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MASTER’S THESIS

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Master thesis: sport spectator preferences<br />

2.2.2 Experience as success event lever<br />

The competitor offer spectators sport experiences. Marketers and sport event<br />

manager can use this unique characteristic of this sport product, by using special<br />

tools to create a stronger event experience. Creating strong effects on consumer<br />

requires certain product values delivered through product quality and services.<br />

(Funk, 2008). Peters (1994) speaks from delivering WOW services. These services<br />

begin with quality services and evolve into dynamic experiences. “Peak<br />

experiences were described as sudden feelings of intense happiness and wellbeing”<br />

(Getz, 2007, p. 239). People want sport experiences because of the intrinsic<br />

value and the resulting benefits in leisure time. Intrinsic consumer value is<br />

more a symbolic or self-justifying use of the product. The product is the consumption<br />

experience itself (Holbrook, 1999). Pine & Gilmore (1999) explain the economic<br />

value of experiences on tools added to products: engagement of the individual,<br />

memorable, sensations, limitations/sacrifice, and sensory interaction. In<br />

their opinion an experience is more than a good quality of service. Stage experiences<br />

fulfill relevant consumer needs on a premium level, which means in an<br />

economic value the consumer is more willing to pay for his needs if they are fulfilled.<br />

(Pine & Gilmore, 1999). But in order to fulfill consumer needs marketers<br />

have to know what are the consumer needs and preferences to create stage experiences<br />

on events.<br />

The integrated Model of Event Service and Experience factors<br />

An integrated Model of Event experience and consumer service was established<br />

by Ralston, et al. 2007. The model indicates two Quotients:<br />

“Service Quotient” (SQ), this quotient is ranging event customer service factors<br />

form 0-100. Positive factors (tangibles, reliability, responsiveness, empathy, assurance,<br />

recovery, competence, courtesy, security, access welcome, commercialism)<br />

heighten the SQ. The “Experience Quotient” (EQ) is ranging special factors<br />

(a clear theme, targeted impressions, multiple senses, mix in memorabilia:<br />

Get into character, stay in character, and act their part, perform to the appropriate<br />

theatrical form, customized to the individual:) from 0-100 and increases the EQ.<br />

High EQ rated events must first have a high SQ before creating experiences. The<br />

integrated model also advances the premise that a staging agency must first<br />

have a high SQ before it can hope to create high EQ based experiences. Consequently,<br />

there is an “Experience Threshold” that must be reached in order to conduct<br />

and deliver high EQ rated events or festivals. The methods used for the integrated<br />

model were observation with shopper technique on a sport event with<br />

Theoretical foundation of sport spectators and event experience page 32

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