This paper develops a measurement scale for cultural experiences across different contexts, including attractions, events and tours, in Hong Kong. Four dimensions of experience (cognitive, conative, affective and novelty) are identified through structural equation modelling. The scale is applied to compare visitor- and context-related influences on the experience and on subsequent behavioural intentions. We find that the conative dimension of experience elicits the highest experience scores from visitors, but affective experiences are more significant in distinguishing between different experience contexts and visitor groups. The strongest experiences were attributed to event contexts, followed by tours, and finally permanent attractions. The experience is also enhanced when various sites are combined by visitors to provide a ‘destination journey’.
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Purpose: Whereas investments in new attractions continue to rise within the theme park industry, knowledge regarding the effects of new attractions on theme park performance and attendance remains scarce. In order to isolate these effects, the purpose of this paper is to present the results of an econometric study explaining the variance in theme park visitor numbers and quantifying the effects of new attractions on theme park attendance. Design/methodology/approach: The paper is based on an econometric study, in which models were produced for four European theme parks. No pooled modelling was used, meaning that four different models were created; one for each participating theme park. Various variables affecting theme park attendance were identified and quantified, and subsequently the effects of new attractions on visitor numbers were isolated. Findings: Findings indicate that all new attractions opened at Park D during the research period have had a positive long-term influence on attendance. This positive influence lasted for no more than two years. No significant short-term influence was found. There were significant differences in effect between new attractions which could not yet be explained. Research limitations/implications: The research by design only takes into account the economic effects of new attractions and disregards all environmental and socio-cultural effects. Even though the research provides an accurate approximation of the effects of new attractions on attendance, this effect should, according to the author, not be perceived as a stand-alone effect yet as a part of a complex system. A situational approach taking into account several other situational as well as qualitative factors would do the complex reality more justice than a, even though effective, simplified and general approach. Practical implications: Industry operators can now use the econometric model presented in this paper to determine the effects of new attractions on their theme park's attendance and use this knowledge to further fine-tune their investment policy. Originality/value: The paper presents the first econometric model successful at isolating and quantifying a new attraction's effect on theme park attendance and can thus be a valuable tool in perfecting one's investment policy. The paper furthermore includes a brief introduction to a situational approach of determining a new attraction's effects on theme park performance.
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Whereas investments in new attractions continue to rise within the theme park industry, knowledge regarding the effects of new attractions on theme park performance and attendance remains scarce. In this article results from a research amongst general managers of theme parks in Europe will be presented. Different methods were used to investigate what the impact of adding a new attraction on the number of visitors to a theme park would be, according to the general management. The managers first responded to a written survey and then answered some detailed, elaborative questions by email or telephone. The majority of managers also participated in an in-depth interview. Results show that investing in new attractions is considered to be the most important (controllable) factor on the number of visitors in both the short and long run. Most theme parks in Europe invest in major new attractions once every three years, combining it with a minor investment every year. Large differences in effects were found between parks. Parks that invest once every three years showed the highest effect on number of visitors for their latest new attraction.
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Whereas investments in new attractions continue to rise within the theme park indus- try, knowledge regarding the effects of new attractions on theme park performance and attendance remains scarce. In order to predict the impact of new attractions on the performance of European theme parks, this article presents an Attraction Response Matrix (ARM). The Attraction Response Matrix offers an integrated framework in which research into the effects of new attractions can take place in a systematic manner. The ARM attempts to transform post priori knowledge into a priori knowledge by better understanding the impact of a new attraction and its' mediating causes. The main premise of the ARM is: "in situation A, attraction B will most likely have effect C on target audience D." By performing research into the relevant effects within certain cells of the ARM and consecu- tively investigating the relationship between the various cells, a better insight will be gained in the working of new attractions. ARM is based on an extensive ZMET study conducted in The Netherlands.
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This research concerning the experience and future of zoos was carried out from 2011-2012 and takes regional ideas concerning Zoo Emmen as well as global visions into account. The research focuses partly on Zoo Emmen, its present attractions and visitors while also comparing and contrasting visions on the future in relationship to other international zoos in the world. In this way, remarkable experiences and ideas will be identified and in the light of them, it can serve as inspiration for stakeholders of zoos at large. The main research subject is a look at the future zoos in view of: The Zoo Experience – an international experience benchmark; The Zoo of the Future – a Scenario Planning approach towards the future; The virtual zoo - zoo’s in the internet domain.
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The cultural tourism market has diversified and fragmented into many different niches. Previous attempts to segment cultural tourists have been largely unidimensional, failing to capture the complexity of cultural production and consumption. We employ multiple correspondence analysis to visualize the relationship between cultural consumers and attractions in a large data set (n = 12,905). This indicates that two dimensions describing the ranges between 'static' and 'dynamic' attractions and 'high-brow' and 'low brow' culture effectively discriminate different groups of arts and heritage tourists. The holiday structure itself seems to provide a context that influences the cultural consumption of actors. Thus higher levels of cultural capital are related to more accessible forms of culture, contrary to theoretical expectations. There is also evidence of the development of a cultural tourism 'travel career' with more dynamic cultural forms being characteristic of younger tourists and more high brow and static forms of culture being consumed in later life by those with higher levels of cultural capital.
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Purpose: This paper aims to present the findings from a European study on the digital skills gaps in tourism and hospitality companies. Design/methodology/approach: Mixed methods research was adopted. The sample includes 1,668 respondents (1,404 survey respondents and 264 interviewees) in 5 tourism sectors (accommodation establishments, tour operators and travel agents, food and beverage, visitor attractions and destination management organisations) in 8 European countries (UK, Italy, Ireland, Spain, Hungary, Germany, the Netherlands and Bulgaria). Findings: The most important future digital skills include online marketing and communication skills, social media skills, MS Office skills, operating systems use skills and skills to monitor online reviews. The largest gaps between the current and the future skill levels were identified for artificial intelligence and robotics skills and augmented reality and virtual reality skills, but these skills, together with computer programming skills, were considered also as the least important digital skills. Three clusters were identified on the basis of their reported gaps between the current level and the future needs of digital skills. The country of registration, sector and size shape respondents’ answers regarding the current and future skills levels and the skills gap between them. Originality/value: The paper discusses the digital skills gap of tourism and hospitality employees and identifies the most important digital skills they would need in the future.
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