eure
Setting the Stage
T you find you
0: A HOT auGusT N
Evanston, 7
Elmwood. You spy a store
ing what it might be, step
mander Francisco” pri
‘mouths some words of greet
You nod in that general direction but deck
he strange surroundings as you take a few
‘The walls are bare, the floor
Gement after a summer rain
ed 1
your focus to the ve
mander’s platform, where
fourteen PCs wi
on keys combined with the
TA yelp goes up from one of the six souls w
sens before them: “Go away, you greasy-hai42% The Experience Economy
brains!
he yells, as you reflexively jump behind a pillar. Feeling,
foolish, you realize the taunt was aimed not at you but at an
‘unseen combatant sparring with the truly greasy-haired piece of
animated humani
in there? Carefi
mild obsce
before you. Another person mutters,“"Who’s
fou're not getting off that easy!" A third shouts
is, punctuated by the occasional repeatable word
‘As you walk around, desiring a closer look at both the human
beings and their cybernetic appendages, you see that every PC has
a nameplate: Toby, Fergie, Grape Ape, and—somehow you knew
this was coming—Larry, Moe, and Curly: The screamer bangs
away at Eastwood, the mutterer at one named Buddha. You glance
back at Commander Francisco and notice for the first time that
behind him are a number of shelves filled with row upon row of
software boxes. Here, more names greet you: Diablo, Red Alert,
Warcraft I1, Command & Conquer. Ah! That’ it! They're all play
ing some computer-based game against each other, “It’s called
Quake," the Commander announces, having watched your explo-
tation ofthe place and now sensing your need to know: “Ie sre
of an electronic version of capture the flag”
You finally understand the attraction of this place and soon
gain vicarious enjoyment from watching the players play. Three
on three, the virtual oppor ke
nts, physically seated less than twenty
feet apart; battle in a virtual arena by means of a local area net-
work, or LAN. You sce the excitement in each players face, the
ty of human and machine working as one, and finally the joy
that resounds in the one final cry of the victor as he vanquishes
his last opponent. While disappointed in their loss, the also-rans all
too happily begin anew: Hesitand
axiousy, eager
‘you inform
the Commander that you wish to join them. You sit down at a
station and begin to experience the play for yourself.
rative,
written in the second-person style endemic to cer
more or less describes the real-life
Setting the Stage * 43
LAN Arena as we first experienced it It was the kind of place like
many others that dotted the urban landscape in the late 1990s,
where fora fee people played computer-based games against like
minded competitors. Commander Francisco Ramirez—who, in
addition to being our host, was also one of three co-owners—
explained that one could join in for $5 to $6 per hour and that
regulars could select annual membership plans ranging between
$25 and $100 to receive discounted rates, reserve a spot in the
LAN Arena Directory, and play in occasional tournaments
Despite the evident popularity of the LAN Arena, we couldn't
help getting the feeling that the place resembled all the mom-
and-pop video stores that mom-and-popped up across the coun
try twenty-five or thirty years ago. The self-owned and -run local
video store is now largely a historical curiosity—an_ interim
solution —thanks to the creative destruction of alternative formats
and innovative distribution and merchandising programs created
by bigger enterprises. Not to mention industry consolidations,
culminating in the wide swath cut by Blockbuster to gain the
Iion’s share of the nascent industry’ revenues, Then, of course,
Blockbuster faced yet newer competition from outlet-free Netflix
‘and its time-based pricing model, offering unlimited viewing
experiences for a monthly fee in lew of per-rental service charges
(and pesky late fees)
Similarly, the LAN Arena format, with players seated together
terim solution before the
at a common site, proved only an
play-at-home games of the past gave way to the play-in-
cyberspace games of today. LAN Arena offered a ready-to-play
gaming environment that was less costly and cumbersome than
Setting up the same arrangement at home, before the cost of
faster hardware plummeted and broadband service became plen-
tiful and free. Today, faster play is generally available on the
Internet, and multiple players can readily participate simultane
‘ously in the same Quake game or myriad others online. Indeed,44° The Experience Economy
the competitive landscape for gaming experiences knows few
boundaries.!
Interestingly, as direct, online, from-home competitions came
to dominate the gaming experience, “LAN parties” proliferated
as pop-up events in cities around the world. Evidently the now-
defunct LAN Arena was on to something. The social interac-
tion, the game outside the game, weighs just as importan
the enjoyment of software-enabled games as it does with the
old table-top board games. Technology pundits anticipate that
-al-time audio, video, and tactile technologies will advance to
the point that in a few years we'll be able to experience al
Is and glares, teases and taunts, pethaps even
interactions—y
pushes and shoves—virtually as well as we now do in reality.
Evidently, no cyber game experience will be complete without
its attendant virtual social experience.
In the meantime, the staging of these LAN party experiences
in physical venues has itself become a large-scale production. At
about the same time LAN Arena opened in Evanston, id Software,
the developers of Quake, launched QuakeCon, Now in its
fifteenth year, the event features a QUAKE LIVE Masters Cham-
pionship for advanced purse for the
winner), a four-on-four “Capture the Flag” competition, and an
open tournament for less-sklled players—all held in an intimate
250-person arena, with others watching via streaming video. The
competition comes complete with “shoutmasters” covering the
action, culminating in a giant 3,000-person LAN party.
‘The future mix of virtual and physical action remains to be seen,
and there is always the pos
even mask the interplay between the two. In any case,
not every company that stages these new experiences will be suc
cessful in the short term, much less the long term. Only a few will,
survive. What we don't know are which ones. Those that thrive
Setting the Stage + 45
will do so because they treat their economic offering as a rich
‘brated service—and
experience—and not a glorified good or
will tage it in a way that engages the individual and leaves behind a
‘memory. That means not making the mistake we see time and time
again: equating experiences with mere entertainment,
Enriching the Experience
Because many exemplars of staged experiences come from what
ndustry, it's easy
calls the entertainment
the popular press loosel
to conclude that shifting up the Progression of Economic Value to
stage experiences simply means adding entertainment to exis
offerings. That would be a gross understatement. Remember
at
staging experiences is not about entertaining customers; its about
engaging them.
‘An experience may engage guests on a
sions. Consider two of the most important, as depicted in the axes
of figure 2-1. The first dimension (on the horizontal axis) corre-
number of di
sponds to the level of guest participation, At one end of the spec-
trum lies passive participation, in which customers do not direct
affect or influence the performance. Such participants include
symphony goers, who experience the event purely as observers oF
listeners. At the other end of the spectrum lies active participation,
in which customers personally affect the performance or event
that yields the experience. Active participants include skiers, who
pparticipare in creating their own experience. But even people
| who turn out to watch a ski race are not completely passive; sim-
ply by being there, they contribute to the visual and aural event
that others experience.
The second (vertical) dimension of experience describes the
nship, that unites custom~
kind of connection, or environmental rela
| ers with the event or performance. At one ¢1
of this spectrum