Dissertations / Theses on the topic 'Visitor experience'

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1

Puhakka, Frejvall Nina. "Digital archaeology : The embodied visitor experience." Thesis, Stockholms universitet, Institutionen för arkeologi och antikens kultur, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-164860.

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Archaeology is a field which has been impacted greatly by digital technology; the new technological instruments are developing both academic research and public mediation. Digital archaeology has been available at the museum for some time, but immersive technologies are recent introductions, which offer new experiences for museum visitors. Even though digital archaeology/virtual heritage have been studied for their technological virtues, the learning opportunities presented to the museum visitor has not yet been examined from a visitor’s perspective. In this dissertation, the visitor experience is the basis of analysis for determining how we can critically assess digital exhibitions using immersive technologies. This study examines if and how critical museology can be successfully applied to immersive digital displays; a detailed analysis of two case studies using VR (high immersion) and AR (low immersion) show that digital experiences are fully capable of communicating cultural content and that these multi-sensory technologies can successfully engage users in the creation of knowledge. The extent of sensory stimuli affecting the visitor is not accounted for in current critical museology, therefore the analysis of this study suggests a number of suggestions for future designs of digital displays using immersive technologies.
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MASON, MARCO. "Designing Mobile Visitor Experience : shifting the Focus from the Technology to the Visitor." Doctoral thesis, Università IUAV di Venezia, 2012. http://hdl.handle.net/11578/278366.

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Osman, Ezz Eldin M. "Relevant Museum Experiences:A Proposed Visitor Categorization Matrix." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1467987890.

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4

Smith, M. "3D interactive technology and the museum visitor experience." Thesis, Kingston University, 2015. http://eprints.kingston.ac.uk/33958/.

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There is a growing interest in developing systems for displaying museum artefacts as well as historic buildings and materials. This work connects with this interest by creating a 3D interactive display for Fishbourne Roman Palace Museum, West Sussex, England. The research aimed to create a reconstruction of the Palace as it would have been at its height, a reconstruction that was interactive in the sense that museum visitors would be able to walk through the buildings and local grounds and experience the site in a way not possible through traditional museum displays. The inclusion of the interactive element prompted the incorporation of game engines as a means of visualising and navigating around the reconstructed 3D model of the Palace. There are numerous game engines available, and the research evaluated a selection with respect to their functionality, cost, and ease of use. It also applied a technology readiness method to assess potential users’ response to the incorporation of different degrees of interactivity. Research was undertaken regarding the appearance of the Palace and, based on the available archaeology and relevant artistic interpretations, a model was created using Autodesk Maya software. This model was exported into each of the possible game engines, and a comparison was made based of each engine’s audio, visual, and functional fidelity, as well as composability and accessibility. The most appropriate engine is chosen based on these results. With reference to the assessment criteria, the hardware and software is in preparation for installation at the Fishbourne Roman Palace Museum. The Technology Readiness Index was applied to determine the effectiveness of such a display compared to a non-interactive representation, a study that concludes that a highly interactive display may not be the most sensible solution for the majority of visitors.
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Furr, Gabriella R. "Current and Historic Visitor Experiences in Coastal Alaskan Wilderness: Visitor Motivations and Experience Quality in Glacier Bay National Park & Preserve." DigitalCommons@USU, 2019. https://digitalcommons.usu.edu/etd/7695.

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Visitors to parks and protected areas (PPAs) engage in a variety of activities and choose different modes of travel, especially when the location itself has few limitations, such as open-water settings with relatively few backcountry visitors. Managers must understand why visitors are recreating in a particular place and the quality of their experiences in order to offer appropriate and meaningful opportunities. This study seeks to better understand visitor motivations (the “why”), to develop and measure effective indicators for evaluating the quality of visitor experiences, and to contextualize these findings with a unique investigation of historical Glacier Bay National Park data. This study contributes to current literature by exploring visitor dimensions in a coastal Alaskan park. Visitor intercept surveys were conducted for six different visitor groups. Several statistical analyses were completed, resulting in eight visitor motivations, a three-group clustering of visitors based on their motivations, and an overall report of high-quality experiences. Historical comparisons confirm that decades later visitors continue to be motivated by opportunities to experience glaciers, solitude, and natural connection and renewal; litter, cruise ships and propeller-driven aircrafts continue to be the main social factors detracting from the visitor’s overall experience; and visitors are shifting to older, highly educated, wealthy travelers.
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Afsharifar, Mohammadamin. "Examining the effects of sensory visitor experience and expectation confirmation on visitor emotions: The moderating role of mood." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2024. https://ro.ecu.edu.au/theses/2762.

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This research offers an in-depth exploration into the relationship between sensory visitor experience (SVE) and the emotional responses of visitors in Western Australia (WA). Grounded in cognitive appraisal and goal congruence theories, the study scrutinizes how different sensory stimuli, paired with expectation confirmation, influence positive emotions while also probing mood’s potential role as a moderator in these dynamics. The research design was sequential mixed method, encompassing qualitative semi-structured interviews and a survey with 408 participants from five prominent WA attractions. Partial Least Squares Structural Equation Modelling was employed to analyse the relationships within the theoretical framework. The qualitative findings underscored the pre-eminence of SVE in eliciting emotions such as joy and surprise. Also, according to the quantitative data, sight, smell, taste, and auditory experiences were validated as significant triggers of positive emotions, with tactile experiences demonstrating no impact. Although mood exhibited a direct tie with positive emotions, its assumed moderating effect was not evident either in SVE or expectation confirmation context. This multifaceted study enriches academic dialogue and presents valuable implications for augmenting tourism experiences in WA and potentially wider contexts.
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Plaatsman, Michelle. "Zoo exhibit design : the influence of animal visibility on visitor experience /." Thesis, This resource online, 1996. http://scholar.lib.vt.edu/theses/available/etd-09092008-063812/.

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Sharp, Arabella. "The engaged experience : visitor narratives in the art gallery." Thesis, University College London (University of London), 2014. http://discovery.ucl.ac.uk/10021719/.

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Within contemporary cultural climates there has been a significant instrumentalised focus on the role of museums and galleries in the promotion of positive mental health and well-­being. The emotional and psychological components embedded within such aspirations however present a number of fluid and intangible challenges that require in-­‐depth research if deeper understanding of such processes and claims are to take place. My research addresses philosophies, strategies, and practicalities through searching for a better understanding of individual encounters with paintings in gallery settings. It provides a possible framework for evaluating affectivity and emotional engagement in cultural organisations. While acknowledging the intellectual and social impact of the visitor experience, this research focuses on the affective encounter of the individual, unaccompanied visitor. Both the successes and complications of evaluating the complexities of visitor experience have been addressed through multi-­‐methodological research. The research demonstrates how art galleries are an important resource for inspiring emotionally engaged and affective experiences beyond the organised social activity predominantly used to promote positive mental health and well-­‐ being. The focus on emotion and affectivity also provides an alternative to the emphasis on cultural organisations as a vehicle for narrowly defined learning. Through the collection, correlation, analysis and presentation of visitor’s experiential narratives I uncover a ‘rise of the visceral’ in the cultural sector and greater differentiation of audiences in Museum Visitor Studies. I achieve this through positioning the engagement with paintings as a form of memento mori and memento vitae, which provide an emotionally affective and engaged impact potentially conducive to an altered state of mental health and well-­‐being.
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Grebenar, Alex. "The commodification of 'dark tourism' : conceptualising the visitor experience." Thesis, University of Central Lancashire, 2018. http://clok.uclan.ac.uk/23361/.

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The study of ‘dark tourism’ has gained increasing traction over the past two decades or so. Visits to sites of, or associated with death, disaster, atrocity, or suffering are a pervasive feature within the contemporary tourism landscape. This thesis, therefore, critically examines dark tourism within the modern tourism industry in which ‘dark’ experiences are packaged-up and sold to consumers – a process known as ‘commodification’. As a result, the study appraises the effects commodification has on the visitor experience at sites of dark tourism. Drawing upon a multidisciplinary approach, this thesis examines key relationships between dark tourism supplier and consumer in order to evaluate the visitor experience. This includes the notion of mortality and, in so doing, the research considers how the process of commodification affects encounters with the fragile state and inevitable demise of the human being. Moreover, this relates to the so-called ‘sequestration of death’ whereby death, in modern life, is removed from daily life in order to protect the Self from undue upsetting thoughts. This thesis utilises a phenomenological research philosophy in order to understand the nature of visitor experiences. The study also adopts a supply-demand approach, and so through the instruments of semi-structured interviews and participant questionnaires, appraises the relationship between the provision and consumption of dark tourism experiences. The empirical research investigates two case studies within UK dark tourism: Lancaster Castle and the International Slavery Museum, Liverpool. Ultimately, this thesis argues that the commodification process denotes specific semiotics of a touristic and behavioural nature. In turn, this thesis offers an original blueprint model in which to locate commodification processes, which this study terms the ‘Semiotic Framework of Dark Tourism Experience’. It is concluded that, using supply-side entities such as tour guides, shops, interpretative materials and other such items, suppliers of dark tourism sculpt the experience and direct visitor behaviour, but crucially do not fundamentally change the nature of experience by providing those phenomena. Rather, commodification within dark tourism provides a specific context in which to encounter death, mortality and atrocity within authentic and ontologically secure boundaries.
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Guthrie, Catherine M. "Sense making and sense giving : using visitor narratives to understand the impact of visitor interactions on destination image." Thesis, Robert Gordon University, 2007. http://hdl.handle.net/10059/179.

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Destination image is acknowledged as a key factor in destination choice and visitor satisfaction. However, despite thirty years’ research from a variety of perspectives into destination image and image formation, the impact of actual visitation has been largely neglected and understanding of the processes involved in that change is therefore limited. Visitor experience is increasingly recognised as being unique to the individual, leading to calls for research strategies taking into account the visitor’s perspective. This study uses a phenomenological approach to investigate visitor-destination interactions, capturing visitors’ lived experience as expressed in their holiday narratives. Applying a double hermeneutic approach to analysing interview data, this study outlines the elements of destination experience and shows how the meaning encapsulated in the individual’s destination image is mediated by his/her stock of knowledge, the particular combination of predispositions, motivations and characteristics, as well as by their in-destination interactions and encounters with people and place. It develops the ideal typifications of Gourmet, Grazer and Gourmand to help explain the complex and dynamic interaction between visitor characteristics and behaviour and extends our understanding of the role of other tourists in destination experience by illuminating tourist-tourist interactions and revealing the compromises necessitated by the presence of other tourists. By generating insight into the complex and dynamic interaction between anticipations, motivations and predispositions, and the way in which this interaction affects the visitor’s experience of people and place in a destination, the study has demonstrated the utility of the phenomenological approach in understanding visitor interactions. It has also resulted in a model which explains the processes whereby the visitor makes sense of his/her experience and transmits that experience to others. This can be used by academics and practitioners to further understand the benefits and attractions of existing destinations and to predict the attraction of potential destinations, as well as to promote greater understanding of tourist-host interactions among destination industry providers.
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Shi, Fangfang. "Commoditised religious souvenirs and visitor experience at Chinese Buddhist sites." Thesis, Nottingham Trent University, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.485321.

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Commoditisation is a common phenomenon at most visitor attractions, and sacred sites are no exception: The merchandising opportunity is taken by many retailers to gain considerable economic benefit. For example, the annual sales of religious souvenirs' in Italy were estimated at US$255m. While most of the studies associated with commoditisation at sacred sites concentrate on the commercialisation process or its soqial and/or cultural impacts, little research has been done to investigate its influence from a visitor's perspective. In addition, compared with Christian sites in western countries, Buddhist sites in China have received much less academic attention. 'The aim of this study is to fill the above research gaps by investigating the role of commoditised religious souvenirs in visitor experience' at Chinese Buddhist sites. Specifically, it seeks to achieve the follOWing objectives: to find out the major factors considered by visitors in evaluating their experience at Chinese Buddhist sites, the importance of the availability of religious souvenirs in the overall visitor experience, visitors' attitudes toward commoditisation at these sacred places and the factors that account for these different attitudes. The field research was carried out at three Buddhist sites in China, the Historic Ensemble of the Potala Palace in Lhasa, Wutai Mountain in Shanxi Province and the Lianhua Temple in Liaoning Province, which were chosen as a result of a classification according to different levels of commoditisation. In-depth interviews and observation were used as data collection methods. Overseas visitors were excluded from the sample to eliminate the influence caused by cultural differences on visitors' evaluation. Four types of factors were identified to be considered by the respondents during their evaluation of their visit experience, i.e. those related to people, place, facilities and critical incidents. Among these factors, the availability of Jeligious souvenirs was not regarded as significant to their visit by most respondents. Their attitudes to commoditisation at the Chinese Buddhist sites varied -from aversion, tolerance, acceptance. and enjoyment to mixed feelings and differentiation. Their opinions were formed mostly with consideration of the purpose, location. ownership and sales practice of the souvenir trade. There was the possibility that their age, profession, life stage, religious background and level of Buddhist knowledge had spme influence on their views on commoditisation at the Chinese Buddhist sites.
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Busby, Graham Donald. "The Cornish church heritage as a tourism attraction : the visitor experience." Thesis, University of Exeter, 2006. http://hdl.handle.net/10036/30019.

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The principal aim of this thesis is to examine the relationship between visitors and the Cornish church heritage. From the tourism literature, the concepts of the marker (MacCannell 1976), collage tourism (Rojek 1997) and the romantic gaze (Urry 1990) are considered within the motivational and information-seeking elements. Additionally, a range of literature from history, geography, sociology, Cornish studies and the emerging tenets of tourism research is utilised. Historic sources, such as guidebooks and postcards, illustrate the nature of the visitor experience in previous decades and foreground the contemporary review. The latter comprises an analysis of visitors’ books and a face-to-face survey with 725 respondents at three churches. From this data, a cross-profile of the Cornish church visitor is created, identifying multiple motivations which include a search for ‘roots’ and Celtic elective affinity, besides spiritual support and aesthetic satisfaction. Socio-demographic and socio-economic indicators segment the church visitor population although lifestyle is argued to be as significant. There is a clear distinction between the visitors and the national average across a number of practices, including television viewing and holiday-taking. A distinction also exists in terms of educational qualifications and membership of heritage organisations. Bourdieu’s (1986) concept of cultural capital acquisition is posited as an influential determinant for a number of visitors. Conflating the multiple motivations for first-time and repeat visitors, a classification of purposive, incidental, and accidental Cornish church visitors is created. A small number are frequent visitors to churches whilst, for the majority, the experience is just one element in the overall visitor experience. It is apparent that the extant Cornish church heritage forms a key attraction in the county’s destination image.
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Daengbuppha, Jaruwan. "Modelling visitor experience : a case study from World Heritage Sites, Thailand." Thesis, Bournemouth University, 2009. http://eprints.bournemouth.ac.uk/13017/.

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The subject of this Ph.D. Thesis is Modelling Visitor Experience: A Case Study from World Heritage Sites, Thailand. The research is conducted in three historical parks in Thailand by using an inductive approach of Grounded Theory. This aims to propose a model of visitor experience of heritage. It focuses on experience consumption related to what, why and how visitors consume the heritage experience when they interact with the cultural heritage. The construction of experience, factors affecting experience consumption and patterns of experience consumption are explored in this thesis. It provides theoretical and methodological contribution to the knowledge in both tourism and management fields. The opportunity to collect data for this study stems from the three historical sites in Thailand by which grounded theory approach allows for a wider variety of data collection methods. The research had been conducted in the historical sites for over six months during October 2003 March 2004. The results presented in this thesis are based on a survey of 60 cases of participant observations with ethnographic interview and 180 cases of observation with visitors visiting the historical sites, and 48 unstructured and semi-structured interviews with visitors who visited those sites. The results are also based on a number of supplementary data such as travel journals, visitor books, and interpreted photographs written and taken by visitors who visited to the sites. Survey instruments for this study consist of interview and observation guides that were developed accordingly to emergent concepts during the field survey. The contributions comprise four major themes. Firstly, the development of the 'Visitor Heritage Experience Model' based on multiple sources of data conceptualised by a systematic analysis process. The model provides the insight of visitors' subjective interactions with the heritage when they were engaged in a consumption of experience. This study reveals the multi-dimensional nature of visitor experience which expands what has been reported in the literatures. It also explains the complex attributes of visitors' on-site experience in terms of process and components of experience construction. Secondly, the emergent of 'Interactive Experience Process' as a core of the proposed model, acknowledges the dynamic nature of on-site experience through a multi-phase experience process and multiplicity of visitors' experience consumption practices. Rather than acknowledging the tourist typology, this study explores the extent to which the elements of experience hold in different contexts and types of consumption experiences. The emergent theory can be used as a substantive theory to apply for other case studies involving visitors' experience of place. Thirdly, the findings of this study have significant implications for designing principles and practices of an effective and sustainable visitor management in cultural heritage sites. The development of the, Visitor Experience Management Framework' discusses the creative use of the heritage and visitor empowerment to provide interactive experience of heritage to visitors. It suggests the consideration of a paradigm shift and crucial elements of visitor experience management especially in sensitive cultural heritage sites. Finally, this study provides several conceptual and methodological research perspectives through the use of 'Grounded Theory Approach'. The applications of the grounded theory's systematic analysis process can be adopted by future consumer and management research.
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Jäderlind, Amanda, Märta Ternander, and Sara Uggla. "Att mäta en besökares upplevelse : En studie om undersökningsmetoder som används hos Stockholms museer." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30744.

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I denna uppsats tar vi upp frågan om besökarens upplevelse och hur detta mäts på olika museer. Vi har avgränsat oss till Stockholms läns museer. Syftet är att se vilka undersökningsmetoder som finns för att mäta besökarens upplevelse och hur dessa metoder används. Vi har även tagit reda på vad som behövs för att besökaren ska bli tillfredsställd med ett besök. För att uppnå tillfredsställelse hos besökaren tar vi upp aspekterna lojalitet, sinnen och förväntningar.   Vid insamlingen av det empiriska materialet för denna uppsats har vi använt oss av e-postintervjuer och tre djupgående intervjuer med personer som har goda kunskaper inom undersökningsmetoder. Med hjälp av våra respondenter och den teoretiska information som insamlats har vi sammanställt ett resultat. Resultatet som framkommit påvisar att enkäter och personlig kontakt är det som främst används för att mäta en besökares upplevelse. Personlig kontakt, interaktion och förväntningar hjälper besökaren att uppnå tillfredsställelse och på så sätt skapas en lojalitet mellan besökaren och museet.
In this essay we have raised the question of visitor experience and how this is measured at various museums. We have delimited our purpose by observing the Stockholm county museums. This is to make sure which inquiry methods the museums are using to measure the visitor experience and how these methods are being used. Also we wanted to find out what is needed for the visitor to be satisfied with the visit. In order to achieve the satisfaction of the visitor we have taken loyalty, senses and expectations into consideration.   To collect the empirical material for this paper we have used e-mail interviews and three profound interviews with people who have good knowledge of inquiry methods. With the help of our respondents and the theoretical information collected, we have compiled the results. The result that has emerged is demonstrating that surveys and personal contact are mainly used to measure a visitor's experience. Personal contact, interaction and expectations will help the visitor achieve satisfaction, and thus created a loyalty between the visitor and the museum.
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Mitchell, Richard D., and n/a. "'Scenery and Chardonnay': a visitor perspective of the New Zealand winery experience." University of Otago. Department of Tourism, 2005. http://adt.otago.ac.nz./public/adt-NZDU20060810.150303.

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It is widely recognised that the tourism experience involves pre-visit anticipation, travel to and from the site and post-visit reminiscence or recollection, yet to date few studies have explored the link between these elements. Winery visitation presents an excellent opportunity to explore these phases of the travel experience as wine is present pre-visit, on-site and post-visit. In 1999 this study set out to explore these links by surveying visitors to 33 New Zealand wineries and then tracking their behaviour six to eight months post-visit via a postal survey. From an initial sample of 1,090, 636 follow-up surveys were distributed with 358 usable surveys returned. The on-site survey explored the pre-visit and on-site wine habits and winery visitation behaviour of respondents, while 97 semi-structured interviews were also undertaken in order to provide further detail on some aspects of the on-site visit. The follow-up survey included an exploration of the respondents� on-going purchasing and consumption of wine as well as experiential elements such as recollection of the visit, word-of-mouth behaviour and enduring levels of satisfaction. A number of a priori segmentation criteria drawn from wine consumer behaviour and wine tourism literature have been applied in the analysis of the data in order to provide a detailed discussion of the various elements of this multi-phased experience. Many regional differences were observed in the demographic profile of respondents, while the age profile of male and female visitors were also significantly different. This has dispelled the myth of a 'typical winery visitor' put forward by many early wine tourism researchers and highlights the need for detailed market analysis for wineries and wine regions. Pre-visit wine habits and winery visitation behaviour were influenced by gender, age/generation and country of origin. However, the most significant influence was between different levels of wine knowledge. This highlights the importance of wine education and interpretation, which was also identified as an important part of the winery visit by many respondents. Examination of the on-site experience identified important regional differences in the nature of the winery experience and lead to the coining of the term touristic terroir to describe the nuances of the regional experience. Almost half of the respondents made a post-visit purchase, while there were moderately high levels of enduring satisfaction and high levels of word-of-mouth behaviour. Post-visit purchases were primarily influenced by taste, but experiential elements of the visit (including sharing the wine or winery experience with others, memory of the visit and the service received) were also moderately influential. This study has provided an insight into wine tourism and the behaviour of the winery visitor. It is the first and, to date, only nationwide survey of winery visitors anywhere in the world and one of only a handful of tourism studies that have attempted to track the behaviour of respondents. It has identified important connections between the on-site experience, experiential aspects of the post-visit experience and the purchasing and consumption behaviour of winery visitors. It also provides a framework for the study of other areas of tourism including souvenir purchases, holiday photography, food and tourism and tourist behaviour more broadly.
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Smith, Lauren. "The Politics of the Visitor Experience: Remembering Slavery at Museums and Plantations." Ohio University Art and Sciences Honors Theses / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ouashonors1587733890900649.

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Schooler, Luke A. "Interpretation : experience of place." Manhattan, Kan. : Kansas State University, 2009. http://hdl.handle.net/2097/1443.

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Stiefvater-Thomas, Chris. "Visitor experience of industrial landscapes : heritage tourism development at Amlwch and Parys Mountain." Thesis, Bangor University, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.520845.

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Gyimothy, Szilvia. "The quality of visitor experience : a case study in peripheral areas of Europe." Thesis, Anglia Ruskin University, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.310607.

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Shaw, Haley N. "Exploring the Role of In-Gallery Technology-Based Interactives on Visitor-Object Experience." Kent State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=kent1574365068794488.

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Melvin, John D. S. "The family visitor experience at heritage attractions : value creation within a service environment." Thesis, University of Nottingham, 2016. http://eprints.nottingham.ac.uk/38000/.

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The world is becoming characterised by services. This evolution is transforming the way people consume services, with significant implications for both business and society (Ostrom, Bitner, Brown, Burkhard, Goul, Smith-Daniels, Demirkan and Rabinovich, 2010). The role of the consumer has also been transformed, with a much more active and integrated role envisaged (Grönroos, 2011; McColl-Kennedy, Vargo, Dagger, Sweeney and van Kasteren, 2012). The role of the organisation is now to facilitate consumer value creation through the design of the service system and appropriate provision of resources (Grönroos and Voima, 2013; Gummerus, 2013). Service-dominant logic (SDL), service logic (SL) and customer-dominant logic (CDL) have emerged, as marketing researchers attempt to better conceptualise the construct of value and how value is created. Recent definitions consider that value is a phenomenon relating to ‘value in use’ and ‘value in the experience’ (e.g. Heinonen and Strandvik, 2015; Helkkula, Kelleher and Pihlström, 2012b). One of the main impediments to advancing understanding and conceptual development of value creation is the relative lack of empirical research, with some recent notable exceptions (e.g. Echeverri and Skålén, 2011; McColl-Kennedy et al, 2012; Tynan, McKechnie and Hartley, 2014). In the hope of generating insight and understanding into the value creation process, there has been an increasing number of calls for research (e.g. Russell-Bennett and Baron, 2015; Fitzpatrick, Varey, Grönroos and Davey, 2015; Grönroos, 2011; Heinonen and Strandvik, 2015; McColl-Kennedy, Gustafsson, Jaakkola, Klaus, Radnor, Perks and Friman, 2015). In response to these calls, this exploratory study investigates value creation in the context of family visits to Edinburgh Castle, one of the most popular heritage visitor attractions in the UK. In-depth interviews with local families were conducted before and after a visit. These were complemented by visitor observations and interviews with managerial and frontline staff. Grounded theory methods were employed during data analysis. This study makes five important and timely contributions to the literature. The first is that understanding of the intricacies of the value creation process has been significantly enhanced. Rich insights were afforded into how families created and co-created value. Advancing beyond the simplistic customer-firm dyad, multiple interactive pathways within the complex service system from which value can emerge were identified. Illuminating examples of potential value being destroyed or remaining unrealised were observed, providing greater appreciation of the complexities inherent in value co-creation. Secondly, this thesis presents a matrix that depicts different approaches among the family members towards interaction within the service system. More detailed appreciation of how and why some consumers undertake ‘approach’ behaviours while others do not adds greatly to the understanding of consumer behaviour. By proposing that consumers are heavily influenced by their orientation to interacting with different aspects of the service system as well as their ability to access and utilise resources, this matrix offers a conceptual framework that can guide future research. Thirdly, ten different value-creating activities are identified within families’ cognitive, emotive and physical interactions undertaken during their visit. Fourthly, it endorses recent conceptualisations of the resource integration, which view value as emerging from both the resource integrative process as well as value as an outcome of this integration (Gummerus, 2013; Mohd-Any, Winklhofer and Ennew, 2014). Finally, it proposes an enhanced conceptual framework to better understand family behaviour in service settings. This builds on the family identity framework of Epp and Price (2008) and recent work by Schänzel, Yeoman and Backer (2012) that is finally addressing the dearth of research on families (Obrador, 2012; Small, 2008).
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Rademaker, Lee Gregory. "Interpretive technology in parks a study of visitor experience with portable multimedia devices /." [Missoula, Mont.] : The University of Montana, 2008. http://etd.lib.umt.edu/theses/available/etd-11122008-113833/unrestricted/Rademaker_Lee_Thesis.pdf.

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Thesis (M.S.) -- University of Montana, 2008.
Title from author supplied metadata. Description based on contents viewed on June 15, 2009. ETD number: etd-11122008-113833. Includes bibliographical references.
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Roe, Katie. "Zoo education: A comparative international study of zoo intentions and the visitor experience." Thesis, Roe, Katie (2014) Zoo education: A comparative international study of zoo intentions and the visitor experience. PhD thesis, Murdoch University, 2014. https://researchrepository.murdoch.edu.au/id/eprint/27186/.

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This research explores education within zoos on a global scale. Given that a central aspect of modern zoos’ mission is to educate their visitors, the research aims to understand how zoos describe, design and implement their education missions and how they evaluate the success of their education provision. The research also aims to understand the zoo experience from visitors’ perspectives, including zoos’ ability to engage in conservation communication through the various experiences encountered during a zoo visit. The research focuses on four key concepts, identified as shortcomings of prior research: the reasons why people visit zoos, beyond their primary motivation; the extent to which zoos’ priorities are consistent with visitors’ expectations; the ways in which zoos provide education to their visitors; and the measures employed by zoos to assess education success. To achieve these aims, framed within a pragmatic paradigm, the study used a context specific, multiple site, mixed methods approach in which qualitative and quantitative data were collected from 191 zoos in 52 countries via an online questionnaire, and nine in-depth case studies. The findings of this research, presented as four empirical manuscripts, indicate that the majority of zoo visitors (72%) arrive with a learning agenda, a view supported by the majority of participating zoos (75%). The findings also show that zoos currently view public education as their highest priority, consistent with visitor expectations. Furthermore, the research revealed that exhibit signage remains the most prevalent means by which zoos communicate their education messages. Although diverse communication types were reported and observed within zoos, their quality and educational value varied. This research also evidences that zoo staff have a comprehensive understanding of evaluation and its potential value, but there is little indication that zoos evaluate their educational success from the perspective of student learning for the purpose of program improvement or development. Zoos seem heavily dependent on informal measures and are not completely apprised of their visitors’ needs, suggesting that current evaluation practices may not be providing the information zoos need. Given these findings, the study suggests that zoos embrace the notion that visitors come to learn and ensure that the education provided is concise, consistent, legible and appropriately placed for maximum visitor engagement. The study’s findings also underline zoos’ need for detailed evaluation guidelines to enable them to evaluate their educational value from the perspective of student and visitor learning with the purpose of program improvement or development.
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Spencer, Alexander. "Re-Imagining the National Park Experience." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1535372504337022.

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Lester, Sarah. ""For This and Future Generations": Cultivating Meanings at Crater Lake National Park." Thesis, University of Oregon, 2014. http://hdl.handle.net/1794/18361.

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The National Park Service strives to connect the natural and cultural resources located within its national parks to the visitors that experience them. These connections must be on personal, meaningful levels to fulfill the agency mission. Within this thesis, an analytical framework entitled the Mission and Meanings Triad Model (MMTM) is proposed to examine the process of "meaning formulation" in a national park setting. The MMTM takes into account the interdependent nature of three mission-driven factors: the park's resources, interpretation, and the visitor experience. An audience-centered perspective is emphasized within the model to ensure that the end result is the meaningful connection itself, rather than merely an "interpretive opportunity." To illustrate the MMTM, an analysis is undertaken of Crater Lake National Park and its interpretive offerings during the summer 2013 and winter 2014 seasons. Through this field and document analysis, multiple recommendations regarding the improvement of interpretive components are suggested.
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Reming, Shawn Michael. "The museum environment : visitor experience and exhibitions of the conflict in and around Northern Ireland." Thesis, Queen's University Belfast, 2016. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.709703.

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This thesis examines two vastly different museums in Northern Ireland, the Ulster Museum in Belfast and the Museum of Free Derry in Derry/Londonderry, and questions what they do have in common: their museum visitors. The fieldwork supporting this thesis provides findings from visitor surveys, in-depth interviews, and discussion groups alongside an exploration of the historical, social, and political framework in which these museums are situated. These exhibits will be framed with the concept of the museum environment to reveal the ongoing and interrelated processes of meaning-making. It is the primary argument of this thesis that in order to understand the processes involved in the museum visitor's experience it is useful to frame the museum as a living environment. In turn this environment is composed of a variety of interrelated ecosystems (Edwards and Lien, 2014) that can be analysed by investigating their constituent parts. The scholarly lineage of this dissertation begins with sociologist Tony Bennett's (1988,1995,2006) exhibitionary complex and is further developed by looking at similar structural analyses of the museum, specifically the contact zone (Clifford, 1997; Dibley, 2005; Purkis, 2013; Pratt, 1991; Schorch, 2008, 2009, 2010, 2013) and the assemblage/complex (Macdonald, 2013). Following Ingold's (2000, 2007, 2011, 2012) ecological approach it is the aim of this thesis to frame the museum space as an environment comprised of interrelated processes. The theoretical framework argued for in this thesis is supported by the results of fieldwork which include the findings of interviews, surveys, and discussions with visitors. The focus on museum visitors is intended to demonstrate the interrelated nature of how people function and feel within a particular museum environment, how they influence that environment, and how it influences them. The personal and individual trajectories of visitors and objects, the policies and practices followed by curatorial staff, as well as the social, political and historical framework in which each is situated are vital to understanding the visitor experience.
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ZHANG, JINLIN. "Technology is not the solution: Visitor experience of the Chengdu Museum in the digital age." Thesis, Uppsala universitet, Institutionen för informatik och media, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-387652.

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Fornasiero, Laura <1993&gt. "Analisi e valutazione della visitor experience nell'industria dei parchi divertimento: un'applicazione dell'Analytic Hierarchy Process (AHP)." Master's Degree Thesis, Università Ca' Foscari Venezia, 2020. http://hdl.handle.net/10579/17679.

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L’industria dei parchi divertimento rappresenta un settore dall’importante ruolo economico, culturale e sociale, composto non solo da realtà imprenditoriali più o meno conosciute, ma anche da luoghi in cui al visitatore è offerta la possibilità di estraniarsi dalla vita quotidiana e vivere momenti dalla forte componente esperienziale ed emozionale. In questo elaborato, dopo un capitolo iniziale dove viene introdotta l’industria dei parchi divertimento a livello generale, si illustra il sistema dei parchi a livello europeo, passando per un confronto fra tre best-practice (Disneyland Paris, Europa-Park e Gardaland). L’obiettivo è quello di individuare in quale fra le realtà appena citate viene vissuta la miglior visitor experience; per fare ciò, viene applicato il metodo Analytic Hierarchy Process (AHP) come tecnica di supporto alle decisioni. Tra i criteri considerati, ritenuti fondamentali per una visita ottimale in un parco divertimenti, troviamo ad esempio le attrazioni, i prezzi e il tema e design; a tali criteri viene attribuito un peso da un valutatore esperto del settore, fornendo in ultima istanza una soluzione al problema della valutazione tra le visitor experience. I risultati ottenuti vengono infine confrontati con le valutazioni dei visitatori delle tre realtà messe a confronto, disponibili nei siti di recensioni online TripAdvisor e Google, attraverso l'applicazione di due processi di analisi del linguaggio naturale, ovvero il Text Mining e la Sentiment Analysis.
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Engelbrecht, Willy Hannes. "Critical success factors for managing the visitor experience at the Kruger National Park / Willy Hannes Engelbrecht." North-West University, 2011. http://hdl.handle.net/10394/6928.

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Nature–based tourism destinations have shown significant growth over the past decade and, with the ever increasing numbers of tourists travelling to national parks, the right management structures, goals and objectives need to be determined. South African National Parks (SANParks) manages all 22 national parks in South Africa with the Kruger National Park (KNP) being the biggest of them all and generating more than 80% of SANParks income. The KNP is one of the world’s largest parks conserving a staggering 1 962 362 ha of land which is bigger than countries such as Israel and Holland. When taking the KNP into perspective, park management must have the right management styles and factors in place to ensure that the park is managed in a sustainable manner and exceeds the expectations of the tourist to provide a memorable experience whilst visiting the KNP. The goal of this study was therefore to determine the critical management aspects or critical success factors (CSFs) needed to create a memorable visitor experience at the park. This goal was achieved by conducting a questionnaire survey at four rest camps within the KNP from 27 December 2010 to 4 January 2011. The rest camps used for the survey were: Skukuza (152 questionnaires), Berg and Dal (98 questionnaires), Lower Sabie (85 questionnaires) and Satara (101 questionnaires). During this time a total of 436 questionnaires were completed and included in further analysis. In Article 1, the key management aspects that visitors regard as important for a memorable visitor experience at the KNP were identified. These CSFs assist management in providing quality services and products for the tourist, leading to a memorable experience. A factor analysis was performed on the expectations of the tourists to national parks. There were nine CSFs identified that management can implement to ensure a memorable visitor experience. The three factors that have not yet been identified in previous research were wildlife experience, interpretation and luxuries. Other factors that have been identified were General management, Variety activities, Accommodation, Green management, Hospitality management, and Facilities. The results showed that park management needs to become aware of what the visitor sees as important factors for a memorable visitor experience and they can adapt certain aspects to improve the visitor’s experience. In Article 2, gaps within the park management were identified. These gaps were measured by taking the 62 variables and asking the tourist what their expectations were with regard to a memorable experience versus their actual/real experience at the park. A factor analysis on the expectations and the actual/real experiences was done and each of these factors was given a score. The scores of each factor were measured against one another indicating the differences and gaps in management. The twelve factors that were identified were General management, Education activities. Accommodation facilities, Green management, Information provided, Layout of the park, Wildlife, Facilities in the park, Food and Beverage management, Interpretive activities, Bookings and General services, and Outdoor activities. These twelve factors have also been grouped into three sub groups containing four factors each and either the expectations were exceeded, did not meet expectations or were neutral. The main gaps were Education, Accommodation facilities, Interpretations facilities and Wildlife. If management want to ensure a memorable visitor experience at the KNP they must not only focus on these gaps, but also strive to exceed visitors’ expectations on all levels. This research found that there are certain CSFs for managing a national park and gaps within park management that need to be addressed. These gaps or problem areas can be overcome by the implementation of a continuous evaluation process that will ensure effective and efficient management of the park. Park management can therefore improve their services and products as well as the quality thereof by knowing what the tourists see as important when visiting a national park to obtain a memorable experience that will lead to positive word of mouth, loyalty, increased revenue and sustainability of the KNP. Even though it is not a requirement of a masters’ dissertation to make a contribution, this research has made a significant contribution towards the methodology as the method applied determined the gaps in visitor experience and expectations and this has not been used before. Future research can make use of this type of method determining individuals’ expectations and experiences when visiting a national park or any other nature–based destination.
Thesis (M.Com. (Tourism))--North-West University, Potchefstroom Campus, 2012.
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Manners, Bianca. "The critical success factors for managing the visitor experience at a major musical event / Bianca Manners." Thesis, North-West University, 2011. http://hdl.handle.net/10394/8440.

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With numerous artists coming to South Africa, the event industry is becoming congested with competition. This makes the production of a memorable visitor experience to events particularly challenging for the management of the event. Various aspects are required to occur when managing an event, and these contribute to the success and memorable experience of visitors. These aspects can either be controlled or uncontrolled by management. To ensure a successful event and memorable experience for visitors, event managers have to consider all of the various aspects that can be controlled within the event organisation when hosting a major music event. It is therefore important for management to ensure that the controllable key management aspects, also referred to as Critical Success Factors (CSFs), are implemented effectively and efficiently to ensure a memorable visitor experience. However, even though these management aspects (CSFs) may be familiar to event managers, the significance of what visitors regard as important concerning those aspects that would ensure a memorable visitor experience is, as yet, undefined. In addition, according to available literature, CSFs differ between the different events and different tourism organisations. Thus, CSFs identified at one event to ensure the successful management of a memorable visitor experience cannot be used at other events. Hosting major music events at various locations can be even more challenging as visitors attending major music events at different locations are a non-homogeneous market and so regard different aspects in different lights. Therefore, it is evident that the CSFs identified with regard to what visitors at one venue will consider as important will differ from those regarded as important at another venue, even when it is the same performer at each venue. Thus, it became critical to seek answers to the questions of what visitors to a major music event regarded as important CSFs and how did the importance of these CSFs differ between location and location? Therefore, the purpose of this study became the determination of the CSFs for managing the visitor experience at major music events in South Africa. The year 2011 was the first time that world-famous Neil Diamond had performed in South Africa. Neil Diamond performed four concerts at different locations (Johannesburg’s FNB stadium, Durban’s Moses Mabhida Stadium, Cape Town’s Greenpoint Stadium and at Port Elizabeth’s Nelson Mandela Stadium). This was the first time major music events had been held at these venues where one performing artist performed at all four different locations (cities). Thus, this event was the ideal opportunity to investigate. In order to realise the goal of the research, surveys were conducted at the four Neil Diamond concerts held, respectively, in Johannesburg (1 April, 2011), Durban (5 April, 2011), Port Elizabeth (8 April, 2011) and Cape Town (11 April, 2011) where, altogether, 1820 questionnaires were administered. The purpose of the first article was to determine what visitors at a major musical event regarded as critical management aspects, or as critical success factors (CSFs), for a memorable and satisfactory visitor experience. This was to aid major music event managers with information they could use to improve and ensure memorable visitor experiences in the future. A factor analysis was performed to determine the CSFs. Six factors were revealed, being General Management; Souvenirs; Marketing; Venue and Technical aspects; Accessibility and Parking; and Amenities and Catering. General Management, Venue and Technical aspects and Marketing were regarded as the most important CSFs for visitors to a major music event. It was subsequently confirmed that CSFs differed from one event to another. Thus it became clear that one set of CSFs cannot be used across each venue for events. By determining the CSFs, and through successfully managing these factors, major music events will ensure the retention of long term visitor goodwill, and so will remain competitive and sustainable. Neil Diamond presented four concerts at four different locations, The purpose of the second article was to determine the impact that location makes to the visitor experience at a major music event. Two-way frequency tables and Chi-square tests as well as ANOVAS and Turkey’s multiple comparisons were used to determine the differences between the four locations. Statistically significant differences were found, based on demographic, behavioural variables and motivational factors. Determining the effects these differences have provided major music event managers with superior knowledge in order to develop and manage future concerts at the differing destinations and locations. This research also help management to create a memorable visitor experience and so foster the promotion of future events more effectively to the target audiences, as well as potential sponsors. This specificity can also enhance bid documents for organisations and locations aiming at hosting major music events. This research revealed six critical success factors at a major music event. These CSFs can be used to enhance the visitor experience. However, it was also found that one set of CSFs cannot be used for every event as different locations regard different CSFs as being more important than others. Since major music events are often held at more than one location, it becomes critical to differentiate each location as the visitors to the various locations cannot be seen as homogeneous and so will have different needs and expectations. Thorough and informed knowledge of what is required for visitor satisfaction will not only ensure an improved event, but will enhance the visitor experience at such an event. This was the first time research was performed at major music events in South Africa that revealed the profile, motives, CSFs and spending behaviour of visitors to these events. Research not only provided information concerning the CSFs needed to manage the visitor experience at a major music event, but also provided an overall perspective of what visitors regard as important for a memorable visitor experience at four different geographic destinations hosting the same artist. This research contributes to the literature concerning the management of major music events and concerning the creation of memorable visitor experiences at these events.
Thesis (MA (Tourism Management))--North-West University, Potchefstroom Campus, 2012
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Patroni, Jessica. "Visitor satisfaction with a beach-based wild dolphin tourism experience and attitudes to feeding wild dolphins." Thesis, Patroni, Jessica (2018) Visitor satisfaction with a beach-based wild dolphin tourism experience and attitudes to feeding wild dolphins. Honours thesis, Murdoch University, 2018. https://researchrepository.murdoch.edu.au/id/eprint/41944/.

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This research was conducted to gain insight into visitor’s satisfaction with a beach-based wild dolphin experience operated by the Dolphin Discovery Centre (DDC) on Koombana Beach, Bunbury, Western Australia and to understand visitor attitudes to the feeding of wild dolphins. Understanding visitor satisfaction and attitudes is important to wildlife tourism managers as it highlights areas of potential improvement for their operations with the goal of maintaining visitor satisfaction. To collect this information a pen and paper questionnaire was carried out to sample a cross section of visitors to Koombana Beach. Importance-Performance Analysis (IPA) was incorporated into the questionnaire and used as a measure of visitor satisfaction. This revealed that visitors to the DDC (n= 342) were satisfied with their experience at the DDC. However, there was an apparent barrier to people revisiting the DDC more than three times. The visitor satisfaction information was then examined at a finer scale to present aspects of the operation that have the potential for improvement to better meet visitor expectations. In regards to visitor awareness and attitudes to wild dolphin feeding, it was found that Koombana Beach visitors (n= 569) indicated a high awareness of the potential negative impacts of dolphin feeding and were against unregulated feeding of wild dolphins. There was also evidence to suggest that visitation to the DDC may discourage unregulated feeding and increase visitor knowledge in regard to wild dolphin feeding being illegal. This study reports the benefits of incorporating educational information into such wildlife experiences to assist in the reduction of harmful unregulated interactions. The results of this study reveal the importance of understanding visitor satisfaction and attitudes for wildlife tourism operations in order to foster repeat visitation as well as motivating others to visit. This work contributes to best practice dolphin tourism management by revealing that there is public support for the beach-based dolphin interaction provided and controlled by the DDC. This study also shows that visitors to Koombana Beach are likely to support actions that could reduce illegal dolphin feeding and injury from recreational boating.
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Wiklund, Emelie, Anna Gyllencreutz, and Christine Nilsson. "”Show Me the Money” : En kvalitativ studie i finansieringsmöjligheter för upplevelsebaserade besöksattraktioner." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19645.

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Denna kandidatuppsats undersöker finansieringsprocessen för besöksattraktioner i turismindustrin. Studiens syfte är att beskriva hur större besöksattraktioner sökt olika vägar för att finansiera uppstarten av sin verksamhet. Dessutom syftar uppsatsen till att se hur företagen i den inledande processen arbetat med affärsutveckling samt om och hur det påverkat möjligheten att realisera projektet. Uppsatsen ger kunskap i hur olika finansieringsalternativ kan se ut, samt vilken roll affärsutvecklingen har för att attrahera finansiering till besöksattraktionen. För att besvara de framtagna frågeställningarna för studien har kvalitativa intervjuer genomförts med fem svenska etablerade besöksattraktioner.  En intervju har även genomförts med en entreprenör som är under finansieringsprocessen för att kunna tas fram på marknaden. Intervjuerna har genomförts för att ge svar på vilka finansieringsval som gjorts, vilka hinder som påträffats, vilken roll affärsutveckling haft i processen samt hur den vidare finansieringen av attraktioner ser ut. Resultatet av studien visar att bidrag, riskkapital, banklån och “bootstrapping” har används för att finansiera besöksattraktionerna. Att kunna finansiera en projektgrupp ansågs vara en viktig del av initieringsprocessen. Affärsplanen har även fungerat som ett verktyg för att erhålla finansieringen i utvecklingsprocessen hos två av besöksattraktionerna. Tillgången till rätt kontakter vid sökandet efter finansiärer i utvecklingen ansågs även som en viktig del hos två av besöksattraktionerna. Samarbeten, partnerskap och sidoverksamheter anses även vara vitala för den fortsatta finansieringen av attraktionen.
This bachelor thesis examines the funding process for visitor attractions in the tourism industry. The purpose of this study is to describe how the larger experience attractions have sought various ways to finance the start up of their business. In addition, the study aims to see how companies in the initial process worked with business development and if and how it has affected the ability to realize the project. To answer the questions developed for the study, qualitative interviews were conducted with five Swedish established visitor attractions. An interview was also carried out with an entrepreneur in the funding process. The interviews were conducted to provide information on the funding choices made, obstacles encountered, how business development is used in the process and how the further financing of the attractions might look like. The results of the study show that venture capital, bank loans and “bootstrapping” has been used to finance the visit attractions. The funding of the project group was considered an important part of the start up process. The business plan has functioned as a tool to obtain funding in the development process at two of the visitor attractions. Access to the right people in the search for funding in the development was considered as an important part by two of the visitor attractions. Collaborations, a partnership and ancillary activity is also considered important for the continued funding of the attraction.
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Craggs, R. "Tourism and urban regeneration : an analysis of visitor perception, behaviour and experience at the quays in Salford." Thesis, University of Salford, 2008. http://usir.salford.ac.uk/14889/.

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Following the loss of heavy, manufacturing industry in many industrial areas in the 1970s and 1980s, tourism has featured extensively in urban and wateriront regeneration policy because of its ability to generate substantial economic benefits to destination communities. There is now an extensive literature covering urban tourism and dockland regeneration, but visitors' perceptions of urban waterfront destinations and their on-site behaviour and d experience remain largely unexplored. Additionally, whilst there is now a substantial body of literature relating to tourism's economic impact at the macro level, less is known about tourism expenditure at destination and sub-destination levels.
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Williams, Karen. "Key success factors in managing the visitor experience at the Cape Town International Jazz Festival / Williams K." Thesis, North-West University, 2011. http://hdl.handle.net/10394/7611.

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The event tourism industry is one of the fastest growing tourism industries worldwide. One type of event that is growing immensely is festivals, especially music festivals such as the Cape Town International Jazz Festival. As a result of the fast growing pace of festivals, it has become crucial for a festival to sustain itself in the market place to stay competitive. The Cape Town International Jazz Festival (the Jazz Festival) is a fast growing music festival and hosts numerous well–known local and international jazz artists, as well as young up–and–coming artists. For this exciting Jazz Festival to keep growing, it needs to be sustainable. To achieve this, the organisers and managers of the Jazz Festival need to know what is important to the visitors of the Jazz Festival, so they can fulfil their needs. This in turn leads to satisfied visitors that will return to the Jazz Festival and keep the festival sustainable. Generally speaking, music festivals have a more professional management approach than other tourism events and thus are more likely to be more successful. Key Success Factors (KSFs) are a precondition for the success of any event and will influence the competitiveness of the event in the market place. It is imperative for organisers to identify the KSFs that are important to the visitors so as to provide them with a satisfactory experience. This will also assist in measuring the achievement of the event’s goals and objectives. The main purpose of this study was to determine the KSFs in managing the visitor experience at the Cape Town International Jazz Festival. To reach this goal, the study is divided into two articles. Research for both articles was conducted at the Cape Town International Jazz Festival through distributing 400 questionnaires randomly throughout the two days of the festival, which was held on 3 and 4 April 2010. Article 1 is titled: “Key aspects for efficient and effective management of the Cape Town International Jazz Festival: a visitor’s perspective”. The main purpose of this article was to identify the Key Success Factors in managing the Cape Town International Jazz Festival, to determine what visitors deemed as important when attending the Jazz Festival. A factor analysis was done to achieve this goal. Results indicated that Hospitality Factors, Quality Venues, Information Dissemination, Marketing and Sales, and Value and Quality are the KSFs that are of importance when managing the Jazz Festival. The results of this article provided festival managers with valuable information when organising an event such as the Cape Town International Jazz Festival. Article 2 is titled: “The importance of different Key Success Factors to different target markets of the Cape Town International Jazz Festival based on travel motives”. The main purpose of this article was to determine whether different target markets that are visiting the Jazz Festival, deemed different KSFs as important, depending on their travel motives. An analysis of variance (ANOVA) was done to determine if there were statistically significant differences between the three clusters and the KSFs that they deemed important. Results showed that the three clusters, namely, Escapists, Culture Seekers and Jazz Lovers, deemed different KSFs as important when they are visiting the Jazz Festival. The results of this article gave festival organisers and marketing managers insight as to which markets to focus scarce marketing resources on and which markets to keep growing, as they will sustain the festival in the long term. Therefore, this research revealed the KSFs that are of utmost importance when managing the Cape Town International Jazz Festival, and that these aspects differ for certain markets. Organisers therefore need to assess the KSFs to provide products that will satisfy the visitor in order for him/her to return each year and keep the festival competitive and sustainable.
Thesis (M.Com. (Tourism))--North-West University, Potchefstroom Campus, 2012.
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Odett, Kristy J. "How to modify and implement art museum interactive strategies| Facilitating a meaningful experience for the adult visitor." Thesis, California State University, Long Beach, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10239726.

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The growing diversity of museum visitors has shifted art museums? educational goals towards developing new ways for visitors to create meaningful experiences. Currently, the predominant method of instruction for adults relies on the lecture based format. The argument made in this study suggests that the interactive strategies used for children could be equally beneficial if applied to adults, provided these activities are designed specifically for adults. Based on the research, when interactive activities are made available to adults it is usually done through a ?multi-generational? approach, inherently geared for adults accompanying children. To address this concern, the study surveyed the educational departments and programs of eight museums in Southern California. The results explore current educational trends and conclude with suggestions how museums can begin modifying and implementing interactive strategies for the adult visitor.

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McCabe, Andrew Scott. "Worlds of reason : the praxis of accounting for 'day visitor' behaviour in the Peak National Park : a qualititative investigation." Thesis, University of Derby, 2001. http://hdl.handle.net/10545/277392.

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This thesis considers how 'day visitors' to the Peak National Park construct accounts for their behaviour. It takes an inductive approach to the problem of 'day visits' as an under-researched topic within tourism and leisure studies. The thesis examines the discourses within tourism studies and in particular the ways in which notions of what it is to be a 'tourist' are constructed and used in tourism studies. Further it seeks to relocate the notion of tourism within the realm of ordinary social member's understandings, and therefore tourism becomes an object of study within everyday life. The thesis is particularly interested in the concept of motivation for tourism. Rather than regarding tourism motivation as a set of fixed 'needs' the study sets out to demonstrate the inherently social, locally managed and produced nature of motivation for tourism within everyday conversation about tourism. The empirical analysis is based on a small number of semi-structured, conversational interviews with people who had recently been on a 'day visit' to the Peak National Park. It was found that the respondents orient to the production of accounts of their experiences and accounts for their behaviour that served a number of functions. Accounts were found to allow members to construct notions of identity as a resource to achieve credibility in their accomplishment of 'day visitor' experiences in talk. This study considers how 'being a tourist' is accomplished or resisted by the respondents in their talk. Identity construction is also considered in relation to the accomplishment of spatial practice in accounting for 'day visitor' behaviour.
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Packer, Jan Merle. "Motivational factors and the experience of learning in educational leisure settings." Thesis, Queensland University of Technology, 2004. https://eprints.qut.edu.au/15911/1/Jan_Packer_Thesis.pdf.

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Motivation is an important aspect of learning in educational leisure settings because it affects the choices visitors make regarding what to attend to, the amount of effort they devote to learning, and the extent to which they enjoy the experience. Commonly, however, visitors seek entertainment, social or restorative experiences as well as, or in preference to, a learning experience. This research investigates the impact of motivational factors on the experience of learning in educational leisure settings. Motivational factors are considered in terms of four components - personal goals, capability beliefs, context beliefs and situational incentives. The experience of learning is considered in terms of visitors’ perceptions of the experience, rather than objective measures of learning outcomes, as the experience itself is seen as the desired outcome of the visit. Visitors to six different educational leisure settings in South East Queensland were invited to participate in the research, including a museum, an art gallery, a wildlife centre, an aquarium, and guided tours of natural and cultural heritage sites. Quantitative and qualitative data were collected using questionnaires (499 participants) and interviews (52 participants) in order to ascertain the importance to visitors of different types of learning experiences; identify the extent to which motivations for learning vary across sites and visitor groups; investigate the relationships between the educational, entertainment, social and restorative aspects of the visitors’ experience; and examine the impact of motivational factors on visitors’ experience of learning in leisure settings. The findings support the importance of learning to visitors in a range of educational leisure settings. Visitors seek an experience that combines elements of learning and discovery, and is perceived to be both effortless and fun. It is concluded that the characteristics of learning in educational leisure settings contribute to a synergy between the educational and entertainment aspects of the experience. Situational factors are more important than personal factors in motivating visitors to engage in and experience this type of learning. This is of great significance to educational leisure settings as it implies that sites have a reasonable degree of control over the motivational factors that influence visitor engagement in learning.
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Packer, Jan Merle. "Motivational factors and the experience of learning in educational leisure settings." Queensland University of Technology, 2004. http://eprints.qut.edu.au/15911/.

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Motivation is an important aspect of learning in educational leisure settings because it affects the choices visitors make regarding what to attend to, the amount of effort they devote to learning, and the extent to which they enjoy the experience. Commonly, however, visitors seek entertainment, social or restorative experiences as well as, or in preference to, a learning experience. This research investigates the impact of motivational factors on the experience of learning in educational leisure settings. Motivational factors are considered in terms of four components - personal goals, capability beliefs, context beliefs and situational incentives. The experience of learning is considered in terms of visitors’ perceptions of the experience, rather than objective measures of learning outcomes, as the experience itself is seen as the desired outcome of the visit. Visitors to six different educational leisure settings in South East Queensland were invited to participate in the research, including a museum, an art gallery, a wildlife centre, an aquarium, and guided tours of natural and cultural heritage sites. Quantitative and qualitative data were collected using questionnaires (499 participants) and interviews (52 participants) in order to ascertain the importance to visitors of different types of learning experiences; identify the extent to which motivations for learning vary across sites and visitor groups; investigate the relationships between the educational, entertainment, social and restorative aspects of the visitors’ experience; and examine the impact of motivational factors on visitors’ experience of learning in leisure settings. The findings support the importance of learning to visitors in a range of educational leisure settings. Visitors seek an experience that combines elements of learning and discovery, and is perceived to be both effortless and fun. It is concluded that the characteristics of learning in educational leisure settings contribute to a synergy between the educational and entertainment aspects of the experience. Situational factors are more important than personal factors in motivating visitors to engage in and experience this type of learning. This is of great significance to educational leisure settings as it implies that sites have a reasonable degree of control over the motivational factors that influence visitor engagement in learning.
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39

Thomas, David Huw. "Managing online communications and feedback relating to the Welsh visitor attraction experience : apathy and inflexibility in tourism marketing practice?" Thesis, University of Wales Trinity Saint David, 2018. http://repository.uwtsd.ac.uk/901/.

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Understanding of what constitutes a tourism experience has been the focus of increasing attention in academic literature in recent years, For tourism businesses operating in an ever more competitive marketplace, identifying and responding to the needs and wants of their customers, and understanding how the product or consumer experience is created is arguably essential.
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40

Pierce, III Warren Vinson. "Managing the Wilderness Experience at Olympic National Park: A Study of Day and Overnight Visitors." ScholarWorks @ UVM, 2015. http://scholarworks.uvm.edu/graddis/377.

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As the United States becomes increasingly urbanized, the importance of federally designated wilderness areas as places of reflection and refuge from city life becomes even more apparent. These wilderness areas provide visitors with opportunities for solitude, recreation, and connecting with nature. Wilderness has long been important to American society, influencing the likes of John Muir, Theodore Roosevelt, and Henry David Thoreau. With the passage of the Wilderness Act of 1964, the assurance that these areas would remain protected in perpetuity for the enjoyment of the American people was enshrined into law. While these wilderness areas remain protected by Federal law, increasing visitation rates and changing social norms may begin to threaten the so-called "wilderness experience," making it difficult for visitors to enjoy and experience the conditions set forth in the Wilderness Act. Wilderness managers must therefore seek to understand the attitudes, preferences, and motivations of wilderness visitors using these areas to ensure that management conditions provide for a high-quality wilderness experience. This study uses quantitative survey methods to explore differences in management preferences, wilderness conditions, and crowding perceptions between overnight and day visitors to wilderness areas. Visitors were surveyed at 30 trailheads throughout the Olympic National Park Wilderness during the summer of 2012. While wilderness visitors held many similar opinions on management preferences and wilderness conditions, there were differences in the degree to which they agreed or disagreed. Overnight visitors tended to be more sensitive to crowding than day visitors, both on hiking trails and at attraction sites, and were more supportive of management policies that limited access in favor of increasing opportunities for solitude experiences. This study supports the use of a management by objectives framework that incorporates indicators and standards of quality to ensure that certain conditions are met. Findings from this study can aid in the development of standards for crowding and the establishment of other management policies in Olympic National Park Wilderness to ensure that all visitors are provided with the opportunity for a high-quality wilderness experience.
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41

Astic, Isabelle. "Adaptation dynamique des jeux de visite pour les musées : contribution à l'équilibrage de l'expérience du visiteur joueur." Thesis, Paris, CNAM, 2018. http://www.theses.fr/2018CNAM1208/document.

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Le jeu sérieux semble une piste pertinente pour ouvrir le musée à un jeune public et fournir une présentation originale des œuvres, tirant partie des possibilités des outils numériques. Des propositions existent déjà mais, à ma connaissance, sans réflexion globale sur la nature et les objectifs de ces jeux : quel type de jeu construire pour les musées ? Quelles expériences sont recherchées par les visiteurs joueurs ? Comment leur procurer à la fois une expérience satisfaisante de jeu et de visite ?L'étude que j'ai menée ici, à partir de l'analyse de travaux des projets de médiation numérique auxquels j'ai participé, d'études académiques sur les jeux sérieux et l'expérience des visiteurs et des joueurs et de mon expérience professionnelle dans le domaine de la médiation et du développement informatique, apporte des réponses à ces différentes questions. Elle propose la notion de "jeu de visite", adapté à un public plus différencié et en conçoit une modélisation autour de la notion de "mission adaptable". Elle permet une modification dynamique des constituants du jeu et de son contexte d'exécution, en fonction de l'expérience recherchée par et pour le visiteur joueur
Serious games seem a relevant proposition for a more open offer for young audience and a more creative works' presentations taking advantages of the opportunities of digital technologies. Such proposition already exist but, as far as I know, what they should be exactly has never been studied. What kind of games are the more appropriate for museums ? Which experiences do gaming visitors expect ? How to manage their satisfaction about their visit and about playing a real game ? These are the questions this PhD thesis contribute to answer.I based my reflection and my proposals on the analyse of projects devoted to cultural mediation in which I participated, on the research studies about serious games, visitors and gamers experience and on my professional background in cultural mediation and software engineering. I propose the notion of "visit game", appropriate for a more differentiated public, and build a model of this type of game around the concept of "adaptable mission". It allows to dynamically modify its components and its context of execution, depending on the experience expected by and for the gaming visitor
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42

Chen, Ni. "A case study on the effect of narrative in augmented reality experiences in museums." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-228993.

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With the increasing popularity of using Augmented Reality (AR) as a new medium in museums, this thesis presented an empirical study to examine the visitors’ sense of presence in two types of AR experiences in museums, "informative" and "narrative". We developed two prototypes, both of which focused on delivering complementary information about a famous head statue at Medelhavsmuseet (the Mediterranean Museum of Stockholm). The "narrative" prototype brought the statue to life with a reconstructive appearance and a voice and allowed it to tell visitors its stories from a first-person perspective. On the other hand, the "informative" prototype presented objective facts by points from a third-person perspective. A series of user studies with 12 participants were conducted at Medelhavsmuseet where the participants reported their sense of presence in two respective conditions through a post-experiment questionnaire together with a semi-structured interview. The results suggested that participants barely experienced presence in the "informative" con- dition, while they experienced presence to a "moderately sufficient" degree in the "narrative" condition. This document reports the impacts of "narrative" on specific aspects of presence. Overall, narrative increased the participants’ sense of presence and the heightened presence had positive impacts on their attitudes towards the experience. However, this study also presented the negative effects (e.g., preference, learning effectiveness) that might be caused by a high sense of presence. This report discusses the observed relationships of other factors with the presence (e.g., age). Finally, directions for future studies were pointed out with respect to the improvements and extensions of the current work.
Med den ökande populariteten av att använda Augmented Reality (AR) som ett nytt medium på museum presenterar denna masteruppsats en empirisk studie som undersöker besökarens upplevelse av närvaro genom två typer av AR-upplevelser; en informativ och en berättande. Två prototyper utvecklades som båda fokuserade på att leverera kompletterande information om en känd staty på Medelhavsmuseeti Stockholm. Den berättande prototypen gav statyn liv genom ett rekonstrueratutseende samt en röst, vilket möjliggjorde att den kunde berätta statyns historier för besökaren ur ett jag-perspektiv. Den informativa prototypen presenterade objektiva fakta ur ett tredjepersonsperspektiv. En serie användartester utfördes med 12 deltagare på Medelhavsmuseet. Deltagarna rapporterade om deras upplevelse av närvaro i de två distinkta fallen genom ett formulär och en semistrukturerad intervju. Resultaten tydde på att deltagarna knappt upplevde någon närvaro i det informativa fallet, medan de upplevde en tillräcklig nivå av närvaro i det berättande fallet. Studien undersökte även berättandets påverkan på specifika aspekter av närvaro. Sammantaget ökade berättelsen deltagarens upplevelse av närvaro och den förhöjda upplevelsen av närvaro hade en positiv inverkan på deras attityd gentemot helhetsupplevelsen. Studien presenterade dock även negativa effekter (t.ex. inställning och lärningseffektivitet) som kan ha orsakats av den förhöjda upplevelsen av närvaro. Rapporten diskuterar även observerade förhållanden mellan olika faktorer kring närvaro (t.ex. ålder). Slutligen föreslås riktningar för framtida studier för förbättringar och breddningar inom det aktuella projektet.
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43

Webber, Susan, and n/a. "House museums as sites of memory." University of Canberra. Built & Cultural Environment, 2005. http://erl.canberra.edu.au./public/adt-AUC20080925.100449.

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Houses and the objects within them stand as tangible symbols of human memory. Some memories are created unconsciously in day-to-day living; others are consciously attached to objects that are cherished as symbols of other places, relatives and friends. Memories may seem to be lost until they are rediscovered in moment of involuntary recall, triggered by an object, a smell or taste. The purpose of this research project is to investigate the memory experiences of visitors to a house museum; what they do with those experiences and how important they are to them. Forty adult visitors to Calthorpes' House in the ACT were interviewed using the focused interview technique with a framework of questions that allowed for a conversational style and additional questions. The interviews were recorded and later transcribed. The results showed that all visitors reported experiencing memories during their visit to Calthorpes' House. Many people found those experiences enjoyable and wanted to share them with others. These findings are important because they can inform the set-up, interpretation and publicity of house museums in ways which will attract new visitors and help to engage with visitors' interests when they visit house museums.
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44

Chin, Chan-Mo, and 金強謨. "Recreational farm’s visitor recreation experience, satisfaction, and re-visit intension." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/74047236888405305257.

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碩士
國立體育學院
休閒產業經營學系碩士班
94
The purpose of the study was to understand visitors’ recreation experience, satisfaction, and re-visit intension in Poshin Ranch Farm at Taoyuan. The researcher also tried to find out the relationship between degree of perceived recreation experience and satisfaction, and between satisfaction and re-visit intension. The research objects were Poshin Ranch Farm visitors who were 15 years old and older. The researcher used convenience sampling process to collect questionnaires. There were 400 questionnaires delivered and totally 373 valid questionnaire were received. The response rate was 93.3%. The researcher conducted t-test, ANOVA, and correlation analysis to analysis data. Based on the results, primary visitors were female; age was mainly distributed in 20-49 years old; the occupation were business industry and the student as at most; the level of education regarded more in university; much more married than single; and residency at the Taoyuan County. Revisit visitors' ratio was higher (66%) than first time visitors (34%), and main transportation to the ranch farm was driving together with families and relatives. In addition, most of the visitors managed the trip by themselves And mostly a day trip. In this study, the visitors perceived higher degree of recreation experience in "breath fresh air" and "open-minded", and more satisfied with "environment scenery and landscape" and "service quality". Moreover, there was a positive relationship between recreation experience and also a positive relationship between satisfaction and re-visit intension. The researcher suggested Poshin Ranch Farm managers to provide diverse recreation experiences to attract visitors and increase satisfaction. Second, the ranch farm could program special events and also expend marketing t segment to elders. For future study, using qualitative research method may finding more in-depth visitors’ information.
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45

Lee, Hoffer. "A visitor experience scale: historic sites and museums." Thesis, 2013. http://hdl.handle.net/10012/7379.

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Since Pine and Gilmore (1999) proclaimed the arrival of the experience economy era, research on tourists’ experiences has become an area of growing interest among scholars and practitioners. Gaining knowledge of the experiential features of tourist activities at historic sites and museums is of paramount importance for tourism operators to understand and satisfy tourists’ widely ranging needs. With this concern in mind, the purpose of this study was to develop a multiple-item scale to measure tourists’ experiences of visiting historic sites and museums. To reach this goal, a questionnaire survey was designed to gather data about tourists’ experiences in this context. Conducted at Fuzimiao (Confucius Temple) in Nanjing city, Jiangsu province, China, in the Summer of 2012 (starting in July and ending in August), the visitor survey had an overall response rate of 88%. A total of 500 questionnaires were used for data analysis. Following the scale construction procedure suggested by DeVellis (2003), first, the literature examining experience constructs was comprehensively reviewed. An initial pool of scale items was generated. Followed by a review from six judges to ensure content validity, a total of thirty items were developed as a basis for measuring tourists’ experiences. Subsequently, the scale’s reliability was assessed with using Cronbach’s alpha value. Alpha was 0.80. The statistical results of the ranked scale item mean show that the top rated experiences of tourists visiting Fuzimiao are “change from work”, “get away”, “relaxing”, “entertainment”, “watch music and dancing performance”, and “chat with locals”. To refine the scale, 11 items that show significantly low corrected item-total correlation scores were eliminated. Deleting these items resulted in an increase in the alpha value from 0.80 to 0.88. The rest items which survived the reliability analyses were subject to exploratory factor analysis (EFA). An interim six-factor model emerged, with the remaining 19 items accounting for 80.29% of the total variance. The six factors were entertainment, culture identity-seeking, education, exploration, relationship development, and escapism. Given the underlying latent variable structure detected from EFA, confirmatory factor analysis (CFA) was performed to check the proposed measurement structure. Results of the CFA indicate that the measurement model fits the data adequately after the exploration factor was removed from the hypothetical model because measurement structure of this factor was unidentified. The evaluation of the model’s composite reliability, convergent validity and discriminant validity provides good evidence of the reliability and validity of the five factors. The final experiential model, with 17 embedded items in five dimensions (entertainment, culture identity-seeking, education, relationship development, and escapism), was established.
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46

Fan, Huai-min, and 范懷閔. "Teenagers Visitor Experience on National Taiwan Science Education Center." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/80408932261711147012.

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碩士
南華大學
出版與文化事業管理研究所
98
The survey indicates that the teenagers are granted more time to get engaged in various leisure activities due to the weekend holidays. Thus, it is a key issue for museums to attract teenagers to visit them and create unique style to exert the source of juvenile visitors against the furious competition in a circumstance full of many leisure locations. This study aims to understand the utility and visit experience of teenagers on museums and thus proposes the advices to the possibilities concerning the exploration on juvenile market for museums in terms of research.     The findings are concluded as follows. 1.The status quo of teenagers''impression and their visit behavior and experience on NTSEC The teenagers expressed that they knew NTSEC, had good impression, and felt it attractive and architecturally characteristic, so they were willing to visit it. The visit time is 10:01-11:00. Most teenagers come with peers and the group is 3-5 persons. The main motive is leisure and entertainment. The reason is the recommendation from classmates, teachers, relatives or parents. Most visiting for the first time stay about 4 hours. They are fond of random visit. As for the utility of indoor facilities, the low-utility items include MRT shuttle bus, exclusive narration, regular guide and performance, and indoor boutique. The ticket fare is affordable. The gain is the new knowledge acquisition. The reason for repeated visit is to increase the scientific knowledge whereas the reason for non-repeated visit is the contents failing to be attractive or the deficient special exhibitions or promotions. 2.The correlation of teenagers'' background and their impression on NTSEC There is correlation between the degree of understanding on NTSEC and attraction and age and education and between total impression and age. 3.The correlation of teenagers'' background and their visit in NTSEC There is correlation between the reason of visiting NTSEC and age and occupation, between the number of group and time to stay and age, education and occupation, between the motive, information and visit manner and transportation tool and age, between the frequency of visiting NTSEC and age, education and residential area. 4.The correlation of teenagers'' background and their visit experience on NTSEC There is difference regarding facility utility and satisfaction, total satisfaction after visit, propaganda for NTSEC, aspiration for repeated visit, perspective on fare and visit gain.
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47

Gkatsou, Alexandra. "Enhancing the visitor experience in museums with Augmented Reality." Master's thesis, 2018. https://repositorio-aberto.up.pt/handle/10216/114275.

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The so-called "one-size-fits-all" experiences do not apply to most of the museum visitors and this research addresses the compelling need of customized experiences in museums contexts.One of the audience groups that is often ignored by museums is the age group of teenagers since the segmentation is usually made between children and adults and there is little customization for the teens' generation. At the same time, studies have shown that this age group appears to be disinterested in what museums might offer.This project aims to ameliorate this problem by providing guidelines to museum practitioners of how the interest of teenagers towards museums could be increased through the integration of AR and QR Code Technology.The investigation took place in the Customs Exhibition of the Alfandega Transports and Communications Museum. A non-linear technology-mediated experience was developed to reinvigorate the exhibition. This experience integrated mobile Augmented Reality and QR Code technology with storytelling and gamification elements, specifically customized for the age group of teenagers.Regarding the development of this experience, the first prototype of the experience was assessed by experts in experience design, visitor studies, gaming, storytelling and design and then was re-designed according to the guidelines given by them.So, alongside with a validated customized experience, there are developed some guidelines that refer to how mobile AR and QR Code Technology can be used in a museum context to enhance the experience of the age group of teenagers. Thus, this research will contribute in lessening the gap that exists for empirical studies in museum literature in the area of visitor experience and specifically for the target group of teenagers.
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48

Poll, MJ. "Visitor experience in the Tasmanian Wilderness World Heritage Area." Thesis, 2005. https://eprints.utas.edu.au/15875/1/Poll_whole_thesis.pdf.

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The combined analyses undertaken by this study provide a comprehensive assessment of the robustness of visitor norms as inputs to the development of limits of acceptable change standards. This study is the first of its kind in Australia, and such an integrated study has not been reported in the literature. Consequently, this study establishes a model for similar assessments of the parameters that affect the quality of visitor's experiences in wilderness and natural protected areas.
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49

Gkatsou, Alexandra. "Enhancing the visitor experience in museums with Augmented Reality." Dissertação, 2018. https://repositorio-aberto.up.pt/handle/10216/114275.

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The so-called "one-size-fits-all" experiences do not apply to most of the museum visitors and this research addresses the compelling need of customized experiences in museums contexts.One of the audience groups that is often ignored by museums is the age group of teenagers since the segmentation is usually made between children and adults and there is little customization for the teens' generation. At the same time, studies have shown that this age group appears to be disinterested in what museums might offer.This project aims to ameliorate this problem by providing guidelines to museum practitioners of how the interest of teenagers towards museums could be increased through the integration of AR and QR Code Technology.The investigation took place in the Customs Exhibition of the Alfandega Transports and Communications Museum. A non-linear technology-mediated experience was developed to reinvigorate the exhibition. This experience integrated mobile Augmented Reality and QR Code technology with storytelling and gamification elements, specifically customized for the age group of teenagers.Regarding the development of this experience, the first prototype of the experience was assessed by experts in experience design, visitor studies, gaming, storytelling and design and then was re-designed according to the guidelines given by them.So, alongside with a validated customized experience, there are developed some guidelines that refer to how mobile AR and QR Code Technology can be used in a museum context to enhance the experience of the age group of teenagers. Thus, this research will contribute in lessening the gap that exists for empirical studies in museum literature in the area of visitor experience and specifically for the target group of teenagers.
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50

(7027940), Kexin Guo. "Understanding Digital Museum Visitor Experience Based on Multisensory Cues." Thesis, 2019.

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Visitors’ expectations of museums in the modern world consist of both utilitarian and hedonic aspects. Given visitors’ diverse expectations and demands, traditional museums have taken actions to attract more visitors. Taking advantage of new technologies is the current action and trend in the museum industry. The emergence of digital museums is the reflection of this tendency, which use digital technologies such as projectors, surrounded sound, ambient lights, and multisensory cues to present a virtual environment. In the virtual environment, emotional state and sense of presence are considered to be useful to provide a more engaging experience. Therefore, this research empirically investigated digital museum visitor experience perceptions and the influence of emotional state and sense of presence on experience perceptions. The different impact of multisensory cues on experience and the relative mediation effect were also examined.

Data were collected with a scenario-based online survey conducted through Amazon Mechanical Turk (MTurk). A split-sample approach with a total of 382 respondents was used for analysis. Exploratory factor analysis and confirmatory factor analysis were used to explore visitor experience perceptions of the digital museum. Structural equation modeling was used to discover the impact of emotional state and sense of presence. One-way analysis of variance was used to compare the difference in impact of multisensory cues on overall visitor experience. This research also employed the PROCESS macro in SPSS for demonstrating the mediating effect of emotional state and sense of presence through the impact of multisensory cues on overall visitor experience. The findings of this study revealed three experience perceptions—respectively, joviality, personal escapism, and localness experiences—of digital museums. Also, this research presented the positive effect of emotional state on joviality experience and negative effect of emotional state on localness experience. In addition, a notable positive impact of sense of presence on joviality, personal escapism, and localness experience perceptions was found. No significant effect of emotional state on personal escapism was found in this research. Moreover, visual and auditory cues together were confirmed as the most powerful indicator for triggering the greatest experience level. The impact was found to be valid due to the mediating role of emotional state and sense of presence.

This research contributed theoretically and practically to museum literature and experience research. Theoretical implications were discussed to indicate this research as the framework to measure digital museum visitor experience based on the proposed three-factor structure. Practical implications were provided for museum managers. Limitations and future research were discussed.

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