Fandom is not new but it’s evident that we are entering a new era, powered by the digital realm that helps fans to be close to their idols as never before. Taylor Swift’s Eras Tour is probably the most tangible expression of fans power and how they can move economies with their passion. The phenomenon, globally known as “TSwift Lift”, went far beyond selling albums to shaking up markets including hotel bookings, jobs creation, sales of NFL jerseys and ranch dressing. The once-niche fans’ clubs have turned into economic, community, shared participation and engagement powerhouses, acting as a proof that GEN Z attention spans are short only for what’s not authentically relevant for them. At BMC, we can help your brand to be part of the fandom fervor in an authentic way, understanding your fit and the different ways in which you can drive growth through fans and contribute real value to them. Reach out to socialpulse@bmcinnovation.com for more information! --------------------- El fandom no es nuevo, pero es evidente que estamos entrando en una nueva era, impulsada por el ámbito digital que ayuda a los fans a estar más cerca de sus ídolos que nunca. El Eras Tour de Taylor Swift es probablemente la expresión más tangible del poder de los fans y de cómo pueden mover las economías con su pasión. El fenómeno, conocido mundialmente como «TSwift Lift», fue mucho más allá de la venta de álbumes y sacudió mercados como el de las reservas hoteleras, la generación de empleos o la venta de camisetas de la NFL y aderezos ranch. Los clubs de fans, antes nichos, se han convertido en potencias económicas, comunitarias, de participación y compromiso, lo que demuestra que la capacidad de atención de los GEN Z sólo es corta para lo que no es auténticamente relevante para ellos. En BMC, podemos ayudar a tu marca a formar parte del fervor de los fans de una manera auténtica, comprendiendo su fit y las diferentes formas en que puede impulsar el crecimiento a través de los fans para aportar un valor real. Para más información contáctanos en socialpulse@bmcinnovation.com!
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Collectibles can boost your game's performance — don't miss out on 𝐀𝐥𝐛𝐮𝐦 𝐞𝐯𝐞𝐧𝐭𝐬 𝐰𝐢𝐭𝐡 𝐠𝐚𝐜𝐡𝐚 𝐩𝐚𝐜𝐤𝐬 🤳🃏🎴 Album events are booming in casual games. Recently, Royal Match drastically changed their permanent Album feature to a time-limited event — and they're not alone. Let's explore how top-grossing events implement this LiveOps feature! Monopoly Go - Social Albums 🤝 🤑 https://lnkd.in/eyGQ4j6R The exchange of duplicate collectibles between Facebook friends builds on the strong social component in the game, fostering an active and engaged community. Daily exchange limits work for short-term retention, while monetization focuses on the depletion of core resources (dice) as collectibles are obtained by playing in core and other events. Royal Match - Time-limited Albums ⏳ 🏃♂️ https://lnkd.in/eZE_eaiH Recently, the permanent Album feature in Royal Match has been replaced with a time-limited Album event that uses FOMO to stimulate player engagement and enhance retention. Dream Games also added a social component and enabled players to exchange cards. Travel Town - Multi-purpose Albums 🏖 🖼 https://lnkd.in/egZmYRzt Album events in Travel Town tie in all of the game's LiveOps together. Rare packs and valuable universal items, like Joker cards, are provided as rewards in other complex events, building a strong interconnection that enhances overall engagement in all of the ongoing events. Travel Town Albums are also monetized directly through Special Offers and as rewards for making regular purchases in the Shop, which encourages consistent spending and places even more value on routine transactions. #AppMagic #gameinsights #LiveOps #monetization
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At Virtual Game Night for singles worldwide , we believe that shared laughs, friendly competition, or heartfelt conversation can be the start of something truly remarkable. So, get ready to meet some incredible people, make new friends, and who knows—maybe even find that special someone who shares your interests, values, and aspirations.👀🥰 Throughout the evening, we'll be featuring a variety of interactive games and activities that are sure to spark conversations, laughter, and connections. These icebreakers are designed to help you break down barriers and initiate meaningful interactions with others. So, be prepared to step out of your comfort zone and embrace this opportunity to create new connections.🥰🥰 Zoom details will be sent out a few minutes before the event (to ensure only registrants attend). They will be sent to the email address you use to register for the event. Any unauthorized person or any person acting inappropriately during the chat room, or anyone using this as a forum to sell their own services or products will be immediately removed. So Register Today!! I AM PLEASED TO ANNOUNCE VIRTUAL GAME NIGHT FOR SINGLES ON ZOOM FOR MONTH OF NOVEMBER RSVP Link: https://buff.ly/40nlYB2 EVENT DETAILS: DATES: Sunday19th November is open to singles of 25 to 35 and 35 to 50 age group TIME: 6 to 8 pm FEES: Early bird fee: 1500 includes interactive games Regular rate: 2,000 includes interactive games • Early bird rates apply –if payments are made before 12thNovember • Regular Rates apply—if payments are made 12th November onwards Please note – All payments need to be realizedBEFORE the commencement of the event –19th November. No walk-ins or payments at the gate will be entertained. Where: Zoom details revealed post screening process #Singles #mumbaisingles #notspeeddating #event #connect #matchmakingagency #matchmakingservice #heartandsoulevents #socialmixer #instagramreels #tips #relationships #dating #marriage #love #wine #winetasting #drinks #social #cheers #affair #ArrangeMarriage #Soulmate #Matchmaker #IndiaSingles #party #partynight #virtualgamenight
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Thanks, Jaime De Oteyza Blanch, for sharing this BBC News MUNDO article. It’s fascinating how Marcus du Sautoy highlights the role of play, rather than just thinking, as key to our development. He says play is like music and math—both create little worlds where we can dive in and really explore. Du Sautoy also emphasizes that games provide a safe and engaging way to enter our internal worlds and understand others' perspectives. This insight is especially relevant today with all the cultural issues we're facing. By offering a space to explore complex and sensitive topics, games can help foster empathy and understanding. As we navigate these challenges, it's crucial to think about how the design and narrative of games impact players’ perceptions and learning. Du Sautoy's perspective reminds us that games are not just entertainment; they’re powerful tools for social and emotional exploration.
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Absolutely thrilled to share some insights and findings from the launch of Australia Plays 2023! 🎮🌏 Published by International Games and Entertainment Association (IGEA) in collaboration with Bond University, Professor Jeffrey Brand, uncovered some fascinating aspects of the gaming landscape Down Under. 1️⃣ Gaming is Universal in Australia! With 20 million players, 94% of households engaged, and an average player age of 35, gaming in Australia isn't a subculture; it's a way of life. And it's growing, with an additional 800,000 households since 2021! 2️⃣ Why Australians Play Video games? Whether it's having fun (93%), de-stressing (90%), connecting with family (91%), or even nurturing mental health (66%), Australians game for reasons that touch every aspect of life. It's about joy, creativity, connection, and so much more. 3️⃣ Transformative Power in Mental Health The stats speak volumes: 75% of players manage stress through gaming, and 81% of seniors use it for mental stimulation. Games are more than entertainment; they are a therapeutic tool for a sound mind and an engaged brain. 🧠 4️⃣ A New Age of Players For the first time ever, young females aged 5-14 play more than young males. A sign that gaming is breaking down traditional gender barriers and becoming a truly inclusive field. Final Thoughts: Australia's gaming landscape is more vibrant and diverse than ever. It reflects a society that sees video games not just as entertainment but as a multifaceted tool that connects, educates, and transforms. It's exciting to think about how this might shape policy and conversations around creative industries, technology, online safety and cultural exports. #Austplays2023 #gamingforwellness Full report here: https://lnkd.in/gkN9WQ5C
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Exciting Growth in the Spanish Video Game Sector! 🎮📈 The Spanish #videogame industry continues to thrive, reflecting a dynamic landscape of entertainment. According to the recent report by the AEVI - Asociación Española de Videojuegos, the sector achieved remarkable growth of 12.09% in 2022, reaching a total revenue of €2.012 billion. The surge is attributed to the significant rise in online sales, particularly in the online platform segment (53.30% increase from 2021) and subscriptions to multiplayer services (24.68% increase). Online sales generated €1.180 billion this year, with subscriptions accounting for €96 million, online platform consumption at €581 million, and accessories at €132 million. In 2022, the user base exceeded 18.2 million, with a noteworthy presence of female gamers constituting 47% of total users, aligning with neighboring countries like Germany, the UK, and France. José María Moreno , AEVI's Director General, commended the sector's growth, highlighting its economic significance and role in providing quality #employment , especially for the #youth . The AEVI's annual report also spotlights initiatives promoting responsible use, #education , #equality , #diversity , and #accessibility within the #industry. The report gained high-level institutional recognition, with the participation of ministers from various Spanish government departments. Miquel Iceta Llorens, Minister of Culture and Sport, emphasized the industry's potential in cultural spheres, and Pilar Alegría, Minister of Education and Vocational Training, highlighted gaming's positive impact on education and the ongoing efforts to guide educators in utilizing games for learning. With Spain's increasing prominence in the European gaming landscape, the nation looks set to leverage local and international talent, aiming for a 30% boost in audiovisual production by 2025. #VideoGames #GamingIndustry #SpainTech #spain #spaindustry #spainjobs Read the article here: https://lnkd.in/dkWsH35N
El sector del videojuego creció un 12% en España en 2022 - Cine y Tele
cineytele.com
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As a massive advocate for the positive link between sport and mental health, I just LOVE that on World Mental Health Day last week, Nike announced a new UK partnership with Spotify to create the Make Moves Fund - which aims to use the power of music to get girls moving and help improve their mental well-being 💫 The Make Moves Fund will award grants, co-funded by Nike and Spotify, to UK-based community organisations who propose “pioneering, creative, girl-first program ideas” that combine music and dance to inspire girls aged 10 to 17 to move on their own terms. In England, around 80% of girls feel that they do not belong in sport with Black British, African, Caribbean, Arab and Asian girls from low-socioeconomic backgrounds being the least active in the country. And by the time girls in the UK reach 18, they’re more than twice as likely as boys to report poor mental health 😔 So it’s just brilliant to see Nike and Spotify joining forces to support girls to take their first steps into dance, as movement and music are proven to have a profound and positive impact on mental well-being. It’s a win-win partnership with Nike and Spotify benefiting from the positive CSR awareness driven by the partnership, and for the community, an increase in girls’ participation in play and sport 🙌🏻 #brandpartnerships #brandcollaboration #partnershipmarketing #nike #spotify
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Weekend though 😌 What if Barbie was a gamer? 🤔 💡 Imagine a Barbie who's not just a fashion icon, but also a fierce gamer, breaking stereotypes and shattering glass ceilings. This evolution has the potential to create a ripple effect, encouraging young girls around the world to explore their interests in gaming and technology. 📈 From a business perspective, this could open up new horizons. Think about the innovative merchandise that could be developed, the collaborations with game developers to create engaging experiences for a wider audience and the positive impact on the overall gaming community. imagine what that would mean for business.$$$$ Diversity and inclusion matters, besides it's good for business 💰 #barbiegamer #diversityandinclusion #DiversityInGaming #Inspiration #breakingstereotypes
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The greatest threat to our planet is people believing that someone else is going to save it! ❤️🌍 Currently travelling the globe in search of positive conservation to get involved in!
When young role models speak - business leaders should be listening! #mattel #barbie #nextgeneration #futureleaders #rolemodels #businessopportunities #esports #gamingnews #gamingindustry
Weekend though 😌 What if Barbie was a gamer? 🤔 💡 Imagine a Barbie who's not just a fashion icon, but also a fierce gamer, breaking stereotypes and shattering glass ceilings. This evolution has the potential to create a ripple effect, encouraging young girls around the world to explore their interests in gaming and technology. 📈 From a business perspective, this could open up new horizons. Think about the innovative merchandise that could be developed, the collaborations with game developers to create engaging experiences for a wider audience and the positive impact on the overall gaming community. imagine what that would mean for business.$$$$ Diversity and inclusion matters, besides it's good for business 💰 #barbiegamer #diversityandinclusion #DiversityInGaming #Inspiration #breakingstereotypes
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According to Will Storr, competing for status is a fundamental motivational driver we all have. Dubbing it the "status game," Will Storr posits that our focus and decisions evolve around improving our status and there are many games we choose to compete in (work, social, hobbies, etc.). This aligns with my research layering nicely on our fundamental need to connect and bond with others for health, wellness, and survival. Even though this article was written in 2021 and focuses a bit on COVID-19 vaccinations, I felt that it provided an interesting take on human behavior and thought processes. Understanding human motivation is essential in enhancing empathy for others. In his book, The Status Game, Will Storr highlights the importance of participating in several types of status games. We develop our identity around the games we are playing and the positions we hold within that social sphere. If one should go poorly or disappear, having other groups we feel integrated into can protect us from feeling totally disconnected, depressed, and even suicidal. Final Takeaway: Don't just diversify your financial investments. Diversify the groups you connect with. https://lnkd.in/dAmu_8_r
We all play the status game, but who are the real winners?
theguardian.com
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The value of entertainment made by women for women is Pure Gold, yet it remains undervalued. In 2023, "Barbie" was the biggest movie of the year, unapologetically targeting and driven by women. In 2024, "Inside Out 2," an equally female-centric film, is following suit. Female audiences remain underserved, and this is surely one of the most obvious opportunities for studios. And it turns out, these movies transcend gender and are meant for the entire world. 🌎🌟 🎬 "Inside Out 2" is truly a brilliant sequel that surpasses the original. The universality of its depiction of a 13-year-old girl appeals broadly. I can see a mother taking her kids to see it and in turn, recommending it to her parents - a huge plus. When you make movies for women, they attend in droves, bring friends, support on social media, and return multiple times. Repeat viewing drove the success of "Titanic" and "Barbie" and will do the same for "Wicked." Strong catalog value is evident 📂 These films are made by women, starring women, and telling female stories. They are increasingly created by women. "Inside Out 2" was directed and co-written by women. Margot Robbie developed "Barbie" and will do the same with "The Sims," directed by Kate Herron. Herron will also co-write the screenplay with Briony Redman. "The Sims" is a life simulation game where players create avatars with unique personality traits, skills, and relationships, engaging in daily tasks. The game centers on characters having goals and aspirations, with some versions allowing players to build families. The reasoning is clear - follow the money, the audience, the fans. 💰💰💰 Looking to the next decade, the focus must be on sustainability and growth. The goal should be to build a foundation for long-term success, which requires creating new enduring franchises and nurturing sophisticated fan communities. Millions are immersed in game universes, spending hours discovering and sharing their experiences. This cultural creation explains gaming’s influence on other entertainment forms. Announcements like Zelda (games) demonstrate the unifying power of shared experiences, showing the need for the entertainment industry to learn lessons, build new franchises, and embrace fan communities. The Marvel sequels and prequels' noticeable decline is a clear sign of IP fatigue. The entertainment landscape MUST evolve beyond relying on overextended franchises to capture the audience's imagination. Entertainment is about awe, emotion, and shared experiences, creating lifetime fandoms. ❤️ 🎥 Anyway, the next chapter of storytelling awaits, and the best is yet to come! 📖📱 💻 🖥️ 🚀 🚀 🚀 🚀 #EntertainmentIndustry #GamingInfluence #NewFranchises #FanCommunity #InnovationInEntertainment #WomenInMedia #MoonheartEntertainment
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