Fandom

Fandom’s Icarus phenomenon: The hype cycle of the attention economy

Cover image for Fandom’s Icarus phenomenon: The hype cycle of the attention economy
Hanna Kahlert
Fandom is now entrenched as the success determinator of the saturated attention economy. With so much entertainment competing at all times, it is sentiment which draws audiences back for more. Rather than purely “I like this” – there is, after all, so much to like – fandom is more than the substantive quality of productions or storytelling.
min read
Read more …

Lockdown & Dragons: Fantasy proves the fandom effect

Cover image for Lockdown & Dragons: Fantasy proves the fandom effect
Hanna Kahlert
With vaccine rollouts gaining momentum, the post-COVID attention crunch is looming large for the digital entertainment propositions which have all experienced booms over lockdown. The competition is on – making it more essential than ever to understand the trends behind shifting consumer behaviour and sentiment drivers, as ‘in real life’ (IRL) activities return and budget crunches force audiences to make new spending choices.
min read
Read more …

Video - Day 1: Future-proofing growth and curtailing subscriber churn post pandemic

Cover image for Video - Day 1: Future-proofing growth and curtailing subscriber churn post pandemic
Dara Jegede
The ‘COVID-bounce’ effect from the 2020 pandemic created a business windfall for many video providers and OTT services – some of which saw multi-year subscriber increases happen within months. Video experienced the biggest bump in engagement and will be doubly impacted as the rebound to ‘in real life’ and pre-pandemic activities continues.
min read
Read more …

Games - Day 2: Beyond gaming to cross-entertainment partnerships

Cover image for Games - Day 2: Beyond gaming to cross-entertainment partnerships
Dara Jegede
Building on the discussions from Day 1, Day 2 looks at opportunities in cross-entertainment partnerships and in-game spending. In-game spending increased in 2020 as gaming’s cultural importance grew to become an ideal destination for young consumers to define and express their digital personas during a time of limited social interaction, highlighting the commercial opportunity for games companies to serve the image and sense of belonging needs of consumers via virtual goods and services in games environments and beyond.
min read
Read more …