Chris Charron defines a digital experience as products and services integrated end-to-end under the control of a single application. Digital experiences have three parts: 1) available content and services; 2) personal control devices; and 3) portable players and peripherals. All of these parts come together under one application in a single business model.
This is a good start, but it is a “business-view” of experience. Digital experiences are not restricted to on application or a single business model. That’s why businesses are having such trouble dealing with digital experiences.
Digital experiences are transcendent experiences, and go beyond content and services. The part Chris Charron leaves out is interaction. And digital interactions span applications, devices, and most importantly, business models.
Human beings are not business models.
Ask Walker Percy about that! [Hat-tip to William Dunk]