the social reality of the common social problem -
survival fear, to arouse the audience's resonance. In
The book The Horror Film: An Introduction, it is
proposed that when the audience watches horror
works, fear, anxiety and other emotions will be
aroused, so that the audience will associate the fear
emotions in the film with their own experiences
(Worland, 2024). For example, in the "dalgona candy
challenged", some people get a simple and easy round
sugar cake, while some people get an umbrella pattern
that will be broken if they are not careful, which
implies the unequal distribution of resources in
today's society. The main character enters the game
in order to win money to pay his mother's medical
bills. However, in the course of the game, the
protagonist gradually realizes that the class
solidification of society and the gap between the rich
and the poor cannot be easily changed through
individual power. Although the main character
eventually wins the game, the main character's
mother dies during the game, which exposes the main
character to social injustice. In addition, another
character in the drama is a graduate of an elite
university who takes part in the game because he has
incurred huge debts due to embezzlement of public
funds. Ultimately, his story reflects that ordinary
people, even if they have a high degree, cannot
change their origins and escape the difficulties
brought by social class. The contestants in the drama
gamble their lives for the huge prize money, which
deeply reflects the cruel competition and inability and
struggle of the people at the bottom in the face of the
miserable life. The stories of these characters reflect
the common problems in today's society, allowing the
audience to see their own shadows in them, thus
triggering strong emotional resonance and deep
thinking. This kind of social resonance not only
enhances the influence of work but also promotes
people's attention and reflection on real social
problems.
4.2 Narrative Style and Cultural
Background of Nostalgia
Deep exploration of Nostalgia and cultural
background is the key to the popularity of Stranger
Things. The classic pop culture elements of the 1980s
gave the retro visual style which evoked the memory
of childhood. The scream was full of Nostalgia. In
terms of props, the show makes extensive use of retro
costumes, props and set designs, such as tape players,
retro video game consoles and other iconic items of
the 1980s. In addition, some of the plot settings of the
show pay homage to classics such as E.T., Stand By
Me, and the Goonies, which are culturally resonant
with the audience. Previous research has shown that
nostalgia as a highly social emotion enhances an
individual's sense of social connection with others.
For example, by recalling past experiences, nostalgia
can make people feel the continuity and meaning of
life and inspire individual optimism and positive
actions towards the future (Juhl & Biskas, 2023). This
emotional resonance not only helps the audience to
establish a sense of belonging to youth, family, or a
particular era, but also to understand and strengthen
themselves through the experiences of the characters.
Second, it is about the unique plot setting of the
drama -- an upside-down world which is a parallel
universe full of unknown and uncertainty. Butler uses
this setting as a metaphor referring to the people's fear
during contemporary life in the face of rapid changes
of technology, environment and society. He
especially focused on the time when the story is set in
the 1980s, when the United States was in the midst of
the Cold War and the whole society is full of anxiety
and fear. Stranger Things involved the audience in
nostalgia for the 1980s first. The worry and fear of
that time were correspondingly portrayed (Butler,
2017). In addition, although the core of the series is a
sci-fi horror story, each character is given distinct
personality characteristics and storylines. Multiple
storylines, such as friendship, youth, growth, and
family relationships, give depth to the entire series.
4.3 Audience Immersive Experience
Experiential marketing is a marketing strategy that
creates positive emotions, deep feelings and
memories for consumers by creating interactive
experiences with brand products in the real world.
This experience can include product trials, interactive
activities, and environmental creation (Gunawan,
2022). Netflix successfully promoted Stranger Things
through IP derivative and scene marketing through
experiential marketing. For example, Netflix
designed a creative billboard for the Hawkins Power
element of the show. Audiences can directly call and
chat with the characters in the show. In addition, the
publicity team has also carried out some themed
exhibitions around the world. They've got all these
classic props and iconic scenes from the show on
display, and there are interactive areas where you can
really dive into the world of Stranger Things. As
nostalgia culture becomes more popular, it has
developed into a cultural industry. Hassler Forest
pointed out that the success of this nostalgia strategy
lies in its ability to combine the emotional needs of
users with commercial interests. By taking advantage