Sky Staged a Game of Thrones Marathon That Challenged Viewers to Run
Laura McQuarrie — August 25, 2017 — Marketing
For most people, partaking in a Game of Thrones marathon means settling on the couch with plenty of snacks to watch previous seasons of the show.
While broadcasters often release marathons in anticipation of the start of a new TV show season, Sky decided to take a slightly different approach to this idea with 'The "Real" Game of Thrones Marathon.'
As its name suggests, The "Real" Game of Thrones Marathon involved a course of 26 miles for runners to follow, all the while watching seasons one to six on a large-scale screen. This distance is representative of the space one must travel between Lannisport and Casterly Rock in the fictional continent of Westeros. When the real-world marathon ended, the premiere episode of Game of Thrones season seven was shown.
While broadcasters often release marathons in anticipation of the start of a new TV show season, Sky decided to take a slightly different approach to this idea with 'The "Real" Game of Thrones Marathon.'
As its name suggests, The "Real" Game of Thrones Marathon involved a course of 26 miles for runners to follow, all the while watching seasons one to six on a large-scale screen. This distance is representative of the space one must travel between Lannisport and Casterly Rock in the fictional continent of Westeros. When the real-world marathon ended, the premiere episode of Game of Thrones season seven was shown.
Trend Themes
1. Real-time Exercise Entertaiment - Technology that combines exercise and entertainment in real-time would enable people to have fun while staying fit.
2. Convergent Experiences - Real-time entertainment and exercise experiences could be combined and take place in a variety of settings (virtual and physical).
3. Gamification of Exercise - Gamification of exercise would allow for opportunities to market exercise in newer and interactive ways.
Industry Implications
1. Fitness - Fitness industry can leverage technology to create immersive exercise experiences that are enjoyable and entertaining for users.
2. Broadcasting - Broadcasting networks can monetize real-time entertainment experiences by creating race-based events and streaming them live.
3. Gaming - Gaming companies can create real-time gaming experiences that incorporate physical exercise and gamification to keep the youth engaged in fitness activities.
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