the hunger games viral marketing campaign

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The Hunger Games Viral Marketing Campaign A Study of Viral Marketing and Fan Labor Sandra Ilar Department of Media Studies Bachelor Thesis 15 credits Cinema Studies Cinema Studies – Bachelors Course (30 credits) Spring Term 2014 Supervisor: Joel Frykholm

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Page 1: The Hunger Games Viral Marketing Campaign

The Hunger Games Viral

Marketing Campaign A Study of Viral Marketing and Fan Labor

Sandra Ilar

Department of Media Studies

Bachelor Thesis 15 credits

Cinema Studies

Cinema Studies – Bachelors Course (30 credits)

Spring Term 2014

Supervisor: Joel Frykholm

Page 2: The Hunger Games Viral Marketing Campaign

The Hunger Games Viral

Marketing Campaign

A Study of Viral Marketing and Fan Labor

Sandra Ilar

Abstract

This essay examines Lionsgate’s viral marketing campaign for The Hunger Games (Gary Ross, 2012)

and the marketing teams’ use of new marketing techniques and the online fan base. The essay also

asks the question to what extent the fans’ participation in Lionsgate’s marketing campaign can be

called fan labor. The study is based on a film industrial perspective and academic literature that deals

with film marketing, the film industry, fandom and digital labor. The material used for the analysis of

The Hunger Games marketing campaign is collected from newspaper articles and news interviews

with Lionsgate’s marketing personnel. The study shows that although Lionsgate used many new

marketing strategies associated with viral marketing, it is problematic to depict these strategies as a

wholesale movement from older marketing techniques. It points to the importance of a nuanced

understanding of how producers and consumers operate in the digital age with a holistic view on film

marketing practices. The study also shows that Lionsgate’s use of the online fan base correspond with

many characteristics of fan labor on the internet. It is, however, problematic to establish that this

necessarily means that the fans’ contributions to the marketing campaign were exploited or that it

demands compensations. The essay argues that the popularity of viral marketing among film studios

and their use of fans and fan created content for promotional purposes calls for further investigations.

Keywords

The Hunger Games, Lionsgate, Film Marketing, Viral Marketing, Fans, Fandom, Fan Labor,

Digital Labor, Word of Mouth, Social Media, Twitter

Page 3: The Hunger Games Viral Marketing Campaign

Contents

1. Introduction……………………………………………………………………………….1

1.1 Background………………………………………………………………………………1

1.2 Purpose and Research Question(s)…………………………….……………….3

1.3 Material and Method………………………………………………………………....4

1.4 Research Overview………………………….……………………….……………….5

2. Viral Marketing………………………………………………………………………..….7

2.1 Producers and Consumers in the Digital Age..................................7

2.2 Viral Word of Mouth……………………………………………………….......8

2.3 The Advantages of Internet Marketing…………….……………………..10

2.4 The Definition of Fans………………………………………………………..11

3. Lionsgate’s Viral Marketing Campaign………………………………………….12

3.1 How Lionsgate Targeted the Online Fan Base…………………………..12

3.2 Create Fan Engagement……………………………………………………..15

3.3 Turn Traditional Marketing into Online Events….………………………17

4. Fandom as Free Labor………………………………………………………………..21

4.1 Lionsgate’s Viral Marketing Campaign as Fan Labor….……………….21

4.2 Fandom and Commodity Culture…………………………………………..22

4.3 The Relationship between Producers and Fans……………..………….23

5. Conclusion and Further Research…………………………….………………….26

6. List of Literature ……………………………………………..……………………….29

Page 4: The Hunger Games Viral Marketing Campaign

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1. Introduction

1.1. Background

The Hunger Games (Gary Ross, 2012) is a film adaption of Suzanne Collins’s novel with the

same title. The dystopian story takes place in a post-apocalyptic future in the nation of Panem,

where children from 12 districts must compete in the annual Hunger Games, a televised event

where the tributes fight to the death until the last remaining is crowned the victor. When THG

premiered in March 2012 it became a “box office success” setting several records, one of

them being strongest opening weekend total for a spring release.1 It grossed over $150 million

on ticket sales on its opening weekend and has to date earned over $690 million worldwide.2

It is important to underline that a number of factors can have contributed to THG’s

opening weekend results, like the popularity of the book or the void in the marketplace for a

new franchise after the Harry Potter and Twilight series.3 However, another key factor that

reappears in news articles is Lionsgate’s online marketing campaign.4 The existing fan base is

1 The Hunger Games will hereafter be referred to as THG.

Lisa Rishwine, ”’Hunger Games’ Gorges on $214 Million Global Debut”, internet magazine Reuters, published

March 25, 2012, http://www.reuters.com/article/2012/03/25/entertainment-us-boxoffice-

idUSBRE82O0AS20120325 (Controlled June 13, 2014).

Brooks Barnes, “’Hunger Games’ Ticket Sales Sets Record”, internet magazine The New York Times, published

March 25, 2012, http://www.nytimes.com/2012/03/26/movies/hunger-games-breaks-box-office-records.html

(Controlled June 13, 2014). 2 Numbers regarding box-office revenue should always be read with caution as these can have been fiddled with

for different reasons, like tax purposes.

The Box Office Mojo, “The Hunger Games”,

http://boxofficemojo.com/movies/?page=main&id=hungergames.htm (Controlled June 13, 2014).

The Numbers, “The Hunger Games”, http://www.the-numbers.com/movie/Hunger-Games-The#tab=summary

(Controlled June 13, 2014). 3 Barnes (March 25, 2012). Jenkins’s definition of media franchises: Henry Jenkins. Convergence Culture:

Where Old and New Media Collide (New York: New York University Press, 2006), 285. See Johnson’s book for

a broader understanding of how media franchises works: Derek Johnson, “Imagining the Franchise: Structures,

Social Relations, and Cultural Work”, Media Franchising: Creative License and Collaborations in the Culture

Industries (New York: NYU Press, 2013), 27-66. 4 Chuck Tryon, On-Demand Culture: Digital Delivery and the Future of Movies (Brunswick, NJ: Rutgers

University Press, 2013), 125.

Brooks Barnes, “How ‘Hunger Games’ Built Up Must-See Fever”, internet magazine The New York Times,

published March 18, 2012, http://www.nytimes.com/2012/03/19/business/media/how-hunger-games-built-up-

must-see-fever.html?pagewanted=all&_r=0 (Controlled June 13, 2014).

Wendy Bound, “’Hunger games’ Triumphs at the Box Office”, WSJ Live, published March 26, 2012,

http://live.wsj.com/video/hunger-games-triumphs-at-the-box-office/0122E92A-2622-411E-BD5D-

5D868F96CBE3.html#!0122E92A-2622-411E-BD5D-5D868F96CBE3 (Controlled June 13, 2014).

Howard Green, “Headline: Marketing The Hunger Games”, BNN: Business Network News, published March

23, 2012, http://www.youtube.com/watch?v=kJFVLUHkwwA (Controlled June 13, 2014).

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said to have played an important role in the design and result of the viral campaign, a factor

that this essay aims at examine further.

To understand the breadth of the fan base surrounding the film adaption, it is

important to grasp the popularity of the book trilogy. THG first appeared on Hollywood’s

radar in early 2009, and Lionsgate acquired the film rights in tough competition with major

Hollywood studios.5 The book had at the time sold less than 100,000 copies, but a strong

“buzz” surrounded the trilogy and studio executives were eager to find the next media

franchise.6 In March 2012, THG’s franchise had grown into three books with U.S. sales of

more than 24 million copies. Today, the three books have more than 65 million copies in print

and digital formats in the U.S. alone, and the books have been sold into 56 territories in 51

languages.7 THG is said to have taken the “world by storm” and built up an audience of

readers and fans around the globe.

In an analysis of the marketing campaign for THG, it is important to be aware of that

Lionsgate had a lot at stake on the success of the film adaption. Lionsgate were at the time in

a tough period with underperforming films, an expensive requirement of Summit

Entertainment, as well as legal battles and a lost financial deal with Goldman Sachs. The

company also had stock holders’ expectations to answer to, and was planning a refinancing

that depended on the success of THG.8 These factors can have contributed to Lionsgate’s

Ari Karpel, “Inside ‘The Hunger Games’ Social Media Machine”, internet magazine Fast Company, Published

April 9, 2012, http://www.fastcocreate.com/1680467/inside-the-hunger-games-social-media-machine

(Controlled June 13, 2014).

Kara Tsuboi, “The Hunger Games Plays Social Media”, CNET News, published 23 March 2012,

http://www.youtube.com/watch?v=j_lWY_bqfFc (Controlled June 13, 2014). 5 Ronal Grover and Peter Lauria, “REFILE – How Lions Gate won ‘Hunger Games’”, internet magazine

Reuters, published 23 March 2012, http://www.reuters.com/article/2012/03/23/lionsgate-hungergames-

idUSL1E8QL2G320120323 (Controlled June 13, 2014).

Jay A. Fernandez and Boris Kit, “Lionsgate Picks up ‘Hunger Games’”, internet magazine Reuters, published

March 17, 2009, http://www.reuters.com/article/2009/03/18/us-hunger-idUSTRE52H0LK20090318 (Controlled

June 13, 2014) Barnes (March 18, 2012). 6 Lionsgate Entertainment is described as the leading independent distribution company (2003): Janet Wasko,

How Hollywood Works (London: Sage, 2003), 79. Drake writes that Lionsgate is a powerful indie producer-

distributor that sometimes collaborates with “conglomerate Hollywood” (2008): Philip Drake, “Distribution and

Marketing in Contemporary Hollywood”, The Contemporary Hollywood Industry, ed. by Paul McDonald and

Janet Wasko (Malden, MA: Blackwell pub., 2008), 30. 7 Scholastic Media Room, “The Hunger Games Trilogy”, http://mediaroom.scholastic.com/hungergames

(Controlled June 13, 2014). 8 Alex Ben Block, ”How ‘Hunger Games’ Box Office Haul Impacts Lionsgate’s Bottom Line (Analysis)”,

internet magazine The Hollywood Reporter, published March 26,2012,

http://www.hollywoodreporter.com/news/hunger-games-box-office-twilight-summit-304225 (Controlled June

13, 2014).

Rachel Abrams, “Lionsgate Preps Major Refinancing”, internet magazine Variety, published July 11, 2012,

http://variety.com/2012/film/news/lionsgate-preps-major-refinancing-1118056473/ (Controlled June 13, 2014).

Dave McNary, “Lionsgate Refinancing $450 Million In Debt”, internet magazine Variety, published July 22,

2013, http://variety.com/2013/film/news/lionsgate-refinancing-450-million-in-debt-1200566113/ (Controlled

June 13, 2014).

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investments and efforts in the marketing campaign. Lionsgate’s stock did eventually rise to a

record high, fueled by the positive results of THG, the requirement of Summit Entertainment,

and bright TV-outlooks.9

1.2 Purpose and Research Question(s)

The purpose of this essay is twofold. Firstly, to analyze and describe how Lionsgate used new

marketing techniques like viral marketing to promote THG to the target audience online. This

is motivated by the fact that promotion and marketing are key components of Hollywood

films with expenditures that can equal or considerably exceed production costs. It is therefore

a relevant research subject in order to understand the driving forces of the film industry and

its capitalist context within which movies are produced and distributed with the main goal to

generate profit. The profit motive and commodity nature of the Hollywood model also have

implications for how movies are distributed and promoted.10

Lionsgate’s marketing campaign

is an illustrative example of how the rise of the internet and the popularity of social media

platforms have generated new marketing sites and strategies that calls for further

investigations.

Secondly, the essay also asks the question to what extent Lionsgate’s use of the

online fan base in the marketing campaign can be called “fan labor”. Lionsgate encouraged

fans to share material and fan created content for promotional purposes, and the fans took a

Kirsten Acuna, “Lionsgate Will Undergo Major Refinancing”, internet magazine Business Insider, published

July 12, 2012, http://www.businessinsider.com/lionsgate-will-undergo-major-refinancingnbspplans-to-

restructure-come-after-the-hunger-games-success-and-the-pu-2012-7 (Controlled June 13, 2014).

Dave McNary, ”Lionsgate Stock Closes at All-Time High”, internet magazine Variety, published November 29,

2012, http://variety.com/2012/film/news/lionsgate-stock-closes-at-all-time-high-1118062876/ (Controlled June

13, 2014).

Zack O’Malley Greenburg, ”Hunger Games to Boost Lions Gate, Taylor Swift”, internet magazine Forbes,

published March 26, 2012, http://www.forbes.com/sites/zackomalleygreenburg/2012/03/26/hunger-games-to-

boost-lions-gate-taylor-swift/ (Controlled June 13, 2014).

Dave McNary, “’Hunger Games’ Fever Pushes Lionsgate Stock to Records”, internet magazine Variety,

published August 2, 2013, http://variety.com/2013/film/news/hunger-games-fever-pushing-lionsgate-stock-to-

records-1200572949/ (Controlled June 13, 2014).

Erica Order and Michelle Kung, “Lions Gate Hungers for a Franchise”, internet magazine The Wall Street

Journal, published February 21, 2012,

http://online.wsj.com/news/articles/SB10001424052970204131004577234122800601412 (Controlled June 13,

2014).

Lauren Barack, “Lions Gate Doubles Down on The Hunger Games”, internet magazine CNN Money, published

November 14, 2011, http://fortune.com/2011/11/14/lions-gate-doubles-down-on-the-hunger-games/

(Controlled June 13, 2014). 9 Ibid.

10 Janet Wasko, ”The Death of Hollywood: Exaggeration or Reality?”, The Handbook of Political Economy of

Communications, ed.. Janet Wasko, Graham Murdock and Helena Sousa (Oxford: Wiley-Blackwell, 2011), 310

and 322. See also: Drake, 63, 71 and 94. Wasko writes that the perception of Hollywood as an industry is

debated by some: Wasko (2003), 2f and 222.

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key role in the marketing campaign. The popularity of viral marketing among film studios and

their use of fan created content raises important questions whether fans contributions online

can be seen as digital labor.

1.3 Material and Method

The study is delimited to focus on Lionsgate’s online marketing campaign for THG and their

use of new marketing strategies like viral marketing, and not more traditional marketing

techniques like posters and television trailers. It is although hard to make a distinct boundary

as more traditional marketing materials also were part of Lionsgate’s online efforts, which

will be analyzed in this essay. Lionsgate’s marketing campaign for the other films in the

franchise also raises interesting questions about viral marketing and fandom, but due to the

limited space this essay is delimited to the first movie to enable a focused study.

The marketing materials and news articles available on the web are numerous, so the

examples that are analyzed in this essay should be seen as a selection and not as a complete

picture of the whole campaign.11

The examples aim to provide a nuanced idea of the

campaign. The selection is based on campaign events that are frequently mentioned or

highlighted in news articles or by Lionsgate’s personnel.

The essay primarily studies film marketing from a film industrial perspective and is

based on academic literature that deals with film marketing, the film industry, fandom and

digital labor. Helpful terms for the study are viral marketing, word of mouth, participatory

culture, fan labor and relationship building; terms that help to describe how fan interest,

anticipation and participation can be built up around a film through a strategic and interactive

marketing campaign. These terms will be developed further in the analysis.

The material used for the analysis has been collected from newspaper articles and

news interviews with Lionsgate’s marketing personnel. It is therefore important to underline

that the analysis is based on the marketing teams’ public story of how the viral marketing

campaign operated. Interviews with business people should always be read with skepticism

about what industrial motives or personal investments may motivate the respondent’s

11

A Youtube video that provides an overview of the rich material available in THG’s marketing campaign (with

a reservation that it’s not clear who the originator is): Youtube, “The Hunger Games: Integrated Marketing

Campaign Overview”, published October 28, 2013, http://www.youtube.com/watch?v=yx13Ezmz_7U

(Controlled June 13, 2014).

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answers.12

This is further problematized by the fact that trade magazines like Varity may not

always be reliant, as their news can be influenced by the publicity seeking nature of

Hollywood.13

Many researchers acknowledge these problems with securing accurate data

about the film industry. Scholars primarily have to rely on public sources, and are therefore

forced to structure their work to account for industry discourse and spin.14

The analysis of

Lionsgate’s campaign should be read with this caution in mind.

1.4 Research Overview

Considering that THG is relatively newly produced, no academic marketing research has been

done on the specific film. There are although articles about the campaign in newspapers and

business magazines. Chuck Tryon mentions the viral campaign in his chapter on “The Twitter

Effect: Social Media and Digital Delivery” in On-Demand Culture: Digital Delivery and the

Future of Movies (2013), which has been helpful for this study.

Finola Kerrigan’s book Film Marketing (2010) has provided a solid background for

the understanding of film industrial marketing practices and how new marketing techniques

like viral marketing operates. Janet Wasko’s book How Hollywood Works (2003) has given a

background to the industrial context of film marketing in Hollywood. Henry Jenkins’s

theories have illustrated how digital technologies are redefining the relationship between

producers and consumers, which is central for the understanding of viral marketing. The

anthology Digital Labor: Internet as Playground and Factory (2013) and especially De

Kosnik’s chapter “Fandom as Free Labor” have provided the academic ground for the

analysis of Lionsgate’s use of the online fan base as digital labor. Roberta Pearson’s article

“Fandom in the Digital Era” has also been helpful for this part of the essay. Tiziana

Terranova’s book Network Culture: Politics for the Information Age (2004) presents the

concept of “free labour” on the internet that many scholars in this essay draw upon. The ideas

presented in these books will be discussed in detail in the analysis.

12

Johnson, 18. This also reflects Caldwell’s description of “industrial self-reflexivity”, which is the effort by

Hollywood’s production personnel to describe their activities to the public in a way that justifies their careers

and the work created by their companies: John Thornton Caldwell, Production Culture: Industrial Reflectivity

and Critical Practice in Film and Television (Durham, N.C.: Duke University Press, 2008), 1, 5, 9 f and 15-36.

See also: Denise Mann, “Introduction: When Television and New Media Work Worlds Collide”, Wired-TV:

Laboring Over an Interactive Future, ed. Denise Mann (New Brunswick, New Jersey: Rutgers University Press,

2014), 9f. 13

Wasko (2003), 203. See also: Drake, 74. 14

Alisa Perren, ”Rethinking Distribution for the Future of Media Industry Studies”, Cinema Journal 52, nr. 3

(Spring 2013): 167f. See also: Wasko (2003), 7f. Johnson, 18f.

Page 9: The Hunger Games Viral Marketing Campaign

6

This essay positions itself in dialogue with both film industrial marketing research

and fan studies, where the case study of Lionsgate’s viral marketing campaign can be seen as

an application of these researchers’ theories. The analysis begins with a background to the

concept of viral marketing and word of mouth. The third part is the analysis of Lionsgate’s

marketing campaign. The fourth part asks and reflects about the question to what extent

Lionsgate’s use of the online fan base can be called fan labor. The essay ends with a

conclusion and suggestions for further research.

Page 10: The Hunger Games Viral Marketing Campaign

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2. Viral Marketing

2.1 Producers and Consumers in the Digital Age

Scholars point out that new technologies and the flow of media across multiple platforms are

changing consumer behaviors and the relationship between producers and consumers.15

This

also affects film industrial practices and how commodity culture operates. Lionsgate’s

marketing campaign was structured and designed with the existing fan base participation in

mind. This can exemplify how the concept of the active audience has become central for how

culture operates in the digital age.16

The fan base took an active role in the online campaign

and annotated, appropriated and recirculated content related to the film. This also defines the

concept of participatory cultures, where fans and consumers actively participate in the

creation and circulation of media content.17

Fandom has become central to media industries as

they realize that their products need fans and followers in the digital age. Some factors that

can explain the notion of fandom and the rise of participatory cultures are the increased

processing power of personal computers, decreasing costs of digital authoring tools and the

ease of publishing on the internet.18

This has facilitated a boom in online fan activity, which is

prominent in the case of THG.

Marketers’ attempts to link consumers directly to the production and marketing of

media content are variously described as “relationship marketing” or “viral marketing”.19

These strategies are increasingly promoted as a model of how to sell goods in an interactive

environment. Viral marketing makes consumers actively engaged in promoting products and

15

Jenkins, Convergence Culture, 18f, 282, 290 and 362f. See also: Henry Jenkins, Fans, Bloggers, and Gamers:

Exploring Participatory Culture (New York: New York University Press, 2006), 1-5 and 144f. Henry Jenkins,

“Afterword: The Future of Fandom”, Fandom: Identities and Communities in a Mediated World, ed. Jonathan

Gray, Cornel Sandvoss and C. Lee Harrington (New York: New York University Press, 2007), 362f. Abigail De

Kosnik, “Fandom as Free Labor”, Digital Labor: Internet as Playground and Factory, ed. Trebor Scholz (New

York: Routledge, 2013), 108. Jonathan Gray, Cornel Sandvoss and C. Lee Harrington, “Introduction: Why Study

Fans?”, Fandom: Identities and Communities in a Mediated World, ed. Jonathan Gray, Cornel Sandvoss and C.

Lee Harrington (New York: New York University Press, 2007), 4. Robert V. Kozinets, “Fan Creep: Why Brands

Suddenly Need “Fans”, Wired-TV: Laboring Over an Interactive Future, ed. Denise Mann (New Brunswick,

New Jersey: Rutgers University Press, 2014), 161-175. Johnson, 201f. 16

Ibid. 17

Jenkins, Convergence Culture, 290. 18

De Kosnik, 98. Jenkins lists three similar trends that have fostered participatory cultures: Jenkins, Fans,

Bloggers, and Gamers, 135f. 19

Jenkins, Fans, Bloggers, and Gamers, 147f. See also: Finola Kerrigan, Film Marketing (Oxford: Butterworth –

Heinemann, 2010), 200f. Jenkins, Ford and Green use “spreadable media” in lieu of viral marketing to describe

the way today’s networked media encourage users to circulate ideas and images: Mann, 137, footnote 18.

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8

services, both consciously and unconsciously.20

Lionsgate’s use of pre-existing social

networks like Twitter and Facebook reflect how viral marketing depend on consumers to

share information and content to other internet users on social media platforms. The

relationship between producers and consumers on the web is therefore important for the

creation of consumer activity online. Viral marketing relies on consumers’ innovation and

compliance with the aim of media organisations, and will only succeed if consumers avail of

these and develop their own word of mouth building activities.21

Whether one sees this as a

dialogic departure from the binary division between fans and consumers or merely a tech-

savvy marketing plot, it is an integrated media model that is rapidly gaining popularity.22

2.2 Viral Word of Mouth

Word of mouth is defined as “informal communications between private parties concerning

the evaluation of goods and services.”23

The creation of online word of mouth around THG

was a driving factor of Lionsgate’s campaign, a subject that will be developed later in this

essay. It is therefore important to understand why it is crucial for companies to create positive

word of mouth for their products online.

Word of mouth has long been a concern for marketers. A conclusion from research is

that word of mouth can be motivated both by satisfaction and dissatisfaction with a product or

service. Product involvement results in word of mouth activity by consumers, and studies

have shown a link between customer satisfaction and positive word of mouth as well as

dissatisfaction and negative word of mouth. Negative word of mouth can undermine a

marketing campaign, and film professionals believe that word of mouth is central to the

success or failure of a film.24

The importance for Lionsgate to generate positive word of

mouth before THG’s opening weekend can be further understood in that the opening weekend

is as a critical event in a film’s commercial life, where box office takings earn the majority of

20

Kerrigan, 193f. Kozinets writes similar that “fans-as-consumers” can become advertisers through social

media: Kozinets. 169f. 21

Jenkins, Convergence Culture, 294. See also: Angus Finney, The International Film Business: A Market

Guide Beyond Hollywood (London: Routledge, 2010), 133. Kerrigan, 200f. Kozinets, 166f. 22

Suzanne Scott, “Authorized Resistance: Is Fan Production Frakked?”, Cylons in America: Critical Studies in

Battlestar Galactica, ed. Tiffany Potter and W.C. Marshall (New York: The Continuum International Publishing

Group Ltd, 2008), 210. 23

Kerrigan, 115. 24

Kerrigan, 115f. See also: Wasko (2011), 311. Tryon, 119ff.

Page 12: The Hunger Games Viral Marketing Campaign

9

receipts in the opening two weeks of exhibition. This also indicates the film’s market value

for further distribution sales.25

There is no guaranteed way in which to generate positive word of mouth, and

commentators say that it is impossible to control. Kerrigan, however, writes that one way that

film marketers can ensure positive word of mouth is by identifying the most likely audience

for a film and bringing it to their attention, also known as target marketing. Internet can here

allow marketers to communicate with narrower target segments in ways that appeal to them,

and simultaneously evaluate the communication impact.26

This applies to the strategy used by

Lionsgate, where the online fan base early on was identified as the main target audience for

generating positive word of mouth.27

News articles and Lionsgate’s marketing team mentions the viral campaign as a key

factor for THG’s results on the opening weekend.28

It is, however, problematic to establish

how much word of mouth affects box office results. The main problem is how to measure

word of mouth impact on consumers’ purchases.29

One factor that can indicate positive word

of mouth influence on box office performance is a long theatrical run. The blockbuster

strategy with big budgets and “promotional hype” can draw a large audience to the opening

weekend, but a film will only enjoy a long run and sustain itself on the market through

positive word of mouth.30

THG’s long theatrical run on the domestic market can in this aspect

indicate that positive word of mouth affected the film’s result.31

However, the word of mouth

activities that are analyzed in this essay mainly took place before THG’s premiere, so it is

difficult to establish how much they affected the film’s long-time performance.

Assumptions about causal relationships between word of mouth and box office

performance are further problematized by the fact that there are a number of factors that can

contribute to sales which cannot be evaluated using existing methods. It is, however, accurate

25

Drake, 94. See also: Wasko (2003), 105f and 190. Arthur De Vany, Hollywood Economics: How Extreme

Uncertainty Shapes The Film Industry (New York: Routledge, 2004), 122. 26

Kerrigan, 112, 115 and 146f. Wasko writes that film companies can use marketing segmentation techniques to

target audiences: Wasko (2003), 192. 27

Karpel. 28

Tryon, 125. See also: Barnes (18 March 2012). Green. Karpel. Tsuboi. 29

Kerrigan, 116. See also: Tryon, 118ff. Wasko (2011), 311. Sreenath Sreenivasan, Digital Journalism Professor

at Columbia, talks about the problem of measuring social media impact in an interview about THG’s viral

campaign: Tsuboi (00:50). 30

“The blockbuster strategy” with a big opening weekend can both sustain and “kill” a film’s theatrical run

through “information cascades” of positive or negative word-of-mouth depending on the audience enjoyment

with the film: De Vany, 122ff ,137f and 122-138. See also: Wasko (2003), 106f. Kerrigan, 112 and 115. 31

Box Office Mojo, “The Hunger Games”. The Numbers, “The Hunger Games”.

Page 13: The Hunger Games Viral Marketing Campaign

10

to conclude that online virtual communities should be considered by marketing managers

when developing their overall marketing strategy.32

2.3 The Advantages of Internet Marketing

Lionsgate’s decision to launch an online marketing campaign also has economic advantages

as a cost-effective marketing strategy.33

Lionsgate had a marketing budget of $45 million and

a marketing staff of 21 people.34

This is a big budget for a relatively small company like

Lionsgate, but not compared with many major Hollywood studios.35

Barnes writes that

Lionsgate were able to spend so little largely because they used inexpensive digital

initiatives.36

This reflects that online “any-to-any” communication can operate on a global

scale, reduce conversation costs, and allow information and value to transfer between

consumers and business in many combinations.37

One additional advantage with internet marketing that mirrors Lionsgate’s campaign

is timing.38

Online marketing allows marketers to reach an audience, communicate with them

and establish a two-way relationship well before the film comes out. Lionsgate’s marketing

campaign started over a year before the premiere, and even before the film was finished

shooting.39

The possibility to use online marketing as a cost-effective marketing tool allowed

Lionsgate to even with a relatively small marketing budget to start targeting the online fans

32

Kerrigan, 116f. The advent of online reviewing has facilitated some new methods of assessing the impact of

online world of mouth: Kerrigan, 117-119. 33

Finney, 132. See also: Wasko (2011), 310. Drake, 71. 34

Numbers regarding studios’ production budgets and box-office revenue should always be read with caution.

Ben Fritz, “Lionsgate Spending $45 Million to Market ‘The Hunger Games’”, internet magazine Los Angeles

Times, published 16 March 2012. http://latimesblogs.latimes.com/entertainmentnewsbuzz/2012/03/lionsgate-

spending-.html (Controlled June 13, 2014). Ben Fritz, “’Hunger Games’ Ads Coyly Don’t Show the Hunger

Games”, internet magazine Los Angeles Times, published 15 March 2012,

http://articles.latimes.com/2012/mar/15/business/la-fi-ct-hunger-games-marketing-20120316 (Controlled June

13, 2014). Rishwine. Barnes, (18 March 2012). Green, (00:15). 35

THG’s production budget of around $78 million is also relatively small compared to similar big event films

produced by Hollywood’s major studios: Box Office Mojo, “The Hunger Games”. The Numbers, “Movie

Budgets: All”, http://www.the-numbers.com/movie/budgets/all (Controlled June 13, 2014). Drake draws a table

over average marketing costs in 2005 and also writes that spending on advertising is increasing. This gives an

apprehension of film marketing costs, but should be read with awareness that the exact numbers have changed in

the last 9 years: Drake, 63 and 71f. Wasko provides a background to Hollywood’s film industrial marketing

practices: Wasko (2003), 188-211. 36

Barnes, (18 March 2012). 37

Finney, 132. Finney writes about film marketing from a film business perspective, although he has an

academic background. The book therefore has another status than the academic literature used in this essay.

Finney’s writing has although contributed with an important business-perceptive on film marketing. 38

Finney, 132. See also: Kerrigan, 147. 39

Barnes, (18 March 2012). See also: Karpel. Green, (03:15).

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well in advance of the opening weekend. This would have been an expensive strategy using

only more traditional marketing techniques like posters and television trailers.

2.4 The Definition of Fans

A broad definition of a fan culture is a group that coalesces around a certain object, like a film

or an artist, around which fans build up societies with particular hierarchies, values, and belief

systems.40

The definition of the term “fan” is, however, debated and problematic to establish

for this study, as it is partly determined by Lionsgate’s use of the term. Some scholars argue

that there are multiple types of fans and fan audiences, where some are more mainstream than

others.41

The meaning of a fan can in this aspect vary with the specific context. Lionsgate’s

media industrial context and business rhetoric can in this way affect their use of the term in

relation to THG’s fan base. Business managers and marketers like Lionsgate often embrace

fans as “ideal consumers” due to their engagement-seeking nature and emotional

commitment.42

This industrial notion of fans is a debated subject within the field of fan

studies, and among fans themselves.43

The more mainstream concept of fans as ideal

consumers is often viewed in opposite to the notion of fans as anti-commercial and members

of niche subcultures.44

This polarized picture of fans is problematic and debated, which will be returned to

later in the analysis of Lionsgate’s campaign as fan labor.45

Lionsgate’s use of the term “fan”

should, however, be read with the industrial perception of fans as ideal consumers in mind. It

is also important to underline that the degree of fandom probably varied among the internet

users that constituted Lionsgate’s target audience, and that some of them may not even

consider themselves THG fans at all.

40

De Kosnik. 101f. See also: Kozinets, 164. 41

The article in Cinema Journal includes a discussion on the definition and meaning of fans between academic

researchers: Louisa Stein, Henry Jenkins, Sam Ford, Joshua Green, Paul Booth, Kristina Busse, Melissa Click,

Sam Ford, Xiaochang Li and Sharon Ross, “Spreadable Media: Creating Value and Meaning in a Networked

Culture”, Cinema Journal 53, nr 3 (Spring 2014): 158-163 and 171. 42

Kozinets writes that the “consumer-as-fan” is lucrative for marketers and the concept of “brand fandom”:

162ff and 161-175. See also: Matt Hills, Fan Cultures (New York: Routledge, 2002, 27ff. Stein, Jenkins, Ford,

Green, Booth, Busse, Click, Ford, Li and Ross, 160. Jenkins, Fandom, 359-364. 43

Stein, Jenkins, Ford, Green, Booth, Busse, Click, Ford, Li and Ross, 152-177. Hills develops the problem with

defining fandom in academic terms: Hills, ix-xiv. 44

Kozinets, 162ff and 161-175. See also: Hills, 27ff. Stein, Jenkins, Ford, Green, Booth, Busse, Click, Ford, Li

and Ross, 154f, 160 and 162f. 45

Ibid.

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3. Lionsgate’s Viral Marketing

Campaign

3.1 How Lionsgate Targeted the Online Fan Base

The aim of the analysis below is to exemplify how Lionsgate used viral marketing techniques

and the online fan base in their campaign for THG.46

Early on in the marketing campaign, Lionsgate decided to use pre-existing social

networks to market THG.47

Danielle De Palma, Lionsgate’s senior vice president for digital

marketing, recalls that the marketing team saw that social media could be “the backbone” of

the campaign and the “best route” to engage with the fans in a meaningful and cost-effective

way.48

This mirrors the mentioned advantages of viral marketing. Lionsgate’s social media

and overall campaign was overseen and structured by chief marketing officer Tim Palen, and

included an offline strategy managed by vice president of media and research Erika Schmik.49

THG’s marketing campaign illustrates the importance for studios to think of the

creation of marketing materials as early as possible in a film production.50

Palen mapped out

the marketing campaign even before Lionsgate secured the rights for the film. The well-

planned campaign is also claimed to be one reason that Lionsgate got the film adaption of the

popular book, which was approved by the author herself.51

The formulation of a marketing

strategy is the starting point of a marketing campaign, and De Palma drafted a chronology for

the entire online effort, “using spreadsheets (coded in 12 colors) that detailed what would be

introduced on a day-by-day, and even minute-by-minute, basis over months. (‘Nov. 17:

Facebook posts — photos, Yahoo brand page goes live.’)”52

The marketing team decided to “tap” into all the large social media platforms, but in

different ways “because each platform is unique”.53

The first task was to target the pre-

46

Buzz is a marketing term designed to represent the amount of discussion and public interest an upcoming film

is generating: Finney, 216. 47

Tryon, 125. See also: Green, (01:00). Barnes (March 18, 2012). Karpel. David Vinjamuri, ”’The Hunger

Games’: Why Lionsgate Is Smarter Than You”, internet magazine Forbes, published March 22, 2012,

http://www.forbes.com/sites/davidvinjamuri/2012/03/22/the-hunger-games-why-lionsgate-is-smarter-than-you/

(Controlled June 13, 2014). 48

Fast Company is a business magazine and the interview with De Palma should be read in that context: Karpel. 49

Karpel. 50

Kerrigan, 132f. See also: Derek, 70. 51

Grover and Lauria. 52

Barnes, (March 18, 2012). Drake, 71. 53

Karpel. See also: Green, (01:00).

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existing fan base surrounding the book trilogy using social media tools like Twitter and

Facebook. Lionsgate’s marketing team learned early on that they could use the engaged fan

base that already were “eager” for any word of the upcoming screen adaption.54

This mirrors

that internet can benefit recognizable franchises that already have a significant and active fan

base that can circulate content and create buzz online.55

Even before the internet, however,

event films like THG were keenly anticipated with fans looking for leaked information and

discussing this in various forums.56

In accordance with this, Lauren Jacobs, digital marketing manager at Alliance Films,

says that there were a lot of passionate fans online that just wanted to talk about the books.57

With Lionsgate’s relatively small marketing budget they thought, “Why don’t use them? Why

not let them be our brand advocates?” Facebook was already established as a “hub of fan

discussion” so they decided that the first big reveal of the campaign, the cast of the film,

would happen online via Facebook.58

From the beginning Lionsgate wanted to establish

Facebook as an essential gathering place for fans where they could gain information, access

and community.59

Lionsgate’s strategy exemplifies that social networks can be used to leak

information about an upcoming film in an attempt to build up pre-launch word of mouth.60

Another way that Lionsgate established the relation with the fans was by inviting

“die-hard fans” for exclusive visits to the film set via Facebook.61

To establish the trust-

relationship with the fans Lionsgate invited no reporters to the set in North Carolina. Palen

says that the studio didn’t want consumers thinking that it was “another instance of

Hollywood trying to force-feed them a movie through professional filters.”62

Lionsgate’s

desire to distance themselves from corporate Hollywood can reflect theories that fans want to

separate their fandom from commercial motives, a subject that will be developed later in the

chapter on fandom as digital labor.63

Lionsgate used fan created content to connect with the fans, and for promotional

purposes. Early on, the marketing team understood the breadth of THG related content the

54

Karpel. See also: Green, (01:10). 55

Drake, 71. 56

Kerrigan, 202. 57

Green, (01:25). 58

Karpel. 59

Karpel. The New York Times picture of Lionsgate’s Facebook page from Barnes article (March 18, 2012):

http://www.nytimes.com/imagepages/2012/03/19/business/HUNGER4.html (Controlled June 13, 2014).

Kozinets writes that the Facebook page with its “like” function entangles the notion of the fan, the social media

community and the practice of branding: Kozinets, 168. 60

Kerrigan, 202. See also: Wasko (2003), 198f. 61

Karpel. 62

Barnes, (March 18, 2012). 63

De Kosnik, 103.

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fans created online. Lionsgate started “Fan Fridays” to highlight the fans’ work and used

THG’s Youtube channel as a “showcase hub”. De Palma says it allowed the marketing team

to form an emotional connection with the fans, which got them following and spreading the

word about the movie for them: “It was exciting because we knew that we could work with

them and get them onboard to really help push the campaign.”64

Lionsgate also used fan created content as a window into what the fans were most

interested in, which can be seen as a form of audience research.65

Extensive audience research

is important to create audience enjoyment in order to generate positive word of mouth and

sustain a film on the market.66

Social media can in this way provide studios with data for

marketing and promotional purposes.67

For example, Lionsgate learned from fan comments

online that they should avoid playing up the love triangle story as part of the marketing

campaign in the same way as The Twilight Saga adaptions.68

By avoiding the love theme,

Lionsgate had a greater chance at creating audience enjoyment with the fans. This also

mirrors how new technologies empower audiences to directly affect production decisions.

However, the decision to avoid the love-theme was probably also affected by the fact that it

had economic advantages for Lionsgate, as they could address a wider audience.69

De Palma calls Lionsgate’s social manager Jessica Frank their “fan whisperer”, and

claims that she had a personal relationship with the fan sites. From the beginning, Frank was

the one communicating with fans and working all the social activities on a daily basis with

postings on Twitter and Facebook.70

Trust is an important aspect of relationship marketing.

On the internet, a distributor can produce a message to a consumer which in turn can provide

feedback, which in turn the producer can respond to. Internet marketing can in this way

sustain the fans sense of brand loyalty and emotional involvement that are characteristic for

64

Karpel. Corporate attempts to create fan communities online must appear authentic to succeed: Kozinets, 170.

FanLib was an online project that failed when it to explicit tried to capitalize on fan created content: Brooker,

76-80. See also: Pearson, 89f. Russo, 111f. 65

Ibid. 66

Kerrigan, 112 and 115. Kerrigan, Wasko and Drake writes more about film industrial marketing research:

Kerrigan, 41-45. Wasko (2003), 190-192. Drake, 72f. 67

Tryon, 118. 68

Karpel. 69

THG is described as a four quadrant film (for men and women under 25, and men and women over 25):

Karpel. See also: Green, (04:20). Marketing research usually divides audiences into quadrants: Drake, 73.

Palen also mentions that they avoided the “love triangle”: Marc Graser, “Lionsgate’s Tim Palen Crafts Stylish

Universe for ‘The Hunger Games: Catching Fire’”, internet magazine Variety, published October 29, 2013,

http://variety.com/2013/biz/news/lionsgates-tim-palen-crafts-stylish-universe-for-hunger-games-catching-fire-

1200772931/ (Controlled June 13, 2014). THG had a more mixed audience than The Twilight Saga: Bound,

(01:00). See also: Barnes, (March 25, 2012). 70

Karpel.

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fandom and desirable for marketers.71

This also mirrors the notion of fans as ideal consumers,

mentioned above. Lionsgate’s dedication to the fans applies to theories that one way for virals

to work are through a campaign for a highly anticipated property that has a year or more to

develop a connection with its audience.72

3.2 Create Fan Engagement

Another key component launched early on in the campaign was a site called TheCapitol.pn

that allowed fans to register for a district.73

Fans could create their own districts badges on

Facebook where they would connect with their districts communities and be active

participants. This gave fans an identity in the campaign, and an active role. Tryon writes that

more than 800,000 fans created digital identification cards as if they were living in Panem, the

futuristic society in the novel and films. Fans with ID passes could later compete on Twitter to

be elected “mayor” of one of the twelve districts in the book.74

This viral strategy made fans

into invested participants in the campaign and encouraged them to engage with and share

promotional content.

The districts badges can be applied to the viral marketing strategy of self-replicating

“ideaviruses”, in which the medium of the virus is a marketing component for THG.75

Lionsgate used numerous ideaviruses in the form of trailers, games and posters, all aiming at

drawing attention to the film online. The districts badges also reflects the viral marketing

strategy to identify individuals of high social networking potential (SNP) and create viral

messages that appeal to this segment of the population and have a high probability of being

passed along.76

In viral marketing it isn’t enough that users “like” the film’s Facebook page,

as the viral approach only really takes off when users generate and send on original content.77

Another viral marketing technique used by Lionsgate was to assign separate hashtags

to each campaign event. De Palma says, “Those really helped us trend because each one of

71

Kerrigan, 112. It can be difficult to establish what a brand is in relation to a film, as a number of competing

brands often coexist within a film production: Kerrigan, 146. See also: Finney, 132f. Jenkins, Fans, Bloggers,

and Gamers, 147f. Kozinets, 164f and 161-175. Jenkins’s definition of knowledge cultures: Jenkins,

Convergence Culture, 169 and 287. 72

Finney, 134. 73

TheCapitol.pn, Lionsgate’s website, http://www.thecapitol.pn/site (Controlled June 13, 2014). Karpel. 74

Tryon, 125. In the first THG book there are only 12 districts in Panem and not 24 as Tryon writes. See also:

Barnes, (March 18, 2012). 75

Finney, 133f. Brian Murch, senior director of Crown Factory, calls these viral components “engagement

mechanism” in an interview about Lionsgate’s campaign: Tsuboi, (00:35). See also: Kozinets, 172. 76

Finney, 133f. 77

Finney, 133f. See also: Kozinets, 172.

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those milestones had its own identity and helped it to spread so easily.”78

Twitter can be used

in this way as a form of collective entertainment consumption. Hashtags makes it easier for

users to follow, discuss and share a topic or event related to a film for a longer period of time,

which also increases the film’s exposure.79

For Lionsgate, each specific hashtag launched a

different part of the campaign. For example, the hashtag #HungerGames100 was released to

mark that it was 100 days left until the movie premiered, and #HeadtotheSquare launched the

Facebook tab where fans could run for mayor.80

Lionsgate launched the hashtag #WhatsMyDistrict tucked into a corner at the end of

a trailer. The hashtag led observant viewers to the website TheCapitol.pn, where they could

gain their district badges mentioned. The new citizens were then encouraged to start sharing

content in order to become elected mayors of their new districts. Each citizen of Panem got a

CapitolTV-video with a unique URL. The citizens who shared their link the most on social

networks became elected “mayor” of their district on Facebook.81

The mayors received

exclusive news and prices, and were responsible for “recruiting” new citizens and keeping the

Facebook page updated. Fans also had to share content to gain information about what was

coming next in the campaign. Lionsgate’s Twitter profile @TheCapitolPN would only release

new information if enough users had shared the previous task and made it satisfactorily

viral.82

Together with the hashtag #HungerGames100, Lionsgate released an online puzzle

for the launch of a new poster. The puzzle allowed fans to gather pieces from different places

online in order to assemble the poster themselves, thereby leading fans from one social media

site to another. One hundred partner sites hid 100 puzzle pieces on their Facebook pages, and

by tweeting about it they sent their Twitter followers there to gather them. Fans had to search

through Twitter to put together the poster, either by printing out the pieces and cutting them

out or using a program like Photoshop. The puzzle challenge made “The Hunger Games”

78

Karpel. 79

Tryon, 122f. 80

Karpel. See also: Tryon, 125. 81

Lauren Rae Orsini, “Interactive Marketing Tool For ‘The Hunger Games’ Gives Control To Fans”, news

website The Daily Dot, published November 15, 2011, http://www.dailydot.com/entertainment/the-hunger-

games-interactive/ (Controlled June 13, 2014).

News site Mashable, ”Hunger Games Launches Official Trailer and Facebook Mayor Campaign [Video]”,

published November 14, 2011, http://mashable.com/2011/11/14/hunger-games-official-trailer/, (Controlled June

13, 2014). 82

Example of @TheCapitolPN’s Twitter updates from Orsinis article: Twitter, published November 14, 2011,

https://twitter.com/TheCapitolPN/status/136080274927779840 (Controlled June 13, 2014).

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trend worldwide on Twitter within minutes.83

Lionsgate’s use of a collective scavenger hunt

like this can cultivate a more engaged audience. Twitter can be used in this way to generate

excitement by encouraging different forms of participation.84

This also reflects the concept of

“collective intelligence” that Jenkins has adopted to describe the collective behaviors of

movie or television audiences when they combine their skills to solve or make sense of a

complex narrative, which can be translated to interactive challenges like Lionsgate’s online

puzzle.85

The different hashtags helped Lionsgate to locate fan conversations, follow their

reactions and join them like a third part. For example, if two fans were tweeting about going

to see THG together, the online marketing team could join in the conversation and suggest

that they look at the trailer online. It was important not to push things on the fans, and instead

join the conversations.86

The marketing team also used those passionate fans that already

existed online to “empower” other fans and to grow an additional fan base, where the digital

properties were key components to foster new fans.87

Social media can be used by companies

in this way to facilitate fan activity.88

3.3 Turn Traditional Marketing into Online Events

Although new technologies have changed film marketing practices, it is important to

underline that depicting these changes as a wholesale movement from “old marketing” may

be to overstating things. Traditional marketing techniques are still an integral part of film

promotion and can be supplemented by innovative online campaigns.89

Alongside new

marketing techniques, Lionsgate used many of the more traditional marketing techniques

associated with promoting a Hollywood movie. Tryon writes that the studio gave away 80,000

posters, secured almost 50 magazine cover stories and advertised on 3,000 billboards and bus

shelters to create awareness of the film.90

Lionsgate’s strategy was to use social media to

83

A "trending topic” on Twitter is one of the most discussed topics among users. Karpel. Barnes, (March 18,

2012). The New York Times picture of Lionsgate’s puzzle challenge from Barnes article (March 18, 2012):

http://www.nytimes.com/imagepages/2012/03/19/business/HUNGER3.html (Controlled June 13, 2014). 84

Tryon, 124f. 85

Tryon, 125. Jenkins’s and Lévy’s definitions of collective intelligence: Jenkins, Convergence Culture, 281f. 86

Leslie Hartsman, president and chief creative officer, Hooplah Inc: Green, (01:40). 87

Green, (01:10). 88

Tryon, 118 and 131f. See also: Kozinets, 166-170. Will Brooker, “Going Pro: Gendered Responses to the

Incorporation of Fan Labor as User-Generated Content”, Wired-TV: Laboring Over an Interactive Future, ed.

Denise Mann (New Brunswick, New Jersey: Rutgers University Press, 2014), 91. 89

Kerrigan, 123 and 222f. See also: Finney, 133f. Wasko (2011), 310f. 90

Tryon, 125. Barnes, (March 18, 2012).

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empower the fans, and traditional media to create a “mass appeal”.91

In the analysis of

Lionsgate’s campaign it is important to have in mind that the purpose of marketing materials

is to position the film in the mind of the potential audience.92

Lionsgate were able to incorporate traditional marketing techniques into their online

efforts. Lionsgate used social networks and the fans to amplify traditional marketing online

and made them all “work in tandem”. For example, the marketing team made the release of

each character’s poster into online events, partly by driving people to tweet from the posters.93

Actors or “stars” are important components of film marketing campaigns, and in the case of

THG the fans’ interest was probably enhanced by their eager to see how the adaption of the

book would come out.94

Kerrigan writes that although film posters often are ascribed the

status of art works, it is important to consider posters as an advertisement text.95

Lionsgate

posted a new online poster every week, or every other week. This reflects their strategy to

constantly give the fans new things to “play with” to keep the buzz alive through the whole

campaign.96

Just the week before the opening weekend, Lionsgate introduced a new

Facebook game and a virtual tour of the capitol in a web partnership with Microsoft.97

Marketers often try to create buzz for a film in whatever way possible as a film nears

completion.98

An illustrative example of how Lionsgate integrated their television exposure with

the online campaign was when Josh Hutcherson appeared on Good Morning America to

introduce the first trailer in front of a crowd of screaming fans.99

Both the trailer and the TV-

clip were simultaneously available online.100

It was a big advantage for Lionsgate to have

both clips simultaneously shared on the web with specific hashtags. Lionsgate’s release of the

first trailer became a “viral success” that received eight million views within its first 24 hours

91

Green, (04:40). “The blockbuster strategy” is based on the theory that motion picture audiences choose movies

according to how heavily they are advertised: De Vany, 122f. 92

Kerrigan, 128f. 93

Karpel. 94

Kerrigan, 82. 95

Ibid., 129f. 96

Green, (02:50) and (03:35). 97

Barnes, (March 18, 2012). See also: Green, (02:50). 98

Wasko (2003), 194. See also: Drake, 70. 99

Youtube, “Josh Hutcherson Presents The Hunger Games Trailer on Good Morning America”, aired November

14, 2011 on ABC: http://www.youtube.com/watch?v=2ON66JzlTYU (Controlled June 13, 2014). Actors or

“stars” often participate in a film’s publicity events: Wasko (2003), 194f. See also: Karpel. 100

Karpel.

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online.101

In the age of Youtube, social media and “platform mobility” can the film trailer be

seen as the ideal promotion tool for a film.102

De Palma says that Palen best described Lionsgate’s use of both more traditional and

new marketing techniques:

He said it was just the perfect storm where everything just aligned and really kind of had to feed

off each other. So, I really don’t think one over the other is more important. I really do think that

they had to complement each other.103

This reflects the mentioned theories of the importance of both marketing strategies in the

digital age. It was important for Lionsgate to have a planned out schedule to keep the buzz

alive through the year-long campaign. However, they also allowed for changes along the way

in order to adjust and optimize according to fan reactions.104

Room for both participation and

improvisations is today often built into franchises with the fan base in mind.105

Through

postings on Facebook the marketing team learned what the audience liked the most, and the

constant tweeting made it possible for them to gauge engagement. The postings that seemed

to work best were fan created content and posts mentioning Peeta’s name.106

According to De

Palma, whether it was people retweeting or responding to them, the marketing team were able

to steer the conversation and always had the next goal in mind.107

In April 2012, De Palma says that with THG playing strong in the box office, two

more movies to come and an upcoming DVD-release, the marketing campaign at Lionsgate

continues:

Everybody [in the core fanbase] has seen the film now. Fans want to be able to continue to share

with friends their excitement for the film. [The ongoing campaign] gives them something

101

Karpel. See also: Barnes, (March 18, 2012). Green, (02:35). 102

Kerrigan, 140ff. The function of the film trailer: Finney, 140-145. See also: Wasko (2003), 197f. Drake, 71ff.

“Platform mobility” is the ongoing shift toward ubiquitous, mobile access to a wide range of entertainment

choices. Tryon develops the term: Tryon, 4ff. 103

Karpel. 104

Karpel. See also: Green, (02:50). 105

Jenkins, Fans, Bloggers, and Gamers, 144f. See also: Johnson, 5f , 202f, 207f and 229f. Drake, 70. 106

Peeta is a main character in THG. 107

Karpel. See also: Barnes, (March 18, 2012).

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tangible to continue to spread the word online and to share with friends that maybe haven’t seen

the film yet or haven’t read the books.108

THG had at the time more than 6,5 million followers between Facebook, Twitter, Youtube

and Tumblr. De Palma concludes, “We have to continue to communicate with these fans and

to keep them engaged. I’m sure as we move into production of the next film, it’ll be starting

all over again.”109

The day before THG premiered, Lionsgate posted videos where Josh Hutcherson and

Liam Hemsworth thanked the fans for supporting the film.110

They also expressed their hopes

for the fans to go and see the movie in theaters, followed by another view of the film trailer.

108

The interview was published in April 2012: Karpel. See also: Barnes, (March 18, 2012). Theatrical releases

also function as promotion for the film in other windows, such as DVDs: Drake, 72. See also: Wasko (2003),

107. 109

Karpel. 110

Josh and Liam play Peeta and Gale in THG.

Youtube, “Josh Hutcherson Thank You!”, published March 22, 2012,

http://www.youtube.com/watch?v=CboItpsgs1E (Controlled June 13, 2014).

Youtube, “Liam Hemsworth Thank You!”, published March 22, 2012:

http://www.youtube.com/watch?v=FLTnQPVeYuI (Controlled June 13, 2014).

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4. Fandom as Free Labor

4.1 Lionsgate’s Viral Marketing Campaign as Fan Labor

In the anthology Digital Labor: Internet as Playground and Factory scholars are thinking

about the activation of user’s behaviors on the social web as monetizable and unwaged

labor.111

This is an interesting theory to consider in relation to Lionsgate’s marketing

campaign that explicitly was structured and designed with the fans’ participation and

interaction in mind. Scholz writes that the argument about digital labor is frequently

challenged “because in opposition to traditional labor, casual digital labor looks merely like

the expenditures of cognitive surplus, the act of being a speaker within communication

systems. It doesn’t feel, look, or smell like labor at all.”112

The internet is, however,

intensively subjugated to corporate interest. Even peer-to-peer sharing among internet users

often takes place on corporate turf and creates capital for the holders of those platforms.113

De Kosnik argues that fan contributions on the internet constitute unauthorized

marketing for a wide variety of commodities and should be regarded as labor. Fan production

can be valued as a new form of publicity and advertising practiced by volunteers that

corporations need, and should not be dismissed as insignificant.114

De Kosnik draws on

Tiziana Terranova’s theories that calls fandom a form a “free labour”, which constitute many

creative activities that produces content for the internet.115

Terranova defines “free labour” as

the tendency of users to become actively involved in the production of content and software

on the internet.116

Free labor is a feature of the cultural economy at large, and an important

source of value in advanced capitalist societies.117

The relationship between fans and producers in the digital age has at least indirectly

benefited powerful corporations. Like in the case of THG can producers benefit from

productive fan consumers by indirectly monetizing user-generated content for promotional

111

Trebor, Scholz, “Introduction: Why does digital labor matter now?”, Digital Labor: Internet as Playground

and Factory, ed. Trebor Scholz (New York: Routledge, 2013), 2. 112

Scholz, 2. 113

Ibid., 7f. 114

De Kosnik, 98f. See also: Kozinets, 171f. 115

Tiziana Terranova, Network Culture: Politics for the Information Age (London: Pluto Press, 2004), 73f. De

Kosnik, 99. 116

Terranova, 4. 117

Terranova, 73f. See also: De Kosnik, 99.

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purposes.118

The internet has facilitated the production of gifts and the exchange mechanism

among fan communities, and producers seek ways to profit from the mass of user-generated

content as digital technologies have increased the circulation of fans’ work publicly to a wider

audience.119

This have made some worry about the fact that internet also has facilitated the

capacity for commercial exploitation. Pearson asks if the legitimacy bestowed to fans for

showing their productions on recognizable media outlets might lure fans out of previously

closed networks into the arms of powerful corporations.120

This is interesting to consider in

relation to Lionsgate’s campaign that explicitly used fan created content for promotional

purposes on their social network sites and Youtube channel. Posts containing fan created

content were among the most popular updates that attracted most attention on THG’s social

media sites.121

The fan activities on Facebook that already were established around the book

series were also incorporated into Lionsgate’s viral campaign.

4.2 Fandom and Commodity Culture

In this discussion on fan labor, it is important to understand why fans choose to spend time

and energy on objects like THG, and why they may not want to consider their activities as

labor. One explanation can be Jenkins’s theory that fans choose to work on objects because

they experience a multiplicity of affect when engaging with them. The fascination that fans

feel for these objects mean that they must continue to salvage them for their own interest.122

The fans’ interest for the film adaption of THG was probably enhanced by their already

established affection for the book series.

De Kosnik argues that Jenkins’s theories helps us to grasp that from a fan’s

perspective, there is a clear separation between the fans’ labor on a commodity and the labor

of the producer of that commodity. The distance between the fan laborer and the official

producer contribute to the notion that fans don’t see themselves as laborers. Fans’ work on

objects is not for the marketplace or average fans, but for themselves and other fans. Because

118

Roberta Pearson, “Fandom in the Digital Era”, Popular Communication: The International Journal of Media

and Culture 8, nr 1 (2010), 85-89. See also: De Kosnik, 105. Johnson, 203. John T. Caldwell, “Post- Network

Reflexivity: Viral Marketing and Labor Management”, Wired-TV: Laboring Over an Interactive Future, ed.

Denise Mann (New Brunswick, New Jersey: Rutgers University Press, 2014), 144f. 119

De Kosnik, 105. See also: Pearson, 87. 120

Pearson, 87. Scott raises similar questions in her article: Scott, 210-223. See also: Brooker, Russo and Mann:

Mann, 25. 121

Karpel. 122

De Kosnik, 102.

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23

fans don’t consider themselves motivated by financial gain in the same way as official

producers, many think of their motives as purer that those and above questions of market

value, advertising and sales.123

Matt Hills argues that fans are in fact essential components of the capitalist system

within which official producers operate.124

Knowledge cultures like the fan culture around

THG never fully escapes the influence of commodity culture.125

Hills mean that there is an

inherent contradiction in seeing fandom as anti-consumerist:

While simultaneously “resisting” norms of capitalist society and its rapid turnover of novel

commodities, fans are also implicated in these very economic and cultural processes. Fans are,

in one sense, “ideal consumers” […] since their consumption habits can be very highly predicted

by the culture industry, and are likely to remain stable. But fans also express anti-commercial

beliefs (or “ideologies”, we might say, since these beliefs are not entirely in alignment with the

cultural situation in which fans find themselves).126

Hills views fandom as having two competing aspects: the “anti-commercial ideology” side

and the “commodity-completest” side.127

Even though fans spend both time and money on

their objects of fandom, they don’t think of these objects as commodities.128

This can reflect

the inherent contradiction of film critics, whose reviews can function as a form of publicity

that creates economic and cultural value for a film, even though critics may not want to

consider themselves marketers.129

This anti-commercial ideology can, however, prevent fans

from considering that their work might increase the value of the object of fandom and be

deserving compensation.130

4.3 The Relationship between Producers and Fans

Terranova refers to free labor as the excessive activity that makes the internet a thriving

hyperactive medium. The digital economy requires a constant need for updating and is

123

De Kosnik, 103. 124

Hills, 127ff. See also: Johnson, 203. 125

Jenkins, Fans, Bloggers, and Gamers, 144f. 126

Hills, 29. See also: De Kosnik, 104. Kozinets, 165. 127

Hills, 28 and 35. See also: De Kosnik, 104. This touches on the mentioned academic discussion on the

definition of fans as mainstream and commercial or subcultural and anti-commercial: Stein, Jenkins, Ford,

Green, Booth, Busse, Click, Ford, Li and Ross, 152-177. 128

De Kosnik, 105. 129

Stéphane Debenedetti, “The Role of Media Critics in the Cultural Industries”, International Journal of Arts

Management 8, nr 3 (Spring 2006), 30, 32 f and 37. 130

De Kosnik, 104f. Russo also draws on Terranova’s theories to analyze the ambiguous nature of the gift

economies of fandom: Julie Levin Russo, “Labor of Love: Charting The L Word”, Wired-TV: Laboring Over an

Interactive Future, ed. Denise Mann (New Brunswick, New Jersey: Rutgers University Press, 2014), 99.

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24

extremely labor-intensive.131

This maps the discussion of fan labor. Fans’ work to update

existing products and contribute with new material refreshes the product or website, which

creates consumer demand and keep users coming back.132

THG’s fans constantly discussed

and shared new content related to the film online. An explicit example of this is Lionsgate’s

campaign where elected mayors were assigned the task to keep the districts’ Facebook pages

updated with new content and information. Just in order to be elected mayor, fans had to share

promotional content online. The fans’ unpaid labor in spreading and creating THG related

content and refresh the product would have been a labor-intense and expensive project for

Lionsgate if the same amount of work had been done by paid employees.

As De Kosnik writes, it is important to underline that free labor not necessarily

means exploited labor.133

Fans often invest time, energy and creativity in making, sharing and

discussing film related content for “pleasures of communication and exchange”, and do not

feel that their labor is imposed. Terranova refers to internet as a “gift economy”, which is one

framework that affinity groups use to characterize their modes of exchange without pay.134

However, although fans don’t feel that their work deserves compensations, their activities can

create a great deal of economic value. Users’ activities on social networks today numbers in

millions and can contribute to significant corporate revenues.135

In keeping with Hills’s theories, it is therefore problematic to view fandom as an

alternative regime to capitalism. This is underlined by the industrial perception of fans as

ideal consumers.136

Pearson argues that a polarized picture between fan community and gift

economy on the one hand, and industrial corporate interest and commodity culture on the

other, fails to account for the complexity of the contemporary symbiotic relationship between

fans and producers.137

This touches on Jenkins’s concept of convergence culture, where the

relationship between producers and consumers is being redefined in the digital age, and is

more complex and contradictory than a top-down perspective.138

Industries and producers will

try to protect their interests on the web, but the audience is also gaining greater control and

131

Terranova, 73f and 90. See also: Johnson, 203. 132

De Kosnik, 105. 133

De Kosnik, 106. See also: Terranova, 93f. 134

De Kosnik, 106. See also: Hills, 165. Jenkins, Fandom, 361. 135

De Kosnik, 106. 136

Kozinets, 164ff. See also: Jenkins, Fandom, 361. Hills, 29. 137

Pearson, 87 and 90. Paul Booth uses the term “Digi-Gratis” economy to describe the mutually beneficial

relationship between the gift and the market economies within contemporary media and culture: Henry Jenkins,

“ARGS, Fandom, and the Digi-Gratis Economy: An Interview with Paul Booth (Part One)”, internet blog

Confessions of an Aca-Fan – The official Weblog of Henry Jenkins, published August 13, 2010,

http://henryjenkins.org/2010/08/args_fandom_and_the_digi-grati.html (Controlled June 13, 2014). See also:

Jenkins, Fandom, 362f. 138

Jenkins, Fans, Bloggers, and Gamer, 1f.

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influence due to new technologies.139

Illustrative for this is that fans often are celebrated by

film studios as long as their activities recognize industrial legal ownership over the object of

fandom.140

This applies to Jenkins’s statement that the interactive audience is “more than a

marketing concept and less than a semiotic democracy.”141

It is, however, problematic to conclude that the activities performed by THG’s fan

base should be called labor that demands compensation. One reason is that even though

companies understand that their products need fans and followers in the digital age, fandom is

still widely categorized as pure leisure outside the “serious” realm of work. This contributes

to fans’ own perception of their activities as anti-commercial, and prevents them from seeking

compensation.142

Interesting to this, Johnson writes that consumer labor in the production

relation of franchising often is masked by subjectives of play that obscures the economic

power relation underpinning that collaboration.143

Many of Lionsgate’s promotional events

were designed as “games” and “challenges” with prices and rewards, akin to the epithet of

play and distanced from any aspect of work.

Another factor that complicates these questions is the uncertainty of how much

revenue fan activities actually generate for companies. This makes it difficult for fans to seek

payment on a commission or revenue-sharing model.144

This is further complicated by the

mentioned problems of measuring word of mouth impact on consumer purchases and that a

number of factors can contribute to sales.145

As THG’s campaign exemplifies, fan created

content often merge with the stream of official promotional materials, which makes it

impossible to tell which percentage of sales that was a result of the fans’ efforts versus those

of the paid corporate marketers.146

It is also problematic to claim that the marketing campaign

for THG would have had the same result or drawn as much attention online without the

strategic marketing techniques and the work done by Lionsgate’s team. Lionsgate contributed

to foster and activate the fan culture online and kept them engaged throughout the campaign,

which increased fan activity and the buzz around THG online.

139

Jenkins, Fans, Bloggers, and Gamers, 136. See also: Jenkins, Convergence Culture, 3 and 243. 140

Gray, Sandvoss, Harrington, 4. Pearson writes about the question of fan production and copyright law:

Pearson, 90f. 141

Jenkins, Fans, Bloggers, and Gamers, 136. See also: Pearson, 86-92. 142

De Kosnik, 108. 143

Johnson, 216 and 229f. 144

De Kosnik, 109. 145

Kerrigan, 116. 146

De Kosnik, 109.

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5. Conclusion and Further

Research

The aim of this essay was twofold. Firstly, to analyze and describe how Lionsgate used new

marketing techniques and the online fan base in their viral campaign for THG. Secondly, to

ask to what extent the fans’ contributions to the viral campaign can be called fan labor.

Firstly, the essay has hopefully in dialogue with academic research contributed to a

broader understanding of how studios like Lionsgate can use digital technologies and social

media for film marketing purposes. Lionsgate’s marketing campaign exemplifies many of the

new marketing techniques associated with viral marketing, like the importance to create

online word of mouth and to establish a two-way communication with the target audience.

The study shows that the digital age complicates the binary division between producer and

consumers, and that a study of film industrial marketing practices calls for a nuanced picture

of how producers operate. However, the analysis also shows that many of the more traditional

film marketing techniques still plays an important part, and can be supplemented by and

integrated with online marketing. This underlines that new marketing techniques shouldn’t be

seen as a wholesale department from traditional film marketing.

Secondly, the analysis also shows that Lionsgate’s use of the online fan base

corresponds with many characteristics of digital labor and raises questions whether the fans’

participation can be called labor. There is no easy answer to these questions, and it demands a

broad understanding of how the relationship between gift economies and commodity culture

constitute the digital age. A polarized picture between fan communities and corporate

interests fail to account for the complexities that characterize the interactions that occur

between fans and producers today. Both the industry and the audience have an interdependent

relationship and bargaining power in their immaterial labor negotiations, and fans cannot be

reduced to “capitalist dupes”.147

As research show, it is, however, clear that the increased

circulation of fan created content on the internet and its capacity for commercial exploitation

calls for further investigations.148

This essay can hopefully contribute and inspire to further

studies of these questions.

Due to the limited space, there are also further research questions in relation to THG

that had to be left out of this essay. For example, an interesting question in relation to film

147

Russo, 99. 148

De Kosnik, 105. See also: Pearson, 85-89.

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marketing can be how Lionsgate’s marketing strategies changed and developed for the second

movie The Hunger Games: Catching Fire (Francis Lawrence, 2013).149

Lionsgate spent

nearly twice as much on its budget for the second movie and were also able to secure more

promotional partners after the success of the first movie in the franchise.150

Another

interesting subject is how THG’s tricky story about children killing each other affected the

marketing materials and the marketing strategies, and how/if that in turn affected the

reception of the movie. For example, Palen says that Lionsgate made the rule to never say “23

kids get killed”, and instead focused on the more selling formulation “only one wins”.151

The

marketing team also decided not to show any violence in the marketing materials, so that the

audience had to buy tickets in order to see the actual games.152

When THG premiered in the

U.S. it caused debate whether it was a suitable film for a younger audience.153

A study of

these subjects can raise interesting questions around film industrial marketing practices and

the relations between film, film marketing and the society at large.

The study also illustrates the importance of looking beyond the mere film text in

order to understand a film’s life cycle and its circulation in different social, cultural, industrial

and technological contexts. THG’s circulation from book to media franchise and through the

marketing campaign exemplifies that a film’s reception and meaning is formulated in a web

149

Marc Graser, “Lionsgate’s Tim Palen Crafts Stylish Universe for ‘The Hunger Games: Catching Fire’”,

internet magazine Variety, published October 29, 2013, http://variety.com/2013/biz/news/lionsgates-tim-palen-

crafts-stylish-universe-for-hunger-games-catching-fire-1200772931/ (Controlled June 13, 2014).

Marc Graser, “Suzanne Collins Breaks Silence to Support ‘The Hunger Games: Catching Fire’”, internet

magazine Variety, published October 29, 2013,

http://variety.com/2013/film/news/suzanne-collins-breaks-silence-to-support-the-hunger-games-catching-fire-

1200775202/ (Controlled June 13, 2014). 150

Kirsten Acuna, “Why Lionsgate Spent Nearly Twice as Much on ‘The Hunger Games’ Sequel”. internet

magazine Financial Post, published November 1, 2013, http://business.financialpost.com/2013/11/01/why-

lionsgate-spent-nearly-twice-as-much-on-the-hunger-games-sequel/ (Controlled June 13, 2014).

Graser, “Lionsgate’s Tim Palen Crafts Stylish Universe for ‘The Hunger Games: Catching Fire’”.

The Numbers, “The Hunger Games: Catching Fire”, http://www.the-numbers.com/movie/Hunger-Games-

Catching-Fire-The#tab=summary (Controlled June 13, 2014). 151

Barnes, (March 18, 2012). 152

Barnes, (March 18, 2012). See also: Green, (04:00). 153

Ann Oldenburg, “Debate: Is ‘The Hunger Games’ Too Violent For Its Audience”, internet magazine USA

Today, published March 23, 2012, http://content.usatoday.com/communities/entertainment/post/2012/03/debate-

is-the-hunger-games-too-violent-for-young-kids/1#.U1n-g7OKDIU (Controlled June 13, 2014).

Mary Pols, “Why I’m NOT Taking My 8-Year Old To The Hunger Games”, internet magazine Time, published

March 22, 2012, http://ideas.time.com/2012/03/22/why-im-not-taking-my-8-year-old-to-the-hunger-games/

(Controlled June 13, 2014).

Pamela Paul, “Peer Pressure? How About, Like, Fighting to Death?”, internet magazine New York Times,

published March 9, 2012: http://www.nytimes.com/2012/03/11/movies/the-hunger-games-books-become-a-

movie-franchise.html (Controlled June 13, 2014).

THG also caused some headlines in Sweden:

Adam Koskelainen, “Därför fick Hunger Games 11-årsgräns”, news site SVT Nyheter, published March 23,

2012, http://www.svt.se/kultur/darfor-fick-hunger-games-11-arsgrans (Controlled June 13, 2014).

Page 31: The Hunger Games Viral Marketing Campaign

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of different relationships and paratextual activities.154

Relationship building activities are a

central part of viral marketing, and understanding these relationships can be very complex.155

It is the interactions between consumers and producers, among media consumers, and

consumers and media texts.156

Internet allows these relationship building activities to extend

further in space and time, which is prominent in Lionsgate’s marketing campaign that started

to form in 2009 and still continues for the following films in the franchise. This calls for a

holistic view of film marketing as a process that may begin once the idea for a film is

formulated, and that reaches beyond the film text.157

This essay hopefully illustrates that the

interchange between fan studies, marketing research and consumer culture research can

provide a fruitful ground for the study of these relationships in the digital age.158

154

Gray describes paratexts as textual activities like advertisements, games and reviews that surrounds a film

text and influences its meaning and reception: Jonathan Gray, Show Sold Separately: Promos, Spoilers, and

Other Media Paratexts (New York: New York University Press, 2010), 4-8.

See also: Richard Maltby, “How Can Cinema History Matter More?”, Screening the Past, nr. 22 (December

2007): http://tlweb.latrobe.edu.au/humanities/screeningthepast/22/board-richard-maltby.html (Controlled June

13, 2014). Janet Harbord, Film Cultures (London: Sage Publications, 2002), 1f. 155

Kerrigan, 222f. 156

Jenkins, Fans, Bloggers, and Gamers, 135f. 157

Kerrigan, 147 and 222f. 158

Kozinets, 170.

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6. List of Literature

Films

The Hunger Games (Gary Ross, 2012)

The Hunger Games: Catching Fire (Francis Lawrence, 2013)

Books

Brooker, Will. “Going Pro: Gendered Responses to the Incorporation of Fan Labor as User-

Generated Content”. In Wired-TV: Laboring Over an Interactive Future, edited

by Denise Mann. New Brunswick, New Jersey: Rutgers University Press, 2014,

72-97.

Caldwell, John Thornton. Production Culture: Industrial Reflectivity and Critical Practice in

Film and Television. Durham, N.C.: Duke University Press, 2008.

Caldwell, John T. “Post- Network Reflexivity: Viral Marketing and Labor Management”. In

Wired-TV: Laboring Over an Interactive Future, edited by Denise Mann. New

Brunswick, New Jersey: Rutgers University Press, 2014, 140-160.

De Kosnik, Abigail. “Fandom as Free Labor”. In Digital Labor: Internet as Playground and

Factory, edited by Trebor Scholz. New York: Routledge, 2013, 98-111.

De Vany, Arthur. Hollywood Economics: How Extreme Uncertainty Shapes The Film

Industry. New York: Routledge, 2004.

Drake, Philip. “Distribution and Marketing in Contemporary Hollywood”. In The

Contemporary Hollywood Industry, edited by Paul McDonald and Janet Wasko.

Malden, MA: Blackwell pub., 2008, 63-82.

Finney, Angus. The International Film Business: A Market Guide Beyond Hollywood.

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London: Routledge, 2010.

Gray, Jonathan, Cornel Sandvoss and C. Lee Harrington. “Introduction: Why Study Fans?”.

In Fandom: Identities and Communities in a Mediated World, edited by

Jonathan Gray, Cornel Sandvoss and C. Lee Harrington. New York: New York

University Press, 2007, 1-16.

Gray, Jonathan. Show Sold Separately: Promos, Spoilers, and Other Media Paratexts. New

York: New York University Press, 2010.

Harbord, Janet. Film Cultures. London: Sage Publications, 2002.

Hills, Matt. Fan Cultures. New York: Routledge, 2002.

Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New

York University Press, 2006.

Jenkins, Henry. Fans, Bloggers, and Gamers: Exploring Participatory Culture. New York:

New York University Press, 2006.

Jenkins, Henry. “Afterword: The Future of Fandom”. In Fandom: Identities and Communities

in a Mediated World, edited by Jonathan Gray, Cornel Sandvoss and C. Lee

Harrington. New York: New York University Press, 2007, 357-364.

Johnson, Derek. Media Franchising: Creative License and Collaborations in the Culture

Industries. New York: New York University Press, 2013.

Kerrigan, Finola. Film Marketing. Oxford: Butterworth – Heinemann, 2010.

Kozinets, Robert V. “Fan Creep: Why Brands Suddenly Need “Fans”. In Wired-TV: Laboring

Over an Interactive Future, edited by Denise Mann. New Brunswick, New

Jersey: Rutgers University Press, 2014, 161-175.

Mann, Denise. “Introduction: When Television and New Media Work Worlds Collide”. In

Page 34: The Hunger Games Viral Marketing Campaign

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Wired-TV: Laboring Over an Interactive Future, edited by Denise Mann. New

Brunswick, New Jersey: Rutgers University Press, 2014, 1-31.

Russo, Julie Levin. “Labor of Love: Charting The L Word”. In Wired-TV: Laboring Over an

Interactive Future, edited by Denise Mann. New Brunswick, New Jersey:

Rutgers University Press, 2014, 98-117.

Scholz, Trebor. “Introduction: Why does digital labor matter now?”. In Digital Labor:

Internet as Playground and Factory, edited by Trebor Scholz. New York:

Routledge, 2013, 1-9.

Scott, Suzanne. “Authorized Resistance: Is Fan Procution Frakked?”. In Cylons in America:

Critical Studies in Battlestar Galactica, edited by Tiffany Potter and C.W.

Marshall. New York: The Continuum International Publishing Group Ltd, 2008,

210-223.

Terranova, Tiziana. Network Culture: Politics for the Information Age. London: Pluto Press,

2004.

Tryon, Chuck. On-Demand Culture: Digital Delivery and the Future of Movies. New

Brunswick, NJ: Rutgers University Press, 2013.

Wasko, Janet. How Hollywood Works. London: SAGE, 2003.

Wasko, Janet. ”The Death of Hollywood: Exaggeration or Reality?”. In The Handbook of

Political Economy of Communications, edited by Janet Wasko, Graham

Murdock and Helena Sousa. Oxford: Wiley-Blackwell, 2011, 307–330.

Academic Articles

Debenedetti, Stéphane. “The Role of Media Critics in the Cultural Industries”, International

Journal of Arts Management 8, nr 3 (Spring 2006): 30-42.

Maltby, Richard. “How Can Cinema History Matter More?”, Screening the Past, nr 22

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(December 2007):

http://tlweb.latrobe.edu.au/humanities/screeningthepast/22/board-richard-

maltby.html (Controlled June 13, 2014).

Pearson, Roberta. “Fandom in the Digital Era”. Popular Communication: The International

Journal of Media and Culture 8. nr 1 (2010): 84-95,

http://dx.doi.org/10.1080/15405700903502346

(Controlled June 13, 2014).

Perren, Alisa. ”Rethinking Distribution for the Future of Media Industry Studies”. Cinema

Journal 52, nr. 3 (Spring 2013): 165–171.

Stein, Louise, Henry Jenkins, Sam Ford, Joshua Green, Paul Booth, Kristina Busse, Melissa

Click, Sam Ford, Xiaochang Li and Sharon Ross. ”Spreadable Media: Creating

Value and Meaning in a Networked Culture”, Cinema Journal 53, nr 3 (Spring

2014): 152-177.

Internet News Articles/Videos

Abrams, Rachel. “Lionsgate Preps Major Refinancing”. Internet magazine Variety, published

July 11, 2012, http://variety.com/2012/film/news/lionsgate-preps-major-

refinancing-1118056473/ (Controlled June 13, 2014).

Acuna, Kirsten. “Lionsgate Will Undergo Major Refinancing”. Internet magazine Business

Insider, published July 12 2012, http://www.businessinsider.com/lionsgate-will-

undergo-major-refinancingnbspplans-to-restructure-come-after-the-hunger-

games-success-and-the-pu-2012-7 (Controlled June 13, 2014).

Acuna, Kirsten. “Why Lionsgate Spent Nearly Twice as Much on ‘The Hunger Games’

Sequel”. Internet magazine Financial Post, published November 1, 2013,

http://business.financialpost.com/2013/11/01/why-lionsgate-spent-nearly-twice-

as-much-on-the-hunger-games-sequel/ (Controlled June 13, 2014).

Barack, Lauren. “Lions Gate Doubles Down on The Hunger Games”. Internet magazine CNN

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Money, published November 14, 2011, http://fortune.com/2011/11/14/lions-gate-

doubles-down-on-the-hunger-games/ (Controlled June 13, 2014).

Barnes, Brooks. “’Hunger Games’ Ticket Sales Sets Record”. Internet magazine The New

York Times, published March 25, 2012,

http://www.nytimes.com/2012/03/26/movies/hunger-games-breaks-box-office-

records.html (Controlled June 13, 2014).

Barnes, Brooks. “How ‘Hunger Games’ Built Up Must-See Fever”. Internet magazine The

New York Times, published March 18, 2012,

http://www.nytimes.com/2012/03/19/business/media/how-hunger-games-built-

up-must-see-fever.html?pagewanted=all&_r=0 (Controlled June 13, 2014).

Block, Alex Ben. ”How ‘Hunger Games’ Box Office Haul Impacts Lionsgate’s Bottom Line

(Analysis)”. Internet magazine The Hollywood Reporter, published March 26,

2012, http://www.hollywoodreporter.com/news/hunger-games-box-office-

twilight-summit-304225 (Controlled June 13, 2014).

Bound, Wendy. “’Hunger games’ Triumphs at the Box Office”. News program WSJ Live,

published March 26, 2012, http://live.wsj.com/video/hunger-games-triumphs-at-

the-box-office/0122E92A-2622-411E-BD5D-

5D868F96CBE3.html#!0122E92A-2622-411E-BD5D-5D868F96CBE3

(Controlled June 13, 2014).

Fernandez, Jay A. and Boris Kit. “Lionsgate Picks up ‘Hunger Games’”. Internet magazine

Reuters, published March 17, 2009,

http://www.reuters.com/article/2009/03/18/us-hunger-

idUSTRE52H0LK20090318 (Controlled June 13, 2014).

Fritz, Ben. “’Hunger Games’ Ads Coyly Don’t Show the Hunger Games”. Internet magazine

Los Angeles Times, published March 15, 2012,

http://articles.latimes.com/2012/mar/15/business/la-fi-ct-hunger-games-

marketing-20120316 (Controlled June 13, 2014).

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Fritz, Ben. “Lionsgate Spending $45 Million to Market ‘The Hunger Games’”. Internet

magazine Los Angeles Times, published March 16, 2012,

http://latimesblogs.latimes.com/entertainmentnewsbuzz/2012/03/lionsgate-

spending-.html (Controlled June 13, 2014).

Graser, Marc. “Lionsgate’s Tim Palen Crafts Stylish Universe for ‘The Hunger Games:

Catching Fire’”. Internet magazine Variety, published October 29, 2013,

http://variety.com/2013/biz/news/lionsgates-tim-palen-crafts-stylish-universe-

for-hunger-games-catching-fire-1200772931/ (Controlled June 13, 2014).

Graser, Marc. “Suzanne Collins Breaks Silence to Support ‘The Hunger Games: Catching

Fire’”. Internet magazine Variety, published October 29, 2013,

http://variety.com/2013/film/news/suzanne-collins-breaks-silence-to-support-

the-hunger-games-catching-fire-1200775202/ (Controlled June 13, 2014).

Green, Howard. “Headline: Marketing The Hunger Games”. BNN: Business Network News,

published March 23, 2012, http://www.youtube.com/watch?v=kJFVLUHkwwA

(Controlled June 13, 2014).

Grover, Ronald, and Peter Lauria. “REFILE – How Lions Gate won ‘Hunger Games’”.

Internet magazine Reuters, published March 23, 2012,

http://www.reuters.com/article/2012/03/23/lionsgate-hungergames-

idUSL1E8QL2G320120323 (Controlled June 13, 2014).

News site Mashable. ”Hunger Games Launches Official Trailer and Facebook Mayor

Campaign [Video]”, published November 14, 2011,

http://mashable.com/2011/11/14/hunger-games-official-trailer/, (Controlled June

13, 2014).

Karpel, Ari. “Inside ‘The Hunger Games’ Social Media Machine”. Internet magazine Fast

Company, published April 9, 2012,

http://www.fastcocreate.com/1680467/inside-the-hunger-games-social-media-

machine (Controlled June 13, 2014).

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Koskelainen, Adam. “Därför fick Hunger Games 11-årsgräns”. News site SVT Nyheter,

published March 23, 2012, http://www.svt.se/kultur/darfor-fick-hunger-games-

11-arsgrans (Controlled June 13, 2014).

McNary, Dave. ”Lionsgate Stock Closes at All-Time High”. Internet magazine Variety,

published November 29, 2012, http://variety.com/2012/film/news/lionsgate-

stock-closes-at-all-time-high-1118062876/ (Controlled June 13, 2014).

McNary, Dave. “Lionsgate Refinancing $450 Million In Debt”. Internet magazine Variety,

published July 22, 2013, http://variety.com/2013/film/news/lionsgate-

refinancing-450-million-in-debt-1200566113/ (Controlled June 13, 2014).

McNary, Dave. “’Hunger Games’ Fever Pushes Lionsgate Stock to Records”. Internet

magazine Variety, published August 2, 2013,

http://variety.com/2013/film/news/hunger-games-fever-pushing-lionsgate-stock-

to-records-1200572949/ (Controlled June 13, 2014).

Oldenburg, Ann. “Debate: Is ‘The Hunger Games’ Too Violent For Its Audience”. Internet

magazine USA Today, published March 23, 2012,

http://content.usatoday.com/communities/entertainment/post/2012/03/debate-is-

the-hunger-games-too-violent-for-young-kids/1#.U1n-g7OKDIU (Controlled

June 13, 2014).

O’Malley Greenburg, Zack. ”Hunger Games to Boost Lions Gate, Taylor Swift”. Internet

magazine Forbes, published March 26, 2012,

http://www.forbes.com/sites/zackomalleygreenburg/2012/03/26/hunger-games-

to-boost-lions-gate-taylor-swift/ (Controlled June 13, 2014).

Order, Erika and Michelle Kung, “Lions Gate Hungers for a Franchise”. Internet magazine

The Wall Street Journal, published February 21, 2012,

http://online.wsj.com/news/articles/SB100014240529702041310045772341228

00601412 (Controlled June 13, 2014).

Paul, Pamela. “Peer Pressure? How About, Like, Fighting to Death?”. Internet magazine New

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36

York Times, published March 9, 2012:

http://www.nytimes.com/2012/03/11/movies/the-hunger-games-books-become-

a-movie-franchise.html (Controlled June 13, 2014).

Pols, Mary. “Why I’m NOT Taking My 8-Year Old To The Hunger Games”. Internet

magazine Time, published March 22, 2012,

http://ideas.time.com/2012/03/22/why-im-not-taking-my-8-year-old-to-the-

hunger-games/ (Controlled June 13, 2014).

Rae Orsini, Lauren. “Interactive Marketing Tool For ‘The Hunger Games’ Gives Control To

Fans”. News website The Daily Dot, published November 15, 2011,

http://www.dailydot.com/entertainment/the-hunger-games-interactive/

(Controlled June 13, 2014).

Rishwine, Lisa. ”’Hunger Games’ Gorges on $214 Million Global Debut”. Internet magazine

Reuters, published March 25, 2012,

http://www.reuters.com/article/2012/03/25/entertainment-us-boxoffice-

idUSBRE82O0AS20120325 (Controlled June 13, 2014).

Tsuboi, Kara. “The Hunger Games Plays Social Media”. News program CNET News,

published March 23, 2012, http://www.youtube.com/watch?v=j_lWY_bqfFc

(Controlled June 13, 2014).

Vinjamuri, David. ”’The Hunger Games’: Why Lionsgate Is Smarter Than You”. Internet

magazine Forbes, published March 22, 2012,

http://www.forbes.com/sites/davidvinjamuri/2012/03/22/the-hunger-games-

why-lionsgate-is-smarter-than-you/ (Controlled June 13, 2014).

Other Internet Sources

Jenkins, Henry. “ARGS, Fandom, and the Digi-Gratis Economy: An Interview with Paul

Booth (Part One)”. Internet blog Confessions of an Aca-Fan – The official Weblog

of Henry Jenkins, published August 13, 2010,

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37

http://henryjenkins.org/2010/08/args_fandom_and_the_digi-grati.html (Controlled

June 13, 2014).

The Box Office Mojo, “The Hunger Games”, Website Box Office Mojo,

http://boxofficemojo.com/movies/?page=main&id=hungergames.htm

(Controlled June 13, 2014).

TheCapitol.pn, Lionsgate’s website,

http://www.thecapitol.pn/site (Controlled June 13, 2014).

The New York Times, Lionsgate’s Facebook page for THG,

http://www.nytimes.com/imagepages/2012/03/19/business/HUNGER4.html

(Controlled June 13, 2014).

The New York Times, Lionsgate’s puzzle challenge,

http://www.nytimes.com/imagepages/2012/03/19/business/HUNGER3.html

(Controlled June 13, 2014).

The Numbers, “The Hunger Games”,

http://www.the-numbers.com/movie/Hunger-Games-The#tab=summary

(Controlled June 13, 2014).

The Numbers, “The Hunger Games: Catching Fire”,

http://www.the-numbers.com/movie/Hunger-Games-Catching-Fire-

The#tab=summary (Controlled June 13, 2014).

The Numbers, “Movie Budgets: All”:

http://www.the-numbers.com/movie/budgets/all (Controlled June 13, 2014).

Scholastic Media Room, “The Hunger Games Trilogy”,

http://mediaroom.scholastic.com/hungergames (Controlled June 13, 2014).

Twitter, @TheCapitolPN’s, published November 14, 2011,

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https://twitter.com/TheCapitolPN/status/136080274927779840 (Controlled June

13, 2014).

Youtube, “The Hunger Games: Integrated Marketing Campaign Overview”, published

October 28, 2013, http://www.youtube.com/watch?v=yx13Ezmz_7U

(Controlled June 13, 2014).

Youtube, “Josh Hutcherson Thank You!”, published March 22, 2012,

http://www.youtube.com/watch?v=CboItpsgs1E (Controlled June 13, 2014).

Youtube, “Josh Hutcherson Presents The Hunger Games Trailer on Good Morning America”,

aired November 14, 2011 on ABC,

http://www.youtube.com/watch?v=2ON66JzlTYU (Controlled June 13, 2014).

Youtube, “Liam Hemsworth Thank You!”, published March 22, 2012,

http://www.youtube.com/watch?v=FLTnQPVeYuI (Controlled June 13, 2014).

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Stockholms universitet/Stockholm University

SE-106 91 Stockholm

Telefon/Phone: 08 – 16 20 00

www.su.se

Stockholm University

SE-106 91 Stockholm

Phone: 08 – 16 20 00

www.su.se