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The four realms of Experience
The Experience Economy offers four realms of experiential value. Pine and Gilmore (1999) termed these realms, the 4Es. The 4Es consist of adding Educational, Esthetic, Escapist, and Entertainment experiences to the business.
Terms in this set (8)
Experiences that increase the customer's skills and enhance his/her knowledge through active participation in the experience.
Experiences that entail watching the activities and/or performances of others. The customer is not actively involved in the creation of the entertainment, but the mind is actively engaged during appreciation of the event.
Experiences that entail customer enjoyment of an enriched, unique physical design. The customer enjoys passively appreciating or "just being in a setting" of the business.
Experiences that require the customer actively participate in the events of a real or virtual environment. The customer shapes or contributes to the experience, which offers the customer a way of taking on a new persona.
"occupying customers' attention by bringing the experience into the mind"
"becoming physically or virtually a part of the experience itself"
The customer is actively involved in creation of the experience.
The customer is passive in the creation of the experience.
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