Reports Entertainment and Fandom

Defining entertainment superfans Characteristics, categories, and commercial impact

Olivia Jones and Laura Fisher
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Superfans represent a highly valuable yet consistently underleveraged audience segment for the entertainment industry. What drives this disconnect is the fact that – despite frequent anecdotal use of the term – a standardised, empirical definition remains absent, preventing companies from systematically identifying, nurturing, and monetising this critical cohort. This report addresses this gap by establishing a data-driven framework to define fans and superfans and segment them into distinct archetypes through measurable behavioural thresholds. It provides actionable insights for product managers, marketing strategists, and content development executives to harness the group's full potential, transforming superfan cultivation from serendipity into science. This genesis report serves as a foundation for the fandom ecosystem, moving beyond perception to a concrete, actionable understanding of superfan identity.

Key data in this report:

  • Analysis and penetration data on how consumers engage with entertainment
  • Comparison of the entertainment behaviours of high-spending consumers
  • Breakdown of fan archetypes e.g., creator fans, merch buyers, IRL fans, and fans who engage with communities
  • Average annual spend and types of engagement for fans, broken down by type of media e.g., movies and TV shows, music, gaming, podcasts
  • Consumer data on how fans engage with artists they like, on social media, and what types of media they are fans of

This report sources data from:

  • MIDiA Research Consumer Survey Q1 2025, US, UK, Australia, Canada, France, Poland, Spain, Colombia, Japan, India n = 10,023

Words: 3100 Pages: 18 Infographics: 7

Companies and brands mentioned: Discord, Grand Theft Auto V, Netflix, Pinterest, Reddit, Spotify, Squid Game, Taylor Swift, and Twitch