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International Journal of Culture, Tourism and Hospitality ResearchMake it memorable: customer experiences in winter amusement parksTerje Slåtten Christian Krogh Steven Connolley
Article information:To cite this document:Terje Slåtten Christian Krogh Steven Connolley, (2011),"Make it memorable: customer experiences in winter amusement parks",International Journal of Culture, Tourism and Hospitality Research, Vol. 5 Iss 1 pp. 80 - 91Permanent link to this document:http://dx.doi.org/10.1108/17506181111111780
Downloaded on: 18 October 2014, At: 13:30 (PT)References: this document contains references to 45 other documents.To copy this document: [email protected] fulltext of this document has been downloaded 1273 times since 2011*
Users who downloaded this article also downloaded:Shilpa Bagdare, Rajnish Jain, (2013),"Measuring retail customer experience", International Journal of Retail & DistributionManagement, Vol. 41 Iss 10 pp. 790-804 http://dx.doi.org/10.1108/IJRDM-08-2012-0084Terje Slåtten, Mehmet Mehmetoglu, Göran Svensson, Sander Sværi, (2009),"Atmospheric experiences that emotionally touch customers: Acase study from a winter park", Managing Service Quality: An International Journal, Vol. 19 Iss 6 pp. 721-746Wen-Chuan Chang, Li-Hui Chang, Shih-Shuo Yeh, (2013),"Customers’ Perceived Experiences of Restaurant Environment", Advances inHospitality and Leisure, Vol. 9 pp. 185-205
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Make it memorable: customer experiencesin winter amusement parks
Terje Slatten, Christian Krogh and Steven Connolley
Abstract
Purpose – This empirical study aims to investigate the potential of customer experiences in the tourism
industry to influence emotions and thus create positive mental imprints.
Design/methodology/approach – This investigation tests a conceptual model for what leaves positive
mental imprints and analyzes the results of the survey to test the hypotheses. Further, the rather
uncommon setting, a winter amusement park in Norway, helps to increase the external validity.
Findings – One interesting discovery with practical implications for management is that both ambience
factors – light, sound, and smells – and interaction among customers have significance for customers’
positive emotions.
Research limitations/implications – There is a need for further research to clarify the distinction
between design and ambience factors.
Practical implications – Both ambience and interaction between customers are very important for
successfully providing positive customer experiences.
Originality/value – Responding to the need to focus on the different aspects relating to customer
experiences and emotions within the framework of tourism, this study tests an original model in an
uncommon setting, thus contributing to the external validity of these claims.
Keywords Customers, Experience, Theme parks, Norway
Paper type Research paper
Introduction
The production of customer experiences within the tourism sector is decisive for positively
influencing customers’ emotions. This point is difficult to overstate. Emphasizing that the
emotional component is a natural part of what a tourism experience comprises, Otto and
Ritchie (1996, p. 168) observe, ‘‘Perhaps more than any other service industry, tourism holds
the potential to elicit strong emotional and experiential reactions by consumer’’. Other
authors also stress this fundamental element of tourism. Williams (2006) argues, for instance,
that the product that tourism providers offer always has close links to the customer
experience. The claim, then, that such customer experiences are critical for suppliers of
tourism experiences has a strong foundation because the customer can understand these
experiences to be the core product (the bundle of memories, as it were, they take away with
them). Consequently, customer experiences constitute a crucial factor that influences the
customers’ willingness to repeat the experience or to recommend it to friends or colleagues.
Research emphasizes that customer experiences that influence a person emotionally are of
a special kind because of they have a tendency to be stored especially well in memory.
Experiences of this nature leave, as Johnston and Clark (2001) term, ‘‘mental imprints,’’
which accurately emphasizes the close link of these types of experiences to the arousal of
emotions.
PAGE 80 j INTERNATIONAL JOURNAL OF CULTURE, TOURISM AND HOSPITALITY RESEARCH j VOL. 5 NO. 1 2011, pp. 80-91, Q Emerald Group Publishing Limited, ISSN 1750-6182 DOI 10.1108/17506181111111780
Terje Slatten,
Christian Krogh and
Steven Connolley are all
based at Lillehammer
University College,
Lillehammer, Norway.
Received: July 2009Revised: January 2010Accepted: January 2010
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This article aims to identify which customer experiences have the potential to influence
emotions and thus create positive mental imprints. Previous studies (Bigne et al., 2005;
Duman and Mattila, 2005; McGoldrick and Pieros, 1998) rightly call for a focus on the
different aspects associated with customer experiences and emotions within the framework
of tourism. This present study responds to this call and investigates visitors’ experiences in a
winter park. Within this framework this inquiry focuses on those customer experiences that
have the potential to create mental imprints owing to the fact that the experience itself
generates positive emotions.
Research background and hypotheses
Suppliers in the travel and tourism industry are intent on creating customer experiences that
create positive emotions and to reduce potential negative emotions. Likewise customers
who purchase tourism experiences are thought to have a preference for choosing
destinations and attractions that both give rise to positive emotions and steer clear from
negative ones. This article highlights the conditions that create positive customer emotions,
and defines positive emotions as an affective state of consciousness in which joy is
experienced.
A winter amusement park in Norway is the frame for this study. This setting provides a
valuable opportunity to test customer experience and customers’ emotions in an uncommon
setting. There are not many winter amusement parks, for most winter tourism destinations
have their chief focus on skiing or other sports. This research, then, seeks to make use of this
park in order to test claims from the literature on the importance of customer experience in a
setting that provides a good contrast. In other words, this study tests these claims under
markedly different conditions in order to uncover whatever similarities and difference there
may be, thus allowing for a consideration of the results with greater precision.
The experiences that a winter park offers are pleasure-driven or hedonic, and thus likely to
induce a range of emotional responses to the experience consumption (Bigne et al., 2005).
Visitors of a winter park are likely to expect experiences that will give them positive emotions.
Because of this expectation, this study labels positive emotions as the core products or goal
that visitors are seeking during their visit at the winter park.
A perusal of the literature reveals that different concepts describe conditions that influence
the customer experience. Gupta and Vajic (1999) use the term ‘‘interaction’’ in an attempt to
describe the different elements that influence the customer experience. Bitner (1992) coins
the term ‘‘servicescape’’ to emphasize the impact of the physical environment in which a
service process takes place, while Mossberg (2007) employs the term ‘‘experience room’’
when describing the customer experience.
This study uses the term ‘‘atmosphere’’ as an overarching term that captures the different
elements that influence a customer experience (Hansen et al., 2005). ‘‘Atmosphere’’
captures both the more solid and inflexible (e.g. buildings) and the less solid and more
flexible (e.g. lighting, sounds, and smells) elements of the customer experience. Drawing
from Heide and Grønhaug (2006), this inquiry divides the concept of atmosphere into three
separate groups: ambience factors, interaction factors, and design factors. This article will
describe and define the different factors at some length, show their internal relevance, and
explain the notion of customer’s positive emotions.
Customer experience and customers’ positive emotions
The ambience factor
The ambience factor links to the customer’s apprehension and perception of the upstage
scenery within a service context (Milliman, 1986). Background elements can include several
different elements, such as odor, temperature, color, air quality, sound, lighting and so forth.
No previous research seems to focus on the effects of ambience factors as a part of the
concept of atmosphere, and certainly not within the winter-park setting. Other suppliers of
services know, however, that, say, creative displays in the sales area influence customers’
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emotions (Sherman et al., 1997). Creating positive ambience elements in a winter park might
be equivalent to setting up creative displays at shopping facilities.
Previous research focuses on the effect of specific ambience factors. In contrast, this
research evaluates a specific ambience factor and the collective effect of different ambience
factors in relation to the customer’s emotions. This report uses three different ambience
factors: sound, lighting, and odor. Most common are studies of ambience factor are on
sound, and they reveal a relatively strong influence on customers. Speed, genre, sound
level, and rhythm of music, for instance, influence how long a guest chooses to stay in a
restaurant and the willingness to pay (Smith and Curnow, 1966).
Appropriate lighting, that is, intensity, location and type of lighting, is another important
ambience factor. Research reveals that strong lighting relates to a lively and playful mood,
while subdued light creates an atmosphere that customers find relaxing, warm, and intimate
(Heide and Grønhaug, 2006).
Even though odor influences customers (e.g. Disney actively use odor as a trigger to
increase food sales), odor seems not to attract much interest among researchers. This
oversight is remarkable considering that previous research document that odor is an
important element of the customer experience. Mattila and Wirtz (2001), for example,
provide evidence that odors influences how the customer evaluates a shop and thus has
an impact on satisfaction. Similarly, Hirsch (1995) gives evidence for the fact that odors
surrounding specific gambling machines influence the willingness to gamble in the
casino.
This study argues that the three ambience factors of sound, lighting, and odor relate to the
customer experience, and thus posits that the adequate design of these three ambience
factors in a winter park influence the customer’s positive emotions. The approach evaluates
their collective effect and, accordingly, this study’s first hypothesis is as follows:
H1. Ambience factors positively influence customers’ emotions.
Interactions
According to Bitner (1992) several dimensions relating to the concept of interaction might
influence the customer experience. Differentiating between three different types of the
interaction is possible. The first one identifies how the customer involves himself or herself by
taking an initiative to participate (e.g. experiencing an amusement ride in a winter park might
presuppose being actively involved). The second one points to the experience the customer
has with other customers (e.g. in the queue or restaurant). The third form of interaction
relates to the meeting with the staff (e.g. when purchasing tickets). A discussion of each of
these types of interactions in a winter park in connection with the customer’s positive
emotions follows.
The customer’s participation in activities
The act of taking part in an activity is an important factor that influences the customer
experience (Schmitt, 1999). However, for the park only to entertain may be insufficient;
indeed, the park should involve the customer to ensure that he or she acquires a positive
experience (Pine and Gilmore, 1998). By ensuring the customer’s participation, the park
creates a situation of co-creation where the customer becomes partly responsible and thus
actively contributes to his or her own experience.
Some authors use the metaphor of a theatre to describe the choice the customer has of
participating actively (on stage) or passively (in the audience). From the leisure industry,
amusement parks, such as Disney MGM, offer relevant examples in which volunteers can
take part on stage in front of an audience and act out a role from a famous movie. Some
customers may perceive this kind of adventure as a once-in-a-lifetime experience. Owing to
the perceived effect that participation has for the customer experience, many suppliers
define that their overall objective is to ensure customer participation. In line with this
reasoning, the orientation of the experience industry has shifted significantly away from
catering potential spectators to creating possibilities for participators (Pine and Gilmore,
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1998). Boswijk et al. (2007) even point out that the industry is now in a second phase of
creating experiences of ‘‘co-creation.’’ This perspective takes the individual as its point of
departure and aims at the personal and socio-cultural values that the individual strives to
attain. This study assumes, then, that customer participation influences the customer
experience and positive emotions, and thereby postulates a higher degree of involvement
from the customer increases his or her positive emotions.
H2. Customer participation in activities relates positively with customers’ emotions.
The customer’s interaction with other customers
Within the context of tourism and leisure, the customer often shares the setting together
with other customers. The literature refers to this with terms such as ‘‘social
surroundings,’’ ‘‘customer B’’ or ‘‘service participant’’. What these terms have in
common is the acknowledgement that other customers influence each other’s customer
experience (positive or negative) since they are all a part of the same context. Previous
research explores, for instance, how crowding together influences the total experience.
Results from this research document that, depending on the kind of service (e.g. a music
concert versus a museum), crowding leads to different experiences. Albas and Albas’s
(1989) study reveals that too much eye contact has a negative effect on the customer
experience, and that people also experience frustration if they observe inappropriate
behavior in a queue.
Even though previous research emphasizes the importance of interaction between
customers, a need for more research on this type of interaction seems to exist (Parker and
Ward, 2000). No research tries to clarify the influence of social interaction (with respect to the
customer’s positive emotions) with other customers in a winter-park setting. Such interaction,
however, appears to influence customers’ positive emotions. Sharing the experience with
other customers rather than alone clearly makes a difference (Lovelock, 1996).
H3. The degree of interaction with other customers in a winter park positively affects
customers’ emotions.
The customer’s interaction with employees
Several researchers (Bitner, 1992; Czepiel and Gilmore, 1987) accentuate that the
interaction between the customer and the employee affects the customer experience and
degree of emotional commitment. Accordingly, it is vital that a supplier of services meets or
preferably exceeds the customer’s expectation. The presence of highly qualified service
staff is critical, and a great deal of resources is necessary to ensure this. Disney is a
company that directs much effort into teaching the staff how their interactions should
proceed with customers, and others account for the success of Singapore Airlines by their
superior standard of service (Wirtz et al., 2008).
Even though research show that interaction between customers and employees
influences satisfaction, there are paradoxically only relatively modest attempts to
understand how this form of interaction influences customers’ emotions. The research
focus so far is to focus on the cognitive perspective of satisfaction, and thus overlooks
the emotional aspects (Wong, 2004). Nevertheless, some studies show that interaction
between customers and employees influences customers’ emotions. Arnould and Price’s
(1993) research focus on the extraordinary hedonic experiences with commercial,
multi-day river-rafting shows that the overall satisfaction was a function of positive (and
negative) emotions.
Wong’s (2004) study also demonstrates a relationship between the customer’s perception of
the employees who deliver service quality and customer’s emotions. Especially for a
hedonistic service such as a winter park, interaction between the customers and employees
is crucial for influencing customers’ emotions. In a winter park, customers want to
experience a pleasant atmosphere and entertaining activities, and creating positive
emotions is, therefore, an important aim for the management. Such details as a smile, a
pleasant voice, perceptible empathy, and a friendly approach to customers clearly link to the
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customer’s perception of the experience (Søderlund and Rosengren, 2008; Lundqvist and
Dimberg, 1995). This study, then, holds that a relationship between customers’ perception of
the interaction between employees and customers’ positive emotions exists.
H4. Customers’ perception of their interaction with employees in a winter park relates
positively to customers’ emotions.
Design factors
This study takes design factors to refer to the physical surroundings in the winter park
(Bitner, 1992). One experiences design factors through the senses, in the same manner as
ambience factors (Schmitt, 1999), but design factors differ because they refer to more fixed
aspects in the winter park (e.g. ice sculptures). Researchers such as Kotler (1973, p. 50)
point out the relevance of design in a customer experience, especially when one wants to
create special effects. Design, then, aims to attract attention and to influence the customer
experience. Bitner (1992) also suggests that design affects a person’s emotional response.
Pine and Gilmore (1998) also supports this view by claiming that consistency, enthrallment,
and the ability to touch the senses emotionally characterize effective design. Since this
research has its point of departure in a winter park that offers hedonistic services, the
dimension of design is critical. Apparently, the research on the relationship between design
and the customer’s positive emotions is minimal. This research posits that the optimal design
of a winter park will influence the customer experience positively.
H5. Customers’ perception of design aspects in the winter park relates positively with
customers’ emotions.
Summary of the theoretical model
The main purpose of this study is to use the emotional perspective as a basis for
understanding customer experience. This study, then, is a contribution to an area of study
where several researchers emphasize the need for further research (Bigne et al., 2005;
Cronin, 2003; Wong, 2004). Previous studies apparently focus on the fixed and inflexible
aspects and how they influence the customer experience. In contrast to previous studies,
this research extends the frame to include the more flexible aspects and their relative
influence on customer experience. The overarching concept with which this research views
the customer experience is ‘‘atmosphere,’’ which comprises three separate groups:
ambience, interaction, and design factors (Heide and Grønhaug, 2006).
A lack of research exists on the effects of the atmosphere and customers’ emotions within
tourism and leisure settings (McGoldrick and Pieros, 1998). This present study chooses,
therefore, a winter park as a research ground. Figure 1 summarizes the discussions above
and aims at showing the different relationships between the different integral concepts of
this study. Figure 1 illustrates the assumption of a positive relationship between all the
different aspects that constitute the customer experience with the atmosphere in the winter
park and the customer’s positive emotions.
Empirical study
Method
A study of a winter park is ideal for the focus on customer atmospheric experiences and their
relationship to customers’ positive emotions for three reasons. First, the park is appropriate
because it makes it possible to study explicitly how customers perceive different
atmospheric experiences during a visit. Second, the operations of the winter park have a
hedonic nature and the ability to generate the customers’ emotions. Previous research
emphasize that hedonic attractions are appropriate when the aim is to study emotional
reactions in customers (Otto and Ritchie, 1996; Vittersø et al., 2000). Third, the winter park
offers an excellent opportunity to address the need for further research on the effects of
atmosphere on consumers’ emotions when experiencing tourism attractions (McGoldrick
and Pieros, 1998).
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The Winter Park is in the eastern part of Norway. Inside the park there are several attractions
– shows, restaurants and shops – for both children and adults. Some examples of what the
winter park offers to its customers are snow rafting, quad bikes (ATVs), horse sleighs,
gladiator matches (with two persons trying to push each other down from wooden beams
which they sit on), a high-ropes course (where one can participate in activities such as
climbing and rappelling), ice bowling, and miniature snowmobiles. In the middle of the park
there is an elegantly lit ice hotel where visitors can spend the night. The hotel also has an ice
cathedral and an ice restaurant. The hotel is near a huge fairytale palace where visitors can
see characters from the Norwegian folktales. Everywhere in the park are lights of different
colors, bonfires burning birch wood, flambeaux, and various odors (e.g. the smell of freshly
baked Norwegian waffles and other food) from the outdoor cafes located in different places
around the park. Every night the park celebrates with magnificent fireworks, fantastic
creations of lighting accompanied by majestic music. Owing to the descriptions of different
attractions and activities in this winter park, this study assumes that the winter park is a
suitable context for the study of customer atmospheric experiences and of how such
experiences relate to customers’ positive emotions.
The survey took place during the opening season of the winter park, from January to March
2008. The collection of all data took place at the end of the evening, around closing time, to
ensure that all customers had been in the park for a sufficient amount of time and thus with
enough experience of the winter park to participate as key informants in the survey. Each
respondent received a brief introduction to the aim of the study and understood that their
responses would be kept anonymous.
In total, the collected data was from 162 customers through personal interviews. The sample
was 55 percent male and the mean age was 36. Only 10 percent of the customers had
visited the park on other occasions. About 40 percent of the respondents reported that they
lived in the eastern part of Norway, and the average number of travelling companions
ranged from two to five persons. Only 3.2 percent respondents visited the winter park alone,
Figure 1 Conceptual model of this study
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which clearly indicates that people prefer to visit the winter park along with others (e.g. family
and friends).
Measures
This study employed a structured questionnaire for this study, and developed most of the
questions from previous research reported in literature. This study also adopted and
modified the measures of ambience from Schmitt (1999). The study by Hightower et al.
(2002) was the inspiration for the measures related to the two types of interaction. Drawing
from Mossberg (2007), this study developed the questions related to design. Both Richins
(1997) and Sweeney and Soutar (2001) were indispensable for the items developed to
measure positive emotions. One expert, moreover, evaluated both the suggested questions
and the questionnaire that was developed. In addition, before the interviews were carried out
in full scale, a pre-test of the questionnaire for content validity took place. The expert’s and
the pre-test respondents’ comments led to the rewording of some questions for the sake of
improving both validity and clarity.
Results and analysis
Before performing regression analysis to test the hypotheses, this study checked the items
and scales for normality and validity. The results showed satisfactory properties for all the
constructs in the study. Table I shows the descriptive statistics, means, standard deviations,
and correlations for all constructs.
Regression analysis
The analysis conducted a regression of the dependent variable of positive emotions against
the independent variables. Table II shows results that support for four of the five hypotheses,
revealing that interaction with other customers is the most important factor for eliciting
customers’ positive emotions. Moreover, the results show that customers’ participation in
activities is the second most important factor influencing customers’ positive emotions. In
summary, with respect to the aim of this study, the direct effect of the different types of
Table I Descriptive statistics, means, standard deviations, and correlations for major variables
Construct Min Max Mean SD a PE Amb Part Intcus Intemp Des
PE 1 7 5.22 1.49 0.70 1.00Amb 1 7 5.46 1.13 0.66 0.28* 1.00Part 1 7 4.93 1.33 0.73 0.40* 0.43* 1.00Intcus 1 7 5.00 1.85 a 0.40* 0.18* 0.46* 1.00Intemp 1 7 5.86 1.26 a 0.28* 0.13* 0.20* 0.25* 1.00Des 1 7 5.63 1.45 0.77 0.20* 0.51* 0.34* 0.19* 0.25* 1.00
Notes: a Only one item for this construct
* Correlation is significant at the 0.01 level (two-tailed)PE¼ Positive emotions; Amb ¼ Ambience; Part ¼ Participation in activities; Intcus ¼ Interaction with customers; Des ¼ Design
Table II Results of the testing of ambience, participation in activities, interaction with other
customers, customers and employees, and design as antecedents to customers’
positive emotions
Types of customer experiences for eliciting positive emotions b-coefficients
H1. Ambience 0.14H2. Participation in activities 0.26H3. Interaction with other customers 0.44H4. Interaction between customers and employees 0.12H5. Design 0.08 not significantAdjusted R Square 0.50
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customer experiences explains 49.7 percent of what elicits customers’ positive emotions,
which is substantial.
Discussion
This research contributes to the call for more investigation of aspects that influence the
customer experience, and more specifically, what influences the customers’ emotions within
a tourism setting (see Bigne et al., 2005). The focus here is on what extent certain factors
influence customers’ positive emotions, specifically those reflecting the customers’
perception of aspects of ambience and the degree of customer participation in activities,
design, and interaction with other customers and staff.
Lazarus (1991) claims that emotions have a basis in human beings’ perception of their
surroundings, and this research supports this statement. Four of the five dependent
variables have a direct relationship with customers’ positive emotions. Consequently, this
research adds support to previous research emphasizing service suppliers’ having a strong
focus on how customers experience different aspects of the companies’ atmosphere (e.g.
Heide and Grønhaug, 2006; McGoldrick and Pieros, 1998; Pine and Gilmore, 1998; Schmitt,
1999). This inquiry also provides evidence for Bagozzi’s (1992) general framework, which
illustrates how subjective experiences link closely with a person’s emotional responses. Two
elements were relevant for this study:
1. Subjective experiences (which refer to customer experiences, comprising each of the
three elements that encompass the concept of atmosphere).
2. Emotional response (the focus on customers’ positive emotions).
The study finds that the interaction with other customers influences positive emotions.
Previous research points out that the interactions between customers who share the same
context are crucial (Bitner, 1992). Although several studies examine various contexts in order
to examine interactions between customers, this study appears to be unique in studying
interactions between customers and customers’ positive emotions in a setting as uncommon
as a winter amusement park, which offers the opportunity to further claims of external
validity. Among the five explanatory variables in this research, the variable dealing with
interaction with other customers shows the strongest influence on customers’ positive
emotions. This result emphasizes the relative importance of emotional aspects when people
share the same environment. This finding bolsters Lovelock’s (1996) argument that the
presence of other customers might create a good atmosphere and might thereby influence
the customer experience.
This study confirms Pine and Gilmore’s (1998) claim that entertaining the customer is not
sufficient; the supplier must endeavor to involve the customer in the activities. The
explanatory variable of ‘‘participation in activities’’ is the second strongest influential factor
influencing the customers’ positive emotions. The findings support previous studies that
indicate the importance of customers’ participation in relation to their personal experiences.
Zeithaml et al. (1996) state that the customer plays a central role in delivering products that
integrate a large element of service. The authors claim, furthermore, that customers in these
types of service products are to a large degree responsible for creating their own
satisfaction. Suppliers of such products often encounter limits when facilitating and inviting
the customer into active participation and thus the customer is free to choose his or her
degree of involvement. This study demonstrates that customers who choose to participate
experience a personal benefit by attaining positive emotions as a result of the visit.
Not surprisingly, this research shows a positive relationship on customers’ positive emotions
when there is interaction between employees and customers. This finding supports research
by Bitner (1992) and Czepiel and Gilmore (1987). These authors all claim that the interaction
between people influences the customer experience. What is noteworthy, however, is that
the effect is relatively less important than the previous explanatory variables. One possible
explanation might relate to two aspects of the actual setting and structure of a winter park (in
contrast to, say, a ski resort). The activities the winter park offers are self-explanatory and
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customers require no further instruction. When encounters occur, they often do not take
much time (e.g. buying a ticket). Thus, both the frequencies of interactions and the
timeframe of each interaction will normally be limited. These factors can explain the relatively
low influence of this kind of interaction. Therefore, the interaction between employees and
customers clearly influences customers’ positive emotions, but special attributes of the
winter park suggest that the importance of time with respect to this dimension.
Apparently, no previous research attempts to test the effect of ambience factors such as
smell, sound, and lighting with respect to customers’ positive emotions within the unusual
setting of a winter park. Previous studies test to a large degree customers’ perception of
these ambience factors for other types of services (such as within the retail trade). The
findings show that the ambience factors influence customers’ positive emotions also within a
winter park setting. This research adds support to literature that argues ambience factors
are important for customers’ emotions (e.g. Sherman et al., 1997). What is of special interest
is that ambience factors are relatively more important to customers’ positive emotions than
interaction between employees and customers. The conclusion from this inquiry is that
designers of winter parks should emphasize ambience factors and in order to facilitate
positive customer experiences. More generally, this study suggests that when certain
destinations, owing to their structure, tend to have limited interactions between the staff and
customers, the ambience must play an even greater role.
Surprisingly, design did not show significant support as an explanatory variable for
customers’ positive emotions. This study defines design as the physical structure of the
winter park, which includes both permanent and non-permanent (a church and a hotel made
of ice) buildings. Previous research document that design does influence customers’
emotions (see Bitner, 1992). This research, however, shows conflicting results with reference
to the relative importance of design. One must note, however, that it is premature to dismiss
previous conclusions on the importance of design on the customers’ experience. One
possible reason for design not having a significant value is this variable’s close relationship
with ambience factors. The senses perceive both of these explanatory variables, and thus an
interpretation of design as a different dimension of the concept ambience is possible. Future
research should attempt to clarify whether or not a direct or indirect relationship exists
between design and customers’ positive emotions.
Managerial implications and conclusions
Several researchers stress the great importance of creating and maintaining the competitive
advantage so that the experience is memorable (Pine and Gilmore, 1998; Yelkur, 2000).
Suppliers can ensure this advantage by creating ‘‘mental imprints’’ in the customers’
memory, and a condition for creating such ‘‘imprints’’ is for the experience to touch the
customer emotionally (Johnston and Clark, 2001). In this respect, the tourism and leisure
industry is far better able than the traditional service sector to touch customers’ emotions
(Otto and Ritchie, 1996).
This study emphasizes some important implications for management of winter parks
specifically, and for management in amusement parks generally. A general implication for
management is that the collection of information on how customers experience the service
must account for emotions. This information makes possible the identification both of the
positive emotions and of the aspects that create ‘‘mental imprints.’’
A questionnaire asking customers to express which emotions best describe the experience
and to grade them internally can provide this information. This present research focuses on
positive emotions but also clarifies possible negative ones that could alert management of
areas requiring adjustments and improvements in order to secure quality of the total service
offer.
Today’s service suppliers compete with each other on the basis of creating exceptional
customer experiences (Berry et al., 2002). Companies must orchestrate or organize positive
customer experiences that touch customers emotionally (Haeckel et al., 2003).
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The present article points out that customers’ interaction with other customers is one factor
that influences customers’ positive emotions. On the basis of this research, management
should arrange for meeting points that could contribute to the interaction between
customers.
These meeting points can be either active (e.g. physical activities that the service supplier
offers, such as ice curling or ice bowling) or passive (e.g. sleigh riding or snow scooter safari
in a winter park). By designing appropriate active and passive meeting points, a winter park
increases the degree of interaction among customers, which in turn raises customers’
positive emotions and thus strengthens the customer experience. A second important
implication of this study is the importance of ensuring that the customer participates in
activities. This research result shows that customer participation is the second most
important cause when explaining customers’ positive emotions. The design and
organization of activities that appear to be attractive and not too challenging contribute to
an important success factor for increasing positive emotions. The failure to combine these
two dimensions (attractiveness and appropriate level of challenge) could lead to negative
customer experiences and emotions. On the basis of this finding, one practical implication is
that management must ensure that the winter park offers a broad variety of activities. This
research indicates that the interaction between employees and customers influences
customers’ positive emotions. Even though the effect of this type of interaction is relatively
low (according to the multiple regression analyses), that employees contribute to creating
‘‘mental imprints’’ is evident.
This present study thus points out that management must continue to train, reward, and
motivate employees in an adequate manner. In other words management must focus on
employees’ degree of satisfaction. Research show that circumstances relating to working
conditions do influence the degree of service quality (Singh, 2000; Slatten, 2008, 2009).
Ambience factors have significance for customers’ positive emotions. This research shows
that sound, lighting, and aroma influences customers’ positive emotions. Consequently, the
focus on how management can assemble these ambience factors to ensure the best
possible customer experience is critical. One possible procedure is to make adjustments to
the overall environment and to evaluate what effect these changes have on the customers’
attitude and buying behavior. Customers should afterwards have the opportunity to express
their opinions on the different aspects of the park and how they evaluate sound, lighting, and
other ambience factors.
The conclusions of this research emphasize the importance of understanding customers’
emotions within a tourism and leisure context. Among the five causal variables, this study
shows that four have a direct relationship with customers’ positive emotions. Accordingly,
the ability of service suppliers to create ‘‘mental imprints’’ forms the basis of their ability to
surpass their competitors (Pine and Gilmore, 1998; Prahalad and Ramaswany, 2000;
Schmitt, 1999). Management must, then, design the service offer in such a way that it
contributes positively to the customers’ experiences and insist that all relevant factors have a
positive influence on the customers’ emotions.
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Corresponding author
Terje Slatten can be contacted at: [email protected]
VOL. 5 NO. 1 2011 j INTERNATIONAL JOURNAL OF CULTURE, TOURISM AND HOSPITALITY RESEARCH j PAGE 91
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