Media products compete with one another for consumers and in doing so create devoted followings, but when the consumers themselves become considerably invested in the media to the point that they may be considered “fans,” they begin to create their own forms of competition. Whether it is winning at a video game in a tournament environment, striving to own a better merchandise collection, or generating creative content of their own, fans create a kind of industry of their own where the “currency” is not necessarily monetary and can take forms such as praise, exposure, and increased opportunities to continue their activities. Often these terms of “success” are determined by the fandom itself.
Taking into account that today fan activities are not only a byproduct of professional media production, but one of the driving forces of media development, the goal of the “Fandustry” category is to highlight not simply the extents to which fans take their interests, but also the complex (sub)cultural and social dynamics of fan-oriented production and competition.
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