Dienst van SURF
© 2025 SURF
Purpose: Whereas investments in new attractions continue to rise within the theme park industry, knowledge regarding the effects of new attractions on theme park performance and attendance remains scarce. In order to isolate these effects, the purpose of this paper is to present the results of an econometric study explaining the variance in theme park visitor numbers and quantifying the effects of new attractions on theme park attendance. Design/methodology/approach: The paper is based on an econometric study, in which models were produced for four European theme parks. No pooled modelling was used, meaning that four different models were created; one for each participating theme park. Various variables affecting theme park attendance were identified and quantified, and subsequently the effects of new attractions on visitor numbers were isolated. Findings: Findings indicate that all new attractions opened at Park D during the research period have had a positive long-term influence on attendance. This positive influence lasted for no more than two years. No significant short-term influence was found. There were significant differences in effect between new attractions which could not yet be explained. Research limitations/implications: The research by design only takes into account the economic effects of new attractions and disregards all environmental and socio-cultural effects. Even though the research provides an accurate approximation of the effects of new attractions on attendance, this effect should, according to the author, not be perceived as a stand-alone effect yet as a part of a complex system. A situational approach taking into account several other situational as well as qualitative factors would do the complex reality more justice than a, even though effective, simplified and general approach. Practical implications: Industry operators can now use the econometric model presented in this paper to determine the effects of new attractions on their theme park's attendance and use this knowledge to further fine-tune their investment policy. Originality/value: The paper presents the first econometric model successful at isolating and quantifying a new attraction's effect on theme park attendance and can thus be a valuable tool in perfecting one's investment policy. The paper furthermore includes a brief introduction to a situational approach of determining a new attraction's effects on theme park performance.
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Purpose – Cobranding is an often used marketing strategy within the theme park industry and it has existed in one form or another since the 1930s. Notwithstanding the growing interest for cobranding in the theme park industry academic research in a theme park context has not been found yet. Empirical research on cobranding is limited to a relatively few studies that have typically examined product concepts or fictitious products rather than real instances of cobranding. This article aims to present results of an experiment on the effects of cobranding from a reallife theme park perspective. Design/methodology/approach – The article is based on a classical field experiment in which the IBRAmethod of measuring brand associations was used. The IBRAmethod does not influence the brand associations like many other research techniques do (by giving certain cues). It is an unaided, unbiasing research technique. The objective of the study is to investigate whether the relationship between theme park Efteling and WWF, resulting in the cobranded attraction PandaVision, could have a negative effect on the strong brand associations of theme park Efteling. Findings – Through the field experiment an insight has been given into the possible effects a respondent's perceived brand fit within a cobranding situation can have on the average evaluation of core associations of one of the constituent brands. Even strong brands (Efteling is the strongest brand in The Netherlands) can be harmed by a wrong cobrand strategy. Results also showed that the brand fit manipulation has resulted in a more negative image of Efteling without affecting the evaluation of the cobranded attraction PandaVision. Only measuring whether guests like or dislike your attractions is thus not sufficient. Research limitations/implications – This research is presented as a preliminarily study and the results should be interpreted with caution. The sample size was limited to 70 respondents and the experimental design with only students may not necessarily represent the typical visitor to the Efteling. Because of the crude manipulation of the treatment it is unclear what precisely caused the established effect. Is the effect caused by the degree of elaboration (meaning, because the respondent is triggered to think deeply about the matter at hand) or by the substantive guidance? Supplementary research with several experimental groups is needed to answer this question. Practical implications – Theme parks should be aware of the dangers of cobranding. Pairing with a wrong partner can damage the brand; negative spillover effects, erosion, brand dilution and even negative bottom line effects for the participating brands are possible. If the results occur for strong brands, weaker brands should be even more aware of the dangers. Originality/value – This article presents the first application of the effects of cobranding in a specific theme park setting. It is also the first article to use the unbiased IBRAmethod for measuring brand associations of a cobrand strategy. Negative effects of cobranding for strong brands in a reallife situation were never reported before.
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Ergens halverwege de winkelpassage zijn een man en een vrouw in gesprek. De vrouw draagt een rode winterjas en heeft een vouwfiets aan de hand. De man is gehuld in ruimzittend donker pak met op de revers een zilverkleurig insigne. De vloer strekt zich onder hun voeten uit als een vers geboende ijsbaan. Na een korte woordenwisseling werpt de vrouw vertwijfeld haar handen in de lucht en begint sputterend haar fiets op te vouwen. Nadat de vouwfiets volledig is ingeklapt geeft de beveiliger, die al die tijd bewegingloos heeft staan toekijken, een instemmend knikje en kan de vrouw haar weg richting het station vervolgen.
Theme parks are looking into extending the life cycle of roller coasters by creating VR environments that are designed for and synchronised with the ride. Riding a coaster with a VR headset that immerses visitors into a virtual environment is therefore a rapidly emerging trend.In this project we compare how visitors experience a roller coaster ride with and without VR add-on.We recorded bodily indices of emotional engagement (skin conductance responses; SCRs) during roller coaster rides with and without Virtual Reality (VR) add-ons, alongside with self-reported evaluations of the two types of rides.Self-reported levels of presence are similar across VR and NVR rides, and VR rides are evaluated more positively. SCR time series correlate meaningfully with the different ride elements and can therefore be used to identify which parts of the ride are, or aren’t, emotionally engaging. SCRs do not significantly predict overall evaluations of the ride, however.Main collaborating partner: Europapark, Germany
Within TIND, Christian Roth studies the training of interactive narrative designers with the goal of developing teaching methods and learning tools for artists and designers to enable the creation of more effective artefacts. Interactive Narrative Design (IND) is a complex and challenging interdisciplinary field introducing new affordances in technique and user-experience. This requires practice-based research for further development of the educational format, demonstrating its potential while identifying and overcoming common learners’ challenges. This project aims to develop a framework for the design and evaluation of meaningful interactive narrative experiences that effectively stimulate a variety of cognitive and emotional responses such as reflection, insight, understanding, and potential behavior change. It provides tools, methods and activities to enable aspiring or practicing narrative designers through an interdisciplinary approach, including game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences. HKU education means to prepare students for success in the creative industries and IND plays an important role for current and future jobs in education, arts and entertainment. IND has the potential to create an emotional impact and spark transformative change by offering agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. This enables interactors to feel the weight of their own choices and their consequences, to explore different perspectives, and to more thoroughly understand complex multi-stakeholder issues, which could have significant impact on the success of emerging artistic, and learning applications. The research project is directly embedded in the curriculum of the HKU school Games & Interaction with annual educational offerings such as the Minor Interactive Narrative Design (MIND) and HKU wide broad seminars. Course evaluation and literature research will be used to create new and adjusted training for different HKU schools and the industry. Outcomes will be shared via an interactive website and events.