KIM DONG-EUN · New-Content Business Models and the IP Expansion Economy (30 chapters)
Part 29. Otaku Economics — Why Fandom Is the Future
Part 29. Otaku Economics — Why Fandom Is the Future
Core question: In an age of fragmented mass audiences, where is the most resilient payment-space?
The Nature of Competition Has Changed
Your competitors today are not necessarily in your own industry.
In the past, a bowling alley competed with another bowling alley, and a game with another game. The competitive landscape has changed. Now the bowling alley competes with the smartphone, the game with YouTube Shorts, and the web novel with Instagram Reels.
This is the defining feature of the age of the “two-minute attention span.” Every content platform competes for the same resource. That resource is not money, but people's time.
Before the smartphone, content consumption took place in planned blocks: two hours at the cinema, one hour for a television drama, four hours for a game. People allocated this time consciously. After the smartphone, however, “gap-time” exploded: three minutes waiting for a bus, thirty seconds inside an elevator, one minute choosing lunch. These fragments became the primary unit of content consumption.
The scale of the smartphone's absorption of time is visible in the numbers. Estimated global average smartphone use grew from approximately eighteen minutes a day in 2011 to roughly four hours a day in 2023 (DataReportal). Nielsen has also reported that US adults consume content while moving among an average of 3.3 screens a day. Content consumption has become so segmented that a single platform can no longer easily monopolize one person's time.
TikTok captured that space first. Its autoplaying fifteen-second videos absorbed gap-time. YouTube Shorts and Instagram Reels followed. In 2022, US TikTok users spent an average of forty-six minutes a day on the platform. Much of those forty-six minutes came from somewhere else. Total screen time did rise over the same period, but it could not increase without limit; analysts therefore conclude that a substantial share of TikTok's time migrated from other platforms and activities.
In this environment, the concept of “the mass audience” loses meaning. The structure in which everyone watches the same content at the same time has disappeared. A 30 percent prime-time television rating, possible in the 1970s, is impossible today. Even when Netflix announces “today's number-one title,” it is speaking about only a portion of its users.
The Collapse of Mass Media and the Fragmentation of Payment Habits
When mass media dominated, standardized payment habits existed.
In South Korea in the 1970s and 1980s, the most widespread habits were newspaper subscriptions, terrestrial-television license fees, and record purchases. They had little to do with personal taste. People at home watched the news, listened to the radio, and bought hit records. Tastes varied, but the acts of consumption were similar.
Cable television in the 1990s, the internet in the 2000s, and the smartphone in the 2010s destroyed that structure: hundreds of channels, tens of millions of YouTube videos, and hundreds of millions of social-media posts. The probability that one person would consume the same content as another plummeted.
Standardized payment habits were destroyed as well. Children no longer buy records; streaming replaced them. Adults no longer subscribe to newspapers; they get news from free portals. The social standard that “at this age, a person spends this much on these things” faded from one generation to the next.
This is a problem for the market. It is also an opportunity.
Problem: The single mass market has disappeared. It is harder to make “something the whole country buys.”
Opportunity: The fragmented public has produced thousands of small, passionate groups. They pay according to their own standards of value, not a standardized price.
Otaku: People Who Move Outside Standard Prices
The word “otaku” originated in Japan as a label for someone obsessively devoted to a particular field. In South Korea during the 2000s, it was translated and established as deokhu.
The economic characteristics of an otaku differ from those of an ordinary consumer.
Ordinary consumer: Decides whether to buy against the market's average price. Moves to a cheaper alternative when comparable options exist. Weighs value for money.
Otaku consumer: In a beloved field, decides according to an internal standard of value rather than an external price standard. Buys fifty copies of a favorite idol's album. Pays millions of won for a limited-edition figure. Pays hundreds of thousands of won in international shipping to import a particular piece of merchandise. Industry estimates suggest that the annual related spending of a BTS heavy fan—the most devoted tier within ARMY—can exceed ₩1 million. Pokémon card otaku frequently buy dozens of the same pack. Raising the odds of drawing a rare card is one purpose, but the satisfaction of drawing itself often drives repeated purchases.
Is this “irrational” consumption? It depends on perspective. Against external market prices, it appears irrational; against the individual's internal standard of value, it is perfectly rational. The judgment “this is worth this much to me” drives the purchase.
What does this difference mean for business?
Otaku consumers have low price resistance. They show little objection to almost any price for something they love. In return, they are intensely sensitive to whether it is “authentic.” If something feels contrived or appears to exploit the fandom commercially, they leave quickly.
This trait makes otaku consumers difficult to serve, but it also means that once their trust has been earned, they become the most powerful customers.
An Economy Sustained by “500 True Fans”
“1,000 True Fans” is a concept proposed in 2008 by technology journalist and Wired founding executive editor Kevin Kelly. Its argument is that a creator can make a living with one thousand genuinely devoted fans.
Some argue that the number had fallen by 2024. If 500 true fans spend an average of $100 a year, that produces $50,000 annually—the level of an average salary in many countries. Platforms and digital distribution have lowered the cost of reaching those fans directly.
YouTube Memberships, Super Chat, Substack newsletters, Patreon, and Bubble, a fan-messaging platform, all connect creators directly with otaku fans.
Patreon (2013) lets fans support creators directly through monthly payments. As of 2023, it had approximately 220,000 active creators and eight million active patrons. Podcaster Sam Harris was often cited as one of Patreon's top-funded creators for his philosophy-and-science podcast Making Sense. In late 2018, however, he objected to the platform's account-deplatforming policy, left Patreon, and moved to his own subscription model. An independent comics artist with 500 Patreon patrons paying $50 each per month earns approximately ₩25 million monthly. A small number of deeply committed fans can materially sustain a creative ecosystem.
South Korea has a comparable platform in Tumblbug (2011). This crowdfunding platform for webtoon artists, musicians, and independent publishers has surpassed ₩300 billion in cumulative successful funding. Backpackr acquired it in 2020, and it now operates as a subsidiary.
More focused on commercial products and startups, Wadiz (2012) grew around reward-based crowdfunding. By 2024 it had recorded more than ₩1.2 trillion in cumulative transaction value and over 70,000 funded projects. If Tumblbug centers independent creators, Wadiz brings a fandom's initial purchasing power together for product and brand launches. In 2025, it launched a global service and expanded integration with overseas payments.
K-culture fandoms also began raising money directly across national borders. Makestar (2015) is a crowdfunding platform connecting K-pop artists with overseas fans. Fans visit from more than 230 countries, and approximately 80 percent of its revenue comes from abroad. It has collaborated with 369 labels, including SM Entertainment and HYBE, on approximately 2,200 projects. MyMusicTaste, which uses demand data to bring fans the concerts they want, belongs to the same context. Concentrated fan demand drives supplier decisions in reverse. (For detailed figures on the two platforms, see their official channels.) Super Chat became a tool of fandom organization in VTuber streams. Reports indicate that a single stream by the Korean VTuber group Isegye Idol has generated approximately ₩10–30 million in Super Chats. In South Korea, Super Follows on Twitter, now X, and Kakao Open Chat's support feature also belong to this trend.
Otaku characteristics make this model possible. Ordinary fans consume a favorite creator's content but do not give the creator money directly. Otaku fans behave differently. They value the act of helping a beloved creator continue working economically. The sense of belonging expressed by “my support keeps this person creating” becomes the motivation to pay.
The Condition for a Cult Brand: A Cult That Does Not Call Itself One
“Our fandom has cult-like loyalty.”
Almost without exception, a brand that says this about itself does not possess such loyalty. A genuine cult brand does not call itself a cult.
Apple: At the first iPhone launch in 2007, hundreds of people camped overnight outside the San Francisco Apple Store. Neither the media nor Apple organized it. Fans gathered voluntarily. Apple never said, “Be loyal to us.” Fans merely embraced the identity expressed by “we think different.” The camping line attracted press coverage, and the exposure strengthened the fandom again, creating a reinforcing cycle.
BTS ARMY: BTS's ARMY organizes itself. The fandom voluntarily creates global “like” campaigns, internal rules to prevent streaming manipulation, and even strategies for targeting the Billboard charts. HYBE did not direct them. These voluntary actions arise from an identity in which fans jointly own the IP.
Figure-skating fandom: South Korean figure-skating fans pay their own airfare to watch athletes compete overseas. They spend freely on related books, photo books, and cheering merchandise. Money moves through this fandom independently of standardized market prices.
Dreamcatcher's fandom InSomnia follows the same pattern. European and Latin American fans have bought their own flights to attend concerts in South Korea, and the fandom has raised funds and directly purchased Dreamcatcher advertisements. Fans become both consumers and marketers of the IP. A similar structure appears on Upbit, operated by Dunamu. The fandom for a particular coin voluntarily forms a community, and the group's concentration directly affects the coin's value. Otaku-fandom logic operates even in asset markets.
What do cult brands share?
First, authenticity. Fans believe that the creator or brand genuinely cares about making the work. The moment it feels contrived, the fandom leaves.
Second, the community co-produces value. Fans make merchandise and interpretations, then spread them to other fans. The brand's value grows together with the fans through this process.
Third, an exclusive identity. The distinction between “us” and “them” is clear. Globally recognized fandom names such as Dreamcatcher's InSomnia and BTS's ARMY embody this identity. Belonging becomes a motivation to pay.
The Revenue Structure of a Small-Scale Otaku Economy
An otaku-based business model has a different revenue structure from a conventional mass platform.
High ARPU (average revenue per user): While an ordinary app may generate only a few dollars in monthly ARPU, a service built on a strong fandom can generate tens or hundreds of dollars per active fan each month. General industry estimates place paying-user ARPU in fandom-based services such as Super Chat and memberships at five to twenty times that of ordinary apps.
The combination of fewer users + high ARPU can generate the same total revenue as many users + low ARPU. The former is often more stable than the latter because true fans do not leave easily.
Industry estimates for South Korean web-novel platforms suggest that roughly the top 1 percent of heavy users generate about half of total revenue. That 1 percent is the otaku segment. Top KakaoPage users are estimated to spend ₩50,000–300,000 a month on content, a scale entirely different from ordinary streaming-subscription fees.
The same is true of K-pop albums. Behind the South Korean record market's passage of 100 million copies in 2023 stands an otaku fandom in which one person buys dozens of copies of the same album. SEVENTEEN's album FML sold 4.55 million copies in its first week in 2023. A substantial share came from individual fans buying tens or hundreds of copies to obtain music-show voting rights or fan-signing lottery entries. It cannot be dismissed as mere “irrational consumption.” It is the structure that sustains the market.
What Otaku Economics Means for New Creators
“Do not target the mass audience. Find the otaku.”
This is not surrender. It is a strategy.
In a world dominated by TikTok, competing for the public's two minutes of attention means fighting YouTube, Instagram, Naver, and Kakao. An independent creator with limited resources is unlikely to win that contest.
By contrast, it is possible to find 100 people who sincerely love your work. If each spends ₩100,000 a year, that is ₩10 million. Grow from 100 to 500 to 1,000, and it becomes an income comparable to a full-time occupation.
How do you find those 100 people? The logic of this book applies again. They are in the prior habit-space: people who already loved similar content, communities with a similar worldview, and groups with a similar need.
Find where they have already gathered and speak in the language of that space. That is how the first true fan appears.
The Authenticity Trap
There is, however, a danger.
The moment the strategy of “targeting otaku” is distorted into “designing authenticity,” it fails. Fandoms instinctively detect the absence of authenticity.
Dreamcatcher illustrates this well. Its distinctive horror concept gathered passionate overseas fans, particularly in Europe and Latin America. Yet attempts to reach South Korea's mainstream fandom left its positioning ambiguous. Trying to capture both the true fandom and the mass audience risks destabilizing its identity.
Once the perception that a company is “trying to exploit otaku commercially” spreads through the fandom, fans turn away. When some game companies applied excessively aggressive monetization to gacha systems in 2014 and 2015, users left and branded them “exploitative business models.” The 2021 controversy over Nexon's MapleStory is a representative case. A notice announcing changes to the odds for randomized items amplified allegations of “manipulation” surrounding the company's previous management of probabilities. Nexon executives were ultimately called to testify before a National Assembly audit. The heavy users who formed the core paying group responded to the spreading perception of an “exploitative business model” with collective refund demands and departures. The incident became one of the direct catalysts for the later movement to legally require disclosure of randomized-item probabilities in the game industry.
To succeed in the otaku economy, the creator must be a genuine fan first. The creator must sincerely care about the work and genuinely intend to share its worldview. When fans feel that sincerity, the relationship becomes a “community” rather than a commercial transaction.
Key Takeaways
How can creators and brands survive in an age of fragmented mass audiences?
Do not target the average of the mass audience. Within that fragmented public, find a small group that can share your worldview. If that minority loves it deeply enough, its members will willingly pay more than the standard price.
But this only works under three conditions: authenticity, consistency, and value created together with fans. Without them, entry into the otaku economy is impossible.
Become “a company that knows how to comfort fan communities.” That is the essence of the fandom business. Comfort cannot be manufactured. It comes from sincerity.
In a world where the standardized payment habits created by mass media have disappeared, otaku groups create new payment habits. When they begin paying first, others follow. New business models begin with otaku.
Appendix discussion questions (author's original text)
- Can a market entrant preoccupied only with generating transactions truly secure consumers' internalized “payment inertia” itself?
- When, and through what path, can a business model based on a small high-ARPU group—for example, 500 people—lead to a meaningful expansion of capital?
- In an age when subcultures become mainstream, will enthusiast groups in the specific field of “fashion” continue to accept fandom business models?
- A genuine “cult” group does not define itself as a “cult.” If one asks, “How can we become a brand that feels authentic to otaku groups?”, where does the substance of the “authenticity” implied by that question actually reside?
김동은WhtDrgon@MEJE.kr 2026