【正文】
es, coins, paper products, electronics, furniture, motor homes, toys, sauces and spices, pottery and glassware, financial markets, tires and rubber, golf clubs, baseball bats, and teddy bears.(The American Automobile Association(AAA)includes the category ``industrial tours39。lack of factory work experience progresses naturally toward an increasing curiosity about the topic. Older employees may relish the experience of ``returning to their roots. 39。 (3)munity stakeholders. Translate from: , Experience Tourism And Brand Bonding[J].Journal Of Product amp。 但是,仔細(xì)考慮下,一個真正的商品:咖啡豆。 所以這取決于一家企業(yè)做什么樣的生意,咖啡可以代表三個經(jīng)濟(jì),即產(chǎn)品,商品和服務(wù),對于消費(fèi)者來說有三個不同的價值范圍。他們毫不猶豫地直接在圣馬可咖啡廳的弗洛里氏廣場到達(dá)。 新的價值源泉 體驗(yàn)是第四個經(jīng)濟(jì)提供,服務(wù)有別于商品,體驗(yàn)有別于服務(wù),而直到現(xiàn)在基本上沒有得到很深的認(rèn)識。在過去的幾十年,然而,許多的娛樂節(jié)目中大大增加了體驗(yàn)。迪斯尼創(chuàng)造了世界上第一個主題公園,而不是建立一個游樂園,不僅讓游客娛樂,還讓他們參與故事。電腦行業(yè)對于商品和服務(wù)的體驗(yàn)需求越來越強(qiáng)烈。 許多傳統(tǒng) 的服務(wù)行業(yè),現(xiàn)在與這些新的體驗(yàn)進(jìn)行同樣的競爭,使自己也變得更加體驗(yàn)化。相反,公司現(xiàn)階段的體驗(yàn)是通過以個人的有紀(jì)念意義的方式連接顧客,吸引顧客。在每個地方,食品服務(wù)提供了一個不同層次的感覺盛宴令消費(fèi)者折服。 即使是最普通的交易也可以成為最令人難忘的經(jīng)歷?!蔽鼽c(diǎn)市場業(yè)主羅素弗農(nóng)在俄亥俄州阿克倫城的走廊裝飾了鮮花衛(wèi)生間功能的原始藝術(shù)品,過道上下充溢古典音樂,把他的商店描述為“一 個為我們所銷售產(chǎn)品的舞臺。 in the crisp morning air, sipping cups of steaming coffee, fully immersed in the sights and sounds of the most remarkable of Old World cities. More than an hour later, our friend received the bill and discovered the experience had cost more than $15 a cup .Was the coffee worth it, we asked? “Assolutamente!” he replied. A NEW SOURCE OF VALUE Experiences are a fourth economic offering, as distinct from services as services are from goods, but one that has until now gone largely unrecognized. Experiences have always been around, but consumers, businesses, and economists lumped them into the service sector along with such uneventful activities carried out on his behalf. But when he buys an experience, he pays to spend time enjoying a series of memorable events that a pany stagesas in a theatrical playto engage him in a personal way. Experiences have always been at the heart of entertainment, from plays and concerts to movies and TV shows. Over the past few decades, however, the number of entertainment options has exploded to enpass many, many new experiences. We trace the beginnings of this experience expansion to one man and the pany he founded: Walt Disney. After marking his name by continually layering new levels of experiential effects onto cartoons, Disney capped his career in 1995 by opening Disneylanda living, immersive cartoon worldin California. Before his death in 1966, Disney had also envisioned Walt Disney World, which opened in Florida in 1971. Rather than creating another amusement park, Disney created the world’s first theme parks, which immerse guests in rides that not only entertain but involve them in an unfolding story. For every guest, cast members stage a plete with its experiential expertise, from the Disney Institute to Club Disney play centers, and from Broadway shows to the Disney Cruise Line, plete with its own Carribean island. Where Disney used to be the only theme park proprietor, it now faces scores of petitors in every line of business, both traditional and experimental. New technologies encourage whole new genres of experience, such as interactive games, World Wide Web sites, “motionbased attractions,” 3D movies, and virtual reality. Desire for evergreater processing power to render evermore immersive experiences now drives demand for the goods and services of the puter industry. In a speech at the November 1996 Comdex puter show, Intel Chairman Andrew Grove declared, “We need to look at our business as more than simply the building and selling of personal puters. Our business is the delivery of information and lifelike interactive experiences.” Exactly. Many traditional service industries, now peting for the same dollar with these new experiences, are being more experiential themselves. At theme restaurants such as the Hard Rock Caf