EVENT MARKETING INNOVATION TRENDS AND OPPORTUNITIES
Dr Louise Todd Lecturer in Festival and Event Management Edinburgh Napier University
#PerfectStage
Events and festivals marketing: the theory
Dr Louise Todd
[email protected]
Events and festivals marketing Experiences • • • • •
Experience Economy: value and nature of experience Five steps in staging engaging experiences (THEME) Experience design Engagement and immersion Hacking subjectivity
Experiential marketing • Three marketing trends and challenges
Turning experience into engagement • Thinking about the whole experience in events and festivals marketing
Summary: questions for festivals and events marketing
Experience Economy • First defined by B. Joseph Pine II and James H. Gilmore (1998, 1999, 2011). • Accelerating pace of technological change causes people to collect experiences as they once collected objects. • Experiences are a 4th economic offering: distinct from commodities, products and services. • Products and services have become increasingly commoditised: e.g. marketed on price. • Experiences are the next step in the progression of economic value. • Experiences created by organisations will matter most in today’s competitive, technology driven marketplace. • Experiences are therefore a source of value for organisations. • Need for management focus to shift from traditional service perspective to embrace experience. (Berridge, 2007; Getz & Page, 2016; Pine & Gilmore, 1998, 2011)
Value of experience ‘Learning from the Birthday Cake’, James Gilmore (02:13): http://www.youtube.com/watch?v=pboXoyChKf8
Image: 'The Ba8ckyardigans Birthday Cake' http://www.flickr.com/photos/30925581@N02/3623700540
(Pine & Gilmore, 1998)
Nature of experience Absorption
Four Realms
Entertainment
Educational
Passive participation
Active participation Aesthetic
Escapist
Immersion (Pine & Gilmore, 1998, p. 30)
Most valued meaningful experiences 1. Accomplishment Achieving goals and making something of oneself 2. Beauty
Appreciation of qualities that give pleasure to senses or spirit
3. Community
Sense of unity and general connection with others
4. Creation
Sense of having produced something original , lasting contribution
5. Duty
Willing application of oneself to a responsibility
6. Enlightenment
Clear understanding through logic or inspiration
7. Freedom
The sense of living without unwanted restraints
8. Harmony
The balanced, pleasing and memorable relationship of parts to a whole
9. Justice
The assurance of equitable and unbiased treatment
10. Oneness
A sense of unity with everything around us
11. Redemption
Atonement or deliverance from past failure or decline
12. Security
The freedom from worry about loss
13. Truth
A commitment to honesty and integrity
14. Validation
The recognition of oneself as a valued individual of respect
15. Wonder
Awe in presence of a creation beyond one’s understanding (Diller et al., 2005, in: Berridge, 2007, p.173)
Experience design A new and emerging paradigm • “A call for inclusion: It calls for an integrative practice of design”
‘Dig This’, Colorado, USA: http://www.digthisvegas.com/ http://www.digthisvegas.com/whatyou-do/
(Jackson, 2000)
Focused on engagement and immersion
• “The main focus of experience design is to create desired perceptions, cognitions and behaviour amongst users, customers, visitors or the audience.” (Berridge, 2007, p. 161)
‘Deadinburgh’, Edinburgh, UK: http://www.deadinburgh.co.uk/
Hacking subjectivity • “Hacking subjectivity… with deep immersion in experience as a focus” •
Experience Design, Jason Silva (02:57): http://www.youtube.com/watch?v=LJlfwbS0BFY
Deadinburgh Images all © The Gate Worldwide & LAStheatre
Five steps in marketing and staging engaging experiences (THEME) 1. Theme the experience: • Example: Disneyland: conceived in 1957 as “a cartoon that immerses the audience” • Development of theme rides/areas/parks.
2. Harmonise impressions with positive cues: • Signals in environment and behaviour of workers: should support and be consistent with the theme, e.g. Disneyland: staff as “cast members” • Indelible impressions: “takeaways” of the theme.
Image: 'Sleeping Beauty Castle Disney resort Paris [Explored]' http://www.flickr.com/photos/44206268@N07/7149477867
Five steps in marketing and staging engaging experiences (THEME) 3. Eliminate negative cues:
• Ensure integrity of the experience, e.g. Disney employees remain in character, unless “back stage”. 4. Mix in memorabilia:
• Consumers purchase memorabilia as tangible artefacts of the experience they want to remember: postcards, ticket stubs, flyers, posters, branded clothing... 5. Engage the five senses: • Tune each positive cue to integrate sensations with the theme: visually, aurally, tactilely, flavourfully and aromatically. (Pine & Gilmore, 2011, pp.67-91)
Experiential marketing Traditional marketing (products and services) characteristics
Experiential marketing characteristics
Focus on functional features and benefits of products
Focus on customer experiences
Product category and competition narrowly defined
Focus on consumption as a holistic experience
Customers are rational decisionmakers
Customers are rational and emotional
Methods and tools: analytical, quantitative and verbal
Methods and tools are eclectic, visual and customised (Schmitt, 1999)
Three marketing trends and challenges Shifting from traditional marketing approaches towards creating engaging and immersive experiences for consumers, based on:
1. The omnipresence of information technology 2. The supremacy of the brand 3. The ubiquity of communications and entertainment (Schmitt, 1999)
Designing the experiential marketing approach: • Requires an integrative practice of design (key to success) • Expertise and skills drawn from various specialisations • Clear synergy in cross-disciplinary associations (Jacobson, 2000)
Turning experience into engagement Experiential marketing approach: 1. User involvement (physical, mental, emotional, social, spiritual). 2. User’s co-participation in the event or festival offer.
3. The relevance of the event’s or festival’s symbolic values. 4. The event’s or festival’s multi-functionality. 5. The centrality of experience in consumption. (Frochot & Batat, 2013)
Summary: questions for events and festivals marketing • What particular aspects of any event or festival experience makes it unique, memorable and engaging? • What types of experiences make the most engaging events and festivals? • How do meaningful experiences change over time, either for specific events and festivals or generally? • How can experience be developed from the existing interactions of people to embrace newer forms of interactions? • How can event and festival marketers address trends and challenges of: 1. the omnipresence of IT? 2. the supremacy of the brand? 3. the ubiquity of communications and entertainment?
References • • • • •
• •
•
Berridge, G. (2007). Events design and experience. Oxford: Elsevier ButterworthHeinemann. Frochot, I & Batat, W. (2013) Marketing and Designing the Tourist Experience. Oxford: Goodfellow Publishers Ltd. Getz, D & Page, S. (2016) Event studies: theory, research and policy for planned events. Oxford: Elsevier Butterworth-Heinemann. Jacobson, B. (2000). Experience Design. A List Apart Magazine. Issue 77, available at: http://alistapart.com/article/experience [Accessed on 16th May 2016] Pine, B. J., & Gilmore, J. H. (1998). Welcome to the experience economy. Harvard Business Review, 76, 97-105, available at: https://hbr.org/1998/07/welcome-to-theexperience-economy [accessed on 16th May 2016] Pine, B.J. & Gilmore, J.H. (2011). The experience economy: work is theatre and every business is a stage. Boston: Harvard Business Review Press. Schmitt, B. (1999). Experiential marketing. Journal of marketing management, 15(1-3), 53-67. Schmitt, B. H. (2000). Experiential marketing: How to get customers to sense, feel, think, act, relate. Simon and Schuster.