Documente Academic
Documente Profesional
Documente Cultură
SUBMITTED BY:
MASHAL SULTAN (L17-6270)
FAIZA GILLANI (L17-6249)
ABBAS ALI (L17-6283)
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Contents
Introduction......................................................................................................................................2
Background ............................................................................................................................................. 2
Dilemma ................................................................................................................................................... 3
Research Methodology......................................................................................................................9
Measurement Methodology.................................................................................................................... 9
References....................................................................................................................................... 12
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Introduction
Background
In the realm of consumer research luxury got a number of researches on it. Although many
researchers focus on luxury, but the domain most commonly researched is luxury goods and the
room for luxury services and luxury experiences is little and it is yet an open inquiry. The luxury
experiences and luxury services are now the key driver for the evolution of the luxury market. The
concept of luxuries is deriving into the intuitive and intangible perceptive (Lipovetsky, 2003)
There exists luxuries which are not the traditional one and accepted and experienced by all, such
luxuries are the unconventional one and fall in the category of extraordinary experiences which
gives pain and pleasure at the same time and people pay for such luxuries or experiences. Both
physical and emotional experiences are pursued by the consumers (Hirschman, 1982). Consumers
mostly prefer pain over pleasure (Scott, 2017). The past research already done on the extraordinary
experiences are persistent with this explanation (Arnould, 1993) (Arnould E. J., 1998)
Pakistan has an emerging market for such experiences. People want to experience games or other
activities which are exciting enough to give pleasure and pain at the same time. People want to
pay for something which is according to their expectations and also something which meets the
Significance of study
Now days there is a trend of painful gaming among youngsters. There are many places who are
offering such games i.e. Paint ball, bounce, etc. People enjoy such games despite of the fact it can
lead to serious injuries. It’s up to the play places to make it safe and enjoyable and increase their
and pleasure/pain. This study will help influence the market of unconventional luxuries and its re-
purchase intentions.
Dilemma
In Pakistan the market for games and other experiences is evolving day by day. Mainly youth,
which is 32% of the population is attracted towards such experiences. The things people
experienced in other countries are now making their way to Pakistan. The main target of these
luxury brands are basically the youth. With this step the country is moving towards more
enhancements and development. These unconventional luxuries are a mean of pleasure and pain
Research objectives
The objective of this study is to determine the impact of pain/pleasure, social factors and ambiance
on unconventional luxuries.
Literature Review
SCOTT CAYLA & COVA (2017) studied impact of selling pain to saturated self. Bascially it
explains understanding of pain and its role in extraordinary experiences. Independent variable of
this study are pain and pleasure .We develop our insights from an ethnography of Tough Mudder,
obstacles to overcome in half a day. Researcher employed Spider’s Web technique in which
Participant fight their way up and over two muddy cargo nets. In order to deal with these
methodological issues, wide range of ethnographic methods are employed. Various types of data
collection, including: (1) participant observation; (2) the collection of visual materials; (3) in-depth
interviews; and (4) netnography. Researcher followed the extended case method, or ECM
(Burawoy 1998), to analyze our data and generate new theoretical insights. ). Researcher organized
findings to three complementary levels of analysis. First, it focus on pain as a personal experience,
and we show that pain facilitates a reappearance of the body to the participant’s consciousness.
Second, it describe how pain becomes meaningful and gains significance through an intricate
process of ritualization and dramatization. Lastly Pain temporarily suspends the reflexive project
of the self. After the event, however, the tangible manifestations of pain, in the form of wounds
and marks, help participants stitch together the narrative of a fulfilled life.
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No past research appears to center around the impacts of ambiance factors as a piece of the idea of
environment, and positively not inside the winter-stop setting. Different providers of
administrations know, in any case, that, say, innovative shows in the business territory impact
client's feelings. There are many elements affecting the ambiance of the park for instances odor,
temperature, background sounds, air quality hygiene and lighting etc. (Sheman, 1997)
Past research centers on the impact of particular atmosphere factors. Interestingly, this study
assesses a particular mood factor and the aggregate impact of various atmosphere factors in
connection to the consumer’s feelings. This report utilizes three different feeling factors: sound,
lighting, and odor. Most normal are investigations of ambiance factor are on sound, and they
uncover a generally solid impact on consumers. Speed, classification, sound level, for example.
(Smith, 1966)
Suitable lighting, that is, area and kind of lighting, is another essential ambiance factor. Research
study that solid lighting identifies with an enthusiastic and fun loving temperament, while dim
light makes a climate that consumers find unwinding, warm, and relaxing. (Heide, 2006)
Despite the fact that odor impacts consumers (e.g. Disney effectively utilize odor as a trigger to
build deals), odor appears not to pull in much concern among researchers. This oversight is
wonderful considering that past research record that odor is a vital component of the consumer
encounter. (Mattila, 2001) . (Mattila, 2001)For instance, give prove that odors impacts how the
(Hirsch, 1995)Gives confirm for the way that odors encompassing particular gambling machines
This researches discusses three important factors of ambiance of sound, lighting, and odor with
the customer experience, and therefore sets that the satisfactory outline of these factors in a park
According to (Bitner, 1992) there are different factors of consumer intentions which affecting the
notify how much does the customer involve himself/herself by being first one to take part (e.g.
experience regarding involvement of actively in battle field playground). Second point to identify
how a consumer behave around and with other customers (e.g. waiting area or while playing with
opponent player)
Third one is about how consumer interact with other employees or management (e.g. while waiting
The demonstration of taking part in an activity is a critical factor that impacts the customer
experience. (Schmitt, 1999). In any case, for the playgrounds just to engage might be lacking in
reality, the playgrounds ought to include the customer to guarantee that he or she gains a positive
Despite the fact that past research underscores the significance of interaction between customers,
a requirement for more research on this sort of interaction appears to exist (Parker, 2000).
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No research attempts to analyze the impact of social interaction (as for the customers certain
feelings) with different customers, in a playground area. Such interaction, in any case, seems to
Pain is a fundamental feature of human existence. We all have fell it and have suffered from it
(scott, 2017). Although, pain is a central feature of the human condition, it remains understudied
and under-theorized within the social sciences. Emotional state is conceptualized as consisting of
1997).
The decision may be about whether to purchase or save, what categories of goods or services to
purchase, what brands to purchase, how much money to spend, how many different purchases to
make, and/or how products will be used and discarded (Robertson, 1984).
Research Model
Pleasure/Pain
Consumer
Social Factors Repurchase
Intentions
Ambience
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Research Methodology
To test the research, we would take the students as our samples as the research is thoroughly based
on the social factors, ambiance and pain/pleasure aspects. The demographics of the students fit in
perfectly with our dependent and independent variables. The survey would be conducted at the
Battle Field playground with in Lahore. The age group of 18-25 was considered ideal as the sample
for our hypothesis testing. By and large, students of this age group make the university population.
Measurement Methodology
The questionnaire comprises of 16 questions in total based on five-point Likert-type scale. Four
questions for each of the four variables would have five scales against them with 1 being the most
satisfied and 5 being the least satisfied. The collective results of each questionnaire would be
gathered then, to determine which variable registered the most common responses and then the
Sampling Methodology
Sampling would be random and the research would be done through the questionnaire that has
been designed including 16 questions for each of the variables. The variables taken into account
are pain/pleasure, social factors, ambiance and consumer repurchase intentions. An equal number
of questions would be asked from the random sample chosen from the population of Lahore
Pakistan. Around 250-350 responses would be taken and gender would also be taken into
consideration as we would try that our sample comprises of 50% responses from both the genders.
Gender would be distinguished in collecting the responses because the buying behaviors of men
Appendix
Questionnaire
Disclaimer: This questionnaire is part of our research project and all information you provide
will only be used for the purpose of this research and all your personal information will be
treated with utmost confidentiality. We are conducting research on Painful gaming i.e. Paint Bal
located in DHA Lahore.
a) Yes b) No
1 2 3 4 5
Pleasure
Social Factor
Is it lively
Is it cheerful
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Is it boring
Is salespeople courteous
Ambiance
Is it pleasant
Is it relaxed
Pleasant smelling
References
Arnould, E. J. (1993). Journal of Consumer Research. River Magic:, 24–45.
Bitner, M. (1992). Servicescape: The Impact of physical surroundings on customers and employees .
Heide, M. a. (2006). Atmosphere: Conceptual issues and implications for hospitality management .
Hirsch, A. (1995). Effects of ambient odors on slot-machine usage in a Las vegas Casino . Psycology and
Lovelook, C. (1996). Services Marketing 3rd ed.,. Prentice-Hall, Englewood Cliffs, NJ.
Mattila, A. a. (2001). Congrunecy of scent and music as a driver of in-store evalutaions and behavior .
Parker, C. a. (2000). Analysis of role of adoption and scripts during customer-to-customer Encounters .
Pine, B. a. (1998). Welcome to the experience economy . Harvard Business Review Vol. 76 No. 4,, 97-
105.
Ruth. (1997). store environment and purchase intentions. John wiley & sons, Inc.
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Schmitt, B. (1999). how to get Customers to sense, Feel, Think, Act and Relate to your company and
scott. (2017). selling pain to the saturated self. journal of consumer research.
Scott, C. a. (2017).
Sheman, E. M. (1997). Store envioment and consumer purchase behaviour mediating role of consumer
Smith, P. a. (1966). Arousal Hypothesis and the effects of music on purchase behaviour . Journal of