Download presentation
Presentation is loading. Please wait.
1
Characterizing Our Experience Culture Chapter 3
2
Experience Realms Absorption entertainment educational Passive Active Participation esthetics escapist Immersion
3
Products Experiences Tangible Standardized Production separate from consumption Not perishable Intangible Context- dependent Simultaneous production and consumption Perishable
4
Economic Distinctions OfferingProductsServicesExperiences Economic make deliver stage Nature tangible intangible memorable Key attribute standardized customized personal Supply inventoried delivered revealed Seller manufacturer provider stager Buyer user client guest Factors of features benefits sensations demand
5
Ticket-free Experience
6
GAPS Model of Service Quality Audience expectations - standards of reference points brought to a situation; sources are from pricing, advertising, promotion, and personal experience and word of mouth Audience perceptions - subjective assessments of the actual experience
7
Four Provider Gaps 1. Not knowing what customers expect 2.Not selecting the right experience designs and standards 3.Not delivering experience designs and standards 4.Not matching performance to promise When have you experienced a service gap?
8
SERVQUAL elements Access Communication Competence Courtesy Credibility Reliability Responsiveness Security Tangibles Understanding customers
9
Valuing Entertainment Assets Tangible assets: buildings, stock, venture capital Intangible assets: franchises, licenses, royalties, copyrights, trademarks, good will, and brand or logo
10
Factors to Consider When Marketing Experiences Immediacy - one chance and it’s gone Attention - awareness, evoked set Convergence - weaving products and services together
11
Media, entertainment, and stars converge to promote in: Advergames Advertainment Product integration Product placement Product advertising Service advertising Blogs Music-tie-ins What examples can you suggest of each?
12
Product Placement
13
Products are used to promote media and entertainment Licensed merchandise Advertiser funded programs Bottle cap and can top premiums Supermarket discounts Consumer-produced ads
14
Audience Types Predicted audiences - segments likely to view or attend experience; changing Measured audiences - size and composition of audience reached by media or attending performance; central economic currency Actual audiences - globally fragmented; difficult to determine accurately
15
Audience Marketplace audience measurement firms < < ^ Consumer > > predicted measured actualAdvert- Samplev audience audience audience isers vthe audience product v v v v media organizations < < < < <
16
Cultural Dimensions Long-term orientation Power/distance Individualism/collectivism Masculinity/femininity Uncertainty avoidance
17
Power-distance
18
Masculine Macho
19
Questions How do marketers incorporate products and services into both mediated and live experiences? What aspects of feminine culture would help you promote a rock concert?
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.