KIM DONG-EUN · Reading the World Through Worldbuilding (30 chapters)
Chapter 22. The Eight Experiential Axes of Fandom Activity
Chapter 22. The Eight Experiential Axes of Fandom Activity
Summary
Fandom activity is not a list of events. It is a structure through which fans repeatedly experience a world. In the MEJE framework, fandom activity can be organized along eight experiential axes: recognition, care, collecting, filling narrative gaps, support, belonging, merchandise and display, and immersion in the world. These axes are not a classification intended to force tasks upon fans. They are a map for understanding how fans form relationships with a world. Fans recognize clues, care for the subject, collect memories, fill gaps, offer support together, affirm belonging, display the world through objects and spaces, and immerse themselves in deeper worldbuilding. For an IP to become a fandom community, these experiential axes must be designed in balance.
1. Fandom Activity Is Not a Set of Tasks
When fandom activity is misunderstood, it becomes a list of things fans are told to do. Commands to vote, stream, buy, share, post proof, and participate are repeated. This approach can create short-term action, but it easily exhausts fans. Fans are not task workers; they are people who want to form a relationship with a world.
The essence of activity is not behavior, but experience. The same action means something different depending on the experiential axis on which it is placed. Buying a photo card may be collecting, preserving a memory of a particular period, or building a relationship by trading with another fan. Streaming may be support, or it may bring the emotions of a world into daily life through repeated listening.
The first question in designing fandom activity is therefore not, “What will we make fans do?” It is, “What kind of relationship does a fan feel through this action?” Is it the pleasure of recognition, the feeling of care, the satisfaction of collecting, the joy of interpretation, the heat of collective support, the security of belonging, the pride of display, or the depth of immersion in a world? Without an experiential axis, an activity becomes a task.
For an IP to become a fandom community, fans need a reason to return voluntarily. That reason runs deeper than a simple reward. Fans must feel that they are recognizing, adding to, preserving, and participating in something within the world. The eight experiential axes are a language for designing that feeling.
There is no essential significance to the number eight. Some axes may look similar, but are better kept separate in design. Collecting and merchandise/display both involve objects, but collecting is the feeling of privately gathering and preserving, whereas display is the feeling of showing others and exchanging recognition. Support and belonging can also look similar, but support is the heat of acting together at a particular moment, while belonging is the security of remaining in the same world even when no one is acting. Just as one item of merchandise may offer the pleasure of collecting or serve as a signal of display, separating adjacent axes allows us to design more precisely how the same action reaches a fan emotionally. More important than the number of axes is the stance of reading behavior through emotion.
2. Recognition: The Insider's Pleasure
Recognition is the most fundamental axis of fandom experience. Fans feel pleasure when they notice clues that others pass over. When the color of an earlier album reappears, a speech pattern connects to an old meme, or an object in a music video links to another scene in the world, fans feel that they are on the inside.
Recognition is not merely showing off knowledge; it is familiarity with a world. Longtime fans recall extended memories from a small signal, while new fans learn those signals as they enter. Good IP repeats recognizable clues without turning them into closed codes. Recognition is the insider's pleasure, but it must not become a test that excludes newcomers.
Recognition connects directly to the LOREBOOK. It must organize which symbols may recur, which phrases represent the world, and which colors and objects form part of canon. Scattering clues without standards exhausts fans. Recognition needs a payoff. Fans should later feel that what they noticed was meaningful.
Standards for recognition become even more important in the age of AI. As generated materials multiply, the distinction between an official clue and a simple variation can blur. To preserve the pleasure of recognition, official clues, fan creations, and AI experiments must be distinguished. Recognition operates on trust in the world.
3. Care: Sustaining the Relationship
Care is the experiential axis through which fans want to protect and support the subject and spend time together. Fans worry about an artist's health, understand a character's lacks, and support a team's growth. Care is a powerful emotional engine of fandom. Fans do not merely consume something impressive; they want the subject they love to do well.
Care is especially strong in real-person IP. Fans see not only achievements onstage, but also periods of fatigue, growth, and recovery. Yet care can easily become a desire for control. It becomes dangerous when fans try to manage the person's choices too closely or intrude on private life in the name of care. Healthy care is support, not ownership.
Care also matters in character IP. Fans remember a character's wounds and lacks, and hope that the character makes better choices. In a game, developing a character can be experienced as care. With a virtual idol, repeated interaction between fan and character can be experienced as care. Care keeps fans within the world for a long time.
In MEJE-style design, care connects to CHARACTERBUILD. The subject fans want to care for must have clear desires and lacks. STORYTELLING100 must create small scenes that call for care. Fandom activity should give fans opportunities to offer support while maintaining boundaries that protect the person's rights and safety.
4. Collecting: Materializing Memory
Collecting is a central experiential axis of the fandom economy. Fans gather albums, photo cards, merchandise, tickets, digital items, screenshots, links, translations, and archives. Collecting is more than a desire to possess; it materializes the time of a world. Memories of a particular campaign, concert, scene, or relationship attach themselves to objects, files, and records.
Collecting gives fans the pleasure of organization. In gathering, classifying, storing, displaying, and trading, fans possess the world in their own way. This also connects to relationships in the fandom community. Trading, sharing, posting proof, group orders, unboxing, and exhibitions become community activities. Collecting is both an individual and a social act.
Collecting can, however, create stratification. Rare merchandise, randomized packages, high prices, regional restrictions, and first-come sales reveal differences in fans' economic means and access. When the pleasure of collecting becomes pressure, fans become exhausted. Good collecting design considers scarcity and welcome together. A structure in which every fan must own everything to understand the world is dangerous.
From the perspective of the Vault, collectibles are worldbuilding nodes. Each item and piece of merchandise should record the symbols to which it connects, the fan behaviors it produces, and the memories it preserves. Merchandise is a product, but also a memory device for the world. Failing to understand collecting leads to a shallow view of the fandom economy.
The power of collecting is clearly visible in the recent global market. Labubu, created by Hong Kong artist Kasing Lung and licensed by Pop Mart for sale in blind boxes, sparked a worldwide collecting craze with an uncanny appearance that is not conventionally polished or beautiful. Its popularity spread as celebrities attached it to their bags. Packages whose contents were unknown and limited availability set off collecting, trading, and public displays of ownership. The same collecting culture exists in many areas. Photo cards in idol fandom have created a vast secondary market through randomized packages and trading. Trading cards and figures gather collectors around rarity and grading. Limited-edition sneakers and merchandise sell out immediately and move into resale markets. What people buy here is less the object itself than the anticipation of not knowing what will appear, a signal that they share tastes with others, and an emotional medium for expressing themselves. The feeling that it is mine and the belonging of knowing it together can drive collecting more powerfully than flawless beauty. In designing collecting as fandom activity, what matters is not only the object's finish, but the memories, belonging, and expression it contains.
One point needs emphasis. Labubu is a created character and collectible IP, not a real person. The creator's copyright and trademark must still be protected, but there is no actual person with portrait or personality rights. Within the scope of its license, the character can be varied and sold in limited editions without violating a person's rights. The same collecting structure carries a different weight the moment a real person becomes its material. An idol photo card trades the face of an actual person and the memory of a particular campaign. The pleasures of randomization and limited availability therefore meet the point at which the private person's image may be overcommodified. Collecting design must not treat the grammar of character IP and the grammar of real-person IP as the same.
Collecting also easily tilts toward speculation and overspending. Combining randomization with limited availability approaches gambling. Competition over resale prices exposes differences in fans' economic means. Pressure to collect or fall behind wears fans down. Good collecting design preserves the pleasure of scarcity while leaving room for welcome, so that enjoying the world never requires every fan to buy the same things.
5. Filling Narrative Gaps: Interpreting the Blank Spaces
Filling narrative gaps is the experiential axis through which fans interpret areas left unspoken by the official side. Between canon and unobserved territory, fans form hypotheses. They discuss why a scene was repeated, how a relationship might change, what past a character may have had, and what the symbols of a campaign might foreshadow. Filling narrative gaps turns fandom into an interpretive community.
This axis creates the intellectual pleasure of fandom. Fans collect clues, compare them with other fans, and revise their own interpretations. Filling narrative gaps also connects to transformative creation. Fan fiction, fan art, analysis videos, and interpretive essays fill unobserved territory in the fan's own language. Fans stay longer when the official side does not explain everything.
Yet filling narrative gaps carries a risk of overinterpretation. In real-person IP especially, the private life of an actual person must not be treated like a blank in a narrative. The unobserved territory of a fictional character is different from the undisclosed life of a real person. Fandom activity design must distinguish interpretable blanks from areas that require protection.
The LOREBOOK provides boundaries for filling narrative gaps. It should establish what is official, what remains open, and what must not be addressed. Fans should have freedom to interpret, with safeguards to prevent interpretation from harming people and communities. Good gap-filling widens the world; dangerous gap-filling turns it into a closed belief system.
6. Support: The Heat of Collective Action
Support is the axis that makes a fandom community most visible. Light sticks, fan chants, streaming, voting, hashtags, venue events, birthday advertisements, donation projects, and fan letters give fans the feeling of acting together. Support transforms fandom from a personal preference into collective action.
Support provides belonging and a sense of achievement. Fans feel that they are not simply liking something alone, but offering support together. At a particular moment they chant the same words, hold light sticks of the same color, post the same hashtag, and move toward the same goal. This collective action creates community memory.
Support can easily become an obligation. When streaming numbers, voting ranks, and purchase volume become measures of loyalty, fans feel pressure rather than joy. When fans unable to participate are blamed, or other forms of devotion are regarded as inferior, the community becomes rigid. Good support design must permit both intense and casual participation.
Support connects the artist/singer layer to the character layer. The emotion of a performance leads to acts of support, and those acts remain as merchandise and community memories. MEJE-style fandom activity should design support as an experience of relationship and shared time, not as an amount of labor.
7. Belonging: The Feeling of Being in the Same World
Belonging is the central experiential axis of fandom community. Fans want the feeling of being together with people who love the same world. Fandom names, insider language, community rules, memberships, fan platforms, offline gatherings, and concert experiences create belonging. Belonging gives fans a reason to stay.
Belonging requires boundaries. Those boundaries, however, should serve as paths of entry rather than exclusion. Fandom names and insider language bind people together, but become dangerous when they push newcomers away. Good belonging does not end with “only we know.” It continues into “we can teach the people who just arrived.”
Belonging can combine with the subscription economy. Membership provides fans with deeper belonging, while exclusive content, dedicated communities, advance releases, and offline benefits reinforce it. Yet paid belonging must be designed not to divide the basic fandom. When a sense emerges that only paying fans are real fans, belonging becomes stratified.
AI and automation can also affect the experience of belonging. Beginner guides, automatic translation, and personalized recommendations can help new fans find a path into belonging. Belonging, however, is not made through automated responses alone. It requires relationships among people and shared memories. Technology can open the door, but people make the community.
8. Merchandise and Display: Placing the World in Everyday Space
Merchandise and display form the experiential axis through which fans place the world in their own living spaces. Fans hang posters, attach key rings, arrange plush toys, display photo cards, visit pop-up stores, and decorate birthday cafés. The world does not remain only on the screen. It enters fans' desks, bags, rooms, social-media profiles, and offline spaces.
Display is self-expression. Fans show what they love and connect with people who recognize the same things. Merchandise is both a possession and a signal. Having a particular object shows a connection to a particular memory, campaign, and world. Members of a fandom community recognize one another through display.
Pop-up stores and birthday cafés are extended forms of merchandise and display. Fans go to buy objects, but also visit a space belonging to the world. They take pictures, post proof of their visit, meet other fans, and experience the world offline. These spaces are touchpoints where real-person IP meets a virtualized world.
Merchandise and display nevertheless carry the risk of commercialization. If objects multiply without meaning from the world, fans become exhausted. If every symbol becomes a product, the world can grow thin. Good merchandise design must be able to explain why fans feel that an object belongs to the world. Display should express a relationship with the world, not boast about consumption.
9. Immersion in the World: The Depth of Staying
Immersion in the world is the deepest layer of the eight experiential axes. Through clues, characters, community, and merchandise, fans sense the order of a larger world. They want to know how it operates, which values and taboos it contains, and which future it foreshadows. Immersion is not watching a great deal of content, but internalizing the rules of a world.
Immersion is the result of the LOREBOOK and STORYTELLING100. When the world's standards are organized, enough scenes have accumulated, and fandom activities recur, fans read the world more deeply. Immersion does not come from explanation alone. It emerges through repeated experience, interpretation, and relationships.
Immersion is powerful, but also risky. It becomes capture if fans feel that the world is their entire life, cannot tolerate other interpretations, or experience guilt when leaving. Healthy immersion must allow people to enter and leave. Fans may go deep, but they must also be able to rest and return.
The subscription economy can deepen immersion by regularly providing new scenes, behind-the-scenes material, and interpretive resources from the world. Subscriptions, however, must not turn immersion into compulsion. A good subscription is a path for reading the world more deeply; a bad subscription sells the anxiety of falling behind if something is missed.
10. The Eight Experiential Axes Are Connected
The eight experiential axes do not operate separately. Recognition leads to filling narrative gaps, which reinforces belonging, which creates collective acts of support. Collecting leads to merchandise and display, while display becomes a signal of belonging to other fans. Care connects to support and subscriptions, while immersion deepens every axis.
Good fandom activity links several axes naturally. One photo card can be both collection and display, a clue through which fans recognize the concept of a particular period, and an experience of belonging when traded with another fan. A birthday café creates care, support, display, and belonging at once. Regular content on a fan platform can connect subscriptions, care, and immersion.
When an activity is excessively concentrated on only one axis, by contrast, fatigue emerges. If support is all that matters, it becomes obligation. If collecting dominates, it becomes economic pressure. If immersion dominates, insularity may grow. Balance among the axes matters. A fandom community is healthy when different fans can stay in different ways.
MEJE-style design should mark the experiential axis at the center of each activity. Is this event a payoff for recognition, a collective act of support, a memory device for collecting, or deepening content for immersion? When the axis is clear, the action requested from fans is also clear. Without an axis, fandom activity becomes a miscellaneous collection of events.
11. Do Not Turn the Experiential Axes into a Scorecard
The greatest error in fandom activity is turning participation into proof of devotion. Some fans are strong in support, some in interpretation, some enjoy collecting, and others appreciate quietly. Not every fan needs to participate on every axis. The experiential axes are not criteria for evaluating fans, but a map for understanding their diverse ways of forming relationships.
It is also dangerous to see activities only as monetization items. Merchandise, subscriptions, and events can generate revenue, but the essence of fandom activity is relational experience. If monetization damages that experience, the fandom will not last. We must first understand why fans find an action meaningful.
Finally, the experiential axes must not be treated as a fixed list. The eight axes are an analytical tool, not a complete truth. Different axes may matter more for different media and IPs, and new fandom behaviors may appear. What matters is the stance of reading fan behavior through experience.
12. Conclusion
Fandom activity is not a list of events, but eight experiential axes through which fans form relationships with a world. Recognition, care, collecting, filling narrative gaps, support, belonging, merchandise and display, and immersion cause fans to repeat the world of an IP in daily life. When these axes are alive, fans become residents of a world rather than simple consumers.
For an IP to become a fandom community, it must design experiences rather than assign tasks. Fans should be able to recognize, care, gather, fill, support, belong, display, and immerse. At the same time, pressure, stratification, and intrusion must be prevented. Good fandom activity is not a device for holding fans captive, but a relational structure that allows them to stay for a long time. The next chapter addresses the core principle for bringing these experiential axes into a service: interpretation rather than gauges, and cohabitation rather than achievement.
Key Concepts
- Fandom activity: a structure of actions and experiences through which fans repeatedly form relationships with a world.
- Recognition: the experiential axis through which fans recognize clues and repetitions in a world and gain the pleasure of being insiders.
- Care: the experiential axis through which fans support the subject's growth, safety, and continuity.
- Collecting: the experiential axis through which memories and clues from the world are preserved in objects and records.
- Eight experiential axes: a map of fandom experience comprising recognition, care, collecting, filling narrative gaps, support, belonging, merchandise and display, and immersion in the world.