Pine and Gilmore Model

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Pine and Gilmore Model

Pine and Gilmore (1999) introduced the concept of Experience Economy where a business' goods
and services should be accompanied by consumer experiences, such as educational and
entertainment experiences, to help differentiate their offerings from competitors and increase
performance and profitability.

These domains are placed on a matrix divided by an active-passive involvement axis and absorption-
immersion dimensions axis that together produce quadrants. The four domains are:

 Entertainment
 Educational
 Environment/Aesthetic
 Escapist

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