Journal ArticleDOI
Conceptualising tourist experiences with new attractions: the case of escape rooms
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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.read more
Citations
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Journal ArticleDOI
‘A faint whiff of cigar’: the literary tourist’s experience of visiting writers’ homes
TL;DR: The most compelling places associated with authors and their literary creations are popular attractions and amongst the most compelling of these literary tourism sites are writers' homes where visitors can gain person... as discussed by the authors.
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Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial and logical ability
Abstract: Logical thinking and reasoning of geometric space are among the key abilities of science and technology education. This research developed a framework of an alternate reality-based board game incor...
Journal ArticleDOI
Cooking for fun: The sources of fun in cooking learning tourism
TL;DR: In this article, the authors explore the sources of fun in cooking learning tourism and deconstruct them into five factors: market tour experiences, positive interpersonal interactions, exotic food experiences and a sense of accomplishment, unique cooking learning experiences, and a fun learning atmosphere.
Proceedings ArticleDOI
Magia Transformo: Designing for Mixed Reality Transformative Play
TL;DR: It is argued that design techniques of backleading and outside->in transformation from theater practice, although still in their early development, can broadly inform the work of designers and scholars seeking to create experiences of character identification and transformation in games.
Journal ArticleDOI
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.
Journal ArticleDOI
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
B J Pine nd,James H. Gilmore +1 more
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
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.