Reports: pokemon

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Gamer brand fandom
Assessing partnership suitability between games and entertainment brands

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Karol Severin
Entertainment partnerships in games are booming, with games companies being approached with opportunities from all directions. This increased level of opportunity puts pressure on the available time and resources to properly evaluate each proposal. Simultaneously, the continuous influx of opportunities, coupled with ongoing games release deadlines, make it hard for games companies to step back and apply macro frameworks for partner assessment and prioritisation effectively.
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Fandom drivers
From fan psychology to NFT demand

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Mark Mulligan, Karol Severin, Srishti Das and Tatiana Cirisano
Fandom is entertainment’s growth currency, yet it remains both under-valued and poorly understood. While other entertainment currencies can be accurately measured (number of streams, number of sales, number of views, etc.) it is only the effects of fandom that can be quantified (number of likes / shares, merchandise sales, etc.
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US Gamers
Targeting Games Franchises to Compete in the Attention Economy

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Karol Severin
Games used to be isolated from other media activities. This has all changed with the rise of the attention economy, and the shift of gaming devices from purely consoles, to smartphones now supporting other media formats. This dynamic opens a floodgate of opportunities for media and entertainment companies, tech majors, telcos and brands alike to create cross-entertainment collaboration and marketing opportunities.
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Pokémon Go User Deep Dive
Life After The Hype

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Karol Severin
With over 100 million downloads and 20 million daily active users, Pokémon Go has taken the digital world by storm. Although the initial hype is inevitably becoming grounded by reality, Pokémon Go is still performing strongly. Although niche by overall digital measures, the Pokémon Go player user base has a sizeable foothold, and behavioural traits that make it a compelling addressable audience for digital content providers.
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