Extraordinary Experiences Through Storytelling PDF
Extraordinary Experiences Through Storytelling PDF
Extraordinary Experiences Through Storytelling PDF
Lena Mossberg
To cite this article: Lena Mossberg (2008) Extraordinary Experiences through Storytelling,
Scandinavian Journal of Hospitality and Tourism, 8:3, 195-210, DOI: 10.1080/15022250802532443
LENA MOSSBERG
Norwegian School of Management, Oslo, Norway
ABSTRACT A global trend in the experience industry is to build an entire business or parts of a
business around a story. This might apply to a single product, an organization or a destination.
The purpose of this conceptual paper is to discuss and highlight critical issues to reveal new
insights into conceptualizing tourism and hospitality organizations as stories. For the consumer to
be immersed in the story and to have an extraordinary experience, two preconditions are proposed
which relate to the type of service and the setting: one is the need for the experience to take place
in a hedonic service consumption setting and the other is a servicescape that allows the consumer
to step away from everyday reality. It is also proposed that involvement and co-creation, as well
as a guide, can be used to facilitate a tourist’s immersion in a story and a servicescape. Should the
organization succeed in creating a unique story, the benefits include the difficulty other
organizations face copying the achievement and attention from the media.
Correspondence Address: Lena Mossberg, BI–Norwegian School of Management, Oslo. Email: lena.mossberg
@bi.no
1502-2250 Print/1502-2269 Online/08/030195–16 # 2008 Taylor & Francis
DOI: 10.1080/15022250802532443
196 L. Mossberg
build an entire business or parts of a business around a story. This might be a hotel, a
restaurant, a tourist attraction, an event or a destination.
Today we can see many concepts developed around, for example, fictitious
characters, a phenomenon particularly common in the tourist industry. Joe Farelli,
Arn and Kapten Klassen are examples of men who have become well known in
Sweden despite never having actually existed in reality. Stories have been created
about these men and we can meet Joe Farelli at his restaurant in Göteborg
(www.joefarelli.com), Arn on a journey through Västergötland (www.arnmagnus-
son.se) and Kapten Klassen at Stora Hotellet in Fjällbacka (www.storahotellet-
fjallbacka.se). Many theme park concepts are built around stories from sagas and
comic strips. We have Kardemomme village in Norway (www.dyreparken.com),
Astrid Lindgren’s World in Sweden, and Mumin World in Finland. We can also find
many examples related to destination development. Internationally popular films
and books such as Star Wars, The Da Vinci Code, Notting Hill and Crocodile Dundee
have all led to a huge interest in visiting the locations where the films or books are
set. Organizing events based on stories and myths, such as medieval and chivalry
events, is also popular. Stories are also central to many museums and exhibitions,
different types of guided tours and theatrical guided tours.
Managers argue that the story not only communicates the cues of the
organization; by working with storytelling and dramaturgy, an organization can
create a holistic image of the concept, shape the brand and generate an experience in
the servicescape for consumers (Mossberg & Johansen, 2006). Servicescapes are
constructed physical surroundings intended as sites in which commercial exchanges
are to take place and include ambient, social and design factors. According to Bitner
(1992), the servicescape affects consumers’ behaviour and is rich in clues regarding
what the organization has to offer. It can also be influential in communicating the
organization’s image. A stream of research has developed around servicescapes and
themed retailing environments. Many previous studies have focused on the
characteristics of extraordinary retail spectacles and how these themed environments
build relationships with consumers and impact on their behaviour (Hollenbeck et al.,
2008). Kozinets et al. argue that retail marketers need to pay more attention to the
servicescape by which consumers create meaning from their physical experience of
place as ‘‘stores tell stories’’ (Kozinets et al., 2002, p. 17). Consumers are being
offered a ready-made story that they can use as a source to make sense of some
aspects of their lives (Ritson & Elliott, 1999; Shankar et al., 2001). In general, stories
speak to our human needs and make our lives meaningful. Our values and principles
are transferred from generation to generation through stories. Stories give continuity
to our lives and reveal our background and history. They stimulate our imagination,
involve us emotionally and amuse us (Jensen, 1999; Salzer-Mörling, 2004; Twitchell,
2004). Therefore, as ‘‘servicescapes can tell stories’’, managers are interested in
continuously planning and controlling the servicescape.
Servicescapes linked to storytelling in tourism and hospitality consumption
situations can be seen as a competitive tool that reaches new dimensions, an area
that marketing literature in the past left almost untouched. Arnould (2007) asks for
more research into the value of experiences to consumers. To be able to co-create
experiences with consumers, he argues marketers need to know more about
Extraordinary Experiences through Storytelling 197
P1: Servicescapes built on storytelling are more relevant when consumers are
seeking hedonic benefits compared to utilitarian benefits.
primary mission is assumed to be the same for tourist attractions, hotels and
restaurants conceptualized as stories.
Is there a difference between themed environments and environments built on a
story? Both can be dramaturgical. The theme can be an idea, a subject or an underlying
theme that permeates something. In a themed environment, a narrative form might be
used but it is not necessary. A story, on the other hand, is built on common
fundamental elements in dramaturgy, such as message, conflict, division of roles and
action (see, for example, Fog et al., 2003). These basic elements can be found in almost
any kind of story. A good story has believable basic elements and these are what makes
some stories more successful than others (see Table 1). A good story often begins by
creating a scene: the hero is introduced and certain details are uncovered so we get an
idea of what to expect. A presentation of the conflict then follows and something
changes in the ordinary world, creating a conflict that shows the direction of the rest of
the story. We are now also introduced to the opponent. The conflict accumulates over
time until the story reaches its climax (in the special world) and the hero contributes
with something that solves the conflict. When the conflict is solved, it’s often here that
the hero reaches a goal and the giver plays his part. We are then on our way back to the
ordinary world. The story slackens off, marking its end (Vogler, 2004). Gergen and
Gergen (1988) and Shankar et al. (2001) believe that the following features are
important to the construction of narratives (see Table 1).
Thus, a fictitious or real story can be played out in a themed environment such as
a store or a restaurant. The restaurant might not be built up around a story but
instead be based on a sport theme, for instance. A restaurant built on a story has a
point to be made, a script, characters (often a hero) and a sequence in which the
story is told (e.g. Joe Farelli). The sequence does not have to be linear – it can be
built on non-linear dramaturgy. This dramaturgy is often freer when it comes to
rules; it can be built on several parallel events, be non-chronological and lack
movements from the start to the end. A teller ties the various events together to make
the point, such as in a documentary film, in a theme park, in a hotel
The establishment of Every story must have a ‘‘point’’ to make. Moreover this
a valued end point point must be valued, negatively or positively, by the people
involved in the narrative process
Selection of events relevant Once we have decided the ‘‘point’’ to our story, we then
to the goal state select only those events that help us to make our point
The ordering of events Once we have decided the point of our story and selected the
events with which we will tell our story, we tend to place
them in ‘‘linear, temporal sequence’’
Establishing causal sequences The order in which we put the events of our story also tend
to be causally linked, that is event ‘‘b’’ only happened
because of event ‘‘a’’ and so on
Demarcation signs Stories tend to have well recognized beginnings, (middles)
and ends
P2: Servicescapes created around a story are built on narrative techniques and
dramaturgy.
P3: Servicescapes created around a story are built on either linear or non-linear
dramaturgy.
experiences, they emphasize the necessity of studying the process because it is there
that meaning is created. They specifically emphasize: (1) affect, (2) narrative, and
(3) ritual understanding (Arnould & Price, 1993). The same authors describe the
river rafting experience as ‘‘…the opportunity to participate, in rites of
intensification and integration and to return to an everyday world ‘transformed’’’
(Arnould & Price, 1993, p. 41). Van Gennep (1960) discusses rituals and a
transition from reality to a state outside normal norms. Individuals then pass back
to reality again.
Badot and Filser (2007) differentiate between the ordinary and the special world
when talking about public places. Their opinion is that some shopping centres,
funfairs, cultural and holy sites, museums and tourist sites are developing towards
becoming ‘‘utopian islands’’. They can foresee the shopping malls of the future as
over-coloured and funny ‘‘urban islands’’, providing consumers with safe,
autonomous and aesthetic substitutes for everyday life conditions. ‘‘These ‘islands’
would be oriented to a prophylactic society of hedonic and spiritual value as well as
leisure and friendliness, full of simulacra, where the ideas of fear and death will be
absent’’ (Badot & Filser, 2007, p. 177). Kozinets et al. (2002, p. 20) argue that
‘‘Through these staged experiences, consumers draw brands and products into their
fantasies. By playing on this playfulness in new ways, information technology allows
an entrée into the fantasy life of the consumer, entailing a sophisticated use of
meaningful symbols’’. Eco’s (1986) work on hyperreality illustrates Disneyland and
Disneyworld as a typical model of hyperreality, born out of fantasy and imagination.
In the Disney context, it is irrelevant whether it is real or false, since no original can
be used as a reference (Wang, 1999). According to Cohen (1995), tourists have
become less concerned with the authenticity of the original. Despite the environment
being different, it must, according to Carù and Cova (2007), feel safe and controlled.
It should feel meaningful and the special world (enclave) should be unique, but
shouldn’t feel enclosed (Firat & Dholakia, 1998).
helper. In order for consumers to have a positive experience in the special world,
there is a process that includes personnel and other consumers (Arnould & Price,
1993). The stimuli of the senses and the social interaction of the process affect
consumers’ feelings and emotions. Ladwein (2007) argues that the consumer
experience in the special world is mediated by the guide who initiates the relation to
the servicescape and with one another. The guide can help to keep the parts together,
involve the consumer and influence feeling and experience (Ap & Wong, 2001; Geva
& Goldman, 1991; Mossberg, 1995; Quiroga, 1990). A guide’s involvement and
knowledge can also increase the tourist’s competence (Ryan, 1997). He shows, with
the help of the theory of flow (Csı́kszentmihályi, 1990), how the tourist can avoid
feelings of non-adventure, for instance, if the guide is helping out with his/her skills
and knowledge in various guiding situations.
The guide and the organization cannot create experiences. It’s the consumer who
creates his experience, but the guide and the organization provide the prerequisites.
The consumer produces different meanings and identities that he/she wants to play
and experience (Firat & Dholakia, 1998). There must be room for the consumer to
personally be able to influence the details and render the interaction between
organization and consumer. Competition, according to Prahalad and Ramaswamy
(2004), will focus on experiences that the consumer is co-creating, resulting in a
value unique to every individual. They feel that the consumer’s role has changed
from being isolated to becoming united, from uninformed to informed and from
passive to active. Many consumers want to become integrated and enter a dialogue
with the company and thereby participate in creating value. They like to be part of
the creative process and co-create. This may involve anything from creating your
own coffee experience at Starbucks to creating your own identity and playing
someone else at a medieval event. At a medieval tournament, for example, a person
can be anonymous but a new status can be ‘‘legalised’’ with different symbols
(Jafari, 1987). Identities can be changed by changing into medieval costume and
even using medieval names (names that the person might always use and be known
by in the physical and/or virtual ‘‘community’’ he or she is part of). The person,
who is now correctly masked, dressed, equipped and transformed, can now enact
the story. Sometimes individuals can also play the hero of the story (Ladwein,
2007). The hero wins the competition, defeats the opposition, has the best shot, etc.
Sometimes the hero needs help (possibly from volunteers) just like in the world of
film or literature. In this context, it is perfectly acceptable to play another role –
perhaps to discover oneself or perhaps as some kind of liberation process. The
person has the opportunity to ‘‘act’’ and let go of the real world for a while.
Wakefield and Blodgett (1994) found in their study on servicescapes in leisure
settings that involvement had a strong influence on excitement and repatronage
intentions. Based on their results, they suggest that the servicescape should be
designed to enhance entertainment and involvement.
Klaus K
Background/Assignment
We were contacted by a property owner in Helsinki who’d decided to start a new
kind of hotel in Finland. It needed to be a modern, different hotel, independent of
the traditional chains. The aim was instead to join Design Hotels – a collection of
independent modern hotels with a major focus on art, interior design and
innovative service. Meanwhile, they’d decided on a hotel with ‘‘style and story’’
and there were detailed plans for using the Finnish national epic ‘‘Kalevala’’ with a
twist. It probably had a lot to do with the fact that the hotel to be renovated was
named after a character on the periphery of this epic – namely Knight Klaus Kurki.
Hotel Klaus Kurki had been in business in a classy part of central Helsinki for over
70 years. It was, however, never more than an ordinary hotel, with small, quite
rundown rooms and in recent years had become part of the Finnish hotel chain
Sokos. The company had meanwhile recruited a pre-opening manager from the US
with extensive experience from a range of lifestyle hotels around the US. His most
recent assignment, before moving to Finland, was running Hotel W Union Square
in New York. W Hotels is Starwoods lifestyle brand that has become very
successful in recent years. W on Union Square was New York’s most profitable
hotel for three years in succession. The steering committee also consisted of a
former manager from the Scandic hotel chain in Finland, a man who had
successfully run a number of concept restaurants throughout Finland. In other
words, we had a client with exceptional experience, who clearly understood what
they wanted to achieve. The assignment was to transform a run down hotel into
Finland’s first lifestyle hotel with three themed restaurants, bar, nightclub, spa and
conference facilities. The hotel should also reach such a high class and exciting
design that it would be welcomed as Finland’s first member of Design Hotels.
Media Attention
The hotel was completed a few years ago. It can be said that the PR plan to use
an ancient saga for the interior design and for marketing a modern design hotel
has been successful. Six months before the hotel opened there had been a lot
written in the Finnish and international press about a hotel that nobody had
seen. Before the opening, the New York Times, Wallpaper, CNN and Financial
Extraordinary Experiences through Storytelling 205
Times wrote about the hotel. A month before the opening the London-based
magazine Arena called, desperately wanting pictures from Klaus K. They had
just included the hotel in its list of ‘‘Top five things to do on New Years Eve’’.
It’s also interesting to note that 95% of what the press has reported includes the
link with Kalevala. No focus was put on the membership of Design Hotels.
Though Design Hotels is new in Finland, it is not international news compared
to building an ultra-modern hotel based on an ancient saga.
Discussion
The first and second issues discussed in this paper concern the form and use of
servicescapes and narrative techniques. The organization that created the Klaus K
hotel concept used narrative techniques and dramaturgy. One of the secrets why Klaus
K received so much media attention is the business’ link to Finnish folklore. It took
them a long time to understand what Kalevala means to Finnish people today. They
realized that Kalevala was very important for their identity, even though most Finns
have a fairly vague perception of what Kalevala really stands for and how it all began.
When the organization developed the script, they created a picture of modern-day
Finland and tried to understand why it is like it is. The script focused on Klaus Kurki,
as related to Kalevala, and the strong contrasts between life and death, light and dark,
rural and urban life, old and new, pleasure and sorrow, pride and humility. This
duality was used in interior design but also in marketing. A hedonic consumption
setting was created and the script outlined the interior design, which to some extent
reflects the Finnish nature, temperament and the country’s modern history. This is
built on non-linear dramaturgy. Hotel guests move from room to room; each can tell
stories linked to Kalevala but it is non chronological and lack of movements from the
start to the end. It’s an interesting story for both domestic and international visitors.
Finnish visitors might feel proud, while foreign visitors are curious. It’s a far cry from
visiting a standard room in any of the major international hotel chains.
The third and fourth issues emphasized consumer immersion. The guests, when
arriving at the hotel, step into an exciting, safe and controlled special world
influenced by the contrasts portrayed in the Kalevala story. The story comes through
in the whole hotel, both in the public spaces but also in the individual hotel rooms.
The personnel act according to the story. They are taught about Kalevala (a
handbook explaining the story has been developed for the personnel), and hotel
guests are invited to take part in and create their own story.
Anyone working with storytelling in conjunction with corporate development and
branding strategies has often been asked if the story is true. Does the story about the
hotel need to be true? In films and literature we relate to characters, who we can
sometimes identify with. They affect us even though we know they’re not real and
their affect on us as observers, listeners and readers becomes real. We are drawn
along by the stories and spellbound by the content. Organizations that choose to use
storytelling should be aware of their reason for doing that, and whether the process
is accomplished with mutual understanding. In the case of Klaus K, the hotel guests
can read about the story in media and at the hotel but also, if they are interested, be
guided around by the personnel. The personnel are, in this case, the teller of the story
206 L. Mossberg
and link the various situations/rooms together. Tourists are in search of authenticity
but it is not a search for authenticity as originals. Instead, it is symbolic authenticity,
which is a result of social construction (Wang, 1999). It relates to the stereotyped
images held by tourists. These images are constructed by the media, as the media
influence our pictures of the world, as well as by advertising from tourism
organizations and other types of marketing activity.
The purpose of Klaus K was to create a modern, exciting and comfortable top-
class hotel with a touch of Kalevala, which is deeply rooted in Finnish life. It’s
important to clarify what’s real and what’s make-believe so that the hotel guest
doesn’t feel tricked. In general, the concept of truth needs to be separated from the
concept of authenticity. Whether we allow ourselves to be captivated by a story
depends not on whether it’s true or not, but rather whether it’s believable. A
narrative transportation occurs that builds on a consensus between producer and
consumer. For consumers to be involved, he/she must interpret the story and live the
part. This consensus means that there must be mutual understanding of the format
and content shared by the person communicating the story and the recipient.
Klaus K succeeded in creating a unique story, which has received a lot of media
attention and it has been one of the best performing hotels (revenue per room) in
Finland during the last few years. The power of attraction depends, therefore, on the
story, which makes it difficult for others to copy.
setting by visualizing cues from the story. It can serve as a facilitator that enhances the
activities in the servicescape, as a socializer that facilitates the interaction between the
tourists as well as the tourists’ interactions with the personnel and as a differentiator
when comparisons are made to competitors.
This discussion has interesting implications for managers in tourism and
hospitality organizations at three levels. First, on a general marketing and
management level, some dimensions of consumers’ extraordinary experiences have
been discussed in relation to the role of servicescapes in tourism and hospitality and
the link to storytelling. All product development, no matter if it is a highly-advanced
technical product or services in the hospitality area, should depart from the
consumers’ attitudes, feelings, behaviours, etc. Tourists’ need for fantasies and
dreams, their consumption in the non-ordinary, their degree of involvement and
their search for authenticity should be understood in the design process. Marketers
can develop their products with greater specificity if they understand the various
dimensions influencing extraordinary experiences in general and in tourism and
hospitality contexts in particular.
Second, the paper has described how the story can act as a framework for tying
together entire businesses. This paper suggests several strategies to add value for
consumers in a special world or an enclave, which exists outside the everyday world
of consumers where the story takes place. Through the story and its prerequisites, the
personnel need to know how to meet and serve consumers. In dramaturgical terms,
consumers can see and act on the scene but cannot see what is behind the scene or
stage. The managers, on the other hand, need to organize according to the script and
direct the performance of the actors on the stage – the consumers and the frontline
personnel. The personnel should have clearly defined roles that are drawn up using
the story as a basis. The parts are played out in the special world space, which can
help enhance the role staging. This space contains design and décor that reflect the
story as well as music, artefacts and colours that may encourage the consumer to
take an interest in the story and co-create.
Third, storytelling can be used by organizations to communicate stories at various
levels. On a strategic comprehensive level, the story can clarify why the company
exists and how value is created for its owners. On a marketing level, the story can
clarify how the organization differentiates itself on a market where not only products
but also organizations need to distinguish themselves through their stories. A unique
story means that the concept is difficult for others to copy. Making another version
of Klaus K, for example, would be very difficult. Another advantage with stories is
that if they are sufficiently unique or different, they will spread by word-of-mouth
and might generate major media attention, as has been the case for many
Scandinavian hotels and restaurants (Mossberg & Johansen, 2006). On the next
level, it is a question of how management and employees have to communicate who
they are and how they want to realize their visions.
This conceptual paper, which includes a hotel example mostly for illustrative
purposes, has shortcomings. It is explorative and aims to describe a phenomenon
which has started to become common in the tourism and hospitality industry. The
discussion tries to encapsulate why it can be fruitful to build a concept around the
story. However, the link between servicescapes, storytelling, dramaturgy and
208 L. Mossberg
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