|Tipo di tesi||Tesi di laurea magistrale|
|Titolo||Strategie transmediali di una cult fiction: il caso di Game of Thrones.|
|Titolo in inglese||Transmedial strategies of a cult fiction: the case of Game of Thrones|
|Struttura||Dipartimento di Comunicazione ed Economia|
|Corso di studi||PUBBLICITA', EDITORIA E CREATIVITA' D'IMPRESA (D.M.270/04)|
|Data inizio appello||2017-10-12|
|Disponibilità||Accesso limitato: si può decidere quali file della tesi rendere accessibili. Disponibilità mixed (scegli questa opzione se vuoi rendere inaccessibili tutti i file della tesi o parte di essi)|
|Data di rilascio||2057-10-12|
Questa tesi di laurea esplora le strategie transmediali messi in atto per la promozione e diffusione della serie televisiva “Game of Thrones” tratta dalla saga letteraria di George R.R. Martin intitolata “Le cronache del ghiaccio e del fuoco”.
This thesis explores the transmedial strategies executed for the promotion and propagation of television series "Game of Thrones" from George R.R. Martin's literary saga titled "A song of Ice and Fire". The aim is to search the reasons behind the success of the show through the analysis of marketing and transmedia storytelling techniques that guaranteed the diffusion of the cultural product to a largely transversal audience. Starting with a brief excursus on serial, the thesis analyzes the transmedial mechanism behind the creation of cultural products, in particular the franchise planning of a literary work and the extension of its fictional world through various channels useful to involvement the audience empathy. The following chapter illustrated transmedial promotion techniques through examples provided by "Game of Thrones". In detail, it focus on some traditional advertising campaigns and guerrilla marketing of the first five seasons and then concentrate on the sixth season with a detailed study of the promotional phase with data took by a survey conducted with groups of Italian fans. In this passage of the thesis is also analyzed the metalepsi of the actors which, bringing their characters in the real world, contribute to the promotion of the show as well as to the immersive involvement of the audience. "Game of Thrones" is also a product that is suited to fandom practices that are explored in this thesis with particular attention to those resulted from some of the sixth season episodes, reflecting the high level of fans engagement. The thesis ends with a reflection on the impact of "Game of Thrones" on contemporary culture becoming a trend able to influence sectors such as fashion and tourism and become part of the collective imagination of this historical era as a true cult fiction and landmark for entertainment industry. The sources used mainly concern critical literature on television and the new digital media, but also on cinema and literary criticism. During the analysis of the "Game of Thrones" television series, were used digital (such as web pages and social networks) and audiovisuals materials, especially for the promotion of the sixth season and the fandom practices. The chapter on marketing techniques also uses an original source through statistics from a survey conducted with the contribution of fans belonging to Facebook groups dedicated to the tv series.