Dipartimento Di Impresa E Management TESI DI LAUREA MAGISTRALE TRA NOSTALGIA E INNOVAZIONE: COME I SIGNIFICATI LEGATI AL RETRO P

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Dipartimento Di Impresa E Management TESI DI LAUREA MAGISTRALE TRA NOSTALGIA E INNOVAZIONE: COME I SIGNIFICATI LEGATI AL RETRO P Dipartimento di Impresa e Management Cattedra di Comunicazione di Marketing & Linguaggi dei Nuovi Media TESI DI LAUREA MAGISTRALE TRA NOSTALGIA E INNOVAZIONE: COME I SIGNIFICATI LEGATI AL RETRO POSSONO AIUTARE LE IMPRESE A SVILUPPARE OFFERTE INNOVATIVE. RELATORE: CANDIDATO: Prof. Paolo Peverini Jacopo Maria Conti CO-RELATORE: Matricola 684521 Prof. Michele Costabile ANNO ACCADEMICO 2017/2018 Dedicata a mia madre, che c’è sempre per me, a mio padre, che spero sia fiero di questo traguardo, ai miei professori, che mi hanno reso un marketer, ai miei amici, che sopportano le mie stranezze. Indice INTRODUZIONE 5 CAPITOLO I: IL RETROGAMING, UN FENOMENO ATTUALE 7 1.1 INTRODUZIONE AL VIDEOGAMING 7 1.1.1 STORIA DELL’INDUSTRIA VIDEOLUDICA 8 1.1.2 DIMENSIONI ODIERNE DEL MERCATO 11 1.1.3 TASSONOMIA DEI VIDEOGIOCHI 13 1.1.4 ELEMENTI DI VIDEOLUDICA 16 1.1.5 HOMO LUDENS E VIOLENZA: CRITICA E APOLOGIA DEL VIDEOGIOCO 19 1.2 IL RETROGAMING: QUANDO IL VECCHIO SI FA NUOVO 22 1.3. LE RADICI DEL RETRO: NOSTALGIA E CULTURA RESIDUALE 26 1.3.1 I BISOGNI ALLA BASE DI RETRO E VINTAGE 32 1.3.2 APPLICAZIONI DI RETRÒ: IL MODELLO DELLA VINTAGE INNOVATION 38 1.4. IL RETROGAMING “IN SENSO LATO”: REMAKE E INDIE GAMES 42 CAPITOLO II: IL RETRO, UN FATTO DI CULTURA 48 2.1 FONDAMENTI DI CONSUMER CULTURE 48 2.1.1 ELEMENTI DI RETRO-CONSUMER CULTURE 53 2.2 INNOVARE O MENO: QUESTO È IL DILEMMA 57 2.2.1 LA CULTURA COME INNOVAZIONE 59 2.2.2 LA CULTURAL STRATEGY 63 2.3 I BRAND COME ICONE CULTURALI 66 2.3.1 LA BRAND HERITAGE 70 2.4 APPLICAZIONI DI CONSUMER CULTURE: IL RETRO-MARKETING 74 2.5 AZIONARE LA STRATEGIA CULTURALE 80 2.5.1 IL TARGET DEI BRAND CULTURALI 80 2.5.2 COMUNICARE IL MITO 82 2.5.3 LO SVILUPPO DEL CLIENTE 85 CAPITOLO III: UNA SFIDA A DUE GIOCATORI, IMPRESE VS COMMUNITIES 88 3.1 BRAND COMMUNITIES E CO-PRODUZIONE DI VALORE 88 3.1.1 DINAMICHE DI FIDELIZZAZIONE NELLE BRAND COMMUNITIES 95 3.1.2 LE BRAND COMMUNITIES NEL CONTESTO ONLINE 97 3.2. LE FAN COMMUNITIES 103 3.2.1 INTELLIGENZA COLLETTIVA DELLE FAN COMMUNITIES 105 3.3 IMPRESE VS COMMUNITIES 107 3.3.1 LA NARRAZIONE TRANSMEDIALE 110 3.3.2 INNOVAZIONI NELLE ONLINE COMMUNITIES 113 3.4 LE COMUNITÀ DI GIOCATORI ONLINE 118 CAPITOLO IV: UNA NETNOGRAFIA EMPIRICA SULLE COMUNITÀ DI RETROGAMING 126 4.1 INTRODUZIONE E RILEVANZA DELLA RICERCA 126 4.1.1 MODELLO CONCETTUALE E GAP ESISTENTI 127 4.2 METODOLOGIA ADOTTATA: LA NETNOGRAFIA 129 4.2.1 CRITERI DI SELEZIONE DEI FORUM 131 4.2.2 APPROCCI DI ENTRÉE DIFFERENZIATI 132 4.3. RISULTATI 134 4.3.1 PRE-EXISTING THEMES 137 4.3.2 NEW ELICITED THEMES 149 4.4 DISCUSSIONE ED IMPLICAZIONI MANAGERIALI 157 4.5 LIMITI DELLA RICERCA E PROSPETTIVE FUTURE 159 CONCLUSIONI 161 BIBLIOGRAFIA 163 SITOGRAFIA 175 Introduzione “La Nostalgia è dipingere i Ricordi con pastelli a C’era.” Alberthofman72, Twitter In un mondo in cui Internet ha reso impossibile dimenticare qualunque cosa, il Passato resta tale solo nella misura in cui non ci è concesso di cambiarlo. Per il resto, tutte le suggestioni, i ricordi, i manufatti, gli ideali di un’epoca andata possono continuare a rivivere, ad essere riscoperti. E nel momento in cui le persone si sentono spaesate, trascinate dalla corrente di cambiamenti troppo rapidi anche solo da razionalizzare, il Passato affiora come un’ancora di salvezza, l’unico punto fermo in un mare di prospettive instabili. Ecco dunque che il Vintage – il fascino per prodotti commerciali d’altri tempi – si propone quasi come una contro- moda, uno stile il cui scopo è riportare indietro gli individui, anziché spingerli verso il Futuro. Questo è ciò che buona parte della Letteratura di Marketing afferma in merito all’odierna condizione sociale, cosiddetta post-moderna. I fatti, tuttavia, suggeriscono qualcosa di diverso. Non è solo Vintage ciò che sta venendo riproposto nei più disparati settori merceologici, ma piuttosto Retro: non è necessario che i prodotti in questione provengano da un’altra epoca, quanto invece che siano in grado di ricordarla. Dal Fashion all’Interior Design, dall’Automotive all’Entertainment, ogni Industria sta cercando di richiamare almeno un pezzo di quei Ruggenti Anni ’80, ma aggiungendovi qualcosa di ulteriore: un’innovazione tecnologica, un adattamento nelle forme e nelle funzioni, un’ibridazione tra obsoleto e moderno. Una ricerca di vibes del Passato con uno sguardo al Futuro. Tra i tanti settori in cui questo avviene, la Videoludica è forse quello che sta vivendo la sua fase più florida e completa: musei del Retrogaming, eventi dedicati, nuove Offerte commerciali ispirate a vecchi giochi e molto altro. Un’attenzione che non può passare in sordina, se si sta parlando di un Mercato valutato oltre i 18 miliardi di dollari. Ma da dove deriva questa fascinazione verso il Retro? Qual è la matrice comune di questo fenomeno, culturale e consumeristico, che ha ormai assunto proporzioni tali da giustificare ingenti investimenti in Marketing? Come possono le imprese sfruttare appieno le opportunità strategiche offerte da tale situazione? Scopo di questa Tesi sarà approfondire tutti i maggiori driver di interesse verso i retro-prodotti, con particolare attenzione alle dimensioni Macro-Sociali (quali cambiamenti ideologici e culturali), Micro-Sociali (es. aggregazioni di consumatori in communities in grado di co-produrre significati) e Individuali (es. emozioni alla base e progettualità identitaria). Più in particolare, si ripercorrerà rapidamente la storia dei videogames, introducendo il fenomeno culturale-commerciale del Retrogaming e delle sue due principali determinanti: il sentimento nostalgico e la ricerca di Autenticità. Quindi, si affronterà il Retro sotto la prospettiva culturale, analizzandone le implicazioni in termini di Consumer Culture, Cultural Innovation Theory e declinazioni concrete di Retro-Marketing. Successivamente, si approfondirà il ruolo della sua maggior conseguenza sul piano sociale: la nascita di communities dedicate (dove brand e fan si incontrano) e del loro rapporto talvolta conflittuale con le imprese. Infine, a seguito di questa estesa rassegna letteraria, verranno elicitati tre vistosi gap: nonostante i concetti di “Nostalgia”, “Vintage Innovation” e “Cherished Possessions” siano ascrivibili come driver d’acquisto di retro- prodotti, essi non sono stati sufficientemente esplorati in Letteratura o – quantomeno – sono stati studiati separatamente, senza prendere in considerazioni ulteriori variabili che potrebbero risultare decisive per il retro- consumatore. Una prima soluzione a queste questioni sarà proposta dallo studio empirico di questa Tesi, il quale – tramite una Netnografia – evidenzierà ulteriori significati, relazioni e ruoli narrativi degli acquirenti di retro- videogiochi: i retrogamers. Una ricerca che permetterà sia di fare adding per la Letteratura in merito al Retro, sia di portare a risultati immediatamente azionabili a livello manageriale, utili tanto per le imprese della Videoludica, quanto per qualunque altra che voglia avvicinare il segmento dei retro-amatori, sviluppando Offerte in linea al loro gusto nostalgico, eppur tuttavia innovative. Capitolo I: Il Retrogaming, un fenomeno attuale 1.1 Introduzione al Videogaming “Dispositivo elettronico (ingl. videogame) che consente di giocare interagendo con le immagini di uno schermo”1. Sfruttando tanto la componente hardware quanto quella software, “colui che utilizza un videogioco viene chiamato ‘videogiocatore’ e si serve di una o più periferiche di input (quali il joystick, la tastiera, il gamepad ecc.)”2 per vivere appieno l’esperienza di gioco. Questa è l’immagine tradizionalmente evocata nella mente dell’individuo medio quando riflette sulla parola ‘videogioco’. Ma la verità va molto oltre questo. Nato nel 1952, nella sua forma più rudimentale, il concetto di videogioco si è evoluto ampiamente nel tempo – non senza battute d’arresto e fasi critiche – fino a raggiungere la conformazione odierna. In realtà, sarebbe meglio dire le conformazioni attuali, data la moltitudine di tipologie di esperienze di gioco e di piattaforme fruitive (le cosiddette console) che sono state sviluppate. Moltitudine che ha richiesto la messa in piedi di infrastrutture e organizzazioni complesse (le imprese della Videoludica e le loro reti commerciali) in grado di assecondare una Domanda da parte dei consumatori in continua evoluzione e che hanno finito per determinare un clima competitivo particolarmente agguerrito, dominato da alcuni grandi player (produttori sia di console che di programmi) e da una miriade di attori di varia dimensione (tipicamente attivi solo nel lato software). Ma non solo: ‘videogioco’ significa anche cultura moderna e nuove rielaborazioni di tutti i media noti, in un modo tale che il prodotto finale accorpa codici linguistici e logiche appartenenti a differenti espressioni artistiche e mediatiche (come Cinema, Letteratura, Musica, Fumetto ecc.), senza comunque potersi identificare con nessuna di esse. Per Matteo Bittanti (2008) la forza dei videogiochi sta proprio nella libertà di navigazione 1 Treccani.it. Scaricato il 17 Dicembre 2017, da http://www.treccani.it/enciclopedia/videogioco 2 Wikipedia.org. Scaricato il 17 Dicembre 2017, da https://it.wikipedia.org/wiki/Videogioco testuale che offre, nel suo essere un “medium post-narrativo”3: il fruitore/videogiocatore può svolgere (a seconda del grado di libertà concesso dal gioco stesso) il ruolo sia di lettere che di scrittore, in quanto gli vengono offerti mondi da esplorare (come nei giochi open world, es. The Legend of Zelda, Breath of The Wild), costruire (es. Minecraft) e perfino distruggere (es. Blow Up The World). Questa pluralità di riferimenti mediatici e culturali, queste illimitate possibilità espressive, rendono molto complesso il business della Videoludica, che non si riduce solo a saper mettere insieme deu poligoni digitali per programmare un software, ma deve imparare a creare esperienze virtuali immersive, a saper intercettare i bisogni di socialità e/o agonismo e/o interattività e/o immersione richiesti da consumatori differenti. Ad oggi, il settore del Videogaming internazionale vanta un fatturato annuo di oltre 18 miliardi di dollari (cfr.
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