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Panel, Conference Presentation

Movies, Games, Anime: Redefining the Fanverse in the Gen Z Era | Asia Summit 2025

  • Fan communities are expected to approach or surpass creator influence by 2025 and beyond, necessitating that creators empower these groups and integrate them into transmedia experiences where games and movies customize based on specific fan interests.
  • Investment is planned for IP popular on Gen Z platforms like Webtoon, Fortnite, and Roblox before translation to film, TV, and publishing, leveraging the fact that Roblox and YouTube currently possess 380 million monthly active users and high engagement despite monetization challenges for all but top creators.
  • Game adaptations into Hollywood are anticipated to become more successful as studios shift from imposing creative control to listening to communities, citing recent hits such as Minecraft, Mario, and Sonic.
  • Monetization innovation for Gen Z is projected to focus on direct merchandise sales and customization for influencers and fandoms, emerging as platforms like YouTube and Roblox face Western fatigue with "gotcha boxes" and loot boxes.
  • Artificial Intelligence is predicted to cause an explosion of creativity and content generation, with video generative AI enabling short-form storytelling and graphics quality improving significantly, while AI may also 100x to 1000x social media content volume.
  • A major opportunity is identified in flattened gaming systems where AI allows individuals to build and monetize games with friends directly, bypassing traditional Hollywood-style gates and addressing the current inconsistency in the PC and console publishing industry.
  • Distribution is expected to become increasingly complex, requiring creator-driven editorial and curation by tastemakers to help users discover content, alongside a growing need for sorting mechanisms similar to Rotten Tomatoes to manage the surge in AI-generated material.
  • Live experiences and location-based entertainment are projected to become significant, drawing parallels to the music industry's shift from sales to live performances, as the industry seeks to differentiate from the streaming trend that currently favors online consumption.
  • The global influence of the East's single-creator manga model, characterized by authenticity analogous to the YouTube creator economy, is expected to continue bubbling up and influence global content creation.
  • The creator space is currently viewed as "grossly under invested" regarding tooling and data understanding, with expectations that improvements will reduce stress on creators and address the current inconsistency and unpredictability of creator marketing.
  • YouTube is observed to be "crushing Hollywood" in engagement and eyeballs, while Netflix accessibility is credited with driving success for titles like "Kpop Demon Hunters" for demographics unable to access cinemas, contrasting with the viral growth dynamics of theatrical releases like "Frozen."
  • New business models are anticipated to emerge in gaming and publishing to address market fatigue with current monetization tactics, aiming to replace "gotcha" systems with more reliable and sustainable approaches.
  • Concerns remain regarding the current trend favoring streaming over theatrical releases for original IP, alongside the observation that high-resolution graphics and animation will become more widely available quickly due to AI advancements.