Operationalises Pine & Gilmore's (1999) Experience Economy framework for tourism contexts across four experience realms. Educational experiences involve active participation and learning (expand knowledge and skills). Escapist experiences involve full immersion in activities (becoming a different person, losing track of time). Entertainment experiences involve passive absorption of stimuli (watching performances, spectating). Esthetic experiences involve passive immersion in a beautiful or stimulating environment (scenic, atmospheric). The framework moves tourism research beyond service quality toward staged experience design.
Likert (1–7, strongly disagree to strongly agree)
Educational Experience — actively engaging the mind (Likert 1–7, strongly disagree to strongly agree)
Entertainment Experience — passively absorbing the activity
Aesthetic Experience — immersion in the environment
Escapist Experience — actively participating in an alternate reality
Full scale items shown. Always cite the original source when using this scale in research.
Four subscale scores. Escapist and Esthetic realms are the strongest predictors of overall satisfaction and revisit intention in leisure tourism contexts. Educational realm is dominant in heritage, museum, and cultural tourism. Esthetic realm is most important in natural and scenic destination contexts. Freely cited and widely reproduced in experiential tourism design research.
Oh, H., Fiore, A.M., & Jeoung, M. (2007). Measuring experience economy concepts: Tourism applications. Journal of Travel Research, 46(2), 119–132.
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