Abstract
The present article aims to study the strategies used in the creative process of the experience of the alternate reality game (ARG) of the album Year Zero (2007), by the band Nine Inch Nails, as a case study of the aspects to take into account when introducing a product in the global market. For this purpose, a theoretical framework of cultural transduction processes is carried out and, in particular, the analytical model of the essential elements in the transparent contents based on the mythotype is presented. Finally, an exploration of the morphology of the mythotype in the actions that composed the already mentioned experience is carried out, in order to conclude with the importance of appealing to a strategy that includes the quality of the values of production and, in particular, to the anthropological component of classic narratives, based on reality.
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