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Immersive video fandom The rise of the centralised interactive fan world

Ben Woods
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20,000 foot view: Video IP holders could extract more value from superfans by deploying monetisation strategies used by social video platforms and virtual gaming universes. The music industry has already shown how, through interactive fan worlds. These video game experiences allow IP holders to centralise fan engagement to capitalise on digital monetisation techniques, such as in-app purchasing and incentive-driven advertising. In this product strategy report, we will focus on the techniques and potential rewards associated with interactive fan worlds, including the impact on distribution and the wider value chain. This report includes an accompanying case study, Disney Dreamlight Valley: Laying the foundations for video IP interactive fan worlds, which explores the approach needed to make interactive fan worlds a reality in video.

Companies and brands mentioned in this report: Apple, Blackpink, BLACKPINK THE GAME, BTS, Comcast, DC Comics, Disney, Fortnite, I’m a Celebrity Get Me Out of Here!, ITV, ITVX, Roblox, Star Wars, TikTok, Twitch, Universal Studios, Warner Bros. Discovery, and YouTube