Wikipedia Definition: Fandom (consisting of fan [fanatic] plus the suffix -dom, as in kingdomfreedom, etc.) is a term used to refer to a subculture composed of fans characterized by a feeling of sympathy and camaraderie with others who share a common interest. Fans typically are interested in even minor details of the object(s) of their fandom and spend a significant portion of their time and energy involved with their interest, often as a part of a social network with particular practices (a fandom); this is what differentiates “fannish” (fandom-affiliated) fans from those with only a casual interest.


Case Study: The Hunger Games 

Participatory Culture to Activism 

Screen shot 2013-10-09 at 9.49.35 PM







New York Times, ArticleFan Power: Hunger is Not a Game

Truly inspiring story and a testament to fan power. The beauty of Transmedia is that it’s owned by the people- the fans decide. The fact that it can be used to create a movement and insight social change should be embraced by big corporations.

As the Harry Potter Alliance has helped out in society, making the fans realise they can use there desire to change  the status quo, not just in the imaginary world, but use that desire to make a difference here and now:

How can we make the stories people want to follow?I believe it is as simple as:

  • Relatability to character.
  • An Interesting twist in narrative.
  • Story has relationship to real world themes/events/happenings

People need to feel they are a part of the telling of these stories too not just being told how they must interact.

As stated in this study: Design Elements of Transmedia Branding

“Most importantly, such stories are passed along when people find these narratives meaningful and emotionally engaging. Spreadability is a key enabler of transmedia branding.”