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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This project aims to develop a measurement tool to assess the inclusivity of experiences for people with varying challenges and capabilities on the auditory spectrum. In doing so, we performed an in-depth exploration of scientific literature and findings from previous projects by Joint Projects. Based on this, we developed an initial conceptual model that focuses on sensory perception, emotion, cognition, and e[ort in relation to hearing and fatigue. Within, this model a visitor attraction is seen as an “experienscape” with four key elements: content, medium, context, and individual. In co-creative interviews with experts by experience with varying challenges on the auditory spectrum, they provided valuable insights that led to a significant expansion of this initial model. This was a relevant step, as in the scientific and professional literature, little is known about the leisure experiences of people with troubled hearing. For example, personal factors such as a person’s attitude toward their own hearing loss and the social dynamics within their group turned out to greatly influence the experience. The revised model was then applied in a case study at Apenheul, focusing on studying differences in experience of their gorilla presentation amongst people with varying challenges on the auditory spectrum.Societal issueThe Netherlands is one of the countries in Europe with the highest density of visitor attractions. Despite this abundance, many visitor attractions are not fully accessible to everyone, particularly to visitors with disabilities who sometimes are not eligible to ride due to safety concerns, yet when eligible generally still encounter numerous barriers. Accessibility of visitor attractions can be approached in various ways. However, because the focus often lies on operational and technical aspects (e.g., reducing stimuli at certain times of the day by turning o[ music, o[ering alternative wheelchair entrances), strategic and community-focused approaches are often overlooked. More importantly, there is also a lack of attention to the experience of visitors with disabilities. This becomes apparent from several studies from Joint Projects, where visitor attractions are being visited together with experts by experience with various disabilities. Nevertheless, experience is often being regarded as the 'core product' of the leisure sector. The right to meet, discover, develop, relax and thus enjoy this core product is hindered for many people with disabilities due to a lack of knowledge, inaccessibility (physical, digital, social, communicative as well as financial) and discrimination in society. Additionally, recreation entrepreneurs still face a significant gap in reaching the potential market of guests with disabilities and their networks. Thus, despite the numerous initiatives in the leisure sector aimed at improving accessibility on technical and operational fronts, often people with disabilities are still not being able to experience the same kind of enjoyment as those without. These observations form the pressing impetus for initiating the current research project, tapping into the numerous opportunities for learning, development and growth on making leisure offer more inclusive.Benefit to societyIn total, the current project approach comes with a number of enrichments in terms of both knowledge and methodology: a mixed-methods approach that allows for comparing data from different sources to obtain a more complete picture of the experience; a methodological co-design process that honours the 'nothing about us without us' principle; and benchmarking for a group (i.e., people with challenges on the auditory spectrum) that despite the size of its population has thus far mostly been overlooked.
Former military fortifications are often repurposed for tourism and recreation. While some of over 100 Dutch forts are recognized as UNESCO World Heritage sites, a substantial number are currently underdeveloped, putting their cultural and natural heritage at risk. Developing these forts in a conscious and collaborative way promises to not only preserve their heritage value, but also facilitate enjoyable and healthy experiences for visitors. Moreover, under-developed forts provide an opportunity to solve another pressing challenge, namely overtourism. Visitor pressure at tourist attractions has led the Netherlands Board of Tourism and Conventions to call for spreading visitors to lesser-known areas. Less-developed forts are among the most promising of these. Development initiatives depend on a transition from isolation to cooperation across sites. However, for cooperation to be effective, agencies managing these forts have indicated an urgent need for data on visitor characteristics and experiences. The purpose of the present project is to measure and analyze visitor demographics, motivations, and experiences at less-developed forts, and to develop a toolkit to inspire, support, and monitor development of these forts for natural and cultural heritage preservation and improved visitor experience. This proposal builds on the previous project, “Experiencing Nature” which utilized Breda Experience Lab technologies to measure visitor experiences at Fort de Roovere. We now aim to broaden this proven approach to a broader variety of forts, and to translate visitor data into actionable advice. The consortium includes a changemaking network of the Alliantie Zuiderwaterlinie (NL), Regionale Landschappen (VL), and Agentschap Natuur en Bos (VL). This Dutch-Flemish network aims to connect formerly isolated forts to one another, and represents a broad diversity of fortified sites, each with unique challenges. The project will thus facilitate interregional collaboration, especially toward coming Interreg EU proposals, and inform interregional marketing campaigns and planning for management and conservation.
The Next Tourism Generation Alliance (NTG) is the first European partnership for building and improving a collaborative relationship between education and industry with regard to skills development in the fields of digital, green, and social skills. The NTG Alliance will provide employees, employers, entrepreneurs, teachers, trainers and students with a set of core modules in digital, green and social skills.Project Scope:a) To establish a Blueprint Strategy for Sectoral Skills Development in Tourism to respond to the fast changing and increasing skills gaps in digital, green and social skills sets.b) To define a scalable mechanism and model for sustainable and digital curricula between the industry and education providers at regional, national and European level.c) To create transformative cooperation in five key tourism sub-sectors: hospitality, food and beverage operations, travel agencies and tour operators, visitor attractions and destination management.d) To develop, deliver and test Next Tourism Generation (NTG) Skills Products for professionals, trainers, students, university tourism departments, local authorities, companies to respond to the fast changing and increasing skills gaps in digital, green and social skills sets