英文摘要
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In recent years, due to a shortage of funds, museums have reformed their operations to increase their competitiveness. This has prompted thinking about the addition of leisure and entertainment elements, while remaining true to their inherent mission of education, to increase revenue. Case studies of two experiential activities at Australia's Sovereign Hill, AURA Sound and Light Show and Costumed Schools, were conducted to explore the significance and implementation of the experience economy in museums. In their article "Welcome to the Experience Economy", Pine and Gilmore divided human economic development into stages. The first is extraction of commodities in an "agrarian economy". The second is an "industrial economy" that is focused on "making goods". The third is a "service economy" that involves "customer relationships" and the fourth is an "experience economy" that provides customer "satisfaction". Enterprises can obtain loyal customers and higher profits through attractive experiences. If applied to the museum context, "commodities" are equivalent to objects, "goods" are equivalent to exhibitions, "services" are equivalent to guided tours, and "experiences" are equivalent to customized activities. The 3E (entertainment, esthetics, and escapism) and 4S (hearing, sight, taste and smell) AURA Sound and Light Show provides a passive service and experience. "Costumed Schools" are 5E and 5S-based (with the addition of education, emotion, and tactility), enabling active participation through "experience" and "transformation". The experience economic value of the latter exceeds that of the former. Therefore, it is suggested that museums customize 5E and 5S activities of high economic value, using drama to make ordinary activities impressive and developing services and incidental products around such activities for additional revenue. Although the characteristics of Sovereign Hill differ from those of most museums, its experience economy strategy is worth consideration.
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