HOSP 481 - Hospitality & Experience Economy Review

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Vocabulary flashcards covering core topics in hospitality and experience economy including service characteristics, experience design, marketing modules, psychological flow, memory systems, and the experiencescape.

Last updated 7:10 PM on 9/16/26
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35 Terms

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Service

Intangible tasks or actions done for the customer, focusing on what the company does.

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Experience

Memorable interactions focusing on how the customer feels and what they remember.

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IHIP

The four characteristics of services: Intangibility, Heterogeneity, Inseparability, and Perishability.

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Intangibility

A service characteristic specifying that services cannot be touched or stored.

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Heterogeneity

A service characteristic specifying that service quality can vary.

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Inseparability

A service characteristic specifying that services are produced and consumed at the same time.

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Perishability

A service characteristic specifying that services cannot be stored for later.

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Progression of Economic Value

The economic evolution model: Commodities → Goods → Services → Experiences.

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Mass Customization

Personalization delivered at scale across four types: Collaborative, Adaptive, Cosmetic, and Transparent.

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Collaborative Customization

A type of mass customization where the customer and company create the customization together.

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Adaptive Customization

A type of mass customization where the customer explicitly modifies the offering.

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Cosmetic Customization

A type of mass customization where only the presentation of the offering changes.

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Transparent Customization

A type of mass customization where the company customizes the offering without the customer explicitly asking.

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Entertainment Realm

An experience realm characterized by passive participation and absorption ('Watch').

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Educational Realm

An experience realm characterized by active participation and absorption ('Learn').

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Escapist Realm

An experience realm characterized by active participation and immersion ('Do').

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Esthetic Realm

An experience realm characterized by passive participation and immersion ('Be there').

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THEME Principles

The five experience design principles: Theme the experience, Harmonize impressions with cues, Eliminate negative cues, Mix in memorabilia, and Engage all 5 senses.

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Traditional Marketing

A rational marketing approach that focuses strictly on product features and benefits.

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Experiential Marketing

A marketing approach combining rational and emotional elements to focus on memorable experiences.

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Strategic Experiential Modules (SEMs)

The S-F-T-A-R framework (Sense, Feel, Think, Act, Relate) defining what experience to create.

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ExPros

Experience Providers; the actual tools used to create experiences, defining how an experience is implemented.

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SEM Strategy Issues (I-B-D-L)

Key strategy considerations for Strategic Experiential Modules consisting of Intensity, Breadth, Depth, and Linkage.

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Flow Theory

A state of complete involvement where an activity is highly enjoyable, occurring when challenge and skill are balanced.

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System 1 Thinking

Fast, automatic, intuitive, and subconscious cognitive processing.

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System 2 Thinking

Slow, analytical, conscious, and effortful cognitive processing.

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Prosaic Experience

A routine or autopilot experience that is easily forgotten.

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Mindful Experience

A type of experience that requires active mental attention.

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Memorable Experience

A type of experience that evokes emotion, results in reflection and emotion, and is stored in episodic memory.

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Meaningful Experience

A type of experience that involves discovery and learning, resulting in reflection, emotion, and discovery.

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Transformational Experience

A type of experience that creates fundamental personal change.

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Servicescape

An environment designed for efficiency and completing a service, where the customer acts mainly as a user.

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Experiencescape

An environment designed for engagement, emotion, and memories, where the customer acts as a co-creator or active participant.

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Six Elements of the Experiencescape (P-P-O-R-R-B)

People, Place, Objects, Rules, Relationships, and Blocking.

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Blocking

An experiencescape element that choreographs movement through an experience using leaders/facilitators, pacing, and technology.