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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

Marknadsföring genom att skapa upplevelser i köpcentrum / Marketing by create experiences in shopping centres

Asplund, Anna, Löwling Helmerskog, Madeleine January 2009 (has links)
No description available.
22

Producer in the Experience Economy : How to deliver experiences / Att vara producent i Upplevelsesamhället : Konsten att leverera upplevelser

Nordell, Nina, Claesson, Mikaela January 2006 (has links)
Experiences have become a new trend within the world economy today and a new way to add value to companies. A new economy is emerging named the Experience Economy. The customers’ demands of experiences are increasing and companies need to satisfy these demands and adapt them-selves to this emerging economy. The Experience Economy is today the fastest growing industry in Sweden and has grown steadily during the last decade. The Experience Economy is something that needs to be adapted within all industries in the society and is seen as the key factor towards economic success. Purpose: The purpose of this thesis is to study how Swedish compa-nies have implemented experiences in the society and give future recommendations for their industries. Frame of reference: In this section theories and definitions regarding the Experience Economy from a producer perspective are presented. The theoretical frame does also contain the evolvement, culture, design and added value of experiences in today’s society. Method: In order to answer the purpose of the thesis a qualitative method has been utilized. The data collection contains of 14 companies within 13 sections of industries providing experiences in the Swedish market. Conclusion: The results presents the spreading of experiences in the Swedish society, the industries that are better suited for the Experience Economy and further more the future aspects of the development of this economy. / Upplevelser har utvecklats till att bli en ny trend inom världsekonomin idag. Denna trend är sedd som ett nytt sätt att generera mervärde till företag. En ny ekonomi har uppkommit vid namn Upplevelseekonomi. Konsumenterna idag efterfrågar mer upplevelser vilket företagen måste tillfredsställa. Upplevelseekonomin är idag den snabbaste växande industri i Sverige och har ökat under det senaste årtiondet. Upplevelseekonomin är något som är nödvändigt att implementeras inom alla samhällets industrier och ses idag som nyckeln till ekonomisk framgång. Syfte: Syftet med denna uppsats är att studera hur svenska företag har implementerat upplevelser i det svenska samhället och vidare ge framtida rekommendationer för de olika industri-erna. Referensram: I denna del presenteras teorier och definitioner rörande Upplevelseekonomin från ett producent perspektiv. Refe-rensramen innehåller även utvecklingen, kulturen, designen och mervärdet av upplevelser i dagens samhälle. Metod: För att genomföra syftet av denna uppsats på bästa sätt har en kvalitativ ansats valts. Insamlad data består av 14 företag inom 13 industrier som tillhör Upplevelseindustrin i Sverige. Slutsats: Resultatet visar spridningen av upplevelser inom det svenska samhället, industrier som visat sig vara bättre lämpad för Upplevelseekonomin, samt framtida aspekter.
23

Producer in the Experience Economy : How to deliver experiences / Att vara producent i Upplevelsesamhället : Konsten att leverera upplevelser

Nordell, Nina, Claesson, Mikaela January 2006 (has links)
<p>Experiences have become a new trend within the world economy today and a new way to add value to companies. A new economy is emerging named the Experience Economy. The customers’ demands of experiences are increasing and companies need to satisfy these demands and adapt them-selves to this emerging economy. The Experience Economy is today the fastest growing industry in Sweden and has grown steadily during the last decade. The Experience Economy is something that needs to be adapted within all industries in the society and is seen as the key factor towards economic success.</p><p>Purpose: The purpose of this thesis is to study how Swedish compa-nies have implemented experiences in the society and give future recommendations for their industries.</p><p>Frame of reference: In this section theories and definitions regarding the Experience Economy from a producer perspective are presented. The theoretical frame does also contain the evolvement, culture, design and added value of experiences in today’s society.</p><p>Method: In order to answer the purpose of the thesis a qualitative method has been utilized. The data collection contains of 14 companies within 13 sections of industries providing experiences in the Swedish market.</p><p>Conclusion: The results presents the spreading of experiences in the Swedish society, the industries that are better suited for the Experience Economy and further more the future aspects of the development of this economy.</p> / <p>Upplevelser har utvecklats till att bli en ny trend inom världsekonomin idag. Denna trend är sedd som ett nytt sätt att generera mervärde till företag. En ny ekonomi har uppkommit vid namn Upplevelseekonomi. Konsumenterna idag efterfrågar mer upplevelser vilket företagen måste tillfredsställa. Upplevelseekonomin är idag den snabbaste växande industri i Sverige och har ökat under det senaste årtiondet. Upplevelseekonomin är något som är nödvändigt att implementeras inom alla samhällets industrier och ses idag som nyckeln till ekonomisk framgång.</p><p>Syfte: Syftet med denna uppsats är att studera hur svenska företag har implementerat upplevelser i det svenska samhället och vidare ge framtida rekommendationer för de olika industri-erna.</p><p>Referensram: I denna del presenteras teorier och definitioner rörande Upplevelseekonomin från ett producent perspektiv. Refe-rensramen innehåller även utvecklingen, kulturen, designen och mervärdet av upplevelser i dagens samhälle.</p><p>Metod: För att genomföra syftet av denna uppsats på bästa sätt har en kvalitativ ansats valts. Insamlad data består av 14 företag inom 13 industrier som tillhör Upplevelseindustrin i Sverige.</p><p>Slutsats: Resultatet visar spridningen av upplevelser inom det svenska samhället, industrier som visat sig vara bättre lämpad för Upplevelseekonomin, samt framtida aspekter.</p>
24

Leveling-Up With Cultural Heritage : Aspects from Gamification and Alternate Reality Games

Salomonsson, Lisa January 2015 (has links)
This thesis explores how heritage museums can engage more visitors to take part of cultural heritage in context to digital culture, and going deeper in on what implementation of gamification and alternate reality games can contribute with. Through the establishment of how the heritage museum space has changed since the implementation of technology, gives a response concerning new perspective in the experience economy. Connecting Mihaly Csikszentmihalyi’s characteristics of flow together with Jane McGonigal’s theory of alternate gaming can serve the visitor to invest in their own learning outcomes, thus invest more in cultural heritage. Nevertheless also how visitors can experience cultural heritage as one but at the same time as a community, participating through a common ‘goal’.
25

Innovations in small food and drink production companies in Sweden : the case of Skåne region

Magnusson, Gunnar January 2014 (has links)
It is claimed that economic and social changes are having effects on innovations. Today, innovations have shifted from being only techno-scientific to increasingly also being based on socio-cultural dynamics, with culture, fashion and aesthetic aspects becoming important factors within products. The aim of this study is to research how small food and drink producers in Skåne region innovate and add value to their products. Data was gathered with semi-structured interviews taken with eleven small food production companies and three interviews with people working with regional development. The thesis uses the differential knowledge base model and theories about the experience economy and regional innovation networks, linking the research to regional development. The results indicate that innovations in the food and drink industry are still technologically driven but showing some signs of non-technological elements. This was observable in the companies´ use of stories and symbols as part of the innovations. Most of the producers were adding value to their products by the use of experience staging and storytelling. Participation in networks seemed to enhance the companies’ innovation capabilities. The thesis contributes to studies within economic geography and regional studies by studying innovation, the experience economy and regional innovation networks.
26

Motivationsskapande ledarskap inom upplevelseekonomin : En studie utifrån målvägsteorin

Bruno, Malin, Frank, Hanna January 2021 (has links)
Syfte: Studiens syfte är att skapa större förståelse för hur olika ledarskapsbeteenden kan bidra till motivationsskapande hos medarbetare inom upplevelseekonomin, med fokus på målvägsteorin.  Metod: I studien har en kvalitativ metod använts, där åtta semistrukturerade intervjuer och åtta enkätundersökningar har genomförts. Undersökningen valde vi att genomföra inom upplevelseekonomin, där vi specifikt valde att intervjua ledare från Escape Room företag. Escape Room är en verksamhet som säljer upplevelser i form av att deltagarna blir inlåsta i ett rum och tillsammans ska ta sig ut genom att lösa olika problem, gåtor, pussel osv.   Resultat och slutsats: Studiens resultat visar att ledare inom upplevelseekonomin skiftar mellan olika ledarbeteenden, där respondenterna i studien främst uppvisar en kombination av vägledande och prestationsinriktade ledarbeteenden. Genom en analys av respondenternas svar och den insamlade empirin, finner vi dock att en kombination av ett stödjande och ett vägledande ledarbeteende kan uppfattas mer motiverande för medarbetare inom upplevelseekonomin.  Examensarbetets bidrag: Med studien hoppas vi kunna bidra till ledarnas arbete för att skapa motivation hos medarbetarna, framförallt inom upplevelseekonomin. Vi hoppas att studiens olika delar kan ge ledare tips på hur de kan skapa motivation inom den egna verksamheten. Givet målvägsteorin, fann vi inget underlag för att visst ledarbeteende ska motivera medarbetare med vissa egenskaper, däremot fann vi att situationens egenskaper har större betydelse.  Förslag till vidare forskning: Beträffande målvägsteorin, har vi i vårt arbete valt att fokusera på den tidigare framtagna versionen av House (1971, 1996) som innefattar fyra ledarskapsbeteenden för att öka individens motivation. Vid senare versioner som släppts av målvägsteorin finns fler ledarskapsbeteenden inräknade. Intressant i en framtida forskningsstudie vore därför att inkludera resterande ledarskapsbeteenden likväl. / Aim: The purpose of the study is to create a greater understanding of how different leadership behaviors can contribute to motivation creation among employees in the experience economy, with a focus on path-goal theory.  Method: In the study, a qualitative method was used, where eight semi-structured interviews and eight questionnaires were conducted. We chose to conduct the survey in the experience economy, where we specifically chose to interview leaders from Escape Rooms. Escape Room is a business that sells experiences that involve the participants being locked in a room where they have to get out together by solving various problems, riddles, puzzles, etc.  Conclusion: The results of the study show that leaders in the experience economy switch between different leadership behaviors, where the respondents in the study mainly show a combination of directive and achievement-oriented leadership behaviors. Through an analysis of the respondents' answers and the empirical data collected, we find, however, that a combination of supportive and directive leadership behavior can be perceived as more motivating for employees in the experience economy. Contribution of the thesis: With the study, we hope to be able to contribute to the leaders' work to create motivation among employees, especially in the experience economy. We hope that the different parts of the study can give leaders tips on how they can create motivation within their own organisation. Given the path-goal theory, no basis for certain leadership behavior to motivate employees with certain characteristics was found, however, we found that the characteristics of the situation are more important. Suggestions for future research: Regarding the goal-path theory, we have in our work chosen to focus on the previously developed version of House (1971, 1996) which includes four leadership behaviors to increase the individual's motivation. In later versions released by the goal-path theory, more leadership behaviors are included. It would therefore be interesting in a future research study to include the remaining leadership behaviors as well.
27

Hur synen på kärlek påverkas av digital media

Forsberg, Elin, Johansson, Amanda January 2020 (has links)
Studiens avsikt har varit att studera en ny, indirekt, inriktning av forskningsfältet upplevelseekonomi (experience economy) som inte tidigare behandlats, till skillnad från fältets klassiska, direkta inriktning. Studien har avgränsats mot dokusåpor, då det idag kan anses vara en del av den “nya”, indirekta upplevelseekonomin i dagens post-moderna samhälle. Fältet har tidigare avsett ett direkt värdeskapande som kommit till följd av produkter och tjänster, men idag avser upplevelser även indirekta sinnesintryck som skapas av andra, exempelvis genom att titta på dokusåpor där vi upplever genom att titta på deltagarnas känslor och miljöer. Studien har försökt att studera hur denna indirekta inriktning kan påverka vår uppfattning av äkthet, det vill säga verklighets-uppfattning, när det gäller att särskilja simulationer från verklighet, även kallat hyperverklighet. Vidare har studien avsett att undersöka millennier, (de som är födda mellan år 2000 och 2010, och har haft tillgång till teknik och sociala medier allt sedan uppväxten), och hur deras uppfattningar och känslor kring kärleksrelationer påverkats av de sinnesintrycken från dokusåpornas innehåll som många gånger fokuserar på drama för att skapa underhållning (exempelvis Paradise Hotel, Love Island, Bonde söker fru, Middag med mitt ex etc.). Den huvudsakliga slutsatsen från studien är att millenniers uppfattning av kärleksrelationen kan påverkas till följd av de sinnesintryck som uppkommer vid konsumtion av dokusåpor. Studien tyder också på att tillit och externa faktorer som ekonomi och politik idag spelar lika stor roll, om inte större roll, i kärleksrelationer, än kärleken i sig. / The purpose with this study has been to examine a new, indirect alignment in the field of experience economy. The field has not previously been studied, unlike the more classical, direct approach of the field. The study has been delimited, and thus only reviews the recent phenomenon, reality shows - a phenomenon which in recent times has seemed to increase significantly and is an example of the “new”, indirect experience economy in today’s postmodern society. Previously, the field of research put its main focus on the development of products and services, but as for today experiences are created in new ways, by a different kind of stimuli. such as sensory expressions given by other people in our surroundings. The study examines how this indirect alignment can affect our perception of what is fake and what is original (authenticity), also called hyperreality. Furthermore, the study reviews how millennials’ (those who were born between 2000 – 2010, and furthermore have had access to the digital technology and social media all their life) feelings and perceptions of relationships (of love) are influenced by the consumption of reality shows whose content mostly depicts drama (for example Paradise Hotel, Love Island, Bonde söker fru and Middag med mitt ex). The main conclusion of this study is that millennials’ expectations of relationships (of love) can be affected by the sensory impressions received from other people or from the experiences received by consuming reality shows in a frequent manner. The study also indicates that trust and other external factors, such as economics or politics, as for today play a bigger role in the development of long-lasting relationships (of love). Love (expressed in feelings) itself tends to be secondary and not nearly as important.
28

Daka Travel Experience: an Examination of Chinese Millennial Travelers

Jiaxi Ni (9178763) 29 July 2020 (has links)
<p>“Daka Travel” is trending to become a popular travel style in Chinese tourism market in recent years, especially for Chinese millennial travelers. This study is concerned with understanding the characteristics of Daka travel and deeply investigate travelers’ travel experience of Daka travel. To investigate the travel experience, a conceptual model based on experience economy was proposed and empirically tested. The context of the empirical study was conducted among Chinese millennials travelers. The study includes two steps. Firstly, 15 travelers who had Daka travel experience selected randomly via social media platforms were invited to participate in the semi-structured interview, the interviews were performed to identify interesting characteristics of Daka travelers and attributes of Daka travel. Secondly, people who had Daka travel experience was selected randomly online to participate in the survey. A total of 471 valid questionnaires were collected. Factor analysis and mediation analysis were conducted by using Statistical Product and Service Solutions (SPSS) 26.0. According to the findings of this study, there are several distinctive characteristics of Daka travelers could be concluded: 1. Daka travelers get Daka tourism information from social media especially short-video applications; 2.<i> </i>Social envy is one of major motivations of Daka Travel; 3. Daka travelers share travel experience with the main purposes of recording travel memory; 4. Natural scenic spots and Food & Beverage shops are the two most popular Daka destinations. For the travel experience, the research verified that all of the dimensions (includes entertainment, esthetics, education, escapism, personalization, serendipity, localness and communitas) of experience-scape model significantly influenced the perception of travel experience for Daka travelers. Further, travel experience could contribute to creating memorable travel experience which potentially influenced travelers’ sense of well-being and meaningfulness. In addition, the multiple regression analysis revealed interesting results showing that among the eight dimensions of travel experience-scape, each realm had different influence on travelers’ sense of well-being and meaningfulness. For well-being, “Entertainment” was the most influential factor, however, “Localness” did not have significant influence at all. In contrast, for meaningfulness, “Communitas” and “Personalization” played the most important role. “Entertainment”, “Esthetic” and “Escapism” did not have significant influence. The findings of this research contribute both conceptually and practically to Daka travel destination planning and management to create a satisfying and memorable travel experience. They can improve their ability of providing tourism products and services in a more targeted and meaningful way. More detailed findings and implications will be presented in the manuscript. </p>
29

Unraveling a Place-Based Experience: Mapping a Commercial Evolution in Over-the-Rhine, Cincinnati, OH

Beltran, Daniella 15 June 2017 (has links)
No description available.
30

Building restaurant customers’ technology readiness through robot-assisted experiences at multiple product levels

Ma, E., Yang, H., Wang, Y-C., Song, Hanqun 13 June 2022 (has links)
Yes / The growing popularity of robot-related research contexts in hospitality and tourism calls for in-depth analysis of how different product/service designs strategies integrating robots may influence customers’ experiences. Employing a scenario-based 2×2×2 experimental research design, this study assesses service robots applied at three different product/service levels (i.e., core, facilitating, and augmented). From surveying 378 customers of mid-priced casual restaurants and 312 tourists of a mid-priced theme park restaurant, findings of the study suggest that using robots at all three product/service levels lead to a more positive educational experience but not entertainment experience. The study further extends the literature by positioning dining at a robotic restaurant as an important occasion to showcase the latest technologies to customers. By providing memorable entertainment and educational experiences, customers’ technology readiness could be enhanced, making them more willing to try new technologies. Such a focus brings in unique contributions both in literature and practice.

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