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[journal article]

dc.contributor.authorPakhalov, Alexanderde
dc.contributor.authorRozhkova, Nataliade
dc.date.accessioned2020-05-27T08:41:16Z
dc.date.available2020-05-27T08:41:16Z
dc.date.issued2020de
dc.identifier.issn2529-1947de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/67907
dc.description.abstractPurpose: This paper aims to assess the impact of new technologies on escape room visitors’ experience based on the analysis of online reviews. Over the last five years, real-life escape rooms have become popular tourist attractions in many European cities. Growing competition stimulates the escape room providers to search for new experience design strategies. One of the new strategies assumes the active use of new technologies, including special effects and virtual reality technologies opting. Methods: The present study is based on the evidence from Claustrophobia, one of the leading European technologically advanced escape room providers. The empirical part of the study includes a semi-structured interview with the company’s co-founder and an analysis of 746 visitors’ reviews posted on TripAdvisor. Results: The results show that technologically sophisticated escape rooms create a more authentic tourist experience with a deeper immersion in the escape room theme. At the same time, technical failures and bugs can reduce visitors’ satisfaction. Implications: These results suggest that high-tech escape rooms could become more attractive tourist attractions only if their owners can invest substantial funds in maintaining the technical level and staff training. High-tech escape room providers need to maintain high expenditures for technical support and staff training in order to build a sustainable positive visitors’ experience.de
dc.languageende
dc.subject.ddcSozialwissenschaften, Soziologiede
dc.subject.ddcSocial sciences, sociology, anthropologyen
dc.subject.otherescape room; tourist experience; experience design; content analysisde
dc.titleEscape rooms as tourist attractions: Enhancing visitors' experience through new technologiesde
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.source.journalJournal of Tourism, Heritage & Services Marketing
dc.source.volume6de
dc.publisher.countryMISC
dc.source.issue2de
dc.subject.classozFreizeitforschung, Freizeitsoziologiede
dc.subject.classozLeisure Researchen
dc.subject.thesozFreizeitbeschäftigungde
dc.subject.thesozrecreational activityen
dc.subject.thesozSpielde
dc.subject.thesozplayingen
dc.subject.thesozTeamde
dc.subject.thesozteamen
dc.subject.thesozneue Technologiede
dc.subject.thesoznew technologyen
dc.subject.thesozvirtuelle Realitätde
dc.subject.thesozvirtual realityen
dc.identifier.urnurn:nbn:de:0168-ssoar-67907-4
dc.rights.licenceCreative Commons - Namensnennung, Nicht kommerz., Keine Bearbeitung 4.0de
dc.rights.licenceCreative Commons - Attribution-Noncommercial-No Derivative Works 4.0en
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10044237
internal.identifier.thesoz10045837
internal.identifier.thesoz10036247
internal.identifier.thesoz10053171
internal.identifier.thesoz10056015
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
dc.source.pageinfo45-50de
internal.identifier.classoz20400
internal.identifier.journal1697
internal.identifier.document32
dc.rights.sherpaGrüner Verlagde
dc.rights.sherpaGreen Publisheren
internal.identifier.ddc300
dc.identifier.doihttps://doi.org/10.5281/zenodo.3836650de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.sherpa1
internal.identifier.licence20
internal.identifier.pubstatus1
internal.identifier.review1
dc.subject.classhort20400de
dc.subject.classhort40200de
internal.pdf.wellformedtrue
internal.pdf.encryptedfalse


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