Research

'Experiences' are activities which imply a mental journey, where experiences are made, and which may entertain or educate. The research area also encompasses phenomena, which are traditionally categorized as tourism, leisure, creative industries, culture and business, and performance design. Experience economy may be seen as: culture and media, design, computer games, internet based experiences, mobile technologies and events. In this broad understanding, experience economy is ascribed 7-8% of the Danish economy.

Experience Economy is believed to hold great developmental possibilities in Denmark, but is simultaneously a sector with increasing global competition. Some of the experience products may be delivered internationally, and via the internet, satellites etc. Very little research has been carried out as regards to the production and consumption of experiences. The research topic is multi-disciplinary, and as such combining approaches from within Humanities, Social Sciences and Technical and Natural Sciences, is useful in the endeavor of building more knowledge about experiences.

Experience economy firms must be led, their economies managed and their products designed, and marketed. The increasing importance of the experience economy leads to several questions for research: Do experience economy firms have the necessary competencies to be able to compete on a global market, and to create jobs? Within which sectors of the experience economy do different countries have different favourable possibilities? In which manner may experience economy affect regional development? What are the social consequences of the growing experience economy?

 
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