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FANDOM DECODES THE TUG-OF-WAR FOR FAN ATTENTION BETWEEN GAMING & ENTERTAINMENT COMPANIES IN 2024 INSIDE ENTERTAINMENT STUDY
Study Identifies a New Target Audience – The “Switchers” – and Why Dramas Could Be the Next Big Gaming Franchise
Forget the gaming vs. entertainment narrative. Fandom, the world’s largest fan platform, today released its annual Inside Entertainment study which reveals a nuanced reality: fans crave both immersive gaming worlds AND timeless storytelling across tv and film, NOT one or the other. Leveraging first-party data from Fandom’s extensive platform – 350 million monthly unique visitors, 45 million pages of content and 250k fan-powered wikis – coupled with a global study, Inside Entertainment: The Entertainment & Gaming Tug of War goes beyond industry headlines to:
- Understand the dynamic coexistence between the gaming and TV/film industries
- Identify a brand new audience – the “Switchers”
- Detail why dramas and book adaptations present a huge opportunity to be the next hit video game franchise
“Every industry analysis refers to the battle for fans’ attention across entertainment and gaming but we’ve found that it’s not an either or. In fact, combined, entertainment and gaming experiences strengthen fan connection and deliver incremental engagement,” said Stephanie Fried, CMO of Fandom. “Understanding the interplay between these mediums is key to building authentic and enduring fan experiences; and understanding the value and role of each medium is essential for developing powerful marketing messaging to attract and retain fans.”
Key Findings
- 67% of fans are spending the same or more time consuming content or playing video games, but their behavior is shifting:
- 33% are spending less time on cable or in theaters – and the number one activity they’re switching to is gaming (59%
Switchers’ refers to the audience moving away from watching movies & binging TV shows in their free time to do other activities. Outside of gaming, switchers are also spending time:
On social media (47%), reading (56%) and doing hobbies (37%)
With 56% of the switcher audience spending time reading, it presents an opportunity to re-engage this audience and pull them back into the ecosystem with new content strategies, like book-to-game or book-to-film cross over adaptations
But don’t worry entertainment companies. Just as gaming is the #1 activity for entertainment fans, watching TV and movies is the #1 activity gamers turn to when taking a break from gaming – which means these industries are inevitably intertwined and could benefit from joint endeavors or conquest/win-back strategies
Drama could be #1 untapped genre for gaming companies to explore when looking for their next big hit. Our data uncovers that drama fans who also game gravitate towards genres like:
- Role-Playing (RPG): 73%
- Adventure: 72%,
- Simulation: 62%,
- Sandbox/Open World: 62%,
- Puzzle: 60%
Gaming wins on super serving the emotional needs of fans, identifying a niche area streamers & studios should not only be aware of – but double down on:
- 82% of gamers think video games are more interactive & engaging than movies and TV
- 59% feel more accomplished when playing a video game
- 53% like that they have more control in the story when playing video games
- 45% feel more invested in the storylines in video games
Top 3 Takeaways For Advertisers and Marketers
1. Gaming is a Friend vs. a Foe
- Despite common misconceptions, there is a true symbiotic relationship between the gaming and entertainment industries – they both serve different emotional needs for fans and can actually complement each other – with the right fan strategy.
- Therefore, if studios, networks and streaming companies cater to the distinct emotional desires of their specific audiences, they can successfully influence a fan’s choice between mediums and content types and build out a more robust conquest strategy for both retention and acquisition.
2. Sway the Switchers
- Switchers are the audience entertainment companies should be first and foremost targeting in this “tug of war” to capture fan attention, because switching to watching TV & movies is the first activity gamers engage in after they stop playing.
- This underscores the importance for entertainment companies to develop strategies that resonate with these “switchers.”
3. Find your Niche
- With the growing intersection between gaming and entertainment, it’s crucial for studios, networks, and streamers to align on a gaming strategy that drives viewer engagement and retention.
- While many entertainment companies know they need a focus on gaming to drive their business forward – how and where are often barriers. Developing a gaming-specific fan strategy by finding niche pockets in the vast ecosystem – like targeting drama fans or creating book adaptations – is key for reaching a high affinity target at scale.
For an interview with a Fandom executive to discuss the study in more detail, please contact Rachelle Savoia at [email protected]
Methodology
The 2024 Inside Entertainment study regionally analyzes the dynamics between diverse forms of entertainment based on a survey of 5,500 entertainment and gaming fans aged 13-54 These insights were validated and deepened through Fandom’s proprietary, first-party data from 2024 – more than 350 million monthly unique visitors, 45 million pages of content across 250,000 wikis. This methodology provides a 360-degree view of franchises and fan interest across the entertainment and gaming landscape through the eyes of Fandom.
Betshield
Bets, vapes e a ilusão da proibição
A discussão sobre a proibição de apostas online no Brasil ressurge em um momento sensível do debate público, marcado por soluções simplistas para temas complexos.
Neste artigo, Thiago Iusim, fundador e CEO da Betshield Responsible Gaming, analisa os paralelos entre o mercado de cigarros eletrônicos e o setor de ‘Bets’, destacando como a tentativa de eliminar uma atividade por decreto tende a empurrá-la para a informalidade.
Para ele, a experiência brasileira mostra que proibir não extingue mercados — apenas reduz a capacidade de controle do Estado e amplia riscos para o consumidor.
O Brasil já viu esse filme antes.
Existe uma solução mágica que sempre reaparece no debate público brasileiro, normalmente em período eleitoral, quando um tema se torna politicamente incômodo: proibir.
A lógica é sedutora. No discurso, o “problema” desaparece. Na prática, ele apenas muda de endereço.
O caso dos cigarros eletrônicos mostra isso com clareza.
Os vapes nunca foram autorizados no país. São oficialmente proibidos desde 2009. Em teoria, portanto, não deveriam existir em terras tupiniquins. Na prática, estão por toda parte, sem controle sanitário, sem fiscalização efetiva e sem qualquer garantia sobre a procedência do produto.
A proibição não eliminou o mercado. Apenas eliminou a possibilidade de cercá-lo com regras.
Uma reportagem recente da CNN sobre o avanço das apreensões de cigarros eletrônicos ajuda a dimensionar esse fenômeno. O país não acabou com os vapes. Apenas empurrou esse mercado para um ambiente onde o Estado perdeu capacidade de controle.
O Estado proibiu. O crime organizado agradeceu e aplaudiu de pé.
Essa experiência ajuda a entender o momento atual do debate sobre apostas online no Brasil.
As bets já existiam antes da Lei 14.790/2023. Durante anos, o país conviveu com um mercado ativo, acessível pela internet e operando a partir do exterior, sem arrecadação, sem supervisão e sem instrumentos efetivos de proteção ao consumidor.
A atividade não surgiu com a lei. A lei surgiu porque ela já existia.
Regular foi a forma racional de trazer esse mercado para dentro de um ambiente controlável, com licenças, outorgas, identificação de usuários, prevenção à lavagem de dinheiro, regras de publicidade, mecanismos de proteção ao jogador.
Dezesseis meses depois, o debate público volta a flertar com a mesma solução simplista aplicada aos vapes: a ideia de que proibir faria a atividade desaparecer.
A essa altura, já deveríamos saber que não funciona assim.
No caso das apostas, o Brasil havia escolhido um caminho diferente: regular para controlar. Proteger o cidadão e a economia popular.
Voltar agora a discutir proibição como resposta para um mercado que já existe seria mais do que um erro regulatório.
Seria uma contradição histórica.
Ou, talvez, apenas a manifestação mais confortável de um certo moralismo público que prefere empurrar a atividade para a clandestinidade em vez de reconhecer sua existência.
No plano do discurso, a proibição pode soar vitoriosa. Na prática, ela serve apenas como embalagem moralmente confortável para soluções apressadas e politicamente convenientes.
Isso não passa de fantasia eleitoral. E, desta vez, ninguém poderá dizer que não conhecia o roteiro.
Thiago Iusim
Fundador e CEO da Betshield Responsible Gaming
The post Bets, vapes e a ilusão da proibição appeared first on Americas iGaming & Sports Betting News.
bets
Sports Betting, E-cigarettes and the Illusion of Prohibition
The debate over banning online betting in Brazil is resurfacing at a sensitive moment in the public discourse, marked by simplistic solutions to complex issues.
In this article, Thiago Iusim, founder and CEO of Betshield Responsible Gaming, analyzes the parallels between the electronic cigarette market and the ‘Bets’ sector, highlighting how attempts to eliminate an activity by decree tend to push it into informality.
According to him, the Brazilian experience shows that prohibition does not eliminate markets — it merely reduces the State’s ability to control them and increases risks for consumers.
Brazil has seen this movie before.
There is a magic solution that always seems to return to public debate, especially in election season, whenever an issue becomes politically inconvenient: ban it.
The logic is seductive. In the political narrative, the issue disappears. In real life, it simply moves elsewhere.
E-cigarettes make that point painfully clear.
Vapes have never been authorized in Brazil. They have been officially banned since 2009. In theory, they should not exist. In practice, they are everywhere, sold through social media, messaging apps, marketplaces, street vendors, and small retail shops, with no sanitary controls, no effective oversight, and no real guarantee of origin.
Prohibition did not eliminate the market.
It only eliminated the possibility of surrounding that market with rules.
A recent CNN report on the surge in e-cigarette seizures helps show the scale of the problem. Brazil did not get rid of vapes. It simply pushed the market into an environment where the state lost the capacity to control it.
The state banned it. Organized crime applauded.
That experience helps explain the current debate around online betting in Brazil.
Bets existed long before Law 14,790/2023. For years, Brazil lived with an active market operating online and from abroad, with no local tax collection, no regulatory oversight, and no effective consumer protection tools.
The activity did not emerge because of the law. The law emerged because the activity already existed.
Regulation was the rational response. It was the way to bring an already existing market into a controllable framework, with licenses, concession fees, user identification, anti-money laundering requirements, advertising rules, and player protection mechanisms.
And yet, just eighteen months later, public debate is once again flirting with the same simplistic solution applied to vapes: the fantasy that prohibition would make the activity disappear.
By now, Brazil should know better.
In the case of betting, the country had chosen a different path: regulate in order to control. Protect consumers. Protect the broader economy.
To now return to prohibition as a response to a market that already exists would be more than a regulatory mistake.
It would be a historical contradiction.
Or perhaps simply the most comfortable expression of a certain kind of public moralism that would rather push an activity into the shadows than acknowledge its existence.
In political discourse, prohibition can sound like victory.
In practice, it often functions as morally comfortable packaging for rushed and politically convenient decisions.
This is nothing more than electoral fantasy. And this time, no one will be able to say they did not know how the story would end.
Thiago Iusim
Founder and CEO of Betshield Responsible Gaming
The post Sports Betting, E-cigarettes and the Illusion of Prohibition appeared first on Americas iGaming & Sports Betting News.
Bichara e Motta Advogados
Los nuevos desafíos de la industria del iGaming en 2026
The post Los nuevos desafíos de la industria del iGaming en 2026 appeared first on Americas iGaming & Sports Betting News.
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