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Journal ArticleDOI

Conceptualising tourist experiences with new attractions: the case of escape rooms

Tomaz Kolar
- 22 Mar 2017 - 
- Vol. 29, Iss: 5, pp 1322-1339
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TLDR
In this paper, an exploratory empirical study of visitors' experiences with selected top-rated escape rooms in the USA and Europe was carried out by means of netnographic research and automated content analysis.
Abstract
Purpose The purpose of this paper is to theoretically and empirically explore tourist experiences with the niche-like, yet global phenomenon of escape room attractions. Design/methodology/approach An exploratory empirical study of visitors’ experiences with selected top-rated escape rooms in the USA and Europe was carried out by means of netnographic research and automated content analysis. Findings The results show that this attraction provides new, peak, unique and fun experiences through the challenging activities and social component of the game play. The findings provide an insight into both the authenticity of experiences with novel attractions and the group aspects of fun and flow concepts. Research limitations/implications The findings are restricted to online reviews on the TripAdvisor website and are possibly biased because of the use of a non-random sample. Practical implications Theoretical implications are discussed and explicated as future research questions. They are relevant for the conceptual development, research and management of playful experiences within urban and special interest tourism. Societal implications are also addressed. Originality/value This paper is a preliminary in-depth examination of the escape room phenomenon from the customer experience standpoint. It is of relevance for the conceptualisation and improvement of tourist experiences with new and fun attractions.

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Citations
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Magia Transformo: Designing for Mixed Reality Transformative Play

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Real-life escape rooms as a new recreational attraction: the case of Turkey

TL;DR: In this article, the authors theoretically and empirically investigate experiences of real-life escape rooms, a phenomenon that has gained prominence in recent years, and present an exploratory empirical study.
References
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Book

Qualitative Data Analysis: An Expanded Sourcebook

TL;DR: This book presents a step-by-step guide to making the research results presented in reports, slideshows, posters, and data visualizations more interesting, and describes how coding initiates qualitative data analysis.
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The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun

TL;DR: In this paper, the authors argue for the recognition of important experiential aspects of consumption, such as the symbolic, hedonic, and esthetic nature of the experience of consumption.
Journal Article

Welcome to the Experience Economy

TL;DR: The authors offer five design principles that drive the creation of memorable experiences that engage all five senses to heighten the experience and thus make it more memorable.
Book

Digital Game-Based Learning

Marc Prensky
TL;DR: Green and Bavelier as discussed by the authors found that playing "action" video and computer games has the positive effect of enhancing student's visual selective attention, but that finding is just one small part of a more important message that all parents and educators need to hear: Video games are not the enemy, but the best opportunity we have to engage our kids in real learning.
Trending Questions (1)
Is Aurangabad tourist places open?

It is of relevance for the conceptualisation and improvement of tourist experiences with new and fun attractions.