Test 2 Flashcards
Leisure experiences and their tangibility (3)
Product: inclusive
Goods: tangible
Service: intangible
Experience: memories
Goods
Physical entities markets for use in leisure
Supplies: consumable
Equipment: non-consumable products
Services:
personal services
equipment and venue rental
Experiences:
activities and events
Methods of increasing revenue for activities (6)
- selling instruction in the activity
- Renting equipment
- Charging admission
- Selling equipment
- Charging for organizing and arranging
- Selling supplies
Examples for increasing revenue at events: (3)
- entrance fee
- parking fee
- souvenir sales
Service encounter definition:
any interaction between patron and provider
Client
passively receives recommendations from programmers
Consumer:
uses services
Customer
regular
Guest
valued
Member
exclusive
Patron
buys services
Visitor
visits
Goal
broad statement
Objective
specific statements that describe how the goal will be accomplished
Types of goals 8
planning, strategic, outcome, profit, budget, profit, income, learning, performance
Program vs. participants:
-What you (as the programmer) need to accomplish
vs.
-What your participant will gain from participating in your program
3 learning domains
psychomotor, cognitive, affective