DAL COLLEZIONISMO ALLE MOSTRE: La Svolta Espositiva Del Merchandising Cinematografico

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DAL COLLEZIONISMO ALLE MOSTRE: La Svolta Espositiva Del Merchandising Cinematografico Corso di Laurea Magistrale (ordinamento ex D.M. 270/2004) in Sviluppo Interculturale dei Sistemi Turistici Tesi di Laurea Magistrale DAL COLLEZIONISMO ALLE MOSTRE: la svolta espositiva del merchandising cinematografico Relatore Ch. Prof. Matteo Giannasi Correlatore Ch. Prof. Stefano Marchioro Laureanda Angelica Busato Matricola 837574 Anno Accademico 2015/2016 Alla mia famiglia, che mi ha trasmesso la passione per il cinema e per Star Wars. E a me.. INDICE INTRODUZIONE p. 1 1. IL COLLEZIONISMO p. 4 1.1. Una panoramica p. 4 1.2. Il collezionismo d'arte p. 5 ◦ 1.2.1. Le origini p. 5 ◦ 1.2.2. L'età medievale p. 6 ◦ 1.2.3. Rinascimento ed Umanesimo p. 8 ◦ 1.2.4. Il Cinquecento 'meraviglioso' p. 12 ◦ 1.2.5. Il grande collezionismo del Seicento p. 17 ◦ 1.2.6. Il Seicento europeo p. 31 ◦ 1.2.7. Il Settecento: verso la fruizione pubblica p. 34 ◦ 1.2.8. L'Ottocento: dalle Accademie alle mostre d'arte p. 40 ◦ 1.2.9. Il Novecento ed il collezionismo contemporaneo p. 45 1.3. Il collezionismo minore p. 49 ◦ 1.3.1. Merchandising e collezionismo p. 50 2. THE WALT DISNEY COMPANY p. 51 2.1. Una panoramica p. 51 2.2. Walt Disney: tra sogno, realtà e merchandising p. 52 ◦ 2.2.1. Walter Elias Disney Junior p. 53 ◦ 2.2.2. Kay Kamen e la nascita del Licensing p. 57 ◦ 2.2.3. Disneyland e l'era dei parchi a tema p. 61 ◦ 2.2.4. Disney Licesing p. 63 ◦ 2.2.5. Disney Consumer Products p. 67 ◦ 2.2.6. L'internazionalizzazione del marchio p. 71 ◦ 2.2.7. Verso nuove acquisizioni p. 80 3. IL MERCHANDISING CINEMATOGRAFICO DEGLI ANNI SESSANTA: L'AVVENTO DELLE ACTION FIGURES p. 92 3.1. Le prime action figures p. 92 3.2. James Bond e la Bondmania p. 93 ◦ 3.2.1 Dai romanzi ai film p. 93 ◦ 3.2.2. Il merchandising ispirato a James Bond p. 95 ◦ 3.2.3. Verso la fine della Bondmania p. 99 3.3. Star Trek ed il merchandising fantascientifico p. 100 ◦ 3.3.1. Star Trek: The Original Series p. 101 ◦ 3.3.2. I giocattoli della Mego p. 103 ◦ 3.3.3. Dalle serie ai film p. 107 4. LA SVOLTA DEL MERCHANDISING CINEMATOGRAFICO: IL CASO STAR WARS p. 110 4.1. Una panoramica p. 110 4.2. George Lucas: il genio dietro Star Wars p. 110 ◦ 4.2.1. I primi anni p. 111 ◦ 4.2.2. L'adolescenza tra musica ed automobili p. 113 ◦ 4.2.3. Gli anni dell'università p. 114 ◦ 4.2.4. L'inizio della carriera ed il progetto THX1138 p. 116 ◦ 4.2.5. American Graffiti p. 119 • 4.3. Dalla California alle stelle: il making-of di Guerre Stellari p. 121 ◦ 4.3.1 Da Flash Gordon a “The Star Wars” p. 122 ◦ 4.3.2. L'inizio del progetto e la prima stesura p. 124 ◦ 4.3.3. La seconda stesura p. 127 ◦ 4.3.4. La terza stesura p. 129 ◦ 4.3.5. La quarta stesura e la fase di pre-produzione p. 131 4.4. Guerre Stellari p. 132 ◦ 4.4.1. Il cast p. 133 ◦ 4.4.2. Le riprese p. 135 ◦ 4.4.3. 25 maggio 1977 p. 136 4.5. Marketing e merchandising p. 139 4.6 I giocattoli Kenner p. 141 ◦ 4.6.1. L'Early Bird Certificate Package p. 144 ◦ 4.6.2. Le varianti p. 145 ◦ 4.6.3. Veicoli e navicelle spaziali p. 148 ◦ 4.6.4. Playset p. 151 ◦ 4.6.5. La Kenner tra rivoluzione e collezionismo p. 153 4.7. La Saga continua p. 154 5. MERCHANDISING CINEMATOGRAFICO E BLOCKBUSTER p. 157 5.1. Gli anni Ottanta e la nascita del blockbuster cinematografico p. 157 5.2. Indiana Jones: tra archeologia e merchandising p. 158 ◦ 5.2.1. I Predatori dell'Arca Perduta p. 159 ◦ 5.2.2. Archeologia ed action figures p. 162 5.3. Ghostbusters: gli acchiappa-merchandising p. 165 ◦ 5.3.1. Da Ghosth Smashers a Goshtbusters p. 166 ◦ 5.3.2. La serie animata p. 168 ◦ 5.3.3. Ghostbusters II p. 172 6. MERCHANDISING CINEMATOGRAFICO E CAMPAGNE PROMOZIONALI p. 173 6.1. La promozione cinematografica p. 173 6.2. Batman e la Bat-mania p. 174 ◦ 6.2.1. Dal fumetto alle trasposizioni televisive e cinematografiche p. 174 ◦ 6.2.2. Batman (1989) p. 175 ◦ 6.2.3. La Bat-mania p. 178 ◦ 6.2.4. Batman Figures p. 181 7. I LUOGHI DEL MERCHANDISING p. 186 7.1. Fiere e convention p. 186 7.2. Science Fiction Convention p. 186 ◦ 7.2.1. Le prime convention p. 188 ◦ 7.2.2. Gli Hugo Awards p. 190 7.3. Comic Book Convention p. 191 ◦ 7.3.1. Le origini del fumetto p. 191 ◦ 7.3.2. La nascita dell'industria americana del fumetto p. 193 ◦ 7.3.3. Fandom e convention p. 194 ◦ 7.3.4. San Diego Comic-Con International p. 196 ◦ 7.3.5. Altre Comic Book Convention p. 199 7.4. Il fumetto in Italia p. 200 ◦ 7.4.1. Le origini del fumetto italiano p. 201 ◦ 7.4.2. Salone Internazionale dei Comics p. 205 ◦ 7.4.3. Lucca Comics & Games p. 209 7.5. Il merchandising cinematografico tra collezionismo e business p. 214 ◦ 7.5.1. Jordan Hembrough p. 215 ◦ 7.5.2. Ìtakon.it: il portale delle action figures p. 217 8. GUERRE STELLARI. PLAY! p. 219 8.1. Dal collezionismo alle mostre p. 219 8.2. La mostra p. 219 ◦ 8.2.1. Il curatore p. 221 ◦ 8.2.2. Il concept p. 222 8.3. Osservazioni sulla mostra p. 230 8.4. L'intervista a Fabrizio Modina p. 234 CONCLUSIONI p. 240 ILLUSTRAZIONI ◦ Illustrazione 1.1. p. 11 ◦ Illustrazione 1.2. p. 15 ◦ Illustrazione 1.3. p. 20 ◦ Illustrazione 1.4. p. 22 ◦ Illustrazione 1.5. p. 26 ◦ Illustrazione 1.6. p. 31 ◦ Illustrazione 1.7. p. 37 ◦ Illustrazione 1.8. p. 43 ◦ Illustrazione 1.9. p. 47 ◦ Illustrazione 2.1. p. 55 ◦ Illustrazione 2.2. p. 56 ◦ Illustrazione 2.3. p. 58 ◦ Illustrazione 2.4. p. 62 ◦ Illustrazione 2.5. p. 65 ◦ Illustrazione 2.6. p. 71 ◦ Illustrazione 2.7. p. 78 ◦ Illustrazione 2.8. p. 81 ◦ Illustrazione 3.1. p. 96 ◦ Illustrazione 3.2. p. 97 ◦ Illustrazione 3.3. p. 98 ◦ Illustrazione 3.4. p. 104 ◦ Illustrazione 3.5. p. 107 ◦ Illustrazione 3.6. p. 108 ◦ Illustrazione 4.1. p. 121 ◦ Illustrazione 4.2. p. 140 ◦ Illustrazione 4.3. p. 145 ◦ Illustrazione 4.4. p. 147 ◦ Illustrazione 4.5. p. 149 ◦ Illustrazione 4.6. p. 150 ◦ Illustrazione 4.7. p. 151 ◦ Illustrazione 4.8. p. 153 ◦ Illustrazione 5.1. p. 162 ◦ Illustrazione 5.2. p. 163 ◦ Illustrazione 5.3. p. 164 ◦ Illustrazione 5.4. p. 167 ◦ Illustrazione 5.5. p. 169 ◦ Illustrazione 5.6. p. 170 ◦ Illustrazione 5.7. p. 171 ◦ Illustrazione 6.1. p. 180 ◦ Illustrazione 6.2. p. 183 ◦ Illustrazione 6.3. p. 185 ◦ Illustrazione 7.1. p. 187 ◦ Illustrazione 7.2. p. 199 ◦ Illustrazione 7.3. p. 202 ◦ Illustrazione 7.4. p. 208 ◦ Illustrazione 7.5. p. 208 ◦ Illustrazione 7.6. p. 212 ◦ Illustrazione 7.7. p. 213 ◦ Illustrazione 7.8. p. 217 ◦ Illustrazione 8.1. p. 220 ◦ Illustrazione 8.2. p. 221 ◦ Illustrazione 8.3. p. 223 ◦ Illustrazione 8.4. p. 225 ◦ Illustrazione 8.5. p. 226 ◦ Illustrazione 8.6. p. 229 BIBLIOGRAFIA p. 244 SITOGRAFIA p. 247 “La Forza è quella che dà al Jedi la possanza. È un campo energetico creato da tutte le cose viventi. Ci circonda, ci penetra. Mantiene unita tutta la galassia.” (Obi-Wan Kenobi, Star Wars Una Nuova Speranza) INTRODUZIONE La produzione di gadget ed oggetti legati ai film ha conosciuto negli anni uno sviluppo profondo. Considerato fin dagli anni Sessanta come principale strumento promozionale, il merchandising cinematografico è divenuto prima motivo di collezionismo e poi possibile nuova frontiera del mondo delle esposizioni artistiche. La tesi percorre alcune delle tappe principali che hanno segnato questo cambiamento fino ad arrivare ad un esempio concreto di mostra dedicata al merchandising cinematografico. L'elaborato si presenta così sotto forma di excursus storico, che non pretende di essere esaustivo nei dettagli, ma cui obiettivo è quello di introdurre il lettore al collezionismo legato ai prodotti di merchandising e condurlo infine al tema delle esposizioni artistiche. Per fornire una visione d'insieme più chiara ed accademica, ho inserito una parte introduttiva riguardante il collezionismo d'arte. Il primo capitolo si concentra perciò sulla storia del fenomeno artistico, dalle origini fino al Novecento, con particolare riferimento a tutte le personalità e gli artisti che hanno contribuito, attraverso la loro cultura ed il loro gusto, a creare un patrimonio artistico inestimabile. Dal collezionismo privato alla fruizione pubblica (definita dall'istituzione del museo), passando per il mercato d'arte ed arrivando infine al collezionismo moderno nelle sue più svariate sfaccettature, il percorso ha come obiettivo quello di introdurre al concetto di collezionismo minore, del quale fanno parte le raccolte di oggetti considerati non artistici. Tra collezioni di monete, penne ed orologi (solo per citarne alcune), si inserisce così anche il merchandising cinematografico e, più nello specifico, il collezionismo di giocattoli ispirati al mondo del cinema. Prima di addentarsi all'interno delle opere cinematografiche, l'elaborato presenta una breve storia della The Walt Disney Company, dalla nascita di Walt Disney fino alla creazione dell'impero dell'intrattenimento di cui la compagnia è oggi rappresentativa. Con particolare riferimento al merchandising, il secondo capitolo ripercorre le tappe fondamentali di quella che oggi è chiamata Disney Consumer 1 Products, ossia la divisione che si occupa del reparto licensing dell'azienda.
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