World Leisure Journal
ISSN: 1607-8055 (Print) 2333-4509 (Online) Journal homepage: https://www.tandfonline.com/loi/rwle20
Leisure and innovation: exploring boundaries
Lénia Marques & Maria Sofia Pimentel Biscaia
To cite this article: Lénia Marques & Maria Sofia Pimentel Biscaia (2019) Leisure
and innovation: exploring boundaries, World Leisure Journal, 61:3, 162-169, DOI:
10.1080/16078055.2019.1639257
To link to this article: https://doi.org/10.1080/16078055.2019.1639257
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WORLD LEISURE JOURNAL
2019, VOL. 61, NO. 3, 162–169
https://doi.org/10.1080/16078055.2019.1639257
GUEST EDITORIAL
Leisure and innovation: exploring boundaries
Lénia Marques
a
and Maria Sofia Pimentel Biscaia
b,c
a
School of History, Culture and Communication, Erasmus University Rotterdam, Rotterdam, Netherlands;
Centre of Languages, Literatures and Cultures, Universidade de Aveiro, Aveiro, Portugal; cUniversidade da
Beira Interior, Covilhã, Portugal
b
ABSTRACT
KEYWORDS
Innovation has been widely debated in various fields. However,
except for leisure innovation in ageing and digital leisure, scant
research has been done on the relationship between leisure and
innovation. This article presents an overview of the field by
mapping out the areas of innovation and leisure, suggesting also
a taxonomy for innovations in leisure. Considering both supply
and demand perspectives, a roadmap for future leisure and
innovation research condensed into 10 priority areas is proposed.
Leisure; innovation; research;
technology; digital leisure;
sustainability
Palavras-chave
lazer; inovação; investigação;
tecnologia; lazer digital;
sustentabilidade
Sumário
O conceito de inovação tem vindo a ser amplamente debatido em
várias áreas de estudo. Contudo, com a exceção de inovação em
lazer para a população sénior e lazer digital, pouca atenção tem
sido dada às relações entre lazer e inovação. Este artigo procura
fazer um ponto da situação neste campo, mapeando áreas de lazer
e inovação, sendo que sugere também uma taxonomia de tipos de
inovação em lazer. Novas avenidas para a investigação em lazer e
inovação são propostas, agregadas em dez áreas prioritárias e
considerando tanto perspetiva da oferta como da procura.
1. The challenge
“Download the app for jogging.” “Download the app for meditation.” “Haven’t you seen it
yet? It’s on Netflix.” “I really recommend homeswapping.” “What queue for the museum?
Book online.” “I have hundreds of books to read on my holiday.” “You should get a detox
retreat.”
And so it goes on. Much has been happening in leisure and changes are rapidly taking
place. New forms of leisure consumption and practice, new leisure businesses, new challenges and new opportunities. During the re-organization of the research groups, some of
the questions which were discussed in the Board of Directors of the World Leisure Organization revolved around identifying novelty in the leisure field, its current trends and
emerging avenues of research. It was in this vein that the Special Interest Group (SIG)
CONTACT Lénia Marques
marques@eshcc.eur.nl; Academia: http://eur.academia.edu/LéniaMarques
School of
History, Culture and Communication, Erasmus University Rotterdam, PO Box 1738, 3000 DR Rotterdam, Netherlands
http://www.linkedin.com/in/leniamarques
@leniamarques
© 2019 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group
This is an Open Access article distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives License
(http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any
medium, provided the original work is properly cited, and is not altered, transformed, or built upon in any way.
WORLD LEISURE JOURNAL
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on Leisure and Innovation was founded, in 2018, with an inaugural public panel within the
World Leisure Congress in São Paulo, Brazil. This first meeting also enthused its members
to advance the academic knowledge of such a promising topic.
The SIG Leisure and Innovation was motivated by the need to develop and
strengthen research in emerging issues in the field of leisure which relates to innovation. When we looked around us, many examples of innovation in leisure could
be found, from children using creativity in their games and playful moments to new
leisure products.
The role that technological developments – including the global expansion of the internet – has been having on leisure is colossal, affecting products, practices, communities and
lifestyles. Digital leisure was also born and its impact is now being widely studied (Spencer
Schultz & McKeown, 2018). Relations between individuals and society developed from
being physical to being (also) digital. In the digital world, the notion of time and space
is transformed, and leisure diversifies in unexpected ways (Arora & Rangaswamy, 2013;
Carnicceli, McGillivray, & McPherson, 2016; Silk, Millington, Rich, & Bush, 2016). Nevertheless, although technology is of major importance, not all innovation practices necessarily involve technology. Or do they?
This special issue of the World Leisure Journal is a first attempt to explore the gap in
academic studies that considers the manifestations, effects and implications that innovation has in different aspects of leisure. The challenge is, we are aware, staggering, as
this is not only a very rich field, but also an everchanging one in a “liquid” world
(Bauman, 2005). The aim is, therefore, to pinpoint some aspects and open new avenues
for discussion at the intersection between leisure and innovation.
2. Mapping the field: leisure and innovation crossovers
The relationship between leisure and innovation can be viewed from different perspectives,
as the collected case studies by Vaugeois, Parker, and Weighill (2015, 2016, 2017) have illustrated. Even if only looking at it in terms of supply and demand, a few issues arise. From a
supply perspective, it becomes clear that innovation is strongly happening in leisure in
diverse moments of the value chain. Hjalager (1997) has considered different categories
of innovations in the service sector, which includes leisure: product innovations; classical
process innovations; process innovations in information handling; management innovations; institutional innovations. This typology was later revisited in the following categories: product or service innovations; process innovations; managerial innovations,
management innovations and institutional innovations (Hjalager, 2010). However, these
categories are not self-contained. An innovation in one area will have rippling effects in
other areas. Therefore, innovation can occur in different points of the value chain.
When focusing on leisure, a taxonomy of innovation can be made (see Table 1). The
first type of innovation, and often the most visible, is the product/service innovation.
However, innovation can also be related to the optimization of processes. Operational
innovation relates to how the product/service and processes are put into place. Management innovation is on another level and can have spillover effects in particular in managerial and process innovation. Innovation can also happen at the level of administration,
affecting, one way or the other, the manner in which leisure is understood, lived, experienced and offered.
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L. MARQUES AND M. S. PIMENTEL BISCAIA
Table 1. Taxonomy of innovation in leisure (types adapted from Hjalager, 2010).
Innovation type
Description
Product/Service
innovation
A new product is invented or put together. A new
service is put in the market. It can also be a new
addition or new way of presenting a certain
product or service.
Examples
.
.
.
.
.
Process
innovation
The innovations brought into activities that are on
the backstage of a product/service offered, for
example related to access and logistics.
.
.
Managerial
innovation
Related to human resources, mainly internal
collaboration and knowledge sharing.
.
.
Management
innovation
Governance
innovation
Changes and experiments at different areas of
management, such as in organizational design,
strategy, marketing, finances, leadership and
human resources management.
Innovative ways of governing leisure at central,
regional and local level. This can include decisionmaking in terms of infrastructures or policy.
.
.
.
.
.
eBook
eSports competition events
creative workshops
Virtual reality set
Music and film streaming (e.g. Spotify,
Netflix)
Apps providing access to coaching or
performance (e.g. Headspace, Running
calculator)
Different forms of payment (e.g. mobile
money)
Change in the ways that staff are
managed (e.g. Disney)
Facilitation of internal communication and
collaboration by flexibilization of
processes (e.g. Disney)
Change in the management structures of
film or music production companies (e.g.
Disney)
Introduction of alternative models of
leadership (e.g. dual-leadership models in
museums)
Alternative funding (e.g. crowdfunding)
Creative tourism policy (e.g. Thailand)
China’s plan to develop fitness and leisure
industry
Innovations from the supply perspective can also consist of seizing new opportunities
and the adoption of new business models. It is crucial to foster entrepreneurship and innovation in leisure contexts, as Amsden and McEntee (2011) point out. From the demand
perspective, new hobbies, new tools, new means have been surfacing. From reading
ebooks to monitoring sporting activities with apps; from attending an eSports competition
to being part of a Meet Up group.
These leisure practices are not necessarily totally new. However, new innovative
elements have been added which have contributed to change. The impacts of technology
are very visible in these practices and experiences; for example, theme parks are not new,
but now Virtual Reality is used to enhance the experience and respond to more demanding
and more technological savvy customers. The networked nature of leisure and tourism
becomes clear in these practices and experiences (Dinhopl & Gretzel, 2018; Marques &
Gondim Matos, 2019). People are involved in a larger and faster-working network.
They are connected and look for connections with like-minded people, for example in
events (Richards, Marques, & Mein, 2015).
Another important aspect which has also led to different innovations in the field of
leisure from a demand perspective relates to relationality (Richards, 2014). People have
been seeking not only better experiences but also more meaningful ones (Pine &
Gilmore, 1999; Sundbo & Darmer, 2008). These experiences are often made in social contexts, where human relationships play an important role in the decision-making process as
well as in the quality and symbolic value of such experiences.
These innovations in the leisure field have only had scant attention from academic studies.
Leisure innovation has been a concept mainly used for new leisure practices within the aging
population (Campbell & Yang, 2011; Nimrod, 2016; Nimrod & Kleiber, 2007; Nimrod &
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Rotem, 2012). Such studies have been pointing out “that the adoption of new leisure activities
in later life (leisure innovation) may facilitate healthy ageing through personal growth, interest
renewal, identity reconstruction and increased sense of meaning in life” (Liechty, Yarnal, &
Kerstetter, 2012, p. 389). Although this is very important for healthy ageing, one can
expand these contributions of leisure to a better life for different groups of people, since
leisure practices and experiences are key to wellbeing and quality of life. Innovations in the
various realms of leisure are therefore important to be studied and understood in their characteristics, implications and impacts at different levels.
3. Roadmap for future research
From the overview in the previous sections, it becomes clear that various research avenues
still need to be pursued. The continuous changes in the world around us, together with the
challenges that the leisure studies field has been facing, such as a decline in educational
programmes in the western world, ask for urgent innovations in the field. These innovations ought to be in different areas (see Table 2) and realized as different types (see
Table 1).
Research in leisure should also be considered in the light of these changes, challenges
and opportunities. How to go forward with research in leisure? How does this research
currently relate to society? What is the role of the economics of leisure? (Veal, 2006)
How has the relationship between work and leisure changed given our current industrialized and urbanized condition? (Bowers, 2007; Snape, Haworth, McHugh, & Carson, 2017).
How can research in leisure and innovation make a more meaningful contribution to
policy-making and better practices? What methodologies are most suited? How are practitioners, entrepreneurs and companies innovating?
Innovative ways of doing research on leisure are needed as well as continuity in innovation in leisure education programmes across the globe. These include the fields of
recreation, recreational therapy, events, sports, culture or any other leisure-related activity.
In addition, innovation in leisure research through new methodological approaches and
new thematic perspectives can add to and strengthen leisure studies specifically and
leisure in general.
Some of these advancements and innovations in the leisure field could relate to the following 10 main aspects:
1. Leisure as an important element for social change and social innovation;
2. Changes in lifestyle and lifestyle choices, in which often the boundaries between work
and leisure are blurred;
3. Forms, practices, experiences and developments in digital leisure;
Table 2. Main areas of innovation in leisure.
Leisure theories
Leisure experiences and practices
Leisure businesses
Policy-making
Research
Methodologies
Education
Technology
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L. MARQUES AND M. S. PIMENTEL BISCAIA
4. Evolution of leisure in society, also through the lenses of sociology of leisure, which
can contribute to understanding fundamental developments such as networked
relationality;
5. Leisure products, process, operational, management and governance innovations;
6. Need for policy-making to support leisure in its varied and innovative forms;
7. Profit and non-profit organizations and their actions on and with leisure;
8. Leisure and placemaking, in cities in particular, where leisure can contribute heavily
to a healthier, happier and more balanced way of living;
9. Leisure offerings as a stepping-stone for local and regional competitiveness;
10. Sustainable leisure, i.e. leisure offerings, practices, experiences, processes and policies
that are sustainable for the economy, the cultural and natural environment, and for
future generations.
The challenges are therefore manifold, as are the opportunities. By fostering research in
these areas, the field of leisure studies is also progressing and advancing in an innovative
way.
4. Contributions in this special issue
This special issue on “Leisure and Innovation” is a contribution to the advancements in
the field, and is positioned as a first attempt to not only provide an overview of what
research has been done, but also highlighting the opportunities ahead. The articles in
this special issue provide an outline of the diverse issues, areas, approaches and cases
that the relationship between leisure and innovation encompass.
In “Rainbows Looming Large: Digital Leisure and Youth Innovation”, Aaron Tham
explores the example of rainbow looms as an innovative product. These colourful
rubber bands, which are put together by the user, develop different types of skills
physically, cognitively and digitally. By exploring this leisure practice, factors for
innovation through rainbow looms are pinpointed, such as a clear relation with a
positive play culture, in which self-confidence and value creation assume a central
role.
This connection between physical spaces of leisure activities and the digital world
are explored in another leisure field. As an example of product/service innovation,
Malcolm Burt and Candice Louw investigate the use of Virtual Reality (VR) in
theme parks by looking in particular into roller coasters and the creation of new
digital experiences. In “Virtual Reality Enhanced Roller Coasters and the Future of
Entertainment – Audience Expectations”, the authors explore a user-centric model,
the VR Entertainment Primer, which aims at supporting industry to assess VR experiences overlay.
Technology and its impact on leisure are not only expressed in terms of product innovation, but also in terms of practices and experiences. The focus of “Digital Heritage
Tourism: Innovations in Museums”, by Trilce Navarrete, is on the digital-based innovation happening at museums. Beyond product innovation, there are also several
process innovations and management innovations, namely in audience engagement.
With a focus on the final user (i.e. the visitor, or the “digital heritage tourist”), this
paper investigates how visitors engage and explore museum collections.
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Leisure practices and experiences are also affected by work configurations. Beatty and
Torbert (2013, p. 468) have claimed that work and leisure have lost their boundaries,
sometimes completely, and develop a Ying-Yang relationship, “each pregnant with its
emergent other”. The distinction between leisure and work is challenged with new
working and leisure practices as often enacted by digital nomads. In “Coworking Environments and Digital Nomadism: Balancing Work and Leisure whilst on the Move”, Marko
Orel analyses the developments of digital nomadism, namely in terms of the existence and
use of coworking spaces. The author explores how these “work” spaces are part of a digital
nomad lifestyle and the effects that they have on the work-leisure balance.
These changes are caused in the first place by a product/service innovation. The consequences of such type of innovation on work, leisure and travel (often related to high levels of
mobility), also challenge cities to rethink their leisure infrastructures, offer and policy
(Richards & Marques, 2018). Nicholson and Stewart (2013) have pointed out that the traditional approach by governmental entities to regulate leisure, and namely sports, has
experienced a shift from a focus on social health and wellbeing to personal meaning,
albeit commodified. Therefore, a change has also occurred in the ways that leisure, and
sport, in particular, are provided, promoted and consumed. This realization had led to governance innovations and city initiatives, such as in Bodø, Norway. Anne Tjønndal and Maja
Nilssen analyse “Innovative Sport and Leisure Approaches to Quality of Life in the Smart
City”, highlighting how urban planning can integrate innovation, leisure and sport. By analyzing five examples taken from “The Smart Bodø” initiative, the authors explore socially
innovative approaches to sport and leisure within the context of the smart city.
These papers provide an insight into the different dimensions of the dynamic relationship between leisure and innovation. The important role of innovation has also been
recognized for several years at the heart of the World Leisure Organization, in particular
by the creation of the World Leisure International Innovation Prize, a management innovation in itself. In an invited paper, the WLO COO, Cristina Ortega Nuere, and Isabel
Verdet Peris write on “Leisure as a Creative Solution to Collectively Enhance the Social,
Cultural, Environmental and Economic Quality of Life of Communities: A Retrospective
Overview of the World Leisure International Innovation Prize”. In this paper, the authors
explore the link between leisure and innovation by describing the winners of the prize
throughout the years.
This special issue is the first academic publication within the World Leisure Organization Special Interest Group on Leisure and Innovation, gathering different examples and
perspectives that the binomial leisure and innovation can present. The articles explore
different types of innovation in leisure, from product innovation to governance innovation, as well as seek to understand how users, audiences and visitors are engaging
and contributing to such innovations in the leisure field.
From the roadmap for future research, there is still work ahead. This special issue can,
therefore, serve as an introductory exploration of these new avenues for research, which
will contribute to a better understanding of leisure and how innovation in leisure can contribute to social change and a better quality of life.
Disclosure statement
No potential conflict of interest was reported by the authors.
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L. MARQUES AND M. S. PIMENTEL BISCAIA
ORCID
Lénia Marques http://orcid.org/0000-0002-6360-9919
Maria Sofia Pimentel Biscaia http://orcid.org/0000-0001-5455-9983
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