Luxastra by InnTale: Intersections of Serial Storytelling, Play and Social Media Entertainment on YouTube Italia
DOI:
https://doi.org/10.60923/issn.2280-9481/22920Keywords:
Luxastra, YouTube, Social media entertainment, Seriality, Tabletop Role-Playing GamesAbstract
This article analyzes Luxastra (2019–2024), a web series by the Italian YouTube channel InnTale, as an emblematic case study of the intersection between serial storytelling, tabletop role-playing games (RPGs), and social media entertainment. Adopting an approach borrowed from television studies, the analysis is structured on three main levels: the series’ production aspects; its textual and narrative characteristics; and its dynamics of audience reception and participation. It thus aims to highlight how Luxastra reworks RPG languages to construct a complex transmedia narrative, supported by community-oriented communication strategies and a process of remediation that integrates playful, audiovisual, and digital aesthetics. At the same time, the investigation highlights the critical issues InnTale has encountered as an independent production on YouTube: amid algorithmic uncertainties and tensions between creative freedom and economic sustainability, the case of Luxastra reveals the potentialities and limitations of grassroots seriality, raising questions about the compatibility between complex narrative forms and the logic of social media platforms. Finally, the article confirms the extension of television studies to contemporary digital media as a necessary and virtuous approach, capable of grasping the interdependencies between aesthetics, production models, and engagement dynamics even in works outside the circuits of the more established cultural industries.References
Albarran, Alan B. (2024). The Media Economy. Third Edition. New York e Londra: Routledge.
Assasselli, Alessia (2018). “Broadcast Your Brand.” Link – Idee per la TV. https://www.linkideeperlatv.it/broadcast-your-brand/.
Barra, Luca (2022). La programmazione televisiva. Palinsesto e on demand. Isola Del Liri (FR): Editori Laterza.
Bennett, James and Niki Strange (2011). Television as Digital Media. Durham e Londra: Duke University Press.
Bishop, Sophie (2018). “Anxiety, panic and self-optimization: Inequalities and the YouTube Algorithm.” Convergence: The International Journal of Research into New Media Technology 24(1): 69-84. https://doi.org/10.1177/1354856517736978.
Blau, Julia J.C. (2021). “Birth of a New Medium or Just Bad TV? Framing and Fractality of Actual Play.” In Watch Us Roll. Essays on Actual Play and Performance in Tabletop Role-Playing Games, a cura di Shelly Jones, 32-51. Jefferson, North Carolina: McFarland & Co.
Bolter, Jay David and Richard Grusin (2000). Remediation. Understanding New Media. Cambridge, Massachusetts: The MIT Press.
Brembilla, Paola (2023). Franchise mediali. Industrie, narrazioni, pubblici. Bologna: Pàtron Editore.
Brembilla, Paola (2018). It’s All Connected. L’evoluzione delle serie TV statunitensi. Milano: FrancoAngeli Editore.
Burgess, Jean and Joshua Green (2009). YouTube. Online Video and Partecipatory Culture, traduzione italiana a cura di Massimo Mazza. Milano: Egea.
Cardini, Daniela (2004). La lunga serialità televisiva. Origini e modelli. Roma: Carocci Editore.
Crawford, Jeremy e Mike Mearls (2014). Player’s Handbook. Wizards of the Coast.
Cunningham, Stuart and David Craig (2019). Social Media Entertainment: The New Intersection of Hollywood and Silicon Valley. New York: New York University Press.
Cunningham, Stuart and David Craig (2017). “Being ‘really real’ on YouTube: authenticity, community and brand culture in social media entertainment.” Media International Australia 164(1): 71-81. https://doi.org/10.1177/1329878X17709098.
Dall’Asta, Monica (2009). Trame spezzate. Archeologia del film seriale. Recco: Le Mani – Microart’s Edizioni.
Denson, Shane and Andreas Jahn-Sudmann (2013). “Digital Seriality: On the Serial Aesthetic and Practice of Digital Games.” Eludamos. Journal for Computer Game Culture 7(1): 1-32.
Ferri, Gabriele (2020). “Gioco e narrazione.” In Game Design. Gioco e giocare tra teoria e progetto, a cura di Maresa Bertolo e Ilaria Mariani, 113-126. Milano: Pearson Italia.
Fine, Gary Alan (1983/2002). Shared Fantasy. Role-Playing Games as Social Worlds. Chicago: University of Chicago Press.
Ford, Sam, Joshua Green, e Henry Jenkins (2013). Spreadable Media. Creating Value and Meaning in a Networked Culture. New York: New York University Press.
Friedman, Emily C. (2021). “Is It Thursday Yet? Narrative Time in a Live-Streamed Tabletop RPG.” In Roleplaying Games in the Digital Age. Essays on Transmedia Storytelling, Tabletop RPGs and Fandom, a cura di Jennifer Grouling e Stephanie Hedge, 187-204. Jefferson, North Carolina: McFarland & Co.
Frissen, Valerie et al. (2015). Playful Identities. The Ludification of Digital Media Culture. Amsterdam: Amsterdam University Press.
Ghilardi, Marcello and Ilaria Salerno (2007). Giochi di ruolo. Estetica e immaginario di un nuovo scenario giovanile. Latina: Tunuè.
Gray, Jonathan and Amanda D. Lotz (2019). Television Studies: Second Edition. Cambridge: Polity Press.
Gregersen, Andreas and Jacob Ørmen (2023). “The output imperative: productivity and precarity on YouTube.” Information, Communication & Society 26(7): 1363-1380. https://doi.org/10.1080/1369118X.2021.2006745.
Grouling Cover, Jennifer (2010). The Creation of Narrative in Tabletop Role-Playing Games. Jefferson: McFarland & Co.
Hedge, Stephanie (2021). “Dungeons and Digital Affordances and Dragons. ‘Extremely Online’ RPGs.” In Roleplaying Games in the Digital Age. Essays on Transmedia Storytelling, Tabletop RPGs and Fandom, a cura di Jennifer Grouling e Stephanie Hedge, 58-73. Jefferson: McFarland & Co.
Huizinga, Johan (1939/2002). Homo ludens, traduzione italiana a cura di Corinna van Schendel. Torino: Einaudi.
InnTale (2024). Luxastra – La verità perduta. Milano: Fabbri Editori.
Jenkins, Henry (1992). Textual Poachers. Television Fans and Participatory Culture. New York: Routledge.
Jenkins, Henry (2006). Convergence Culture. Where Old and New Media Collide. New York: New York University Press.
Jones, Shelly (2021). Watch Us Roll. Essays on Actual Play and Performance in Tabletop Role-Playing Games. Jefferson: McFarland & Co.
Kelleter, Frank (2017). Media of Serial Narrative. Columbus: Ohio State University Press.
Lange, Patricia (2019). Thanks for Watching. An Anthropological Study of Video Sharing on YouTube. Louisville: University Press of Colorado.
Lotz, Amanda D. (2017). Portals. A Treatise on Internet Distributed Television. Ann Arbor: Maize Books.
Valentini, Paola (2013). Televisione e gioco. Quiz e società italiana. Bologna: ArchetipoLibri.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Virginia Scapolo

This work is licensed under a Creative Commons Attribution 4.0 International License.