may not benefit from
Björk and Holopainen’s patterns. They suggest, as a design method, trying
out random patterns as an unstructured way of generating new ideas – a
kind of brainstorm. Another way is to analyse existing games to under-
stand what they are made up of – a kind of reverse design process.
Problem solving
Problems in the game design can be amended by discussing various alter-
native patterns. It may even be possible to simulate various solutions pro-
vided by the patterns, to assess which is the best.
Communication
Patterns can be used as a ‘game language’. Discussing games and game
design using patterns may be more precise. It can also be used in the early
phase of concept development as a way of specifying which kind of game
one wants to develop.
3.6 Conclusion
Game patterns are a kind of framework which can be used in game design.
They describe elements of gameplay, and how they can be used. At the
same time, they also enforce a view of game design as built from compo-
nents, which can be changed, added or removed. Game design is seen as a
Designing innovative video games 49
All the activity of an individual which occurs during a period marked by his con-
tinuous presence before a particular set of observers and which has some
influence on the observers. (Goffman, 1959)
I view play as the underlying element of creativity in all games, while ritual
(repetition) provides the necessary structure for players to excel and to
Designing innovative video games 51
Of course the kind of performance varies from game to game. While the
performance element is little in Tetris-like games, it seems to be the main
element in many MMORPG’s, like The Sims Online (where you perform
through your avatar). But even with Tetris it is possible for the player to
make an extrovert performance, for example moving and rotating the
blocks at an amazing speed (cybernetic performance), singing part of an
opera while playing (spectacular performance), and to cry each time a
block is misplaced (dramatic performance).
players use their bodies, their orientation in the world, and their imagina-
tion creating immersive game experiences in a new way. The performance
of the individual player and the collaboration with other players become
the most important aspects in pervasive games and when understanding
games as performances.
developing design structures for games and studying how to invite non-
gamers without intruding on their privacy.
An example of a large alternate reality game is the I Love Bees, which was
staged and played in 2004. It was not announced as a game at all, but
merely ‘played’ by players finding and connecting clues scattered in plastic
honey bears, web pages and movie trailers. To play the game, the players
collected and discussed material from various web sites, and interacted with
the game in unexpected ways, such as by answering pay phones. Some clues
pointed to an innocent-looking web site, www.ilovebees.com, which, apart
from advertising honey, also changed appearance, sometimes showing
strange codes. Some codes turned out to be a lot of GPS coordinates and
a counter counting down to a specific date and time. The positions were
scattered all over the US, and attracted people’s curiosity. They went out
with their GPS gear to the locations and tried to figure out what they had
in common – a massive collaborative effort. As nothing in common could
be found, people assumed that being there, and watching on the specific
date, might lead them to a clue. It turned out that there was a pay phone at
each coordinate, and that a spoken message, with a clue, was delivered on
all the pay phones on the date stated on the home page. This was the non-
game-like start of what certainly developed into a complex narrative and
game experience. The goal of the game turned out to be unearthing a
complex story and in the end deactivating the ‘sterilization’ sequences of
the Halo installation, which in turn is part of another computer game story
(the Halo 2). I Love Bees was awarded the Game Developers Choice Award
for innovation in 2005.
4.4 Conclusion
ways, or by inventing new patterns and sharing them with others. The pat-
terns themselves may be simple, but combining them is what makes the
approach innovative. The patterns are concerned with the traditional
understanding of gameplay, and focus a lot on what is often known as game
mechanics (the rules of a game). There is, however, room for introducing
patterns which include some of the research by Bateman and Boon. This
could be developed as patterns including game elements for specific psy-
chological types.
When designing video games as performances a new world of game ideas
opens up. The performance perspective focuses exclusively on the experi-
ence of the player, including socializing, moving around, grief, happiness
and so on. The game experience is often what is called gameplay, but
usually gameplay is treated as a vague overall idea of how compelling a
game is or as a description of how a game is played. The performance per-
spective takes gameplay seriously and provides innovation in game design
by focusing on the player, as a performer, and on the game, as an instru-
ment, setting the scene for the performance. When the performance is a
result of playing the game, game design becomes the art of designing a per-
formance, through the means of a game. That people perform when they
play has been acknowledged for some time, but we need an understanding
of the different kinds of performance spurred by different kinds of games.
Traditional video games provide a kind of introverted performance, as rec-
ognized by Bateman and Boon, while pervasive games often require the
gamers to perform in public. These kinds of games clearly aim at more
extrovert performance and are possibly best enjoyed by extrovert persons,
who might not find enjoyment playing traditional video games. The perva-
sive game genre has a potential for innovating games which reach the audi-
ence by new means. They will become part of many other experiences, not
only museums, attractions and fun parks, but also in unexpected mixes of
virtual and physical spaces, like art projects. The pervasive games genre has
also shown its strength as a means of massive collaboration.
Video games are an important form of interactive entertainment and the
success of future video games depends on the innovation of the game
industry. I have shown three different understandings of video games (and
gameplay), and that each view contributes to innovation in the design of
new games. The hypothesis put forward at the beginning of this chapter can
be summarized as follows: innovative game design requires an understanding
of the players: who play, why do they play, and how do they play. I have shown
that we know relatively little about the players and that there is a great
potential for developing innovative games. I have also shown that we need
a new understanding of gameplay and that defining gameplay as an experi-
ence, that can be created by the game, may help create innovative games.
58 Creating experiences in the experience economy
REFERENCES
Games
1 INTRODUCTION
The terrace of the hotel ‘Genio’ near the beautiful Piazza Navona offers a
spectacular view of Rome and some of the seven hills around which the city
has famously been built. The spectator is surrounded by an up and down-
hill landscape of the Italian capital.
A roof with the view of the immediate cityscape is a feature of many
Roman buildings. This particular building is close to the central river, ’The
Tiber’, over which there are several very impressive bridges.
Probably influenced by their military experience, many Romans seem to
have developed traditions for living parts of their lives on heights from which
you can have an overview of the strategically important parts of the horizon.
60
What makes Rome: ROME? 61
Figure 4.1 Saint Peter’s Cathedral on the horizon seen from a terrace in
the heart of Rome. ‘All roads lead to Rome’, says a Danish and
English proverb. The beauty of this view might signal why it is
worth considering going here
Figure 4.2 Sketchbook drawing made from the top of the Hotel
Ponte Sisto. The name of the bridge refers to the Pope
who built it
This is the frame and context in which tourists and visitors as well as
locals look at the spectacular city. In a sense, the city is watching itself in
everyday life. How can these phenomena be used to develop concepts by
the Roman tourist organization about how Rome can be experienced in fas-
cinating ways? This chapter offers some suggestions, based on the author’s
own experiences, analysis and interpretations on location of what are the
vital parameters for these challenges.
62 Creating experiences in the experience economy
Figure 4.3 A view from the early castle, ‘Castello del Angelo’, that has a
very dramatic and turbulent history. On the balcony there are
actually four columns, so the potential for looking around is
greater than in this drawing
3 CANONICAL ICONS
Most of these Roman views can also be found in paintings and drawings
in the rich Roman art museums, as well as in art museums around the
world. This only adds to the complexity of accounting for what the
spectators see. The basic problem of the genesis and structure of visual
memory is not just addressing paintings and drawings. Audrey Hepburn,
in the rôle of a young princess visiting Rome, accompanied by Gregory
Peck in the motion picture Roman Holiday (1953) may invoke several
classic Roman architectural environments. Another example is Anita
Ekberg, bathing in Bernini’s Fontana Trevi, accompanied by Marcello
Mastorianni in La Dolce Vita (1960). Episodes like these might cross your
mind in a pleasant way.
Quite substantially, this city can be said to have developed a visual
‘meta’ level, iconic representations encompassing several genres and a vast
historical space. Visitors to Rome will be mentally intertwined with aspects
of these individually located memories. But there is even more to it than
that.
What makes Rome: ROME? 63
4 MULTISENSORY CONSCIOUSNESS
Looking at Figure 4.4, you may ask yourself: did I just see or did I actually
feel the robust and irregular surface of this famous original pavement
through my feet? Or was my attention primarily focused on the thickness
of the sole in my shoe? Or were both aspects active?
This example shows important bodily aspects of our perception. We
are really equilibrists with our senses, moving around in combined and mul-
tifaceted ways as here in Rome’s deeply fascinating antique surroundings.
Besides, we meet a road that is not leading to Rome but is in Rome!
There is an important cognitive and communicative lesson to learn from
these multisensory experiences. If we want to serve customers and visitors
well we should think in this broad cognitive complex perspective. We should
study in depth what the consequences of our multisensory interaction with
the surroundings are. Only then can we develop relevant multimodal ways
of enriched communication in various geographical environments. At the
same time you may enhance the quality of people’s lives and probably also
earn more money. An attractive combination!
Combining elements from motion pictures that show Roman attractions
and the real and fruitful multisensory experiences, one could develop
slogans like Rome – dream and reality. I now turn to the crucial role of the
64 Creating experiences in the experience economy
If you look at Figure 4.6, drawn in Manhattan in New York (to follow
Gibson shortly to the part of the world where he worked and to suggest
discreetly other interesting destinations for you as a traveller, a globetrot-
ter, you are invited to imagine how this mirrored city-landscape will change
in all parts in the very moment you just move your body just one inch).
So we are always in a unique spatial position – in Rome, New York or
anywhere else – from which only I can see my world. Nobody else can see
exactly the same world simultaneously. They can position themselves in the
same place at some other time, but my exploration of the world is original
here in the deepest sense of the word. And that goes for everybody: the
What makes Rome: ROME? 65
Figure 4.6 The Empire State Building mirrored in glass covering some
neighbouring skyscraper at St. Bryant’s Park early one sunny
morning. The slightly irregular surface of the glass made this
scenery very lively and beautiful, especially the very moment you
moved. So walking by this scenery was a tremendous aesthetical
visual experience revealing that any change in my position would
immediately change what I saw and make it come to life
6 A STRING OF SITUATIONS
Being a body all our lives also means that we can be said to live a kind of
situational existence. We are always in some kind of situation. Our lives can
meaningfully be described as a long complex string of situations put
together by time. Some of the following drawings made on location will, it
is hoped, illustrate aspects of that.
66 Creating experiences in the experience economy
Figure 4.7 This is a typical view of Rome, showing columns and newer
buildings in one mix
Tourism has become the new key element in Roman and Italian commerce.
One of the evident reasons is of course the spectacular way history
What makes Rome: ROME? 67
Figure 4.8 People seem small at a distance in the ‘Forum Romanum’ area,
passing the basilica of Maxentius
dominates this city. Figure 4.8 shows a distant view of part of the Forum
Romanum area. In Figure 4.9 we are much closer to the architecture, seeing
an umbrella being activated in front of the oldest Roman building (118–125
), the Pantheon (at the Piazza della Rotonda) famous for the construc-
tion of the open circular cassette ceiling.
If you have not been to Rome, but have seen some of the many success-
ful films shot here, you may even get the feeling of being in the middle of
one, especially if you just turn a corner and suddenly find yourself in front
of a tourist attraction. Walking in Rome sometimes reminds me of cuts in
films because of the sudden way you experience being met by the next his-
toric monument. You can be very close to it without seeing it, and suddenly,
here you are! The Pantheon strikes me as a monument that invokes this type
of experience for many people.
Frederico Fellini entitled one of his most famous films, Felinni’s Roma
(1972). Like New York, this capital also exists as an icon in many people’s
minds. You may feel you have been there even if this is not the case.
The Basilica San Pietro – St. Peter’s Cathedral – often appears in various
media. It seems to be a permanent strategy on the part of the Vatican State
to have the Pope and the cathedral exposed widely and at the same time in
certain visually controlled ways.
68 Creating experiences in the experience economy
Figure 4.9 The Pantheon and the cassette ceiling showing the sky in the
hole at the top
Figure 4.10 There are churches present all over Rome. Here I have made a
fast ‘Snapshot’ drawing made from the top deck of an open
sightseeing bus
What bodily position and visual angle might you get an idea of if you
look at Figure 4.11, which is not a canonical drawing, but a sketch I made
one dark and rainy evening when people were quickly passing by?
You may wonder what the difference is between this illustration and the
What makes Rome: ROME? 69
Figure 4.11 The Spanish Staircase in the evening. At this very inviting
location and in the surrounding area Danish artists have met
since the time of the Golden Age. At that time many of them
stayed here for longer periods, one of the writers being
H.C. Andersen. A concept might sound thus: ‘Walk around in
the world-famous Hans Christian Andersen’s fairytale
“Rome” ’, as a part of the realist/dream strategy. The sculptor
Bertel Thorvaldsen stayed and worked in Rome in the most
important period of his life (Nørregård-Nielsen, 2005)
70 Creating experiences in the experience economy
iconic views. The answer can be found in the position of my body. In this
sketch I show what I see when walking down the staircase instead of placing
my body in the conventional frontal angle towards the staircase, a visual
composition you find on most postcards from that locality. But the drawing
still appears to the spectator as fresh and different compared with the
canonical depictions. I suggest that you combine canonical and fresh views
in your visual strategy so your audience feels a significant richness and
variety in the visualizations you present to them, something to be recog-
nized immediately (the canonical views) mixed with views to be studied a
bit longer, to secure the immersive and seductive elements.
Therefore, the illustrations in this chapter are important interdisciplinary
parts of the whole project of making concepts for the tourist industry. In
this visual communicative perspective I maintain that good drawings can do
better jobs than photos. Consider using drawings as a medium that con-
vincingly underlines the personal signature of experiences, perhaps in com-
bination with colour photos, to create authentic dreams that are experienced
as being realistic.
The impression of what this house in Figure 4.12 is hosting is quite different
in Figure 4.12a, which might reveal that the architecturally significant
building in is nothing less than the headquarters of the Roman Police and
Intelligence Service.
The sketches were made in the period when the Aldo Moro affair was
changing the general impression of Rome significantly – from this espe-
cially culturally rich and charming capital to something that associated a
kind of war zone with a lot of big buses full of policemen and soldiers car-
rying machine guns. This was deeply frightening. Poverty and terrorism are
significant threats to the tourist industry. Several times I found myself
debating whether or not I would take a walk in the city in the evening
during that stay. So even extraordinary surrounding beauty can be vulne-
rable.
This man caught my attention around midnight, not at first because I
saw him (just the moving arm being visible) but because of the noise he
made shouting aggressively at the world around him, moving his arm to
underline the importance of the statements I could not understand. And
I am not sure I wanted to. But I was pleased that he stayed where he was
when I made the drawing and passed by, feeling a mixture of the shouting
as some kind of bodily attack and the problems of deep poverty in many
cities.
What makes Rome: ROME? 71
Roman and Italian fashion (Milan) compete with Paris as the main centre
of style in the Western world.
What I think is symptomatic of the concrete urban landscapes that sur-
round both Italian and French fashion production is the massive and domi-
nant presence of art and beauty. I think that it is important to notice that
didactic attention and strategies are innovative in Northern Italy. In my
view we lose a lot of money in Denmark by failing to produce fertile educa-
tional backgrounds for designers in the rich, innovative sense of that word.
Mastering spatial expressivities is vital for visual and multisensory design.
In Italy and Rome you find some theatrical traditions which are import-
ant for understanding the study of visual expressivities. This is an
72 Creating experiences in the experience economy
interesting, deep and widespread background which also includes the pro-
duction of costumes, the commedia del arte.
To a significant extent the broad theatrical traditions also build on the cre-
ativity of local people. This is important for the artistic fertility of an area.
I have met something similar in Prague. My university students were drawing
in the city, meeting Czechs, asking them which Academy they came from.
They answered that they were just drawing because they wanted to improve
their skills. And they certainly were good already. The ‘Laterna Magica’ is
not born out of empty space here, but relies on strong and broad traditions
for showing things in spectacular and engaging ways, designing experiences.
Figure 4.14 These two hats present and represent very different fashions in
Rome
Figure 4.15 Wearing masks and playing popular theatre is not just a
passion for professional actors like the famous Dario Fo.
Ordinary people are deeply engaged in creating all aspects of
these old performances
74 Creating experiences in the experience economy
Figure 4.17 Here we are in front of one of the absolutely delicious ones
that served me a meal I can still remember
76 Creating experiences in the experience economy
away from this precise middle point you will start to feel that you are
looking at a fake in this significant architecture. Here you feel intensely that
the artists cared about where the experiencing body was created. And you
feel your own body’s position strongly.
To follow the constructions of linear perspectives you should also visit
Palazzo Spada and experience the fake of Borromini, another famous
architect. What is wrong with it? You see a portico and it looks right. The
problem, however, is that the columns get smaller and smaller according to
the distance of the observer. This means that they are pretty small at the
end, where you also see a sculpture of a man only half the size of a normal
person. But it looks true and realistic, as normal size. The problem is that
this architecture is so perfect that it is not showing the illusion.
I asked one of the attendants if he would kindly walk into the portico.
Then something absolutely amazing happened: it looked as if the body of
the attendant grew bigger when he stepped in there, next to the little statue!
By asking this question I think I gave the visitors at the Gallaria Spada the
spatial explanation of the perspectival aspects and the fake they otherwise
might have overlooked. The linear perspective has become such an inte-
grated part of everyday life in the Western world that we experience it
What makes Rome: ROME? 77
Figure 4.19 A church can be seen on the horizon of Campo di Fiori. And
the Romans do not seem to miss aerials for television. Have
you noticed the difference in noise level when you are outside
or inside a Roman church?
Many Italian works of art and designs are as powerful as the Borghese
example in Figure 4.20. Where does it come from? This is a complex cogni-
tive, emotional, educational and historical question, but I think it is wise –
in this chapter – to start to look at the surroundings and the potential
experience, and study what has been done to it as a basic point of departure
for answering this highly important question for the experience industry.
If you seek Bernini in Rome you will find his works in many places, not
just the famous baldachin in St. Peter’s Cathedral. A complete guide to his
works would please many foreign visitors.
Bernini was the sculptor that influenced Rome most significantly. The
fountains on the Piazza Navona still remind me of the focal soundscape of
the water, surrounded by people talking and enjoying themselves.
Bernini contributed so much beauty to his Roman surroundings, and
specifically to the artistic quality of the dominating baroque look. You
might expect to find an impressive gravesite for this man, something in the
78 Creating experiences in the experience economy
Figure 4.20 Why not use the head of a cow to carry your agave or some
other flourishing plant? You have the chance here at the Villa
Borghese Palace. How would you get such an idea? What
design?
Figure 4.21 Bernini angel. Here I have repeated the drawing. You find the
one of the sculptures on the Ponte St. Angelo
What makes Rome: ROME? 79
Figure 4.22 Palazzo Pamphilii on the Piazza Navona, with details of one
of Bernini’s two fountains in front of ‘The four rivers’. Only to
show ‘Pars pro toto’ can be a clever indirect way to make
people wish to experience all of it. I drew this sketch one night
using white pencil on black paper
form of the memorials of the Popes. If you visit the huge Santa Maria
Maggiore Church you will see an extensive, expensive and dominant marble
sculpture of one of the Popes, but all you find of Bernini’s grave is the fol-
lowing humble writings on the floor:
Figure 4.23 It is not easy to find and see Bernini’s humble grave. Instead
this church invites you to put a Euro in an automat and turn
on the lights for 30 seconds to study some colourful wall
paintings. That may not be the way you conquer the hearts of
the spectators
80 Creating experiences in the experience economy
Figure 4.24 One of the fountains in the ‘Villa Borghese’ park. Coloured
ink drawing
In the huge and wonderful Borghese park, you also come across impres-
sive and charming fountains. In some way you have to interact with them.
They affect your rhythm.
You can hear a fountain, you can see it, and you have to walk around it
to study it (or walk half way round it, for most just to pass it) and you can
often feel its presence on your skin if tiny drops of water from it are carried
by the wind. So your movements are influenced by this very pretty and
probably life-prolonging construction.
13 CONCLUSIONS
Enjoy the complex experience of Roman beauty. Directly and indirectly you
can learn a lot from it: surrounding beauty showing fertile aesthetical con-
trasts made by artistic equilibrists! Welcome aboard, but remember –
especially if you work in the experience industry:
a. When you develop concepts about travelling and tourism, always remem-
ber that people use their body to experience the surrounding world.
b. Therefore interdisciplinary thinking and full attention to multisensory
behaviour are essential parameters to ensure powerful results.
c. The developer of the concept must have deep personal knowledge and
multisensory on-site experience.
What makes Rome: ROME? 81
d. Having made all these complex studies the core function is to interpret
how you can create, formulate and visualize the most attractive slogans
in your concept, as for example:
e. Here about Rome: ‘Reality, history and dream’.
f. What about New York (Figure 4.6): ‘Mirror yourself in Manhattan’.
g. Paris? How many of your spontaneous associations are audible? Visual?
REFERENCES
Eco, Umberto (2002), ‘Storia della Belezza’, RCS Libri S.p.A.: Bompiani.
Gibson, James (1986), The Ecological Approach to Visual Perception, London:
Lawrence Erlbaum Associates.
Laursen, Bjørn (2003), ‘Paris in the body – the embodiment of Paris’, http://
www.ruc.dk/upload/application/pdf/f51d6748/LaursenParisInTheBody.pdf.
Laursen, Bjørn (2006), ‘Drawing, cognition and innovation’, Art Teachers National
Magazine, no. 1, ‘Billedpædagogisk Tidsskrift’; no. 2, June 2006. English trans-
lation on my website.
Nørregård-Nielsen, Hans Edvard (2005), ‘Dengang i Rom. H.C. Andersen og gul-
daldermalerne’, Gyldendal, Copenhagen (‘Once upon a Time in Rome. Hans
Christian Andersen and the painters of the Golden Age’).
Nykær, Mogens (2005), ‘I Pavernes Rom’, Gyldendal, Copenhagen (‘In the Popes’
Rome’).
82 Creating experiences in the experience economy
1 INTRODUCTION
83
84 Creating experiences in the experience economy
lower the price. We will strive to establish general models based on the case
studies.
The general theoretical perspectives, together with the analysis of the
case studies, thus lead us to conclude that the experience production system
has been transformed by an increasing backstaging of experience produc-
tion. By this we mean that strategic considerations and innovation of
broader experience packages (concepts) increasingly become the basis for
the experience production system.
The experience economy and thus the experience production system covers
many industries. Some industries, which may be defined as the primary
experience sector, have experience production and sales as their only, or
main, activity. Other industries, which may be defined as the secondary
experience sector, have experience production as an addition to other activ-
ities such as manufacturing and service production (cf. Porat’s (1977) ana-
lytical model). Our empirical focus in this chapter is on the primary sector
where experience is the core product. We need to understand that, before
we could go to the secondary sector (which we will not do in this chapter).
However, the findings are partly applicable for the secondary sector as well.
The secondary sector today is defined partly by its appropriation of knowl-
edge and methods within experience production taken from the ‘first
moving’ primary sector. They apply experience production as an add-on.
Knowledge provided on the anatomy of the experience economy may prove
useful to their approach of applying experiences to manufacturing and
service production.
By ‘experience production system’ we mean the way in which experi-
ences are produced and delivered. This includes (a) the general business
model (strategic decision of the market segment and the type of experience
product) (b) the structuring of organization and management of the expe-
rience production (c) the strategic management of human resources
and capabilities necessary to create experiences (d) the way experience
firms innovate and (e) the way experiences are delivered. Even though we
acknowledge that the experience most often is created together with the
user or customer (Mossberg, 2003), we intend to focus on the implications
it has for the production system. As such, the way experiences are deliv-
ered will only be touched on in so far as it has direct implications for the
other aspects of the experience production system. We assume that there
are a limited number of production systems, thus we assume that it is pos-
sible to reach scientific conclusions concerning general principles of the
86 Creating experiences in the experience economy
These two dimensions are illustrated with examples in Table 5.1. We have
chosen to term the production of personal experiences ‘performance’,
and the production of distant experiences ‘broadcast’. Technological close
The backstaging of experience production 89
Technological Personal
Distant experiences Broadcast n.a.
Ex.
TV
Film
Entertainment of games on web sites
Close experiences Techno-interaction Performance
Ex. Ex.
Pintable arcade Theatre
Computer game Concert
Designer hotel Museum
Water land (indoor tropical
bath landscape)
entrepreneur firm in 1992, but was later sold to a multinational game dis-
tributor. The Danish firm is kept as a development firm and the employees
have close connections to employees in other Danish game producer firms
because of a common interest and entrepreneurial pioneer spirit; as a
result, the whole game industry benefits. Another example is DR (TV
broadcasting company). They produce TV series and other broadcasts.
Because of an old collaboration between state-owned TV companies, they
have a large international distribution and sales network. On the other
hand, they use many small producers (film companies, video companies
and so on) in Denmark and abroad as sub-suppliers. They have established
their own independent production company. This has been very successful.
They sell many broadcasts and series and they have won many international
prizes.
Another way of separating experience firms (inspired by Pavitt, 1984) is
their place in the production chain. Do they produce consumption prod-
ucts where the experiences are delivered directly to the end users, or do they
provide experiences as a supplement to ‘traditional’ goods or services?
(Table 5.2).
One may assume that the production conditions and the production
organization is similar in types A and C since the experience is the core, the
mission of the company. B is different, even though experience is the core
The jazz house even has an idea of its market segment as being more intel-
lectual people, not the very youngest, and includes many tourists.
The backstaging of experience production 93
Peter (the co-managing director) and I decide what to put on. We develop
the repertoire after what we are inspired to. However, everybody in the
theater must accept the repertoire and so must the audience. We have set
up some rules for the service personnel. We have outsourced the bar. I
have made agreement on everything – the clothes that the employees
wear, the kind of food, etc. (The managing director of Betty Nansen
Theater)
We believe that renewal and progress of theatre is not something that you
can reason out. All renewal originates from working at the floor level, by
evolution more than revolution. (Betty Nansen Manifest – our translation)
While the theatre on the one hand needs to reason out their strategy in order
to create legitimacy, they maintain that they create their progress ‘from the
floor’. Either way, it serves as a source of guiding the orientation. And, either
way, it exemplifies how the strategic approach becomes more normal in the
experience sector as a consequence of the increasing business orientation.
This gives more power to the managers. An immediate interpretation would
then be that it is a contrast to the artistic creative focus on the single perform-
ance that was common before. The production personnel of the experience
sector – the performers/artists (who in some cases are artists) – lose power.
However, we suggest that this power perspective is too narrow: another inter-
pretation would suggest that the tendency provides new opportunities for
‘creating stages’, thus providing increasing opportunities for performers and
artists to actually create. We will come back to this issue later when we discuss
innovation. However, the performers are to a large degree self-employed and,
as such, have their power as independent artists. Since they are often very
94 Creating experiences in the experience economy
much in demand, still crucial for creating the experience at all, their power
remains sufficiently strong. Sometimes it is even greater than the managers’
when it concerns negotiation of prices and conditions. However, the per-
formers’ individual power over the experience firm, in general, is decreasing.
There are also artists or performers who act as entrepreneurs and estab-
lish their own firm. They may be supposed to be less formally structured in
their strategic approach, nevertheless they need to have a kind of business
model, just as entrepreneurs in other sectors do if they want to survive
(Hancock and Bager, 2005).
6 EXPERIENCE CONCEPTS
We have selected a genre field, which is jazz, but also latin and soul. We
have a broad field and within that we present the top. We must also be an
incubator for foreign music that has not yet broken through. We want to
diffuse this music to a public – which includes all ages, nationalities
The backstaging of experience production 95
and social strata. The milieu must be relaxed and informal. (Manager,
Copenhagen Jazz House)
We start by defining the customer group and what their needs are. This
is customer-driven innovation . . . We want to inform the Danish popu-
lation and make them discuss Danish society. However, we can do this in
an entertaining way. There is no discrepancy between information and
experience . . . We define for example within drama which type of broad-
cast we want for a certain audience or market. We will emphasize series
that tell about the life in Denmark for the whole family. We have had
some big successes (called ‘Matador’ and ‘The chronicle’). (Manager,
DR-broadcasting)
The Roskilde Festival is known for being an annual event where young
people will be together, have fun and listen to rock music. Even though
the rebellious aspects that originally were in the festival have weakened
since the start in 1972, they still play a role. It is a social get-together with
a meaning, which is also reflected in the fact that the festival is run by an
association that engages 20 000 volunteers and distributes the surplus to
humanistic purposes (humanitarian organizations, minority organiza-
tions etc.). Many people in Europe know the festival because of this
image and because they can remember they have been there. Few of them
can recognize all the bands they were listening to.
The use of concepts is in line with a strategic approach, since the concept
bridges the (imagined) experience created within the customer and the
firm’s strategic direction. The management decides which way to go and
which concepts to develop. It is then up to the actors to develop creative
experiences to fill out the concept.
The core
activity
art
etc
Peripheral experience
The core
experience
The core
activity
art
The story of
the core
Food, architecture
etc.
However, also the added services, such as the cleaning of rooms, bath-
room facilities, restaurants, entertainment in the intervals, a shop in the
museum and so on play a role for the audience’s perception of the total
experience. The audience, or customers, assess the total experience and not
just the core or the core experience. These side-activities, which can be
called the peripheral experiences (cf. peripheral services from the service
management literature, Normann, 1991) should therefore be included in
the model of the experience product. The extended model (Figure 5.2) thus
embraces the core activity, and the core experience as well as the peripheral
experiences.
The total experience creates value for the experience-producing firm and
improvement of the total experience creates extra value. The main part of
value and extra-value creation is the core experience. A minor part of value
and extra-value creation is in the peripheral experience. However, nothing
appears if the core is not good. That is also why the business and sales
aspects do not drown the artistic or performance aspect. There may be
more marketing and storytelling around the core, but the concept cannot
be sold if the core – the artistic or performance aspect – is not good, seen
from the customers’ perspective. The backstage management must take
that into consideration.
The backstaging of experience production 99
Now we will turn to the experience production system. We will argue for
one general model in which to explain the strategic behaviour of all the
experience firms that we have studied.
The backstaging tendency is an important development that needs empha-
sizing if one wants to understand modern experience production. The ‘pre-
ceding’ organizing efforts behind the stage are focused upon here. It is the
production perspective and the related organizing issues that we will focus on
as the chapter proceeds. However, in fact, the experience production may be
considered as having three parts: backstage, stage and frontstage. Backstage:
management, administration, finance etc; stage: performance or broadcast –
‘Art’; and frontstage: the customers and services (cf. Mossberg, 2003).
This idea is expressed in a model of the experience production system
(Table 5.4).
Even though we have suggested different taxonomies and other authors
have suggested some as well (e.g. Pine and Gilmore, 1999; Mossberg, 2003),
100 Creating experiences in the experience economy
The frontstage cannot be completely separated from the stage or the back-
stage, in particular in so far as the experience economy puts emphasis on
the frontstage as the service provided per se. This was already introduced
within the conceptualization of the service economy, where the ‘moment of
truth’ (Carlzon, 1989) was established between the front-line worker and
the customer. Within the experience economy, however, the moment of
truth resides even more ‘within’ the customer. The experience provider is
said to be the creator of the positions and roles which the customer is sup-
posed to fill in – and from where the customer will develop the memorable
experience. The frontstage is directly related to the backstage via the added
services (such as restaurants in the theatre, goods delivery via TV programs
and so on) without involving the stage. This further underlines the back-
staging tendency.
As illustrated above, the purpose of any given production within the
experience economy is that it intends to create an experience. How the
experience is imagined to affect the user/customer obviously ‘feeds back’ on
the process of organizing and managing. However, we do not know to what
degree such intention actually affects the organizing activities. Whereas
early organization theories would suggest that organizations are rational
systems consisting of actors which intentionally follow a common unified
goal, later theories argue that organizations are working compromises con-
sisting of a network of actors having their own interests and goals
(Brunsson, 2000). Today, it sometimes may even be difficult to maintain the
concept of an organization, in so far as a production may be the result of a
network of a loosely coupled system where actors have very different pur-
poses of being enrolled in this provisional network (as with many events
and festival organizations).
The experience firms tend to work more on developing all three parts of
the stage. The experience production becomes more well-considered,
102 Creating experiences in the experience economy
The top management develops a strategy for the next two years. They
work with the strategy in the autumn. Then there is a seminar where 150
managers discuss the strategy. After that the top management decides the
strategy in detail. They formulate the programme offer. Some areas will
continue, others not. This strategic process implies innovation at a
general level – which areas and types of programme we want the next
year. This is decided on the basis of investigation of surveys and meet-
ings with the users. The programme managers will decide which type of
broadcasts they will have within the framework of the chosen strategy.
They will create the content of some broadcasts, but more and more they
will invite for tender. Departments in the house as well as external firms
can submit a tender for each broadcast. These producers can be very
The backstaging of experience production 103
creative and innovate at the level of the single broadcast. In the future,
the development and the broadcasts will be much more user-driven. We
get 70 000 applications per year from the public. We make surveys and
focus-group interviews. (Managing director for TV – DR broadcasting)
can imply the employees and middle managers. The strategy is the frame-
work for which types of experiences the firm wants to provide. The strat-
egy also becomes the framework for innovation activities. Innovations –
even artistic creativity – should be kept within the framework of the strat-
egy. This tendency represents a backstaging of the innovation process.
Many of the experience firms that we have interviewed have started
working actively on how to organize innovation activities. They start train-
ing and development processes for the managers who should learn to
develop the superior innovation strategy and thus the framework for the
concrete innovations. The experience firms look for instruments to organ-
ize this process and use tools from manufacturing and services (kinds of
tools described in, for example, Majaro, 1988; Cooper, 2001; Ekvall, 1996;
Sundbo, 2001). The employees and middle managers are often involved in
this process. The innovation framework and the strategy are increasingly
focusing on the customers and how the market might develop in the future.
The latter also includes the competitors and how they might act in the
future. These tendencies also mark a movement away from stage to the
backstage.
This systematization of the innovation process can mostly be observed
in the large firms that produce distant-experiences, both in the technology
and in the personal based ones. The small close-experience producing firms
do not necessarily systematize their innovation process.
The innovation framework becomes the basis for the concrete innovation
activities, but often there is a layer between this superior strategy-oriented
innovation framework and the creative producers (the ‘artists’). Middle
managers (or programme directors, as they are called in DR broadcasting)
interpret the general strategy for their field and decide which types of new
experiences they want within the field. They may also organize develop-
ment processes with training, teamwork and so on involving the employees.
Employees may also present ideas and act as intrapreneurs (cf. Pinchot,
1985). Ideas for concrete experiences may come from the bottom-up. The
innovation process, as it happens for example in DR broadcasting, is very
similar to the one we can find in top-strategic service firms (cf. Sundbo,
1998; Toivonen, 2001; Nählinder, 2005).
What differs from the innovation process found in service firms is the cre-
ation of the concrete experience. Here there comes in the traditional cre-
ative, artistic element. The creative stratum such as actors, TV producers,
designers, creators of new tourist attractions and the rest fill out the frame-
work with innovative ideas of experiences that they develop and imple-
ment. Other personnel – technicians, scriptwriters and so on – may be
involved, but the creative personnel is in charge of developing the new
experience. The creative or artistic people are often hired for a special task.
The backstaging of experience production 105
Artists
Strategy
Figure 5.3 Innovation and artistic creativity
106 Creating experiences in the experience economy
rare case where the artist becomes extremely successful or public support is
extremely generous. The situation described above in Figure 5.3 leads to a
power balance between the backstage (the manager) and the stage (the
artist). Neither of them can realize their project without the other and both
have the opportunity of influencing the experience product. Who can
influence it may depend on the concrete situation and the personalities.
Actually, the general tendency of an increase in experience production
creates new opportunities for staging and artistic endeavours. This suggests
that power may not be seen as a zero sum game.
Besides the strategic approach to innovation, we can in the cases that we have
studied observe other new ways of more systematic backstage organization
of the innovation activities. A kind of experience laboratory is developed. In
manufacturing, laboratories have often been the core of the innovation activ-
ities. This does not exist in the service sector (Miles, 2001; Sundbo, 1998),
while in the experience sector we have found tendencies to introduce a kind
of laboratory work. This may be explained by the fact that experiences
become technology-based to a larger degree than services and that artists
have a tradition of being creative in their ‘personal laboratory’.
The laboratories have the character of being experimental set-ups that
inevitably lead to innovations. They may be compared to the R&D activi-
ties in manufacturing firms.
10 CONCLUSION
total experience. If the public reacts positively to the total experience, they
will come back and recommend the experience to other people. The argu-
ment for experience firms emphasizing the total experience is similar to the
argument behind service marketing (for example, Grönroos, 2000): to
attract satisfied customers who will come back. To be satisfied does not
necessarily mean that they were pleased by the core (for example, a theatre
drama which is critical of society), but that they think it was meaningful
and the story of the core plus the peripheral experience was great.
This tendency we called ‘backstaging’. It implies that strategic manage-
ment becomes more important. The production of experiences becomes
created and organized from a strategic point of view and from a concept
way of thinking. A concept includes the total experience: the core experi-
ence, the story about the core and the peripheral experiences. The concept
way of thinking means that the strategy-based general idea of which experi-
ences to develop becomes imperative. The creative or artistic concrete ideas
must either adapt to the strategy and the concept or, in rare cases, challenge
them. Stage, the creative, artistic layer, thus becomes less dominant, but is
still crucial for the experience production because it creates the core.
We have created generic taxonomies across traditional experience indus-
tries. The production system has common characteristics across industries.
Such generic taxonomies can give a better understanding of the principles
behind contemporary changes of experience production organizations.
Innovation becomes a particular theme in experience production –
outside artistic creation. Innovation relates to the development of concepts
while artistic creativity fills out the concept. Innovation in experience gen-
erally follows the strategic innovation model (for example, Sundbo, 2001;
Tidd et al., 1997). Particular to experience production is the fact that the
creative layer often comes from outside and designs the concrete experi-
ences. Also in particular – at least compared to services – is the fact that
innovation sometimes takes place in a kind of laboratory which can be
compared to the R&D function in manufacturing. This is caused by experi-
ence products which often are IT-based (such as computer games or news
at the mobile phone) and by the tradition of artists working in their per-
sonal intellectual laboratory (for example in their own home).
The backstaging and strategizing of the innovation activities does not
seem to lead to less innovation understood as business projects. It leads
to a larger economic payback from the successful innovation projects and
a greater market diffusion of these projects. One might state that the
artistic idea generation within the experience firm could decrease the
more the innovation process is backstaged. We cannot tell from our case
studies whether this is the case (it is difficult to measure with qualitative
methods). However, artistic creative ideas thrive outside the firms among
The backstaging of experience production 109
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110 Creating experiences in the experience economy
1 INTRODUCTION
The focus of this chapter is on the entrepreneurs in the Danish music indus-
try (the independent labels or ‘indies’ as they are known) and their expe-
rience creation. The chapter highlights both the organizational field
(DiMaggio and Powell, 1991) of entrepreneurs in the Danish music indus-
try, and an individual entrepreneur, as the last illustrates the first. The activ-
ities of this entrepreneur from the Danish music industry are analysed to
illustrate his experience creation and the experience creation of the Danish
indies more generally. Before elaborating on this further, we discuss experi-
ence and experience creation and Pine and Gilmore’s (1999) notion of
developing a theme for the experience, and how the story has an imperative
role to play (Jensen, 2006) in experiences.
The experience creation of the entrepreneurs in the Danish music indus-
try goes beyond that of producing a CD. As Darmer and Sundbo point out
in the first chapter of this book, in addition to the production process
experience creation also includes the design, the management, the organi-
zation, the marketing and the usage of (how consumers receive) the expe-
rience. They also point out that the specific number and combination of
these factors vary with the experiences and the focus. This chapter looks at
the way the entrepreneurs in the Danish music industry design, manage,
organize and market the CDs, as all these factors are part of the experience
creation of the CD and the artist. The CD cannot be entirely separated
from the artist, as the artist is also part of the experience creation, as is how
the label is managed, organized, designed and the marketing of the CD and
the artist. The whole work with and around the CD is the experience cre-
ation that makes or breaks the artist and / or the CD. Therefore, the chapter
captures the experience creation of the Danish indies by looking at how
these labels are run.
The chapter looks at the experience creation and the experience creat-
ing organization; however it does not examine the experience creation of the
111
112 Creating experiences in the experience economy
consumer, as this is already being discussed in much of the rock sociology lit-
erature, which looks at fan and youth culture and how that affects the buying
of particular music genres and CDs. The chapter focuses on how the entre-
preneurs of the Danish indies create experiences, which includes the design,
the management, the organization and the marketing, as they are all parts of
the entrepreneurial work of producing and selling CDs.
Pine and Gilmore (1999) emphasize that every business is a stage, and there-
fore work is theatre, but not every company that stages new experiences is
successful in the short or long term (Pine and Gilmore, 1999, p. 29). This is
especially true of the Danish indies, which produce the CDs. A CD is a
product (obviously), and at the same time the CD is a creation of an experi-
ence, where an experience (a piece of music) is transformed into a product
to make it possible for others to experience the experience without being
present when it actually takes place. The CD is a product that recreates the
experience in surroundings other than the one in which the experience took
place for others to experience it. Most often an experience that has taken
place in a recording studio is transformed into an experience in your own
living room. The live recordings even try to capture the mood of the experi-
ence when it actually was performed to give the listener the experience of
being present at the concert.
The CD is the product, but the experience is more than just the product.
Pine and Gilmore (1999) emphasize that the business has to develop an
appropriate theme for an experience, and that is the major challenge for the
business. ‘The key to successfully theming an experience really lies in deter-
mining what will actually prove to be compelling and captivating’ (Pine and
Gilmore, 1999, p. 49). It is not the CD in itself which makes it successful,
but making it a compelling and captivating experience for the consumer
makes it attractive to the customer. This is where the Danish indies have to
work hard to get the customer to buy their products, and this is the concern
of the present chapter.
Jensen (2006) states that, if one wants to ‘succeed in the future you have
to be a storyteller. The story is what is central’ (p. 56). It is the businesses
that are able to construct a captivating story about the experience which
succeed. Jensen talks about the story in the same way as Pine and Gilmore
talk about the theme. It concerns how the consumer is captivated by the
experience. The entrepreneurs of the Danish music industry construct these
stories or themes about the experiences they are selling in order to become
successful. Jensen mentions that ‘many of the small suppliers have a story
Entrepreneurs in music 113
which is so good that they do not need to advertise – the tale (or story) tells
itself. The big, on the other hand, need a huge advertising budget. There are
small-scale economics in the experience economy’ (p. 18). This picture
partly fits with the Danish music industry, and partly not. It fits in the sense
that some artists and CDs are sold by word-of-mouth, and by being the
new, rebellious and not yet commercialized music, while others sell by being
the superstars that we all love and buy (and have to buy before our neigh-
bours). The fact that the big multinational labels in the music industry have
marketing budgets far beyond those of the small independent labels makes
it very difficult for the indies to compete with the multinationals in terms of
traditional marketing and distribution. The indies have to seek other and
more innovative ways to compete on the markets, as will be highlighted and
illustrated later in the chapter.
Stories appeal to the heart rather than to the brain, thus it is the emo-
tions and the stories that matter, which is why Jensen (2006) talks about a
dream society where ‘the market for dreams eventually will be larger than
the market for realities. Markets for emotions will overshadow markets for
physical products’ (Jensen, 2006, p. 31). In that way ‘all companies in the
future sell emotions’ (Jensen, 2006, p. 59). Jensen underlines the importance
of stories and emotions in the experience (or dream) society. This chapter
underlines that tales (stories) and passion (emotions) are part of experience
creation of the entrepreneurs in the Danish music industry.
The purpose of the chapter is to argue that the entrepreneurs’ experience
creation in the Danish music industry is infused with passion. The idea that
entrepreneurs are driven by profits alone (for example, von Mises, 2000)
does not hold for the Danish indies as the majority of them actually do not
profit from their label. The chapter will argue that it is their passion for
music and being part of the music industry that makes these entrepreneurs
go on with their endeavour despite the obvious lack of profits. Thus the
chapter adds ‘passion’ to the drivers that other researchers mention besides
profit (for example Schumpeter, 1934). If we are to understand what drives
these entrepreneurs’ experience creation, we have to introduce a new and
unique analysis which emphasizes passion and the emotions. This chapter
illustrates this argument by telling the tale (van Maanen, 1988) of a pas-
sionate and economically unsuccessful entrepreneur in the Danish music
industry and his experiences with experience creation.
The analysis requires us to look at experience creation at three different
levels. Firstly, there is the experience construction made by the entrepreneur
of the experience; this includes the product (the music, the artist) and how
it is designed, marketed and how the label is managed and organized.
Secondly, the tale creates the entrepreneur’s experience of being an entre-
preneur in music, which is based upon the tale told by the entrepreneur in
114 Creating experiences in the experience economy
the interview (see below for further elaboration of this and its methodolo-
gical aspects). Thirdly, the chapter constructs the experience of interview-
ing a specific entrepreneur in the Danish music industry. The researcher
creates his experience of the entrepreneur, the label and the music through
the experience of the interview, as this is part of the tale as well.
The chapter is structured as follows. The next section briefly outlines the
methodology of the chapter. This is followed by the theoretical part, which
starts with a short presentation of the three perspectives on emotions
(Fineman, 2000; Mangham, 1998). It also adds a fourth perspective,
namely ‘the passionate field’, arguing why it is needed, and how it supple-
ments the three existing perspectives. The fourth perspective also discusses
what drives entrepreneurs and argues that passion has to be considered an
important entrepreneurial drive.
The fourth perspective has been developed by the author to capture a
certain field, where passion and emotions are interpreted as central to
analysing, interpreting and understanding that field, meaning that the
Danish indies (the field) are passionate about their own label, the music
they produce and the music industry. Researchers in this field have to take
this into account, when they interpret the field. If they do not, the inter-
pretations are unlikely to reflect the field they investigate and miss some-
thing of central importance.
The passion of the entrepreneurs in the field and the researcher studying
the field are presented in a narrative (Bruner, 1991; Czarniawska, 1998) or
tale (van Maanen, 1988). The tale (narrative) is based on an interview
the researcher conducted with the entrepreneur, owner and director of an
independent Danish label: AGM. The tale (narrative) underlines that ‘we
don’t learn our feelings through factual statements but through stories’
(Mazzarella, 2001, p. 66), and it seems (at least to me) that emotion and
passion are more easily expressed and conveyed in the narrative form than
in more traditional scientific discourse, as such discourse deliberately
avoids the emotions. The tale being an interview underlines that ‘conversa-
tion is always interwoven with feelings and emotions’ (Stacey, 2000, p. 363).
3 METHOD
particular interview has been selected from more than 20 interviews that the
researcher has conducted with Danish indies. The interviews were con-
ducted between 1998 and 2006. The first two interviews were conducted in
1998, of which that with Anders Eigen was one. The interview was tape-
recorded and the recordings have been played and analysed several times
over the years. The interview with Anders Eigen about AGM has been
selected for the tale in his article as it is an extreme case (Flyvbjerg, 2004).
Extreme cases ‘often reveal more information’ (Flyvbjerg, 2004, p. 425) and
highlight what is being studied. Although the case of AGM is extreme, it is
not all that extreme in the field of the Danish indies regarding these entre-
preneurs’ passion for the music and their labels. The data show that all the
entrepreneurs in the Danish music industry which have been interviewed
are infused with passion in the same way the tale reveals that Anders Eigen
is. It is only a matter of degree.
The data that reveal the passion of the entrepreneurs in the Danish music
industry are empirically based, as they are supported by more than 20 inter-
views with approximately 15 labels (some labels have been interviewed two
and three times during the almost eight years of investigation). Besides the
formal interviews with the Danish indies, the researcher has had many
informal talks with the independent labels over the years. The interviews
and the informal talks have provided the researcher with an understanding
of the organizational field (DiMaggio and Powell, 1991) of the Danish
indies, which highlights some of their similarities and differences, and one
common feature is their passion for music and what they are doing (which
receives further elaboration in the tale).
The focus upon passion and emotion in this chapter is going upstream,
since passion and ‘Emotions have . . . long been considered embarrassing
as a topic of serious academic research’ (Mazzarella, 2001, p. 65). The emo-
tional embarrassment is understandable within the (neo-) positivistic par-
adigm (Guba, 1990), where the researcher strives to be objective and
neutral. But it is certainly not understandable within a constructivist para-
digm (ibid.), where the subjective interpretation of the researcher is the
heart of the matter, as emotions and passion are an integrated part of the
subjective interpretation made by the researcher. The research the chapter
is based upon has been undertaken from within the constructivist paradigm
(ibid., 1990).
Passion is seen as an immanent part of the field by both the researched
and the researcher. Therefore, it is reflected in the researcher’s relation to
and interpretations of the field. It could be said (and now has been so) that
the analysis is lacking a very important element indeed, if passion is
ignored. In constructivist research the subjective interpretations of the field
(by the researcher) always have an emotional side, as emotions are part of
116 Creating experiences in the experience economy
4 THEORIES
Both Mangham (1998) and Fineman (2000) present three perspectives con-
cerning emotions: while their terminology differs, the contents are much the
same as presented in Table 6.1.
Entrepreneurs in music 117
Mangham Fineman
Emotions are:
1. Measurable bodily reactions Emotions interfere with rationality
2. Rational and functional (instruments) Emotions serve rationality
3. ‘Ways of seeing’ Emotions and rationality intertwine
It should be underlined, though, that this does not imply that emotions are
rational in an objective sense. They are rational and functional for the indi-
vidual who uses them whether they are objectively rational or not. The
choice of emotions is made freely by the individual – it is not a choice deter-
mined by objectivity.
Emotions always have a purpose; they are tools (means) that realize these
purposes (ends) and thereby emotions become rational and functional ways
to deal with uncertain situations. Emotions become actions, we ‘force’ upon
ourselves, when they are considered necessary (functional) in the given sit-
uation. This can be related to ‘bounded emotionality’ in the Body Shop
(Martin, Knopoff and Beckman, 2000), where the employees, by choosing
the demanded emotions, are being rational and functional in the Body
Shop. In the same way it is an emotional tool ‘to smile and be friendly’ for
the service worker in the ‘moments of truth’ (Hochschild, 1983). Harré and
Gillett (1994) modified this by emphasizing that the individual choice can
be determined by the discourse and the corporate culture as well as free will.
Entrepreneurs must have something that drives them on. If I had to mention one
thing, which drives me on in my life, I would choose passion any time. (Anita
Roddick, founder of Body Shop, Roddick, 1992, p. 7)
Burt (2000) talks about social structure and networks being important to
sustain a business and make it grow, pointing out that those entrepreneurs
with well-structured networks (networks are social capital) obtain higher
rates of return (profits). It is how the entrepreneur is connected to social
structure which indicates the volume of resources held by the entrepreneur.
The focus on social structure and networks are instruments to obtain the
goal (profits), as profits are the main driver of the entrepreneur. The entre-
preneur has to apply the other determinants mentioned in order to realize
the profits that he is driven by, almost in the same way as Granovetter
pointed to trust and reliability as the non-economic and institutional
factors that drive entrepreneurs.
Schumpeter (1934, 2000) is more explicit about other drivers than profits
for the entrepreneur. Though profits are clearly important, Schumpeter
also discusses three other drivers, namely, the dream and will to found a
private kingdom, the will to conquer and the joy of creating. The first driver
is very much about making oneself immortal by building a business (or
kingdom) that will stand there as a legacy long after the entrepreneur is
gone. Many family businesses have developed into such giant corporations
(or kingdoms). The second driver, about the will to conquer, is seen very
much as a drive or need for power. The entrepreneur is driven to conquer
and succeed as part of their personality established in their early childhood.
The third driver, about the joy of creating, is the one closest to passion, but
it is not quite the same, as you can be driven by the joy of creating without
being passionate about the whole endeavour. The joy of creating can even
make you avoid getting passionate about the products and the enterprise,
as it is the process of creating that drives you, not the entrepreneurial
endeavour as such. The borders between the joy of creating (and to some
extent the other two drivers as well) and passion are blurred, as the passion
for creating might be intertwined with the passion of making something of
what you create. It is important to supplement the drivers, Schumpeter
mentions, with passion as a driver, as passion can be (and is) the most
important driver for many an entrepreneur. The empirical data of the entre-
preneurs in the Danish music industry most certainly confirm that, as is
illustrated and argued in the forthcoming tale of AGM.
The Danish indies are ambivalent about the turbulent and changing
markets (world) of today. The indies see the markets changing rapidly and
relatively unpredictably, but at the same time they see themselves as
working hard, continuously, dedicated and long-term, producing the music
for their label. Turbulence seems an immanent part of the music industry
but so does stability, since the indies see themselves facing the long, hard
way, working long hours continuously to make it in the business (there are
no shortcuts). In the world of the indies the paradox of transformation and
Entrepreneurs in music 121
reproduction is an immanent part of their lives, with the two forces being
present simultaneously (Stacey, 2003).
The music scene is changing fast, with new fads coming and going all the
time, but the indies (or at least the great majority of them) do not follow
the fads and chase the fast money. They are working hard and ‘long-term’
with their artists in order to get the music they love on the (unpredictable
and uncontrollable) markets. ‘You can’t hurry love, you just have to wait’
(The Supremes, 1966). These lines from the old Supremes song seem to
characterize the indies very well, since it is the love and passion for the
music, the artists and the music industry that is the inextinguishable fire
which drives these entrepreneurs. Not with great speed down ‘the yellow
brick road’, but at a steady pace on ‘a road to nowhere’ sprinkled with hard
and passionate work.
In perspective 2, ‘bounded emotionality’ (see above), where emotions are
used functionally in the Body Shop (Martin, Knopoff and Beckman, 2000)
or among flight attendants, are mentioned. Hochschild (1983) quotes from
an instruction course for stewardesses, when she writes: ‘Now girls, I want
you to go out there and really smile. Your smile is your biggest asset. I want
you to go out there and use it. Really smile. Really lay it on’ (Hochschild,
1983, p. 4). Also, Hochschild mentions two ways to act, when managing
emotions. Surface acting, where the acting changes how we appear out-
wardly, and deep acting, where ‘the actor does not try to seem happy or sad
but expresses a real feeling that has been self-induced’ (Hochschild, 1983,
p. 35). In this fourth perspective bounded emotionality and acting are
replaced by ‘pure passion’. The distinction between surface and deep acting
still involves acting. The passion of the entrepreneurs in the Danish music
industry goes beyond acting. They are authentic in the sense that they are
not acting. Passion is an immanent part of them and their lives. They
cannot stop being passionate without stopping being entrepreneurs and
humans as well. They are living their lives as the stories they are construct-
ing about their self-identity (Giddens, 1991) and part of that is being pas-
sionate, but not in the sense that they keep saying how passionate and
authentic they are. They tell about their love for what they are doing and
how it is what drives them on. When they talk about authenticity it is
related to their self-identity as a label. They all consider themselves authen-
tic and ‘true’ independent labels (as they define independent labels in ways
that make their own label turn out as such).
Pure passion is also important amongst the entrepreneurs of the Danish
music industry as they seem to be unable to do anything else than follow
their passion and love for music and the industry they are working in, and
are part of (‘ways of seeing’– the third perspective of emotion). The steady
road of hard and passionate work (mentioned above) is also the road of no
122 Creating experiences in the experience economy
return. Entrepreneurs (as Anita Roddick stated) are very often character-
ized by the passion they have for their product and / or enterprise. In the
empirical field of this chapter, the Danish indies are emotional and pas-
sionate about every product (CD) they produce, every artist they sign, their
label and the industry, as the industry reflects the music they love and
cannot help producing.
Most Danish indies are not making any money, but that is not keeping
them from producing the music they live and breathe. In that way the field
is driven by emotions and passion.
Interpretation and emotion are two sides of the same coin (as mentioned
in perspective 3), as the interpretations these entrepreneurs have of the
music industry, their label and music are part of their passion which is also
part of the interpretations. In this way interpretations and passion become
social constructions woven into the former interpretations, emotions and
passion. There is no causality between interpretations, emotions and
passion, they are all an immanent part of the passionate field. Therefore,
the field cannot be described, comprehended and understood without emo-
tions and passion. Passion is a driving force in the field. Without passion
these entrepreneurs would have given up a long, long time ago, but they are
still here, and they still believe that they will make it somehow and that the
music industry would certainly be worse off without them. Of course there
are indies that shut down, it happens all the time, but all the time new labels
emerge to replace them. This means that the Danish music industry con-
stantly has a fertile undergrowth of indies, who enthusiastically and pas-
sionately produce their music, because of the extinguishable fire which
drives them on.
The passionate field is obviously linked to the third perspective as both
perspectives are rooted in the constructivist paradigm. The main difference
between the two is that, in the fourth perspective, it does not make any
sense to analyse the field without emotions and passion being a central and
Entrepreneurs in music 123
5 TALKING OF TALES
The tale which follows both reflects the self-understanding of the entrepre-
neur Anders Eigen (founder and director of AGM) and reflects upon this
understanding by including the reflections and emotions of the researcher.
The telling of a tale is inspired by the three different types of tales pre-
sented by van Maanen (1988), namely the realistic tale, the confessional tale
and the impressionist tale. The inspiration comes from all three types of
tales, as it is argued that the tales are more easily separated theoretically
than in the actual telling of tales.
The tale contains elements from all three types of tales which tend to
make the categorization of the tales more disturbing than illuminating. It
is a tale that, it is hoped, will startle and capture its readers (audience) by
not leaving out the teller of the tale (as is most familiar in scientific texts).
The intention of the tale is to construct an experience without being a con-
fessional tale: although some of the thoughts of the teller are integrated
into the tale, they are so in order to reflect and theorize about the tale told
in the interview by the interviewee rather than an attempt to get a confes-
sional tale.
The tale is my interpretation regarding the entrepreneur, the label and the
reflections about it, as it is my construction and my use of the narrative
device (Czarniawska, 1998). The reader is free to deconstruct and (re)con-
struct it, in accordance with the way the reader interprets and understands
the tale. My aim is to construct a tale and an experience, hoping that my
interpretations of emotions and passion contribute to a new and/or
different understanding about the place of emotions in organizations and
passion as a driver for entrepreneurs.
124 Creating experiences in the experience economy
It was summer in the Danish capital (Copenhagen), but still it was a grey
day, which is far from unusual. I had biked across town to the office of
AGM to conduct an interview with Anders Eigen, the director and founder
of the label. I have to confess that I did not see much of the city during my
bike-ride across town, as my head was preoccupied with the forthcoming
interview that I had been excited about ever since I arranged it over the
phone. AGM was one of the better-known Danish indies and was consid-
ered a role-model for a lot of other indies. Besides, the founder of the label
was well-known in the Danish music industry and in the media.
The office of AGM was located in one of the more prominent parts of
Copenhagen, but certainly not in an impressive building. The building was
rather dull and ordinary and could have been found almost anywhere in the
city. I parked my bike in front of the building and entered with high expec-
tations for the forthcoming interview.
I knocked at the door to the office of AGM Music and entered when
someone inside shouted ‘come in’. The office consisted of two sparsely fur-
nished rooms, where a lot of different activities were going on. There was
not much in the rooms that reminded me that this was a label. It could have
been any kind of office, where presentation to the ‘customer’ at first glance
did not have first priority.
‘Hello, who are you?’ One of the people in the room addressed me and
called me back to earth. I told her my name and that I was there to do an
interview with Anders Eigen. She told me that he had told her to tell me
that he was going to be late for the interview. I was welcome to sit down and
wait for his arrival. I sat down, disappointed at first, but soon realized that
this was an excellent opportunity to sit and observe what was going on, and
it also meant that I had the chance to chat with those present in the room.
From observing and chatting with them I felt I got a notion of what was
going on at the label. I learned that those present were both employees of
and artists on the label, and they were working on some ideas about how
to promote those artists present. It did not surprise me that the artists were
taking part in the work at the label – I had already heard that in former
interviews with other indies, but this was the first time I had observed it.
The interior of the rooms was forgotten, all my attention was focused on
the persons and the activities in the rooms. I was feeling comfortable here
in the midst of the label and its activities, while I was thinking about staging
(Pine and Gilmore, 1999) and witnessing some of the backstage work being
conducted by the artists, who normally play frontstage. When they are not
in the spotlight they do backstage work at the label, making things that are
not embarrassing to them. Most of the work at a label is backstage, as
Entrepreneurs in music 125
AGM and indies in general have a hard time getting noticed by the con-
sumers. My mind briefly touched upon the idea that the interview I was
going to have with Anders Eigen was a kind of staging in itself, as some
commotion made me aware that Anders had arrived.
My observation, chat and thoughts made me feel as though I had just got
there, when Anders Eigen arrived half an hour late for the scheduled inter-
view. He was obviously busy and told me that he was delayed by unforeseen
problems with one of the label’s artists. He then went away in a hurry to
update and be updated by some of the others at the label, while at the same
time he was saying hello to everyone in the rooms. After a while he returned
to me and we sat down at some distance from the others to conduct the
interview. He told me he did not have much time as he had to manage a
concert later. This warning discouraged me a little bit, but not for long. I
forgot it as soon as the interview began. And as it turned out, there was
really no reason to worry: the interview went on for almost an hour.
Anders started out by telling how the label was founded in 1992, after he
left another label, where they produced one record. He left the other label
as it did not work well. He had started out on his own, and he is obviously
proud to talk about Hotel Hunger, the first band that AGM produced, first
an EP in the autumn of 1993 and then the first ‘real’ record in January 1994.
When Anders talks about Hotel Hunger it is as though the name of the
band is tattooed into his heart. His passion about the band is almost over-
whelming. It is also the only band AGM has produced so far that actually
made it, and provided some surplus for the label. All other artists so far
have contributed to the debts of the label. Hotel Hunger left for a major
label (EMI), but Anders is still the manager of the band and attends all
their concerts, and he tells me that he knows all their songs by heart and
always sings along through the entire concert.
It was hard not to be moved by Anders’ dedication and enthusiasm about
Hotel Hunger, as we were sitting there talking about them. I know the band
very well, like them a lot, and have actually been to a couple of their con-
certs. Suddenly I realized that we were sitting there enthusiastically dis-
cussing the music of Hotel Hunger. We did that for a while, and then we
‘calmed down’ again. He continued the story of AGM by telling me that he
is the sixth (non-playing) member of Hotel Hunger, meaning that he gets a
sixth of all the income Hotel Hunger gets from EMI. That is how he got
something out of Hotel Hunger signing with EMI (besides still having
booking and management for the band). It seems to me that it is important
that he made such a deal, which still makes him part of and in touch with
the band that has such a big place in his heart, even though he talks in more
general terms about AGM having to let the artists go to a major label, if
the artist leaves, because AGM then no longer has the capacity to do the
126 Creating experiences in the experience economy
necessary work for the band (only the majors have the appropriate
resources for that).
Another important part of the AGM story is that, when he founded
AGM, Anders worked with the ‘total concept’ idea, meaning that he had
to have and make it all: the label, booking, management, a rehearsal room
and a club (called Eigen’s Ballroom). The rehearsal room would make the
artists more ready, when they went to the studio to record, which would
save some of the expensive studio time. The artists also were promoted by
playing live at the club.
The ‘total concept’ was right in theory, but it did not work in practice.
Suddenly Anders realized that there was no more money, and the company
that owned AGM and the Ballroom went bankrupt. After this Anders lost
the rehearsal room and the Ballroom, but he still had the smaller part of
his company: the label, booking and management. Anders has been
holding on to that ever since, under the name AGM. The positive side of
the bankruptcy was that Anders could focus on the label, and get rid of
some of the confusion that came with running the total concept.
‘The total concept’ was an innovation in the sense that it was a new com-
bination that consisted primarily of employing existing elements in a
different way (Schumpeter, 2000), which Anders did by putting them all
together in one concept. The parts were well-known, but they were carried
out in a new combination as an enterprise, and individuals who carry out
such new combinations are entrepreneurs, according to Schumpeter
(1934). The problem for Anders and AGM was that the concept was not
adopted on the market. It was an innovation that was brought to the
market, but not adopted by the market, so it did not succeed. Anders was
caught in a situation where he came up with an idea that proved not to be
successful when it was launched. The dilemma of the entrepreneur is that
the success of new combinations depends upon intuition, the capacity to
see things in a way that afterwards proves to be true, even though it cannot
be established at the moment (Schumpeter, 2000). The entrepreneur has to
enact their own beliefs and products, hoping that they become successful.
Anders did that with the total concept, and it did not work, and AGM (and
the other indies) is doing that with each and every CD they produce and
put on the market.
Anders tells me that the main difference between AGM and the majors
(short for the multinational labels in the music industry) is promotion. The
majors buy promotion and are good at marketing. AGM cannot afford to
buy promotion and has only limited resources for it. AGM are unable to
match the majors on promotion and marketing (Anders is here unknow-
ingly confirming Arrow (2000) and his conclusions regarding the
differences between large and small firms, discussed above). Therefore,
Entrepreneurs in music 127
improvise with whatever is available in order to try to match the majors. The
way the indies apply bricolage and improvisation differs, as they have
different tools to bring together, and different minds to figure out how to
bring together the tools.
It reminded me that, although indies enact and make sense (Weick, 1979;
1995) of themselves in opposition to the majors, they have no common
opinion on what an indie is, or rather they differ in their view on what a real
indie is – reflecting their situation, enactment and sensemaking. ‘The inde-
pendent labels perceive independence in a way that makes the label itself
independent, which means that what an independent label is depends on the
eyes of the beholder’ (Darmer, 1998, p. 26).
I return to the present, as the noise level again becomes tolerable enough
to restart the interview. Inspired by my reflections, I ask Anders about his
view of the majors. Anders mentions that AGM is different from the majors,
but it is difficult for him to contemplate the majors as the personification of
evil. He knows them and they are not that evil. The ‘real’ enemy is to be
found elsewhere: developments within society and amongst the record
buyers (and those that have stopped doing that). Generally, the problem is
that people do not buy indie CDs, because (1) the CDs are often not in the
stores (we need good record stores), and (2) the CDs are not familiar enough
(we do not have the resources to compete on promotion and marketing).
Anders concludes: ‘No-one else but ourselves can change that, and in order
to change that we have to get better and better.’
Despite Anders’ views, the problems of the label are at a general socio-
political level. Paradoxically, to me, he sees his little label (and other labels
as well), as the ones to turn the tide and break the trend. Schumpeter (1934)
springs to my mind. He argued that it is swarms of entrepreneurs that cre-
atively deconstruct the existing order, in order for society to develop. I am
pretty sure that is not what Anders means. He has a more parochial view.
He thinks that AGM has to work harder to make it. In that way he repro-
duced his own ideas and the discourse of the indies as the hardworking,
passionate entrepreneurs which are up against the major resources of the
majors. This means that, despite Anders playing down the majors as the
enemy, they are still those Anders has to compete against to sell a declining
market. In that way, even when the distinction between majors and indies
is played down, it is reproduced (and to some extent enhanced) and has
great importance for the way Anders acts, talks and understands his label
and himself, as an indie entrepreneur, burning for the music and the artists
(especially Hotel Hunger).
Hotel Hunger keeps coming up in the interview, and it is obvious to me
that Anders is proud that Hotel Hunger made it, and he knows it was nec-
essary that they should go to a major label. Anders would certainly not have
Entrepreneurs in music 129
felt good if their paths just parted here. Therefore, it is a very good thing
for Anders (and probably the band as well) that he still is part of it. It is
hard leaving a love like that behind. Fortunately, Anders did not have to do
so. This makes me realize how much the band and music actually mean to
Anders and how passionate he is about this interest of his: as he told me,
he has one interest and one interest only in his life: music. Calling it an
interest is to me too vague a word. Passion is more appropriate. The passion
is also expressed in the dream Anders has about the viability of the label,
as the realization of that dream would make it possible for Anders and
AGM to follow their passion for music, while the economy would take care
of itself. The dream is that ‘You have a pool of money, then you take some
of that money and produce some music, and it breaks even and the money
goes back into the pool. Then you can keep producing music and repro-
ducing the pool of money continuously.’
Without passion, Anders would not work so hard and invest so much to
make it in the music industry. Passion is the fuel that keeps AGM (and other
indies) going in an industry where fighting for survival is the name of the
game. Thanks to the passion, there will be ‘no retreat, no surrender’
(Springsteen, 1994) by AGM and the other indies in the music industry.
Passion makes them work hard and succeed against all odds because of the
human resources which somehow can always be found somewhere among
these passionate entrepreneurs of the music industry.
The passion is highlighted when Anders tells me about the economy of
the label. Only Hotel Hunger ever brought money to the label. For every
100DKR he invests in the label, he gets 10DKR in return. The debts of the
label escalate, despite the fact that he has already gone bankrupt early in
the history of the label with the ‘total concept’ idea, which made him lose
the rehearsal room and his club (Eigen’s Ballroom). Anders is still going on
with the label. This is only possible because, thanks to his passion for music,
he channels all his other sources of income into the label. The incomes from
booking and management are part of the label, as booking and manage-
ment was what was left when he went bankrupt. In his ‘business life’, Anders
is an entrepreneur as well. He has his own construction company, con-
structing and restoring buildings. It strikes me that Anders is an entrepre-
neur in a double sense, both in construction and in music. But he is truly a
musical entrepreneur in the sense that his income from the construction
company goes into the label, in order for him to continue doing what he
loves and what his heart tells him to do (or makes it impossible not to do),
that is, follow his only and true passion, producing music. Generally Anders
is very much engaged in everything he does. It dawns upon me during the
interview, where all the activities Anders is involved in become apparent: the
label, booking, management, concert and other arrangements, activities of
130 Creating experiences in the experience economy
different kinds in the music industry and public life and his construction
company. It is very difficult not to be impressed by all the things Anders is
doing and not to like him for his great passion for music and his label.
The tale highlights that experience creation amongst the Danish indepen-
dent labels drives on passion. The entrepreneurs of the Danish music indus-
try are passionately creating experiences that include the CD (the tangible
product), the design, the management, the organization and the marketing
of the experience. The product and the label become two sides of the same
coin in the case of the Danish indies, as each CD is part of the label. The
experience creation of each CD is intertwined in the experience creation of
the label, as the creation of the label to a great extent reflects the CDs and
artists of the label, making the life of a label an experience creation based
on a series of experience creations.
The tale shows both the experience creation of the passionate entrepre-
neurs of the Danish music industry and the experience creation of being an
entrepreneur in music. The entrepreneurs create both the experience that
they are selling and their own entrepreneurial experience, which pretty
much overlaps as they are, and identify with, what they produce (most of
them would not produce something or someone they did not like).
Obviously talking about the label and its development brought up emo-
tions from the past and the passion of the label with its founder. I was cap-
tivated by the story as well. His enthusiasm and passion were contagious,
making me sit there on the edge of my chair, almost feeling part of it. I real-
ized the great place the label and its music have in his life and heart.
Retrospectively, it did not surprise me in the least, as this was the same
passion and enthusiasm I had felt and interpreted with every other indie I
had interviewed at that time. And it has not changed, I am still captivated
by the passion of these entrepreneurs of the Danish music industry, but it
is no longer a surprise to me. Today the opposite would surprise me, if I was
to experience it, which I doubt very much that I will.
The passion of the indies cannot help making this researcher admire
these entrepreneurs and being passionate about the field he is researching.
The sympathy for the indies is part of what makes researching them an
interesting and passionate endeavour that cannot (and certainly should
not) leave the researcher untouched either emotionally or in reporting his
research. The researcher cannot avoid emotions and passion being an
Entrepreneurs in music 131
immanent part of his research. He can make them implicit by denying that
he is influenced by them, but that would take something essential and
important away from the research, reducing it to a stylistic exercise without
heart and soul – a reduction that would deprive the field of all that made it
worth studying in the first place. In the same way, music would not be music
if it had no heart and soul to touch us emotionally.
Inspired by AGM and the passionate field, the researcher ends in the
same situation as the indies he studies. He cannot do anything else but
express his sympathy, emotions and passion for those he researches, and
integrate emotions and passion in the research. Without the emotions and
passion both the field and the researcher would lose what made it worth
doing in the first place.
The chapter has shown how passion produces products and creates expe-
riences. Passion is the fuel that produces, markets, makes (and breaks)
artists, and manages and organizes the label. The chapter has argued that
passion is the stuff that creates experiences amongst the entrepreneurs in
the Danish music and researcher alike. Therefore passion has a role to play
in the analysis of what drives entrepreneurs, small enterprises in the Danish
music industry, and in the making of such an analysis.
Another conclusion of the chapter, which is more critical, would be to
emphasize that the whole chapter and its argument can be interpreted as
enactment (Weick, 1979), where I (passionately, I hope) constructed passion
as the central feature in and about the organizational field of the entrepre-
neurs in the Danish music industry. But at least it is an enactment I honestly
feel passionate about.
REFERENCES
Arrow, K.J. (2000), ‘Innovation in large and small firms’, in R. Swedberg (ed.),
Entrepreneurship, Oxford: Oxford University Press, pp. 229–43.
Bruner, J. (1991), ‘The narrative construction of reality’, Critical Inquiry, 18, 1–21.
Burt, R.S. (2000), ‘The network entrepreneur’, in R. Swedberg (ed.), Entrepreneurship,
Oxford: Oxford University Press, pp. 281–307.
Czarniawska, B. (1998), A Narrative Approach to Organization Studies, Thousand
Oaks, California: Sage Publications.
Darmer, P. (1998), ‘Are the independent labels really independent?’ paper presented
at the 16th International SCOS Conference: ‘Organizations and Symbols of
Competition’, Guarujá, Brazil, 2–5 July.
DiMaggio, P.J. and Powell, W.W. (1991), ‘The iron cage revisited’, in W.W. Powell
and P.J. DiMaggio (eds), ‘The new institutionalism in organizational analysis’,
Chicago: University of Chicago Press.
Fineman, S. (ed.) (2000) Emotion in Organizations, 2nd edn, London: Sage
Publications.
132 Creating experiences in the experience economy
1 INTRODUCTION
134
The urban innovation network geography of leisure experiences 135
24; Capello, 1999; Asheim and Cooke, 1999: 153). Only when combined
with non-local networks will the long-term innovative development of
localized production systems therefore be secured (see Oinas and Malecki,
1999). This combination supplies agglomerations and their companies with
the supposed benefits of local networks of agglomerations providing high
benefits in terms of learning and innovation (Maskell and Malmberg,
1999), and of non-local networks providing additional and important
external information and learning benefits (Oinas and Malecki, 1999). On
the other hand, a more complex geography of innovation networks that
accepts the inexistence of a geographical ‘best practice’ of networks may be
drawn. The network geography of economic sectors then becomes related
to the sectors’ competitive dynamics and the resulting needs for different
types of learning (cf. Rowley et al., 2000; Ahuja, 2000) and to their spatial
configuration of non-spatial distances. In this sense economic distance
(referring to the position of economic activities relative to each other in
production systems) and cultural distance (which is important for learning
and communication processes as it makes certain types of messages
difficult to transmit and decode) (cf. Lundvall, 1992) between businesses at
the local compared with the non-local level may be decisive for the geo-
graphical network configurations of different sectors and in different places
(Sørensen, 2007).
In the urban leisure experience business, the specialization of inter-
dependent firms within one ‘sector’ of the economy within one location
can, as in other sectors characterized by agglomerations, be supposed to
enable local networks to form. This has been argued to be the case in
agglomerated tourist destinations (e.g. Tremblay, 1998), that is, urbanized
places in which tourists’ leisure consumption predominate over local pop-
ulations’ consumption. Such local destination networks may be essential
for successful destination development (Milne and Ateljevic, 2001: 374,
383) as they sustain innovations by facilitating information distribution
and learning (Gibson et al., 2005; Morrison et al., 2004; Halme, 2001). In
particular, local networks are considered essential for destinations charac-
terised by the concentration of small firms (Copp and Ivy, 2001; Morrison,
1998) as networks provide such with opportunities to overcome the disad-
vantages associated with their size (Milne and Ateljevic, 2001: 385) and
access to capabilities otherwise not accessible (Buhalis and Cooper, 1998:
339). Furthermore, leisure tourism is often dependent on free goods such
as natural resources, cultural attractions, townscapes, traffic systems and so
on which causes a need for collaborative development (Hjalager, 2002: 472).
In urban areas in which local populations’ leisure consumption plays a
more dominant role, small businesses typically dominate the leisure space
(Schofield, 2001) and free goods are central to the urban leisure experience
140 Creating experiences in the experience economy
that consists of a mixture of elements which interact with one another and
provide a total urban experience. Furthermore, a greater variety of busi-
nesses become more interdependent as both tourist and local resident
markets consume/produce experiences within the same, as well as different,
types of businesses. Thus urban leisure could be assumed to be character-
ized by local networks which facilitate innovation, in similar ways as is
assumed to occur in other agglomerated sectors.
However, whereas the agglomeration literature assumes that agglomer-
ated firms are similar and thus prone to local networking (Sørensen, 2004),
this is not necessarily the case of the agglomerated urban leisure experience
business which includes different sorts of businesses. Within the urban
leisure space differentiation is essential as diverse leisure needs must be
satisfied and as competition is fierce in relation to attractive segments,
meaning that product differentiation is decisive for the survival of small
firms in particular (Schofield, 2001: 439). Whereas the fragmented nature
of leisure supply combined with functional interdependence, dependence
on free goods and the perceived existence of ‘total leisure experiences’ have
been assumed to necessitate local networks among leisure firms (Augustyn
and Knowles, 2000: 341), such networks do not necessarily form automat-
ically. Though the heavy reliance on free goods requires cooperation, free-
riding may dominate as repeat business is limited, and as attractions draw
in visitors irrespective of who and what may contribute to the total experi-
ence (Gordon and Goodall, 2000: 297).
More importantly, though leisure firms are located within the same
urban context, they are not, because of their differentiated character, eco-
nomically or culturally close. A hotel and an attraction are different in
terms of firm cultures, technological inputs, production practices and types
of information and knowledge possessed and needed. Consequently, busi-
nesses in different leisure sub-sectors seldom form sub-sector-crossing net-
works (Sørensen, 2007): ‘Each [sub]sector has its own engine’ (Roberts,
2004: 8). Even businesses within the same sub-sector, such as small and
large hotels, often differ significantly from each other in their managerial,
financial and human resource base (Morrison, 1998) which limits the
potential for relevant information transfer through networks and for local
network formation in the first place (Sørensen, 2007). Furthermore, leisure
firms that do have similar production practices and information needs, such
as similar hotels or attractions, within the same urban space are usually
competitors which ‘militate against cooperation’ (Law, 1992: 146). Finally,
though it has been argued that smaller firms in particular benefit from net-
working (especially locally) (Copp and Ivy, 2001; Morrison, 1998) smaller
leisure firms have often been observed to possess no or very small networks,
and to be concerned with their day-to-day tasks rather than with looking
The urban innovation network geography of leisure experiences 141
ahead and building local networks (e.g. Bull, 1999: 160; Sørensen, 2007).
All in all, local urban leisure networks may, in spite of their innovative
potentials, be prone to developmental restrictions.
Local urban leisure networks may be either replaced or supplemented
by non-local networks. Parts of the commercial leisure sector are charac-
terized by high levels of market concentration and the increase in large
conglomerates, which are vertically and/or horizontally integrated (Bull
et al., 2003: 215). Examples cover almost the entire spectrum of leisure
sub-sectors and include chain hotels, restaurants, cinemas, cafes, amuse-
ment parks and other attractions. Thus the leisure business is increasingly
characterized by non-local networks sustaining innovation (Morrison,
1994: 26) as they effectively distribute information (Milne and Ateljevic,
2001: 383–4) and accumulate knowledge (Tremblay, 1998: 847). Non-
local networks, as contrasted to local networks, are favoured by the fact
that leisure firms distanced spatially from each other, such as chain hotels,
chain restaurants or similar attractions, can have similar information
needs, firm cultures and production practices and they are consequently
economically and culturally closer and thus more suitable network part-
ners than geographically close but economically and culturally distant
leisure businesses. From this point of view, it is in non-local proximity net-
works (cf. Sørensen, 2007) that the innovative benefits of networks are
achieved.
However, owing to a series of factors, innovation networks (local as well
as non-local) may be extraneous for leisure businesses. Service innovations
are easy to imitate (for example, Sundbo, 1998; Boden and Miles, 2000) and
this is even more the case in leisure as it is easy to observe others’ innova-
tions which cannot be patented (Hjalager, 2002: 469; Poon, 1993).
Therefore, leisure firms may limit outgoing information flows and are less
inclined to participate in networks (Sundbo et al., 2007). Furthermore, as
the production and consumption of leisure experiences cannot be sepa-
rated, innovations, to a high degree, are processed through the involvement
of the consumer and many innovations occur ad hoc as businesses are con-
fronted with particular demands. Innovation is thus also often based on
practical experience (Sundbo et al., 2007). Additionally, in smaller leisure
businesses, the absorptive capacity of external information is low (and thus
also the potentials for and benefits of information distribution in networks)
as ownership changes quickly as the skill of the labour force is low and as
labour turnover is high (Hjalager, 2002). The leisure business therefore pos-
sesses characteristics which may limit (if not eliminate) the extent and the
benefits of innovation networks.
Consequently, the geographic innovation network configuration of urban
leisure businesses is not clear. Furthermore, different network geographies
142 Creating experiences in the experience economy
Non-local networks
Local networks
4.1 Method
from one to two hours were carried out with 16 key informants (see
Table 7.1). Nine (in a total of eight interviews) of these were directors, man-
agers and owners of leisure businesses (private, semi-private and public);
one was a coordinator of a local network; and six (in a total of five inter-
views) were actors from public authorities and organizations (who were
interviewed to gain a broader perspective on the leisure policies and devel-
opment of the town). Such a qualitative case study is an appropriate
approach for taking account of the multidimensionality of innovation phe-
nomena (DeBresson, 1996) and innovation networks (Halinen and
Törnroos, 2004), as their meanings, processes and outcomes are complexes
that can only be understood within their context and as a socially con-
structed phenomenon. The case study’s basic unit of analysis consists of
the focal actor networks of the studied businesses, that is, the businesses’
immediate relations (Halinen and Törnroos, 2004: 4–5). This limits the pos-
sibility of analysing the totality of the networks, but provides the opportu-
nity to deal with a higher number of businesses in the analysis (cf. Halinen
and Törnroos, 2004). However a ‘macro unit’ of analysis, consisting of
the larger networks of possibly interconnected focal actor networks in
Nykøbing, is also dealt with, as it is of analytic relevance to identify the
broader network geography of the leisure experience business. The busi-
nesses selected as cases are varied so as to sustain the comparative analysis
of diverse leisure businesses. The chosen cases therefore allowed for a first
The urban innovation network geography of leisure experiences 145
Networks
I1 Artitide
Businesses
I2 Kulturfabrikken (Culture Factory)* (Youth activity house and concertplace)
I3 Studenterhuset* (Student house)
I4 Nykøbing Falster Teater* (Theatre)
I5 Medieval Centre (Experimental centre/attraction)
I6 Falsters Minder (Historical museum)
I7 Scala Bio (Cinema)
I8 Centralbiblioteket (Library)
I9 Nykøbing Falster Zoologiske Have (Zoo)
Public authorities/organizations
I10 Mayor (Municipality of Guldborgsund)
I11 Department of Business and (Municipality of Guldborgsund)
Employment
I12 Department of Children, (Municipality of Guldborgsund)
Education and Culture
I13 Østdansk Turisme (East Danish (Regional Tourist Organisation)
Tourism)
I14 Nykøbing Falster Touristboard
Note: Reference keys: I1–I14; italic: emphasized exemplary cases; asterisks: members of
the Artitide network.
The lack of differentiation can be partly related to the fact that, at the
overall level, local networks are limited. However, such local networks are,
from the perspective of the regional tourism sector organization, indis-
pensable because the local businesses are often too small to innovate on
their own (I13). The lack of networks is particularly evident as regards sub-
sector crossing networks. For example, cultural businesses and more tradi-
tional leisure businesses have little – if any – cooperation, and tourist and
cultural businesses have also had difficulties in cooperating (I8). From the
tourism sectors’ point of view, cooperative problems arise as non-tourism
firms benefiting from tourism do not cooperate with the tourism sector,
for example, by participating in promoting the town (I13). Thus the
problem of free-riding is apparent. As a result, the convergence of leisure
and tourism is not evidently expressed in the networks and has not yet led
to more local networks. This may partly be due to the convergence not
having expressed itself to the benefit of the businesses. Thus the businesses’
customers remain either tourists or local residents, except for two of the
cases examined here, in which customers are both locals and tourists.
However, within the local landscape of leisure businesses, a number of
businesses with more or less developed local networks can be identified.
These local networks are to different degrees supplemented by non-local
networks. These different network geographies and outcomes will now be
examined.
The most evident leisure experience network with the most significant out-
comes in Nykøbing is composed of a number of businesses from different
leisure sectors. This network – Artitide (Art in Time) – includes a small
number (10) of businesses and thus only involves a small fraction of the
148 Creating experiences in the experience economy
Other businesses possess both local and non-local network relations which
are beneficial regarding innovative activities. However, these cannot be con-
sidered sub-sector crossing networks. The Medieval Centre is one such
business and perhaps the most significant, both as an innovative leisure
150 Creating experiences in the experience economy
This chapter has given new insights about the outcomes of innovation net-
works of urban leisure experience businesses. In particular, it has illumi-
nated how different geographical configurations of such networks have a
clear effect on the innovative trajectories of urban leisure experience busi-
nesses and spaces. It was hypothesized that local networks may lead to
unique and authentic offers, and thus also a competitive urban leisure expe-
rience space. However, among other things, the diversity of the businesses
producing the urban leisure experience may impose restrictions on the
development of such local networks. At the same time, without being
connected to non-local networks, the long-term competitive situation of
urban leisure spaces may be endangered. On the other hand, an overre-
liance on non-local networks may cause the development of serially pro-
duced, inauthentic and standardized urban leisure experiences and, thus, a
non-competitive urban leisure space.
The case study of the Danish town of Nykøbing Falster has illustrated the
theoretical points made. Local networking is not predominant in Nykøbing,
which causes a lack of coherence and of a local authentic and unique urban
leisure experience space. Nevertheless, certain businesses operate in local net-
works. These sustain the development of local authentic leisure experiences.
However, only in the case of Artitide does a network crossing economic and
cultural distances between different leisure sub-sectors exist which has been
seen to sustain the creation of unique innovative leisure experiences. In other
cases, the economic and cultural diversity of different leisure experience sub-
sectors inhibit the development of such sub-sector crossing networks, but
still some firms create locally authentic leisure experiences with the help of
local networks. Non-local networks bring the businesses additional infor-
mation and sustain further innovativeness, and avoid the inertia which may
The urban innovation network geography of leisure experiences 153
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8. Experience offerings: who or what
does the action?
Connie Svabo
1 EMPLOYEE/ENVIRONMENT INTERACTION IN
THE SERVICE EXPERIENCE OFFERING
157
158 Creating experiences in the experience economy
When looking at the interaction between human actors and the material
world, there is one sociological perspective which is renowned for its unique
conceptualization of ‘things’ (Fuglsang, 2005; Strati, 2006). This perspec-
tive is the one which uneasily exists under the name of actor network theory
(ANT), and the interesting part of it (there may be several points, which are
interesting, but the interesting thing in this context) is the following: ANT
claims that things, objects and other non-human material entities actually
act. ANT states that objects too participate in creating action, that they too
have agency. Simply stated, ANT claims that a focus on empirical actants
and the relations between them gives the most credible understandings of
social action.
When we attempt to understand social action, it is a central point of the
ANT approach that we should try to leave some of our a priori ‘categories’
at home. More or less everything is rendered an empirical question. And
that, of course, is the reason why I am asking you to tolerate the mess of
not separating architecture from design from landscape from artefact:
because, maybe, the analytical act of dividing the material into these dis-
tinct categories hinders us from seeing similarities among and between
them, for instance in their capacity for action.
Source: My overview of points made by Strati (2006) in Pratt and Rafaeli (2006).
The Manumission ordering service is carried out by the cup and the table.
A conventional analysis of this case might stress that the activity is carried
out by the customer and the bar-staff. And this is true. Equally evident is
that the activity of ordering is certainly affected by the participation of the
cup. The cup does something. It makes a difference. Looking at how the
activity of ordering takes place, it seems interesting to explore the role of
the cup and table as ‘objects with agency’. The cup and table and the
network that they are connected to actually seem to perform a task, con-
jointly, of course, with other actors.
The two IDEO design cases illustrate two different outcomes as regards the
customer–employee interaction in the service provision. The first case of
Experience offerings 167
Radio-frequency Technology
the nightclub illustrates how technological innovation can lead to less cus-
tomer–employee interaction. This illustrates the movement of a service
from what Bitner (1992) calls ‘interpersonal services’, where both customer
and employee carry out actions within the servicescape, to a more self-
service type of action, where the action is carried out by what Bitner calls
‘the customer only’, but which we, following ANT, could also label an
action-net consisting of the customer and non-human actants. (Obviously,
there is still an interpersonal aspect to the service in Manumission, since the
drinks are brought to the tables by a human actor.)
Conventional typologies for understanding the interaction between
employee and physical environment would typically separate these two, as
exemplified by Bitner. Bitner did groundbreaking work on the interaction
between the environment and employees in retail and service firms, as pre-
sented in the article, ‘Servicescapes: The Impact of Physical Surroundings
on Customers and Employees’, which was published in the Journal of
Marketing in 1992. In the article, Bitner presents a typology for the impact
of physical surroundings on the behaviours of both customers and employ-
ees. She argues that an understanding of the impact of physical surround-
ings is especially important in service firms, because both customers and
employees generally experience the firms’ physical set-up.
Bitner’s typology categorizes service organizations on two dimensions
that portray important differences in the management of servicescapes
(Table 8.3). The two dimensions in Bitner’s typology are: first, who performs
the actions. In Bitner’s understanding, this may be the customer, the
employee or both. (Evidently, there is a considerable difference between
Bitner’s approach and the ANT approach where, as mentioned earlier on,
ANT would argue that not only humans are capable of action: material
objects, too, have agency.) The second dimension in Bitner’s typology is
concerned with the complexity of the physical environment: is it elaborate
or simple (in the table, Bitner uses the term ‘lean’, in the text she uses the
word ‘simple’. In this context ‘simple’ and ‘lean’ are thus taken to be syn-
onymous). (Bitner, 1992, p. 59)
Bitner is clearly aware of the instrumental and functional importance of
the physical environment. This is demonstrated in this quotation: ‘A clear
implication of the model presented here is that the physical setting can aid
or hinder the accomplishment of both internal organizational goals and
external marketing goals’ (Bitner, 1992, p. 58).
Nevertheless, the physical environment and the employees are separated
into distinct categories. This implies an ‘optic blindness’ towards their relat-
edness. As an alternative to this, ANT provides a relational view. This gives
the possibility of perceiving trajectories instead of boxes. It provides a
looking glass which can focus on the human–non-human interaction and
Experience offerings 169
draws figures of ‘the service organization’ which imply more fluid bound-
aries, for instance between whether a company provides ‘self-service’ or
‘interpersonal service’. Manumission is a good example of a case where a
specific part of the service provision moves from ‘interpersonal’ to ‘self-
service’, and the same service organization may have elements of both.
Furthermore, the notion of ‘self-service’ is seen in a new light, when the
network of heterogeneous entities is made visible. The customer partici-
pates among other entities, so maybe the term ‘self-service’ should be
reconsidered?
The ANT optic is useful in our attempts to understand the complexity
of service and retail environments, and thus ANT poses an interesting
challenge to the categorizations put forward by Bitner and followed by
others. The more fluid understanding which may be constructed using an
ANT-optic opens up the possibility for innovative spaces, where who or
what provides a service can be rethought. Thinking of the provision of a
service as an action which takes place in a network of heterogeneous
170 Creating experiences in the experience economy
I would like to note that the redesigns of service experience offering may be
received by the customers in many ways; the redesigns may even be disliked.
There is the risk that the customers at Manumission actually end up
missing the immersion of their bodily selves in the crowd in front of the bar,
that they end up missing the chit-chat, the flirting and the other random
social processes which may emerge in such a situation. And, in the case of
Prada, there is the risk that not all customers feel comfortable with the con-
tinuous surveillance that the Prada employee is capable of because of the
new physical infrastructure. Some customers may actually favour privacy,
and thus enjoy the breaks in the customer–employee interaction that natu-
rally occur when the employee fetches the odd garment in a different size
or colour. These breaks give the time and space to judge, independently,
how the garment looks and whether one likes it, without having to involve
or justify this making-up-ones-mind to the service providing employee.
This issue – the difference in perspective between sensegiver and sense-
maker – is pointed to by Pratt and Rafaeli (2006) and is worth further
research.
These two cases exemplify that different retail environment designs can
offer quite different future roles for the service/retail employee. Minimizing
employee influence on the customer experience may lower the required levels
of education (and thus lead to lower wages) and ultimately it may lead to
fewer jobs. This is one potential outcome of building ‘knowledge’ into the
physical artifacts. The physical infrastructure may be choreographed as a way
of ‘designing your way around’ employee participation, as in Manumission,
where the effect of employee performance on the customer experience is min-
imized by strong design of the physical environment.
A more positive scenario can be read into Prada’s New York store where
the ‘walking’ part of the service job is now carried out by physical infra-
structure, and where the future employee role could be seen as one
demanding highly specialized knowledge about psychology and sales tech-
niques for a new kind of customer–employee interaction. The physical
environment is designed to support the employee in his or her attempt to
give the customer the best possible service experience. The design/physical
infrastructure is used to augment qualitatively the customer–employee
interaction.
These two examples demonstrate the opposite extremes of a spectrum of
possibilities: one where environment design may lead to employee exclusion
and one where it may result in new forms of employee involvement.
questions like: Who or what creates the experience offering? Who or what
provides the service?
It seems useful to draw attention to the relational dimension of experi-
ence creation, and to do this in a manner which stresses the actions of mate-
rial objects. To encompass relatedness and heterogeneousness in the
understanding of the way experiences are offered is a valuable contribution
provided by the ANT-optic.
physical layout and design of work environments can help promote the
desired changes in organizational action.
The ANT optic implies that practitioners and researchers working with
change, competence and performance should reconsider the ‘object’ of
development. Instead of making the person the object of change, the object
should be something which is a bit more complex (not that people are not
complex). The object should be the more complex and more messy phe-
nomena of organizational action. Who and what creates the action and
how?
The physical, material dimension and its agency should be included in
our understanding of all organizational development processes. Where
management has strategic goals of making employees act in a different
manner, the physical environment, objects and material things should be
involved as participants and contributors. For example, if we seem to have
problems, what part of the physical layout of our firm contributes to these
problems?
Technology, artifacts and material objects can be seen as items which in
a strategic sense influence employees and thus the management of employ-
ees. Physical artifacts are important vehicles for action. They are potential
mediators of stability, and potential mediators of change. This implies
getting to know the work processes that take place in a more complex
manner and with a more ‘uneasy’ or ‘oscillating’ understanding of causal-
ities and interdependencies in action. By this I mean an understanding of
action and causality which is complex: sometimes people create action,
sometimes it is the placement of the door in a specific location that creates
a certain kind of (social) interaction.
The implication of this perspective is that ‘people’ are not sufficient as
foci in attempts at creating organizational performance. In order to chore-
ograph the action of offering experiences, several entities must be thought
together: organizational action occurs in a relational network of heteroge-
neous entities. Management would have to be oriented towards these in
their complexity and relatedness. Management would thus be about actant
management, or activity management, or management of the entities
which create action. We could replace the term human resource develop-
ment with organizational performance development. The strategic intent of
competence development (which generally and most typically focuses on
the individual) might be replaced by something we could call organiza-
tional competence development. Instead of looking inside human beings
for the sites of change and development, we would look at the heteroge-
neous relations in which these phenomena emerge. We might even play with
the thought that it was forbidden to talk about development on an indi-
vidual level.
174 Creating experiences in the experience economy
REFERENCES
Heath, C. and G. Button (2002), Special issue on workplace studies, British Journal
of Sociology, 53 (2), 157–61.
Knorr Cetina, K. (2003), ‘Posthumanist challenges to the human and social sci-
ences’, paper presented at the International Conference on the Role of
Humanities in the Formation of New European Elites, Venice, Italy.
Latour, Bruno (1992), ‘Where are the missing masses? Sociology of a few mundane
artifacts’, in W. Bijker and J. Law (eds), Shaping Technology – Building Society:
Studies in Sociotechnical Change, Cambridge, Mass.: MIT Press.
Latour, Bruno (2005), Reassembling the Social: An Introduction to Actor–Network-
Theory, Clarendon Lectures in Management Studies, Oxford: Oxford University
Press.
Law, John and John Hassard (1999), Actor Network Theory and After, Oxford:
Blackwell Publishers.
Law, John (2004), After Method, Mess in Social Science Research, London:
Routledge.
Nicolini, D., S. Gherardi and D. Yanow (2003), Knowing in Organizations: A
Practice-based Approach, New York and London: M.E. Sharpe Armonk.
Strati, Antonio (2006), ‘Organizational artifacts and the aesthetic approach’, in
Michael G. Pratt and Anat Rafaeli (eds), Artifacts and Organizations: Beyond
mere Symbolism, Mahwah, NJ: Lawrence Erlbaum Associates.
Suchman, L. (2003), ‘Organizing alignment: the case of bridge-building’, in
D. Nicolini, S. Gherardi and D. Yanow (eds), Knowing in Organizations: A
Practice-based Approach, New York and London: M.E. Sharpe Armonk.
9. Performing cultural attractions
Jørgen Ole Bærenholdt, Michael Haldrup and
Jonas Larsen
1 INTRODUCTION
176
Performing cultural attractions 177
The tacit assumption – that culture is what the tourists want and experi-
ence is what they get – is, however, not unproblematic. The concepts of
experience and authenticity have over the years been treated with some
suspicion in social science and cultural readings of tourism. Thus, three
decades ago, humanistic geographer Edward Relph remarked (with
slightly hidden contempt) that ‘the purpose of travel (in tourism) is less to
experience unique and different places than to collect those places (espe-
cially on film)’, (1976: 85).
Relph’s dismissal of ‘experience’ as a relevant category for understand-
ing tourism may seem paradoxical. Not only have tourist theories in recent
years been busy in defining and refining the forms of ‘the tourist experi-
ence’, it is also often simply taken for granted that tourism basically can be
conceived of as a quest for experiences (in contrast to everyday life). Relph’s
comment, however, drew on a long tradition of conceiving tourist experi-
ences as shallow, superficial, ‘fake’ and so on – a tradition that peaked with
Daniel Boorstin’s (1962) cultural (conservative) critique of tourism as a
contrived quest for pseudo-events and places. While much tourism the-
orizing after Boorstin (e.g. MacCannell 1976; Urry [1990] 2002) has explic-
itly departed from Boorstin’s cultural conservatism, Relph’s summary
highlights two important characteristics also of much later work and theo-
ries on tourism: firstly, that tourism is assumed to be concerned with places,
sites and attractions; secondly, that tourists’ interests in these are primarily
178 Creating experiences in the experience economy
visual. Hence, the preoccupation with the alleged spectacular and ‘exotic’
sites for tourist performances and their primarily visual consumption have
been key features in social theories of tourism and have also been broadly
adopted by social, cultural and business-oriented work on the role of cul-
tural attractions in tourism.
In MacCannell’s (1976) now classic response to Boorstin, The Tourist. A
New Theory of the Leisure Class, he insisted that, contra Boorstin’s argu-
ment, the tourist had to be conceived of as a sincere seeker of ‘authentic-
ity’. This was a quest often betrayed by tourist industries, locals and so on,
nevertheless MacCannell argued that tourist performances were informed
by a genuine and sincere interest in the lives, social relations, cultures, arti-
facts and heritage of other people. Building on MacCannell’s argument,
tourism research has seen a host of studies and writings refining and devel-
oping this thesis (see Bruner, 1994; Cohen, 1979, 1988; Halewood and
Hannan, 2001; MacCannell, 1976; Olsen, 2002; Selwyn, 1996; Wang, 1999,
2000, to track this debate). Also Urry’s paradigmatic work, The Tourist
Gaze (1990), basically followed this with its emphasis on the ‘spectacular’
and visual qualities of tourist sites. Urry argued that the consumption of
places, sights and attractions should be seen within a larger framework of
the modern sign economy emphasizing difference and the disciplining
of ‘the gaze’ to perceive certain spots as delightful, interesting and so on.
The main line of reasoning in this debate seems to have been to approach
the role of significant cultural attractions in tourism as ‘drawers’ without
scrutinizing how events, cultural institutions and heritage become embed-
ded in the interpretive and performative repertoire of visitors. That is, how
they become attractions capable of ‘drawing’ people, hence tying them to
the tourist industry and not mere dead institutions and things.
While much tourist analysis following the seminal work of MacCannell
(1976) and Urry ([1990] 2002) has emphasized how tourists visually
consume the places, sites and attractions they encounter, a distinct ‘perfor-
mance turn’ can be traced in tourism theory and research from the late
1990s onwards (Bærenholdt, Haldrup, Larsen and Urry, 2004; Coleman
and Crang, 2002; Edensor, 1998; Minca and Oakes, 2006; Sheller and Urry,
2004). The ‘performance turn’ departs from classical mainstream tourism
theories by displacing studies of symbolic meanings and discourses with
embodied, collaborative and technologized doings and enactments. It high-
lights the body and the corporeality and expressiveness of performance by
stressing the significance of embodied encounters with other bodies, tech-
nologies and material places. However, ‘performances’ can take on many
meanings, and have done so in the social sciences. In the following we
briefly introduce three different approaches to the study of performance
(see Larsen, 2005, for the following).
Performing cultural attractions 179
Tourists are not just written upon. They also enact and inscribe time and
space with their own ‘stories’. Tourism is performed rather than pre-
formed. Such a non-representational performance approach moves the
focus from consumption to how ordinary people, as creative, expressive,
hybridized beings, go about producing and experiencing cultural attrac-
tions. Having stated that our understanding of performance is beyond
symbolic communication and consumptions of signs (as also argued in
Gant, 2005), an approach that only focuses on the material and embodied
performance will not allow a deeper understanding of cultural experiences
that relate to heritage and involve a kind of citationary practice. In this
sense, there are imaginations, for example imaginative geographies or his-
tories that form a kind of repertoire. While these imaginations do not pre-
scribe or even determine performances, performances may very well
inscribe them (compare Gregory, 2004, on Orientalism). Performances are
not inscribed, but their performativity (and in this sense Butler can inspire)
precisely involves the ability to inscribe, use, draw on and change imagin-
ations and fantasies.
This means that our approach also has to take into account how con-
nections are performed, both in space and in time. Time can be folded, and
otherwise distant and past places can be enacted (see Jóhannesson, 2007).
Performance thus involves processes of scripting that make constellations
between past, present and future, momentarily performing proximity in the
form of memories, heritage or a combination of these. This is an approach
to history similar to that of Walter Benjamin (1998) and Negt and Kluge
(1987), since it acknowledges the vital connections between fantasies and
bodily encounters with objects, and the role of traces (Spuren), in people’s
mobile experiences (Er-fahrung).
Using the following two case studies, we will try to further develop such
an understanding. Both cases deal with the performance of cultural attrac-
tions in tourism, but they are doing this in different ways. They are both
explorative, since they have been used to develop our approach. The very
particular attempt of this chapter is to combine insights from both studies,
182 Creating experiences in the experience economy
since they are rather different in several ways. The first case study on the
performance of tourist photography, based on Jonas Larsen’s PhD work,
originally took the practices of representing a cultural attraction, the
Hammershus ruin, as its point of departure. Hammershus is one of
Northern Europe’s largest medieval ruined castle and it is surrounded by,
and has spectacular and extensive views of, the sea, cliffs and dales. It was
‘discovered’ by Copenhagen-based poets and painters that scripted it as a
picturesque place and is still largely promoted as a place of romantic gazing
in brochures and postcards. The place has charmed tourists for some
150 years, but the study of how and why family tourists take photographs
led to new empirical findings, crucial to our development of the notion of
the ‘family gaze’ and the overall approach to performance in tourist prac-
tices (Larsen, 2005, 2006). It thus became a paradigmatic case, showing
something that was somehow unexpected and led to new approaches. This
was of course also based on the particular tourist practices at Hammershus,
which is more like a ‘sacred’ site, that most tourists on holiday on Bornholm
visit, not so much for cultural learning and education, but simply for the
pleasure of being together there.
The second case study of tourist practices, at the Viking Ship Museum,
was made by Jørgen Ole Bærenholdt and Michael Haldrup, on request
from Sheller and Urry (2004). Based on interviews and some observation,
this study came to address many of the fantasies and encounters performed
by tourists at a museum, much more actively performing cultural history.
The particularity of the Viking Ship Museum, reflected in our study, is that
it is also a much more international attraction, meaning that it has become
one of the top few places international tourists would go in the world to
experience the heritage of Viking ships.1 It is therefore no surprise that our
interviewees in this case study were more of the type of cultural and her-
itage tourist, in the search for attractive and educational sights. Although
this study was done following the first, and with a lot of inspiration derived
from that, it also added understandings leading to the concept of ‘fantas-
tic realism’. Furthermore, it ‘led back’ to the debate about authenticity that
will end this chapter.
We should make clear that our discussion of performance above
addresses the way this concept has been discussed in social and cultural
theory, while it does not cover the more applied fields of performance
design or, for example, ‘management performance’, though it may be very
relevant in these fields. So this chapter concentrates on how tourists them-
selves produce experiences, and we can only make a reference to other
studies of the way the Viking Ship Museum and its staff stage and partici-
pate in the production of experience (Bærenholdt and Haldrup, 2006;
Bærenholdt, 2007).
Performing cultural attractions 183
Two versions of the ‘family gaze’ are enacted at Hammershus. The first
version makes pictures at rather than of Hammershus. For this ‘family gaze’,
attractions are not extraordinary on their own. Figure 9.2 is an example.
This picture could have been taken anywhere. This version of the ‘family
gaze’ is attracted to joyful family life rather than sights and picturesque
greatness, and order turns into a misshapen and indiscriminate assortment
of stones, benches, lawns, humans and so forth. It subverts the official
‘place-myth’ of romantic gazing and inscribes a new one of cosy and pleas-
ant family life.
The second version is not only shot at, but is also a picture of the
attraction. Figure 9.3 illustrates this style of the ‘family gaze’. This is a
picture with a well-composed balance of the family and Hammershus,
between being-there and being-together. The family is not outshining
Hammershus. Rather the ruin-castle is portrayed as awe-provoking, and
the photograph reproduces its romantic aura. Thus, this version of the
‘family gaze’ incorporates strong elements of the ‘romantic gaze’, and it
has a postcard-like feeling. Yet, by placing family members in the picture,
endlessly reproduced sights/images are inscribed with personal aura and
meanings. This version of the family gaze produces personalized post-
cards: it stages the family within the attraction’s socially constructed
aura.
187
Figure 9.3 Tourists’ ‘romantic, family gaze’ photo
188 Creating experiences in the experience economy
5 PERFORMING HERITAGE
five Viking wrecks are the very central objects exhibited in the ‘Viking Ship
Hall’ (from 1969), they are mainly gazed at in passing while visitors move
through to view other parts of the museum. The museum and the artificial
island of its location entails a strictly scripted choreography, meaning that
the typical visitor-flow passes exhibitions and the auratic, if not sacred,
wrecks (see Figure 9.4), before entering the hands-on Activity Room (see
Figure 9.5). Here they can enter two replicas of parts of ships, touch Viking
cloth, food, furs, ropes (replicas), dress up as a Viking with weapons, write
in runes and play Viking games, all carefully observed and accompanied by
actively communicating students. Finally, visitors can stop at posters, for
example a display of Viking sailing routes, before arriving at the museum
shop. But, outside the Viking Ship Hall, there is a small open-air museum
surrounded by water channels: The Museum Island. A collection of tradi-
tional Nordic ships (replicas) is anchored here. A ship is being built in the
open in ‘original ways’, and tourists can participate in sailing tours, knit-
ting, painting shields, making coins, or perhaps visit the archaeological
workshop, or simply have a pleasant time with refreshments in the central
cafe area (see Figure 9.6). There are also a timber yard and specific projects
and exhibitions for limited periods.
The self-perception and image of the Viking Ship Museum is closely tied
up with research and skills in producing and sailing replica ships, and with
the knowledge of researchers, craftsmen, sailors and guides (students). To
visitors, it is the interplay between the search for origins and the fascination
with the skills, characters and adventures of the Vikings that frames their
perception of the exhibitions. This difference also reflects different ways of
conceiving of and relating to heritage objects. Whereas much writing fol-
lowing Benjamin (1973) stresses the ‘auratic’ qualities of objects of art and
heritage, the visitors we interviewed stressed the capability to take posses-
sion of the past and connect with it as a central part of their perception of
the site. Some would even indicate that they conceived of the re-enactment
activities and replicas as even more real than the wrecks, displayed in the
hall, as stated by a Danish father with his family, interviewed beside the
wrecks in the Viking Ship Hall: ‘it does say much more to see them for real,
in the harbour – and these [wrecks in the Hall]. If I’ve seen one of them,
then it’s enough; four [there are actually five] is far too many, when you have
the ships outside’.
This conception of ‘the real’ only gives meaning insofar as one under-
stands reality, not as equal to the barren objects of the primary world, but
as a fantasized ‘second-world’ resurrection of how it ‘really’ was (on the
concept of ‘second-world’ see Tolkien, 1997: 137ff and discussion in
Bærenholdt and Haldrup, 2004). In contrast to the displayed wrecks (not
to be touched) the replicas could be used and tried out on the fjord. Hence
190
Figure 9.4 The wrecks, Viking Ship Hall
191
Figure 9.5 Activity room, Viking Ship Hall
192
Figure 9.6 Construction of replica of the ‘Skuldelev 2’ Viking Ship, 2003
Performing cultural attractions 193
The trace is the manifestation of a closeness however distanced it may be. The
aura is the manifestation of a distance however close it may be. In the trace we
enter into the possession of the thing, in the aura the thing overpowers us.
(Benjamin, quoted in Markus, 2001)
The visitors did not only gaze at the auratic objects on display, but read them
as traces. The wrecks of the 10th- and 11th-century ships on display in the
museum are certainly framed and exhibited as auratic objects. However, it
is the replicas, the re-enactments and so forth that enable visitors to ‘take
possession of things’: to bridge the gap of ten centuries, fold time and make
them part of their lives. In that sense the Viking re-enactments, replicas and
events – and indeed also the wrecks – are not really interpreted as ‘auratic
objects’ but as traces of their own genealogy – their own identity.
The tracing of genealogy (biological or cultural) was of course central to
those visitors of Nordic origin but, in a much more general sense, the
journey into an imagined relived Viking world enabled visitors to take pos-
session of the objects at the museum. This fantastic realism tied further-
more into the embodied performances of tourists at the site (such as
rehearsing with swords, dressing up as a warrior’s wife and so forth). In this
sense the tracing of cultural roots, complemented by the fantastic world
constructed by popular culture, is equally important to tourist interpreta-
tion of the Viking relicts and re-enacted skills displayed. Two young sisters
from New York and California, who grew up in Taiwan, said that they had
little advance knowledge of the Vikings and their geography apart from
history classes and cartoons depicting Viking warriors with ‘horned hats’.
In response to the interviewer’s second question about Viking images, one
sister answered: ‘I think to me, though, that it is [the image of] an invader;
they invaded – for a period of time they dominated a lot of countries, and
it is more of a negative image.’ The interviewer’s intervention about Vikings
in Newfoundland reminds the other sister of something:
They are eagerly positive about their experiences at the museum and all the
great explanations given by the guides and the film, fascinated with a world
totally detached from their own world and their own heritage. This fantas-
tic world of the Vikings is particularly important in triggering off the
hands-on activities in the rather dark, adventurous Activity Room, where
you can dress up as a Viking in coats of mail with swords, play games and
write in runes. Visitors on sightseeing tours from Copenhagen put a lot of
effort into their activities, including photography, when they arrive at this
rather dark room to dress up playfully after passing through the simple, rig-
orously modern exhibition of the original remains of the ships. However,
the fantastic elements of the Viking world also play a significant role for
visitors trying to trace ancestors or cultural heritage. A middle-aged couple
from Hawaii were on their way through Denmark, the Frisian Islands and
the Netherlands. They had visited the Museum Island the evening before
and come back on this bright summer morning (the Museum Island is open
to the public) before the museum opened. As they put it, they were ‘looking
for dead Europeans’: 17th-century ancestors from Norway–Denmark
and the Frisian Islands. Standing beside the 30-metre long ship replica
under construction, they were fascinated by the ‘lifeworld’ of the Vikings
as directly compared with their own environment and modernity:
She: ‘For us it is very hard to understand living on the ocean, living on a ship for
an extended time, because we have seen the ocean where we live [Hawaii]; some-
times it is very calm, but at other times, like during hurricanes, it is very wild;
and they were very strong people, very creative and very clever at figuring out
how to survive.’
He: ‘. . . and it’s unbelievable that they could build anything this modern’.
Vikings are admired for being ‘creative’ and ‘clever’ and for having built and
sailed ships that were ‘this modern’. This belief in the fantastic world of the
Vikings is more than just praise of their skills. Skills are associated with
characters and in turn they relate to their own genealogy by joking about
the Viking-like characters of their relatives (fishermen of Norwegian origin
in Seattle). The very reason for going back this morning was to take photo-
graphs of the replica under construction, ‘because we are trying to explain
to our grandchildren – their heritage, and this helps . . . And I’m so inter-
ested and amazed that long ago people had developed crafts; they were not
literate, they had to make it originally’.
Indeed, the genealogical search is a performance of heritage over long dis-
tances, where photographs help to build the connections and identifications.
These identifications are performed as part of the general ancestor-search
programme of the European tour, where they compare the geographies of
challenging seas, personal characters and the building of skills across time
Performing cultural attractions 195
and space. Another American couple, from Utah, talked about connections
of the same kind. Their grandparents were among the many late 19th-
century emigrants from Denmark to America. Again, genealogy was asso-
ciated with the Viking world:
She: ‘We’ve heard about Vikings all of our lives – in history we studied in school,
and of course being Danish I was interested in anything connected with the Danes.’
He: ‘And the Vikings, as I understand it, were very strong, outdoor-type people.
Today we live in nice houses, have nice things – the Vikings didn’t have that, they
had a strong character, different than people today, different than American
people, Danish people, it was a different culture altogether’. (. . .) ‘heritage, it
helps us that our forældre [the Danish word for “parents”. He may have meant
forfædre, i.e. the Danish word for ancestors/forefathers] were good people; they
were trying to live the best they could, at the time when they lived, and they liked
adventure’ (. . .).
She: ‘They weren’t afraid to try new things and tried to make their lives better,
you know; this is the way I feel about my forefathers when they came to America.’
One problem with the performance metaphor in social theory and tourist
studies is that many associate performance with a trickster world of false
Performing cultural attractions 197
realism then captures how such mediators enable people to experience ‘how
it really was’ without reducing this to the reproduction of contrived,
superficial clichés about the past. In this way both of these notions, family
gaze and fantastic realism, open up for a broader conception of what
‘authentic experiences’ implies – a conception that goes beyond futile
dichotomies between authentic and contrived experiences.
In this process distant places and people (imagined or real) play a crucial
role in determining what performances particular sites and places afford.
This is not the same as to say that tourist places and sites are only imagined
and that one perception may be just as good as the other. Nor is it, as Crang
points out, ‘about the image of places as beheld by tourists, but rather the
processes and practices of signification – where tourism takes up discourses
and representations and uses them in ordering places, making meanings,
making distinctions, and thus making places through actions’ (2006: 48).
Instead of looking merely at the experience of places and sites as a
process of interpretation, we argue that this process should be seen as a
process of production in which particular experiences are produced in
accordance with the affordances of specific sites as they are connected to
distant places and others which are drawn into the orbit of the particular
performances enacted. These performances are not pre-scribed, but they
certainly involve crucial practices of scripting. This move also implies a
reversing of the problem of ‘authenticity’. Instead of looking for desires or
motives of tourists/visitors, we have to pay much more attention to the con-
nections that produce particular experiences.
This understanding is a move away from the Cartesian dichotomy
between objects in the environment and the acting human. Authenticity is
thus not only something objective, with inherent qualities of objects, nor is
it only constructive or existential in the sense of qualities ascribed to expe-
riences only because of the more or less independent actions of the tourist
actor. We are well aware that Wang’s typology is more complex than it may
look, but, in this principal argument, we contend that both of our case
studies, across their obvious differences, reveal an intrinsic relation between
the performance of tourists and the affordance of tourist attractions, which
makes what seems to be two sides actually easier to understand as rela-
tional. Smart new terms for this would be ‘perfordance’ if not ‘afformance’,
central to experience. As stressed by Gunnar Thór Jóhannesson (2007),
such a relational approach is much more than just understanding tourist
practices as external relations between actors and objects. It involves a
focus on the practices or politics of connectivity itself.
In this chapter, we began by stressing the role of tourists in performing
experiences themselves, also popular in the marketing discourse. In
conclusion, however, the theoretical discussion of performance as it was
Performing cultural attractions 199
developed with two different case studies, first pointed to the crucial role of
the bodily encounters with material objects and environments at the sights
and sites of tourist attractions. Performances are thus not independent of
the affordances of sights and sites, the full consequence of this being that
performances and affordances can hardly be separated. This move follows
the phenomenological and Gibsonian inspiration basic to the first part of
our approach to performance, as inspired also by Tim Ingold, among
others. It means transcending the Cartesian dichotomy that many have
taken for granted, between actor performances and object affordances.
However, a second move was also necessary, not least because of the empir-
ical findings in both case studies. Tourist experiences of both family gaze
and fantastic realism, across their differences, involve important connec-
tions in time and space between the concrete place of experience and
imaginations spanning from past (for example fantastic) heritage to the
anticipation of future (for example family) memory work.
Thus tourist experiences, as performed and afforded, are not pre-scribed
by already set choreographies, but they certainly involve the scripting of the
concrete encounters with the no less concrete imaginations and meanings
of these encounters, and these imaginations and meanings are easily bound
up with more or less far away events and practices. In this sense, if we want
to embrace a concept of authenticity with tourist experience, the relations
involved are more than the professional institutionalization of the authen-
ticity of the object by museums curators and the like. They are also more
encompassing than the tourists’ own constructions and existential feelings
of authenticity. If we should conceive of authenticity in the performance
and affordance of tourism, this is a form of connective authenticity, and we
have suggested Benjamin’s concept of the trace as a key inspiration to such
an understanding.
Whether we investigate the performance of family or cultural tourism, it
is the traces across past, present and future, and across spatial distance, that
are the connections tourists perform. In this way, to perform tourist attrac-
tions means scripting imaginations tourist places afford to which to be
connected. But it is still the concrete bodily performances in tourist places
that let material encounters allow fantasies to unfold.
NOTE
1. The only major competitor is still the more traditional Viking Ship Museum on Bygdøy
in Oslo, though ambitious plans for a new Stockholm Viking Centre have recently been
launched (Dagbladet Roskildet, 5 and 6 January 2007). However this museum will proba-
bly not have the same focus on the ships.
200 Creating experiences in the experience economy
REFERENCES
1 INTRODUCTION
203
204 Creating experiences in the experience economy
2 SPACE–SPIRIT INTERACTION
2.1 Experiencing
Performer Participant
Kairos Coherence
Identity-creating process
Kairos (intense moments that open a window on new actions) can lead to
a more sustained psycho-physiological state termed Coherence.
The ‘Black Rose Trick’ is, as previously mentioned, built up as a hotel con-
nected with a military regime: terrifying military personnel move around all
over the place. The basic note of fear is struck already when the identity card
is issued and sign-in procedures are implemented – and also pain: staying at
the hotel implies a risk of contracting a deadly virus, the evidence of which
can also be seen in the eyes. The state of emergency-like situation makes treat-
ment practically impossible. Even the chief doctor has been infected with this
virus, and the hotel’s hospital ward functions badly. A ‘bleak’ atmosphere is
created through themes, interior, scenography, costumes and objects.
The ‘Black Rose Trick’ performance theatre installation can be charac-
terized in the following way in the four upper dimensions of the model:
space, time, interaction, engagement. The participants themselves can
choose which of the hotel spaces they would like to move around in and
when: for example, the hospital ward, the restaurant with variety show and
bar, or the owner’s bedroom – the so-called bridal suite. The choices they
make determine the interaction possibilities with performers that have been
trained to play a character that is to enter into interaction with the hotel
guests to challenge and seduce, so that the participant dares to launch a
process of self-discovery. Lose oneself and find oneself again. Widely
differing types of engagement can be observed, ranging from distant, obser-
vant rejection of a performer’s approach to the participant who is totally
absorbed in the interaction with a military person. The performers’ choice
of space and order, their engagement through the concrete interactions,
especially the conflicts that also arise between the performers themselves,
determine the development over time, where general themes and the time
span and duration were fixed in advance: ten consecutive days.
As an experience researcher, I get close to an interaction in one of the
parts of the hotel. The guests are sitting relaxing in one of the hotel’s ‘warm-
hearted spaces’ decorated in red, where stage, bar, casinos and restaurant
have become one, and are being entertained by a divo and three divas with
music from the 1940s and 1950s that helps to create a ‘bleak’ atmosphere.
The guests are looking curiously into a series of chambres séparées, where
secret negotiations and small intimate meetings seem to be taking place, and
they are also fascinated by other guests’ total absorption in a game of poker.
A guest moves up to the bar. Wants food. Potato soup is the only possibil-
ity, but one look into the indescribably filthy kitchen appears to make her
have second thoughts. Yes, she would like some soup even if she will have to
208 Creating experiences in the experience economy
wait for 20 minutes. After 20 minutes she goes up to the bar again. The soup
is not ready. She looks aggressive but apparently does not dare to react. It
will be another half hour before she can get her soup. I become curious –
talk to her. She tries to take a rational approach to the situation, but is
herself surprised that her anger is so extreme that she does not dare to react.
The fifth dimension of the model with the fundamental emotions can be
used to understand important features of experiences where we observed
the anger of the guest as the dominant emotion. The atmosphere that is
created through the consistent ‘tristesse’ can also be characterized in this
dimension, inasmuch as the attempted bleak atmosphere in the ‘Black Rose
Trick’ is experienced as being based on pain/sorrow:
the ‘Black Rose Trick’, but I intend to develop the model further to make it
usable in understanding experiences in interactions.
Universal existential situations can take quite different forms for each of us.
Through the socialization process, for instance, for one person rejection can
be closely linked to the father figure, and for another person the mother
figure. This will be significant for the concrete design of spaces with inter-
action possibilities, where the intention is for the participants to turn on
emotionally and have strong experiences. But here also I try to find some
universal reactions and interactions in the way the fundamental emotions
are civilized through upbringing; for example, anger can be expressed as
moralizing, which may be termed an ‘ego reaction’.
Ego reactions are created in the past when the small child in life-
expanding movement with an embedded tension of joy, interest or enthusi-
asm is stopped or held back by adults. Being hindered in life-expanding
movements produces a reaction of anger in the child, sometimes to the
extent that the whole body is involved, with biting and kicking, mixed with
fear of the parents’ rejection. This state of tension with joy, anger, fear, guilt
and shame is painful. From the perspective of the child, it is a matter of
avoiding feeling these unpleasant, painful states of excitement that arise
because the child does not experience any mutuality in the contact, does not
feel itself to be seen, heard or understood in its life-expanding movement.
In order to protect itself and achieve control over the situation, the child
inhibits its breathing, develops physical muscular overload or underload, as
well as interpretations and reactions that are activated especially when one
feels under pressure. The ego reactions are based on pain and are an expres-
sion of negativity: I cannot trust myself in my life-expanding movement:
there is something wrong with me and I cannot have confidence in the envi-
ronment seeing, hearing and understanding me (Christrup, 2002, 2004).
The emotions constitute the fundament in ego reactions: anger, fear and
shame. A.H. Almaas operates with nine ego reactions with inspiration from
the East. These are merely a part of his large-scale theoretical work about spir-
itual development with nine facets, called the Enneagram (Almaas, 1998b).
I shall develop the model (Figure 10.2), pointing to the fundamental emo-
tions with the nine ego reactions in my own formulation, with inspiration
from Almaas. I call the new elements in the model the Ego Roulette, because
one ego reaction, for example apportioning blame, often triggers an ego
210 Creating experiences in the experience economy
The model is now more complex, and before I develop it further I would
like to outline how I used it as a research experience in the ‘Black Rose
On sense and sensibility in performative processes 211
One perspective on the development from the Ego Roulette game to Jolly
Chor(a) (Figure 10.3) could be to regard existence as successive states of
tension between performers and participating audiences with particularly
emotionally intense moments. Kairos can be very important for an Identity-
Creating Process where more sustainable states of appreciation, joy and
happiness can be achieved: that which is called Coherence as a psycho-
physiological state.
Viewing existence in a perspective of tension may be illustrated by the
following quotation:
In order to understand the idea that we make our bodies by the way we live, it is
necessary to understand the basic life process of excitement, and how we shape
it. The body is a river of events and images, the stream of our goings on – our
thinking, feeling, action, desiring, imagining, a current of mortality. This current
of tissue metabolism which constantly shapes and reshapes itself as our bodies
Kairos
Coherence
Identity-creating process
we call excitement . . . How we choose to let our excitement expand and grow,
how we choose to express or not express it, reveals us. (Keleman, 1979, p. 29)
The specially intense, tense present moment that Eva experiences in the
interaction in the ‘Black Rose Trick’ I call Kairos. This is a biblical time
concept in which there is a close connection between time and opportunity.
The favourable moments, Kairos, must be exploited. They contain a gift
(and a task) for human beings, an opportunity for action. But opportuni-
ties can be wasted.
American psychologist Daniel Stern employs the concept of Kairos
about the present moment in the relation between therapist and client, and
in an interview he underlines the important point that what happens in the
present can change our remembered past (Christiansen, 2005).
In continuation of this tension perspective, I shall create a bodily, mate-
rially embedded, reference point and objective for the work of construct-
ing experiences on the basis of an intention to contribute to human
development with life-expanding movement in Jolly Chor(a). The concept
of psycho-physiological Coherence is relevant and useful for this purpose.
This concept was developed at the Institute of HeartMath in California
(www.heartmath.org.).
Reading the state of the heart can provide insight into this state of coher-
ence. When we speak of heartbeat, we often operate with an average figure,
the pulse: the number of times the heart beats in a minute. But the time
interval between each heartbeat varies; this is called heart rate variability
or heart rhythm. It is interesting to observe the pattern in the heart rhythm.
Research shows that, when negative emotions are experienced, e.g.
anger or frustration, a chaotic, incoherent pattern appears, while the
pattern is harmonious, wave-shaped and coherent when positive emotions
such as praise and appreciation are experienced. Studies have shown
that sustained positive emotions bring about a distinct mode of function-
ing: psycho-physiological coherence (Childre and Rozman, 2005). It has
also been demonstrated in studies that persons at a distance of up to
214 Creating experiences in the experience economy
Frustration
90
Heart rate 80
70
60
60 120 180
Time (Seconds)
Appreciation
90
Heart rate
80
70
60
60 120 180
Time (Seconds)
With a starting point in the theme of lose oneself – find oneself, I shall
describe Almaas’s theory of identity creation, the process that can lead us
from EgoRoulette to Jolly Chor(a). Almaas’s work is based on integrating
the schools of wisdom of the East with the best of western psychology.
For Almaas, finding oneself is to phase out ego reactions and achieve the
consciousness of unity, where the person feels connected with something
bigger than him/herself. Strength, love, joy, peace, sympathy and presence
are aspects of this state of unity. Almaas draws attention to the fact that it
can be difficult to understand his view of identity because it runs counter to
the usual Western understanding of identity, which is coloured by the idea
of the precedence of rationality as expressed, inter alia, in Descartes’
dictum: ‘I think, therefore I am’. For this reason, he takes his starting point
in descriptions of presence that are close to the experience of this unity expe-
rience as a directly experienced existential certainty (Almaas, 1998a, 1998b).
To take an example from a natural experience, Almaas makes it clear that
there is something else and more in the experience of presence than sharp-
ened awareness through the senses. Nature shows itself as more than the
things of which it consists:
The presence does not have to be individual, Almaas stresses. The example
is a woman giving birth whose presence is unmistakable, beautiful and
powerful:
216 Creating experiences in the experience economy
The experience of presence in this situation may be seen, if one is sensitive and
aware, not to reside only in the mother. If all present are fully participating – and
this often happens in such situations because of their dramatic intensity – then
the presence is seen to pervade the room, to fill it and impregnate it. There is an
intensity in the room, a palpable aliveness, the sense of a living presence.
(Almaas, 1998a, p. 4)
thetic sense stimuli in these spaces – to create a challenging gift for a person’s
natural curiosity. Here is just a selection of space and sense bombardment.
It was possible to experiment with identity. There was a web cam with 10 com-
puter screens in the entrance. The camera took a picture every 12 seconds and
people did not know when they had been fixated – concentration rose.
Participants began to play with movements and innovative positions to give new
life to the picture. The picture shown had layer upon layer of the earlier fixations
and was a colourful contour marked by computer-created effects.
Another space, tiled and formerly used for slaughtering, was inspired by the
reality outside of the cowsheds, an area used by drug addicts in which to fix. An
artist designed the installation called ‘life after death and the desire for drugs’.
It is floating yet suffocating – white material, transparent textiles, dolls with a
touch of childhood as well as strange beings, operation tables and slightly per-
fumed smoke. A long, blue plush swing attracted many people – a calming and
comforting action – hanging in two sets of chains to bear the burden of human
decay and a dangerous game with drugs.
The lounge – a space in which to sit and rest one’s legs. On the surface pleas-
ant and home-like. But the history of the space adds another dimension to the
atmosphere of an ambivalent and almost threatening nature. The interior of the
space was built of heavy timber and stable doors that barricaded the natural
development potential of animals. The installation was constructed as a thick,
immovable spider’s web decorated with red carpeting on some of the seating
plateaus. The red carpet runs through all the rooms like a bloody track, but it
could just as well be an exclusive reception of guests and visitors.
It was a multi-experience for the senses that also included sound art and
video/visuals. The performers experimented with sounds from old reel-to-reel
tape recorders and also electronic equipment with unpredictable shifts from a
gloomy, trance-like sound universe to the sounds of hard-hitting drum and
bass. Computer-visuals were projected onto the walls and lit up, in interaction
with the music. An improvisation process depending inter alia on conscious
and unconscious reading of dancing, sitting, lying bodies – movements and
atmosphere.
It was a space with sensory stimuli that hit straight home. A performance
that points to the challenge of incorporating spaces in an electromagnetic
perspective – not merely around the heart but also the way in which sound
waves affect the electromagnetic field of cells. With their +/ tension, reg-
ulated by the sodium pump in the human body, among other things, the
cells have natural frequency fluctuations that can be influenced by sound
waves within the same frequency area as that of the cell (Jensen, 2005).
radiated by those around us. In fact, the opposite is true, because when people
are able to maintain the physiological coherence mode, they are more internally
stable and thus less vulnerable to being negatively affected by the fields emanat-
ing from others. It appears that it is the increased internal stability and coher-
ence that allows for the increased sensitivity to emerge. (McCraty, 2004,
pp. 555–6)
master complex situations under pressure. Reality is not like that for most
of us.
Stress research has identifies four phenomena that most people experi-
ence as pressure: the field is unclear, actions are absent, contradictory com-
munication and pressure of time (Mirdal, 1993). It is probably impossible
to control a process so as to avoid these types of pressure. It is, therefore,
important for professionals to be aware of and to work with their own reac-
tions under pressure. They must also develop the competence to facilitate
processes so as not to invite the Ego Roulette game, and, when there are
moves with ego reactions, to handle the situation competently so that it
does not give rise to destructive interactions, that is, the Ego roulette starts
spinning. For use in experiments with the Ego roulette, I have developed
some exercises with music and drawing which, inter alia, can show a
person’s reaction when he/she is suddenly interrupted in his/her progress
during Jolly Chor(a) (Christrup, 1995, 1999, 2001).
thinking
sensing intuition
feeling
Many project management models and tools exist in which making a com-
petent choice can seem to be an independent science when the process in a
concrete performance project is to be handled. I shall attempt to create a
model that is universal, making it widely applicable.
My first choice for the development of the model (Figure 10.6) is a
‘classic’ reference point: the traditional aims–means project management
paradigm that operates with four fixed phases: see the text above the bold
line in the model. In the book entitled ‘Projektledelse i løst koblede syste-
mer’ (Project management in loosely linked systems) this project manage-
ment paradigm is reframed with a view to use in a complex, uncertain and
chaotic world: see the text under the bold line in the model (Christensen
and Kreiner, 2002).
I have had to create a new model especially, because the starting point of
the model for ‘Project management in loosely linked systems’ is a vision
that manages the project. In many experience production projects the
vision is created over time on the basis of experiences in interaction with,
for example, volunteers as actors, as seen in the project at the Vesterbro
Festival. My model (Figure 10.7) is extremely simple and can only be used
with the theory-inspired elaborations that follow.
I have made the choices selected into the major dimension in the model.
The ideas, actors and resources implicated in this choice and the action con-
ideas......................................ideas................
choices...action...valuaction...choice...action...
actors...........................actors.........................
resources...........................resources..............
nected with the choice can be inscribed in the model. ‘Valuaction’ then
follows: an evaluation and appreciation of action with a view to the further
development of ideas, involvement of actors, procurement of resources,
next action and so on.
We know from brain research that the emotions are involved in most of
the choices we make (Kringelbach, 2004; Damasio, 1994). It could be a
point that processes in some situations can be optimized if the participants
get contact with, accommodate and perhaps express the emotions that,
after all, to a high degree control important choices.
Against the background of a study of creative persons’ creative processes
(Mozart, Einstein and the rest), the psychologist Wallis has developed a
theory about the creative process and established the following four phases:
and skills and, like the first phase, is a largely conscious process
(Samuels and Samuels, 1982).
UNCONSCIOUS CONSCIOUS
Delta Theta Alpha Beta Gamma
0.5–4 Hz 4–8 Hz 8–13 Hz 13–25 Hz 25–42 Hz
Instinct Emotion Consciousness Thought Will
Survival Drives Awareness of the Perception Extreme
Deep sleep Emotions body Concentration focus
Coma Trance Mental activity
Dreams Integration of Energy
emotions
Ecstasy
Source: http://www.newbrainnewworld.com/?Brainwaves_and_Brain_Mapping
On sense and sensibility in performative processes 227
Most discussions of kundalini power include the mistaken idea that this power
is exclusive to a few people who have worked on themselves. Every athlete has to
use this power. Every actor. Every musician. Every artist has to use kundalini
power to keep himself fully conscious. The same is true for each one of us.
(Bruyere, 1994, p. 153)
4 CONCLUSION
ACKNOWLEDGEMENTS
Illustrations: Sarukokoro, Mads Folmer
Translation: Margaret Malone
Dialogue concerning the text with my daughter Josephine Christrup and my colleague Hanne
Dankert
230 Creating experiences in the experience economy
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11. Experience production by family
tourism providers
Ann Hartl and Malene Gram
1 INTRODUCTION
232
Experience production by family tourism providers 233
2 EXPERIENCE PRODUCTION
Since the late 1990s there has been a growing focus on experiences as an
added value to products being sold; in this context Pine and Gilmore (1998)
have coined the expression the ‘experience economy’. Whilst tourism
providers claim that they have been providing experiences for a long time,
the newly increased focus has initiated and enlarged interest in providing
for tourists by applying some of the principles promoted by Pine and
Gilmore. Pine and Gilmore (1998) state that an experience creates a mem-
orable event, thus increasing the possibility of obtaining repeat customers,
and at the same time increasing customers’ willingness to pay. Staging an
encounter where visitor and provider meet in a personal and memorable
way will further increase the businesses’ competitive position in the mar-
ketplace, thus placing the ‘optimal experience’ in the ‘sweet spot’ in the
model presented in Figure 11.1. In the sweet spot, a balance between pas-
sivity and activity is struck; the guest’s experience will be entertaining, edu-
cational and have its aesthetic and escapist elements. All senses, or at least
most of the senses, will be engaged through the experience.
However, according to Pine and Gilmore (1998), five design standards
drive the foundation of an impressive experience. Firstly, the provider needs
to work with a consistent theme that reverberates throughout the holiday
experience. Secondly, the theme should be encrusted with positive signals –
signs that are easy to understand and follow. Thirdly, negative distractions,
whether they are visual or aural, should be eliminated. Fourthly, the
provider should present the visitor with something to take home, a souvenir
to remember the experience by, thus adding to the tangibility of the intan-
gible experience. Finally, as already indicated, a winning experience engages
as many of the five senses of the visitor as possible; the better this is inte-
grated, the better the experience (achieving the sweet spot experience).
234 Creating experiences in the experience economy
Absorption
Sweet spot
Entertainment Educational
Passive Active
participation participation
Aesthetic Escapist
Immersion
activities, that is, experiences on site and not prior to the visit (for example
via the Internet) are popular with the children (Haahti and Yavas, 2004).
There certainly is a need for information provision prior to the actual visit
to a destination and there needs to be coherence between the two, thus
embracing the fact that holiday experience does not exclusively take place at
the holiday destination (Nielsen, 2004; see also Leiper, 1990, 2000). A move
from the ‘Disney’ type of experiences to the ‘post-Disney experience’ has
been recorded (Nielsen, 2004). Whilst the Disney experience is characterized
by ‘a completely constructed environment, and a fundamentally prescribed
visitor experience’ (Borrie, 1999), the post-Disney experience focuses on the
vision of computer technology providing intelligent interfaces responding to
spoken or gestured desires of humans (ISTAG, 2001) together with a renewed
service paradigm (Morgan et al., 2002). It has also been demonstrated that
the integration of modern ICT services can provide the necessary integration
of the pre-visit and the visitor experience. However, as the results from our
investigation will show, there are no indications as to whether children or
parents who participated in the investigation actually would respond in a
positive manner to ICT-based offers prior to, and/or during, the trip.
Walking, reading and looking at buildings may be ‘active’ for an adult, but tend
to become boring very quickly for children who need and want more stimula-
tion. (2000, p.27)
Kids are not just mini-adults, [...] they are wired differently, act differently, talk
differently, see the world differently.
236 Creating experiences in the experience economy
Nickerson and Jurowski also noted that children referred to ‘to shop’ as
a favourite activity in the gold mining cities, not necessarily for goods
relevant to the gold mining theme, but also goods such as baseball caps. An
exploratory study on school trips showed that children of 14–15 years of
age seek, above all, sociability with their classmates (Larsen and Jenssen,
2004). Another significant wish they report is participation in extreme
activities (rafting, climbing mountains and so on).
In another study, children aged 7 to 11 expressed their attitudes to travel
experiences and different holiday destinations by describing the perfect
holiday destination as a place which provides all the pleasures from home,
with extras and, particularly, good weather (Cullingford, 1995). Even
though children dream of ‘home and sun’, they tend to remember what
was different from home. Good beaches are vital ingredients in the chil-
dren’s description of holidays. Also, the children expressed the view that
‘big hotels and a great deal of entertainment are more attractive than
explorations of tropical rain forests’ (Cullingford, 1995, p. 123). Children
are not, as adults tend to be, burdened by cultural ideals about what one
ought to see and do while away on holiday. Cullingford also expresses the
opinion that a desirable destination for children is one which offers many
things to do, in a friendly, accommodating and rich environment (p. 124).
When comparing Belgian, French, British and Italian children’s influence
on trip decision making and how this links to their satisfaction with that
holiday, it turned out that a majority of children in all investigated countries
had played some part in the vacation decision. Of these, British children
were least likely and Italian children most likely to have been involved in the
vacation decision (Seaton and Tagg, 1995, p. 17). What the study does not
consider is differences in cultural perceptions of what is encompassed by the
concept of being involved in a decision. Seaton and Tagg conclude: ‘involv-
ing children in the vacation decision-making process improves the possibil-
ity of an optimum outcome’ (p. 18).
with time for each other, a child-friendly atmosphere, fun, nature, new
experiences, good food, attractive facilities, freedom and independence,
were mentioned as further holiday objectives.
Another study records that German parents maintain they want to rest
during their holiday, while wanting to have fun at the same time (Aderholt,
2003). Beach holidays are the preferred way of spending a family holiday
with children. Almost half of all holidays undertaken by families with chil-
dren include elements of the beach and water, whereas city breaks are far
less likely among families with children, compared to the population in
general. Further, German families put greater emphasis on having time for
each other, relaxing, being free and having fun, than the holidaymaking
German population in general. Also families are less interested in getting
to know new people, having contact with locals and experiencing some-
thing new, experiencing other countries and their culture (Aderholt, 2003)
than Germans on average.
Visitors to the Legoland theme park in Denmark, who were interviewed
in order to establish customer perceptions and satisfaction, expressed the
view that the park catered well for children’s needs, but left adults with a
feeling that they were babysitting (Johns and Gyimóthy, 2002). Some
parents felt they were sacrificing their holiday time in Legoland, because of
the lack of adult activities; others rationalized the visit to the theme park
by talking about compromise or vicarious gratification: when the kids are
happy, so are the parents. The parents in the study perceived the park as
secluded and therefore safe, and safety is considered important not least
because it gives the children an element of independence and parents space
from their children for a while. The authors conclude, however, that a
general conflict exists between children and adults’ agendas during holidays
(Johns and Gyimóthy, 2002, p. 325).
parents. The most recent research (McNeal, 1999; Lindstrom, 2003; Gram
and Therkelsen, 2003; Gram, 2004) shows that children have, to a much
greater extent, become part of the decision-making unit. Children are, not
always but potentially, involved in family purchases. The reason for this
development is that, on the one hand, children expect to be heard and there-
fore make demands, and that, on the other hand, time-constrained adults,
who strive to have democratic families, want to have happy and indepen-
dent children. Thus, it seems important to consider children as well as
parents in tourism marketing and through that to appeal to all actors in the
decision-making unit.
No doubt, children do influence purchases in the family, and parents are
not deaf to the wishes expressed by their children. Within tourism, it is
found that pleasing the child is an important motive for parents (Ryan,
1992; Johns and Gyimóthy, 2002). The satisfaction of children is rated
highly by parents and, if the child does not wish to go to a specific holiday
site, the likeliness of satisfied (read ‘happy’) children is poor (Thornton
et al., 1997). The influence of children is thus not just a simple one-way
process with a screaming child in a supermarket, but a two-way commu-
nicative and multifaceted process between the child and (at least at times)
an adult encouraging the child’s participation.
Studies have also found that children are perceived to have some direct
influence in the holiday decision-making process: especially German chil-
dren, as compared to Danish, and particularly in the inspiration-seeking
and final decision-making phases, were also found to have a strong indirect
influence on family decision making (Gram and Therkelsen, 2003; Gram,
2004).
2.3 Sub-conclusion
3 METHODOLOGY
The results of the study that are reported in this chapter are based on
a research project initiated by the coastal holiday alliance under
VisitDenmark. The project was a follow-up to a previous qualitative study
of Danes’ and Germans’ holiday expectations. For this study, a round-table
discussion group with nine German children (five girls and four boys, all
between 8 and 13 years of age) was carried out at a studio in Hamburg.
Additional to this, there was a follow-up postal survey of 200 German chil-
dren. Moreover, two round-table discussions were carried out with German
mothers and fathers, respectively. There was also a quantitative survey
(CATI) of German families, which was conducted concurrently with the
focus groups.
All participants in the round-table discussions were German, they were
selected from a general middle-class background, and were part of a family
with a minimum one child below the age of 12 years. None of the group
members were related to each other, so what happened during one group
discussion could not be discussed prior to the next discussion. Despite the
fact that the family group was split up during the round-table discussions,
it is important to remember that any gender-specific behaviour during the
adult group discussions needs to be put in the family context, as the female
participants were both wives and mothers and the male participants, hus-
bands and fathers.
The main purpose of the group meetings was to present a range of pic-
tures to the participants (children had 28 pictures to choose from, adults
48) and to select favourites representing good holiday experiences or desires
for future holidays. The children were asked to select just once between
three and five pictures, representing a good holiday experience, whereas the
adults went through six different tasks of selecting (or reselecting) pictures.
The pictures represented a mixture of photos already in use or intended for
use in tourism destination marketing of Denmark; this could be printed
Experience production by family tourism providers 241
The postal survey was sent out to children aged 8 to 12 years whose
parental agreement had been gained during a telephone survey conducted
in the spring of 2004 on holiday preferences (Gram, 2004). It consisted of
eight questions on the front page regarding the children’s holiday wishes
and previous holiday experiences, as well as their involvement in the
holiday decisions, and the request to select three pictures out of 21 pic-
tures on the back of the form. (The question read: Below you see 21
pictures altogether. Choose the three pictures that illustrate the best
holiday to you. Write the numbers of your chosen pictures.) The children
were then also asked to give a reason for their choice of pictures. The 21
pictures were identical to pictures used during the round-table discussion
for children, except for nine pictures used in the round-table discussion
which were not included in the postal survey, and two new pictures (girls
with sandcastle, boy with kite), which were seen as more attractive alter-
natives for the children.
The study reported below is explorative and cannot be generalized for the
whole population of German children. However, the findings show very
consistent results and it is worth noting that the children have strong pref-
erences for a small number of pictures which appear to be very central to
the children. Findings, furthermore, are supported by what was found in
the literature review.
4 RESULTS
In the following, the results from the children’s round-table discussion and
the postal survey will be presented. The children’s most popular pictures
will be presented below. First, general features will be discussed, then the
two most popular pictures will be analysed, taking the point of departure
from the children’s comments. Hereafter gender and age-specific observa-
tions, to the extent that this is possible, will be reported and the results will
be compared with findings from the parents’ round-tables.
During the children’s round-table, they primarily chose pictures with
activities as well as sensory experiences. This is supported by the postal
survey. Unsurprisingly, for the age group 8 to 12 years, pictures should
preferably have a ‘cool’ appeal rather than being childish (a picture with a
boy waterskiing was considered cool; cf. picture no. 6) and pictures with
toddlers were not desirable. However, pictures illustrating togetherness
were also chosen. Interestingly, and slightly surprisingly, the children also
included the one picture showing a panoramic view of a stretch of coast-
line (see picture no. 3). Several children made up an exciting story especially
in relation to that picture.
244 Creating experiences in the experience economy
The qualitative results were later verified in the postal survey. The results
are given in Table 11.1 and Table 11.2, where the qualitative explanations
for choosing the pictures are coded and quantified.
Table 11.1 above shows the popularity of the pictures from Figure 11.2
amongst the German boys and girls who responded to the postal ques-
tionnaire. As the children were only asked to select those three pictures they
liked the most and not to rate them, no weighting took place. Frequencies
therefore reflect the number of times a picture was chosen, either as number
one, two or three. Percentages have their base in the number of girls (97)
and boys (103) participating in the survey and therefore add up to more
than 100.
The most popular picture was picture no. 5 (showing a family in a fun
park canoe ride), whilst the least popular picture was picture no. 6 (two
little boys at a water post in front of a caravan). Other pictures that only a
Experience production by family tourism providers 245
Note: Please note that these explanations are based on the respondents’ qualitative
statements and were quantified by the authors. Not all children gave just one explanation for
the pictures chosen, not all children chose three pictures.
few children (less than 5 per cent of both boys and girls) chose, were picture
no. 1 (view from an open window), picture no. 12 (picnic on the beach),
picture no. 13 (picnic in the meadow), and picture no. 18 (toddlers on the
beach with a pirate), all of which showed children that were rather younger
than the age group addressed in the survey.
In order to gain a broader insight into children’s choice of pictures and
holiday interests, as well as desires for certain experiences, the children
were – as mentioned previously – asked to select their three favourite
pictures, and explain their choices. Thus Table 11.2 combines the explana-
tions for all three pictures selected.
The most predominant explanation was that the activity looked fun, and
therefore was something the children liked to do during their holidays.
246 Creating experiences in the experience economy
Absorption
Sweet spot
Entertainment Educational
Passive Active
participation participation
Aesthetic Escapist
Parents Children
Immersion
Figure 11.3 Parents and children placed in Pine and Gilmore’s experience
dimension model
250 Creating experiences in the experience economy
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254 Creating experiences in the experience economy