experiential marketing
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Author(s):  
Made Harry Darmawan ◽  
Ni Nyoman Kerti Yasa

The various types of culinary businesses offered are so diverse such as restaurants, cafes, lounges, and bars. One local restaurant that is well known to the public is MM Juice and Restaurant. An indicator of the success of a company is determined by the intention to repurchase its consumers on an ongoing basis which is one of the factors that MM Juice and Restaurant want to improve. This study aims to explain the role of experiential value in mediating the effect of experiential marketing on repurchase intention. This research was conducted in Denpasar City involving 185 respondents who live in Denpasar with an age range of 18 years and over and have completed high school education. The method used is online purposive sampling via Google Form. The data analysis technique used is a descriptive statistical analysis technique, path analysis, and Sobel test. The results of this study indicate that experiential marketing has a positive and significant effect on experiential value.


2022 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Claire Roederer ◽  
Marc Filser

Purpose Based on a “Fill-the-Bottle” (FTB) challenge, this research explores how experiential design can help cause-related marketing. This study aims to show that experiences designed as anti-structural and anti-functional can raise awareness through action. Design/methodology/approach The authors study a corpus of 52 introspective journals and 60 pictures about the challenge, which entails filling empty bottles with cigarette butts from the streets as quickly as possible, then sharing pictures of the bottles on social media. Findings The anti-structural design of the experience activates the participants’ experiential system, and the social interactions between the participants and pedestrians construct meaning for the experience. The results further indicate that as follows: individuals’ frames of reference can explain whether they perceive the experience as liberatory or stochastic; anti-structural design can serve cause-related marketing by focusing on three stages: doing, showing and sharing; and experiential marketing can serve societal and social causes. Research limitations/implications This research involved a single field. Further research with more heterogeneous participants would be insightful. The power of experiential marketing to serve meaningful and collective causes should be encouraged. Further research should be conducted to understand and conceptualize these collective attempts to fight the dark sides of consumption. Practical implications In line with Pine and Gilmore’s (1999) advice to stage memorable experiences by working cautiously on cues, the FTB challenge analysis indicates that by focusing on material evidence and staging a specific sequence of doing something about it, showing everyone what is being done and expanding visibility by sharing artifacts of the action on social media, one can actually make people think about and remember the action. Social implications The “do-show-share” design that the FTB challenge uses can be relevant for many cause-related marketing efforts because it operates on both individual and collective levels. Originality/value This research offers a new perspective on experiential marketing by studying how experiences designed to be anti-structural can renew social, cause-related marketing tools.


Author(s):  
Mattia Rainoldi ◽  
Arne Van den Winckel ◽  
Joanne Yu ◽  
Barbara Neuhofer

AbstractWhile film and television have a long tradition in tourism marketing, the potential of video games is overlooked. This study unlocks a novel era of marketing by investigating the interplay between experiential factors and in-game experiences, and how they may contribute to one’s intention to visit in-game destinations. By taking Assassin’s Creed Odyssey as the study context, game world dynamics, level of immersion, level of freedom, connection to characters, and sense of realism are identified as the five pillars that shape gaming experiences. Drawing upon experience design, this study lays the groundwork for emerging marketing opportunities using video games for tourism and contributes to the broader field of media-induced tourism literature.


2021 ◽  
Vol 1 (3) ◽  
pp. 319-340
Author(s):  
Erni Yuningsih ◽  
Dwi Gemina ◽  
Endang Silaningsih

Salah satu pendekatan pemasaran dalam mendukung terciptanya kepuasan dan loyalitas adalah memasarkan produk dengan menggunakan pengalaman pemasaran (experiential marketing). Strategi ini mampu mengintegrasikan unsur-unsur emosi, logika dan proses pemikiran sehingga dapat tercipta kepuasan dan loyalitas. Tujuan penelitian: 1) mengetahui pengaruh experiential marketing secara simultan dan parsial terhadap kepuasan konsumen 2) mengetahui pengaruh kepuasan konsumen terhadap loyalitas konsumen. Metode penelitian survey dengan bentuk penelitian deskriptif dan verifikatif. Objek penelitian pengguna jasa wisata sebanyak 200 responden dengan metode purposive sampling. Hasil penelitian terdapat pengaruh secara simultan Sense, Feel, Think, Act dan Relate terhadap Kepuasan Konsumen. Secara parsial  Feel, Act dan Relate berpengaruh terhadap kepuasan konsumen. Sedangkan Sense dan Think tidak berpengaruh terhadap kepuasan konsumen. Terdapat pengaruh yang bermakna dari Kepuasan Konsumen terhadap Loyalitas Konsumen.


2021 ◽  
pp. 135676672110663
Author(s):  
Catherine Prentice ◽  
Chunli Ji ◽  
Kefang Li

The study examines how customers’ experiences with gaming and non-gaming services offered by casino resorts affect their response toward the casino with the primary visiting purpose being modelled as a moderator. The response opted for this study includes place attachment, customer spending within the casino premises during their trip, and willingness to revisit and spread word of mouth as loyalty indicators. The study was undertaken in Macau casino resorts. Data were collected from visitors who had gambled and consumed in at least one of the resorts. The results show that customer experience, place attachment, and spend were significantly related to customer loyalty. Place attachment accounts for customers’ spending at the casino. The moderation relationships are rather complex, dependent upon the influence of other variables. This research enriches experiential marketing, consumer behaviour, and loyalty research. The findings may also be utilised by casinos to develop more appropriate marketing strategies to maximise business profitability.


2021 ◽  
Vol 13 (24) ◽  
pp. 14064
Author(s):  
Syed Hasnain Alam Kazmi ◽  
Rizwan Raheem Ahmed ◽  
Kamran Ahmed Soomro ◽  
Alharthi Rami Hashem E ◽  
Hameed Akhtar ◽  
...  

Marketers and advertisers ignore new technology and diverse marketing tactics when attempting to increase product exposure, customer engagement, customer behavior and buying intention in fashion accessory marketplaces in developing countries. This research sought to discover how the Augmented Reality (AR) experience influenced consumer behavior, buying intention and pleasure when purchasing a fashion item in developing countries. This study employs positivist ideas to investigate the connections between various factors, believing that reality is unwavering, stable, and static. Experiential marketing following stimulus exposure will gather cross-sectional data. The undertaken study has developed proper experimental design (within group) from business innovation models, for instance, uses and gratification and user experience models. User experience is disclosed by its four defining characteristics: hedonic quality (identification and simulation), aesthetic quality, and pragmatic quality. After encountering an enhanced user experience, users have a more favorable attitude about purchasing; in contrast, pleasure from using the application directly impacts buying intention. It was also shown that knowledge of AR apps impacts user experience and attitude. The novelty of this research is multifarious, for instance, the smart lab was used as a marketing technology to explore a virtual mirror of the Ray-Ban products. Secondly, the augmented reality experiential marketing activities have been developed by the developers as bearing in mind the four different aspects of the user experience—haptic, hedonic, aesthetic, and pragmatic. It should be functional, simple to learn and use, symmetrical, pleasant, and appealing, while fulfilling the unconscious emotional elements of a customer’s purchase. The research is the first known study in Pakistan to evaluate the influence of augmented reality on consumer proficiency and its consequent effects on attitude and satisfaction for fashion accessory brands. The research also advances the notion that application familiarity is the most important moderator between attitude and an augmented reality-enriched user experience, contradicting the prior studies, which focus on gender and age. This research has important theoretical implications for future researchers, who may wish to replicate the proposed final model in developed and developing countries’ fashion brands. This research also has imperative managerial implications for brand managers and marketing managers, who could include the recommendations of this study in their marketing strategies.


2021 ◽  
Vol 9 (2) ◽  
pp. 77-95
Author(s):  
Ahmad Soleh ◽  
Ermaini Ermaini ◽  
Prima Audia Daniel ◽  
Yunie Rahayu

Penelitian yang berjudul “Pengaruh Experiantial Marketing terhadap Loyalitas Konsumen Store Berrybenka di Kota Jambi”  bertujuan untuk mengetahui dan menganalisis : (1) Pengaruh experiental marketing terhadap loyalitas konsumen Store berrybenka di Kota Jambi; (2) Variable mana dari experiantal marketing  yang paling berpengaruh terhadap loyalitas konsumen Store berrybenka di Kota jambi.             Metode analisis yang digunakan dalam penelitian ini adalah Explanatory (penjelasan) dengan pendekatan kuantitatif menggunakan sumber data primer dan sekunder. Dari hasil analisis menunjukkan pengujian secara serempak (simultan) semua variable experiential  berpengaruh positif dan signifikan terhadap loyalitas konsumen Store Berrybenka di Kota Jambi; Sedangkan dalam pengujian secara parsial, feel yang merupakan salah satu  variable experiential marketing tidak berpengaruh signifikan terhadap loyalitas konsumen Store Berrybenka di Kota Jambi; dalam pengujian secara parsial menunjukkan bahwa salah satu variable experiential marketing yaitu think memberikan pengaruh yang dominan terhadap pembelian sebesar 10,9% dari bertambahnya pengetahuan konsumen terhadap Berrybenka (limited edition, unik, kualitas baik).


2021 ◽  
Vol 14(63) (2) ◽  
pp. 9-16
Author(s):  
Ana Maria Urdea ◽  
◽  
Cristinel Petrișor Constantin ◽  

One of the main objectives of today’s marketing strategy is to create holistic experiences that approach multisensory techniques, a goal that was accomplished due to the appearance of experiential marketing strategy. Despite its advantages, in Romania, this relatively new concept is not yet very popular among companies or marketing agencies. Therefore, qualitative marketing research was conducted to identify experiential marketing activities, the technology used, and marketing effectiveness metrics applied by six marketing agencies. The results have shown that experiential marketing is becoming quintessential as a modern-day communication arsenal, amplifying the customer's direct contact with a brand.


Author(s):  
Ananda Sabil Hussein ◽  
Raditha Hapsari

The purpose of this study is to examine the effect of interactivity, perceived effectiveness, trust, and experiential marketing on online transportation customers' loyalty in Indonesia. This study surveyed 264 online transportation customers. Purposive sampling was used to recruit respondents. Partial Least Squares analysis was used to analyze the data in three steps, including inner model analysis, outer model analysis, and hypothesis testing. The hypothesis testing supported seven of the nine hypotheses proposed. The findings of this study indicate that interaction is a significant predictor of online transportation consumer loyalty. The report also discusses the implications of the results and the direction for further research.


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