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This paper applies the Event Experiences Scale (EES) to seven cultural events in different countries with the aim of identifying generic dimensions of event experience. Exploratory factor analysis indicated the presence of four experience dimensions: cognitive engagement, affective engagement, physical engagement and novelty. These broadly reflect the four dimensions found in the original EES study [de Geus, S., Richards, G., & Toepoel, V. (2016). Conceptualisation and operationalisation of event and festival experiences: Creation of an event experience scale. Scandinavian Journal of Hospitality and Tourism, 16(3), 274–296]. In the cultural events analysed here, the cognitive dimension is strongest, followed by affective engagement, novelty and finally physical engagement. The experience dimensions are shown to vary significantly between visitor groups (particularly in terms of age) and by event location or context. Analysis of social media use shows that experiences also vary significantly through the stages of the ‘event journey’, with affective engagement being particularly prominent during and after the event.
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Abstract: Experiences are becoming increasingly important in events and festivals, which are prime manifestations of the experience economy. However, research on event experiences has generally been concerned with economic impacts and visitor motivations [Gursoy, D., Kim, K., & Uysal, M. (2004). Perceived impacts of festivals and special events by organizers: An extension and validation. Tourism Management, 25(2), 171–181. doi:10.1016/s0261-5177(03)00092-x]. Few studies have attempted to operationalise and quantitatively analyse experiences, and there is no consensual definition regarding the essence of experiences [Walls, A. R., Okumus, F., Wang, Y., & Kwun, D. J.-W. (2011). An epistemological view of consumer experiences. International Journal of Hospitality Management, 30(1), 10–21. doi:10.1016/j.ijhm.2010.03.008]. This article develops an Event Experience Scale (EES) for event experiences. In this exploratory study the item generation and selection for this scale are presented in three phases: specifying the domain of construct and generation of items, item selection, and scale purification. An 18-item scale, comprising four dimensions – affective engagement, cognitive engagement, physical engagement, and experiencing newness – with satisfactory values for Cronbach's alphas (.83,.86,.86, and.87), emerged. Implications for theoretical and practical research are discussed.
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This paper provides an introduction to Special Issue on ‘Event Experiences: Measurement and Meaning’. It reviews the research conducted by the ATLAS Event Group over the past decade, and highlights the interplay between qualititative and quantitative research on events during this period. Major research themes related to the event experience are analysed, including the social dimension of events, event design, visitor engagement, eventful cities and event networks and platforms. The different quantative and qualitative contributions to the issue are introduced and compared.
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The AR in Staged Entertainment project focuses on utilizing immersive technologies to strengthen performances and create resiliency in live events. In this project The Experiencelab at BUas explores this by comparing live as well as pre-recorded events that utilize Augmented Reality technology to provide an added layer to the experience of the user. Experiences will be measured among others through observational measurements using biometrics. This projects runs in the Experience lab of BUas with partners The Effenaar and 4DR Studio and is connected to the networks and goals related to Chronosphere, Digireal and Makerspace. Project is powered by Fieldlab Events (PPS / ClickNL)..
Advances in technology are opening up new learning opportunities, consequently having an impact on conventional teaching and learning concepts. The roles of teachers, students and universities are also being transformed worldwide. The Academy for Leisure & Events of BUas has always been part of the above quest.Therefore, it is crucial that teaching methods and learning experiences in higher education are dynamic and continuously incorporate innovative approaches as well as integrate new technologies. After all, it is essential to be prepared for the way students learn nowadays and for the future demand coming.It is now more important than ever, especially considering the challenging coronavirus times we are in, for Breda University of Applied Sciences – as a partner of this project – to actively contribute to strengthening staff capacities in innovative teaching and learning methods and digital skills. For instance by offering training courses in a blended model, combining face-to-face teacher training with MOOCs and e-learning.As designing meaningful experiences has always been at the heart of the mission and work ofthe Academy for Leisure & Events, this project builds upon further extension of networks in teaching and learning innovation in national and international higher education contexts.Partners:FH Joanneum University of Applied Sciences, Universidad Carlos III de Madrid, Universidad de Lima, Universidad Catolica San Pablo, Universidad de Piura, Universidad Austral de Chile, Universidad de Santiago de Chile, Universidad Vina del Mar
Psychosocial problems related to social isolation are a growing issue for wellbeing and health and have become a significant societal problem. This is especially relevant for children and adults with chronic illnesses and disabilities, and those spending extended periods in hospitals or permanently living in assisted living facilities. A lack of social relationships, social connectivity, and the inability to travel freely leads to feelings of isolation and loneliness. Loneliness interventions often use mediated environments to improve the feeling of connectedness. It has been proven that the utilization of haptic technologies enhances realism and the sense of presence in both virtual environments and telepresence in physical places by allowing the user to experience interaction through the sense of touch. However, the technology application is mostly limited to the experiences of serious games in professional environments and for-entertainment-gaming. This project aims to explore how haptic technologies can support the storytelling of semi-scripted experiences in VR to improve participants’ sense of presence and, therefore, the feeling of connectedness. By designing and prototyping the experience, the project aims to obtain insights and offer a better understanding of designing haptic-technology-supported storytelling and its potential to improve connectedness and become a useful tool in isolation interventions. The project will be conducted through the process of participants’ co-creation.