The Influence of Fan Economy on Explosive Dramas
Luyao Hao
Suzhou Science Technology Town Foreign Language High School, Jiangsu, Suzhou, China
Keywords: Fan Economy, Case Study, Questionnaire Survey, Derivative Products, IP.
Abstract: In this era of Internet development, the emergence of TV dramas, web series, movies and other entertainment
products has made some stars, and intellectual properties gain great attention. Fan economy is a kind of
business operation mode to obtain economic and social benefits by enhancing the stickiness of the users. The
fan economy has enabled many companies to create not only ordinary entertainment products but also
promoted companies to establish derivative stores. This paper analyzes the consumer's preference of chasing
stars through the questionnaire survey and further analyzes that the emotional orientation in the fan economy.
This paper also briefly analyzes the commercial value transformation of the fan economy, and the results of
the research can help more companies find new business opportunities as well as the direction of company
transformation. Finally, this paper proposes the negative impacts of the fan economy as well as solutions.
1 INTRODUCTION
In the era when the Internet is becoming more and
more prevalent, fans are changing from passive
marketing objects to active Participants and even
becoming co-creators of content, the economy is
gradually changing from a THINKING economy to a
FEELING economy, and people's needs have shifted
from the most basic material needs to the need for
emotional value as a result of generating a FAN
ECONOMY. Fan economy is a dynamic business
model that relies on the interaction of fans and
followers to realize economic and social benefits by
enhancing user engagement and leveraging the power
of word-of-mouth marketing (Xu, 2024).
According to FundInfo.com, it is mentioned that
the global market size of fan economy-related
industries exceeded RMB 3.5 trillion (about USD 500
billion) in 2019 and is expected to exceed RMB 6
trillion (about USD 850 billion) in 2023 (Academia
Sinica Puhua Industry Research Institute, 2022).
So far, some previous articles have been able to
summarize the impact of the fan economy, and in the
article about the marketing strategy of makeup brands
studied by Xin Zhao, it was summarized that the fan
economy, the online e-commerce platform, and the
era of web traffic are not new concepts (Zhao, 2022).
They are an emerging marketing model spawned by
the development of the Internet and changes in
consumption patterns. Under this model, major
network e-commerce platforms mainly take fan
groups as their target audience, and through precise
positioning and personalized marketing strategies,
they have successfully attracted the attention and
Participation of a large number of fans, thus achieving
great sales performance. The core of this marketing
model lies in utilizing fans' loyalty and emotional
commitment to idols or brands and transforming them
into actual consumption behavior. By establishing a
close interactive Relationship with fans, e-commerce
platforms can better meet the needs of fans and
provide personalized goods and services, which in
turn enhances the shopping experience and
satisfaction of fans. This fan-centered marketing
strategy not only improves brand awareness and
influence but also brings considerable economic
benefits to the e-commerce platform, which has
become an important development trend in the field
of current Internet marketing. Therefore, fan
economy helps enterprises realize cost-effective
marketing and reduce brand promotion and marketing
costs through word-of-mouth communication and
interaction with fans (L i, 2022).
In some study of commercial benefits in 101
(China), also mentioned that combining different
forms of digital media with the fan economy can
indeed realize great benefits. In today's digital era, the
diversity and interactivity of digital media provided a
wide space for the development of fan economy.
Through various forms of digital media such as social
386
Hao, L.
The Influence of Fan Economy on Explosive Dramas.
DOI: 10.5220/0013992100004916
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 2nd International Conference on Public Relations and Media Communication (PRMC 2025), pages 386-393
ISBN: 978-989-758-778-8
Proceedings Copyright © 2025 by SCITEPRESS – Science and Technology Publications, Lda.
media platforms, live video streaming, online games,
etc., fans can interact with idols or brands more
conveniently and express their emotions and support.
This interaction not only enhances fans' sense of
Participation and belonging but also creates more
marketing opportunities for brands and businesses
(Zhang, 2023). There is also literature that suggests
fans can positively influence trends and pop culture
in addition to serving as a platform. The fan economy
is no longer limited to the pan-entertainment industry
but extends to multiple dimensions such as
commercial brand IP (Quan, 2023). Fan culture has
the power to evolve from a pure social phenomenon
to a creative and commercial entertainment business
that affects society. All these articles illustrate that
various types of industries can incorporate the fan
economy and utilize it to bring in a significant amount
of revenue.
In this paper, we will analyze the impact of IP’s
fans on its derivative products and episode airplay in
different cases by referring to the quantitative survey
of questionnaires on the consumption habits of people
with different levels of consumption, determine the
impact of the fan economy on the commercial value
of the episodes, and provide new ideas for new
companies to transform their commercial value.
2 METHOD DESIGN
2.1 Basic Information on Questionnaire
Survey
While previous studies on fan economy have used
less quantitative methods, this paper uses sampling to
study the percentages of various types of indicators in
different types of people's stargazing activities. This
paper studies the marketing of fan economy on
explosive dramas, and the questionnaire is mainly
designed around the Relationship between fans'
consumption behavior and explosive dramas and then
explores the impact of fan economy on explosive
dramas by analyzing different indicators.
This paper analyzes the impact of fan behavior on
explosive drama episodes by means of a
questionnaire. The number of samples recovered was
76, and the questionnaire questions included age,
gender, number of years of chasing stars, monthly
income or parents' monthly income, what products
were usually bought for chasing stars, activities
participated in when chasing stars, and how much
money was willing to invest for chasing stars. These
questionnaires were posted on the official website of
Questionnaire Star for data collection, and the
collected data were made into these figures. The
results are shown below.
Alt Text for the figure: This picture reflects the number of fans of all ages.
Figure. 1: Age group distribution of stargazers.
30
23
19
2
2
0
The Age Ratio of Fans
26-35 <18 18-26 36-45 >60 45-60
The Influence of Fan Economy on Explosive Dramas
387
Alt Text for the figure: This picture reflects the gender ratio of fans.
Figure. 2: Gender distribution of stargazers.
Alt Text for the figure: This pie chart reflects the monthly income of people in idolize.
Figure. 3: Distribution of monthly income levels of stargazers.
From the above three figures, it can be concluded
that in all age groups, minors and people aged 18-35
account for a large proportion of groupies, while in
all idolized people surveyed, the proportion of men
and women is unbalanced, with women accounting
for 78.96%. Among 76 people, the monthly income
of more than 20,000 RMB accounts for the largest
proportion, followed by 10,000-20,000 RMB, which
indicates that many people with relatively high
incomes will put their money into activities in idolize.
female; 60
male; 16
The Gender Ratio of Fans
female male
27
19
16
7
6
1
The Proportion of Monthly Revenue of Fans
>20000¥ 5000-10000¥ 10000-20000¥
<2000¥ Do not apply 2000-5000¥
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388
Alt Text for the figure: This bar chart reflects the situation of fans buying derivative products.
Figure 4: Consumption preference of stargazers.
It can also be inferred from Figure 4 that when
people consume products, Peripheral categories
(small cards, posters, pillows, etc.), albums (records,
electronic albums, etc.), offline co-branded
Peripheral products and brand endorsement products
all account for a high proportion of their purchases.
Whether it is the small cards sold by the company
when chasing idols, the new albums or records
released by singers, or the products endorsed by their
favorite stars or IP are very attractive to fans.
Alt Text for the figure: This column chart reflects the fans' preferences for viewing channels, such as live
broadcasts and second-generation content.
Figure 5: Activity preferences of stargazers.
As can be seen from Figure 5, the proportion of
fans watching TV dramas or movies starring their
favorite stars in this item is 78.95%, and the
remaining three options all account for at least 40%,
so it can be inferred that fans are most fond of TV
dramas or movies starring their favorite stars, and
there are also many who like to watch the derivative
of the secondary works such as video clips and
homoerotic novels, etc., and at the same time,
watching live broadcasts and going to places
endorsed by celebrities Carding is also their favorite
star-chasing activity.
0
5
10
15
20
25
30
35
40
45
50
Fans’consumption product preferences
0
10
20
30
40
50
60
70
Endorsement
Check-ins
Watch
Films/Shows
Fan
Creations(UGC)
Livestreams
Fan Engagement Preferences
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389
Through the data of fans' star chasing activities
and the proportion of consumption when chasing
stars, it can infer that fans increase the emotional
value of star chasing for themselves through
consumption and star chasing activities, and at the
same time, it will have a great impact on the stars and
some companies or products themselves, so we can
infer that the consumption of fans is positive and can
have a great impact on the publicity and marketing of
the explosive drama episode.
3 ANALYSIS STUDY
In addition to the first-hand information obtained
through the questionnaire, there are many past articles
that can help to understand the positive impact that
the fan economy has had on the breakout episodes,
and this paper will continue to analyze the impact that
the fan economy has had through specific case studies.
3.1 Case Study of the Untamed
The Untamed was adapted from the Chinese web
novel Grandmaster of Demonic Cultivation, which
quickly became a breakout hit after it aired. Fans'
emotional investment in it comes from the fact that
the content of the show aired is very much in line with
the original book and has no extraneous parts, and
although some fans of the original book will be very
atmospheric about the book flopping into a TV series,
there are still many fans of the original book who will
enjoy this new TV series (Zou & Guan, 2019). Just
because it has many fans of the original books, it will
be easier for fans to get invested in the show, and
there is a base fan base for the show itself. The
Untamed reached 280 million views in just one week
online, and by the end of 2019, the Douban rating was
already as high as 9.2, which made Xiao Zhan and
Wang Yibo the two main stars. Tencent video has
developed a series of animation, radio drama, TV
drama, film and television through the original
“Grandmaster of Demonic Cultivation” IP as a
starting point, thus giving full play to the maximum
value of IP cross-border. Therefore, the influence of
fans' emotional investment in the work is great
(Zhang, 2023). Fans' love for the original novels
translates into their attention and support for the
episodes, and they further enhance the heat of the
episodes by purchasing Peripheral products related to
the episodes, watching the secondary creative works
(e.g., fan-made homoerotic novels, comics, videos,
etc.), and engaging in a great deal of discussion on
social media. For example, fans created trending
topics such as “Weilan” on Weibo, and the readership
and discussion of these topics were very high,
providing a strong impetus for the dissemination of
the episodes.
3.2 The Soul Case Study
The Soul is adapted from a Chinese web novel of the
same name by Priest, a Jinjiang web writer, which has
accumulated more than 3 billion views after airing
and created 5,869,000 discussions on Weibo (Zou &
Guan, 2019). During the airing of The Soul, there
were daily related reports on social media such as
Weibo, WeChat friend circles, Zhihu, Douban, and
video websites to maintain the heat. According to
relevant statistics, as of July 2, 2018, the Sina Weibo
super topic Drama version of The Soul has been
ranked TOP1 for 7 consecutive days. Moreover, fans'
love for the original novels translates into their
attention and support for the drama episodes, and they
have been able to keep their attention and support for
the series by purchasing peripheral products related to
the drama episodes, watching the secondary creative
works (such as the fan-made homage novels, comics,
videos, etc.) and discussing a lot on social media,
which further boosted the heat of the drama..
3.3 Youth with You Case Study
Youth with You is adapted from Gu Man's novel of
the same name, and the drama quickly became a
breakout hit after airing; it directly exceeded 1.5
billion views in the first 60 hours of broadcasting (Ji,
2020). Fans also purchased many peripheral products
related to the drama (e.g., the same type of clothing
and accessories in the drama), watched the secondary
creative works (e.g., fan-made video clips, comics,
etc.) as well as engaged in a great deal of discussion
and dissemination on social media due to their love
for the drama, which greatly increased the drama's
popularity. For example, fans created several popular
topics related to Youth with You on Weibo, which
have very high readership and discussion, and the
super-high discussion will make more people start to
know about the drama, which further promotes the
dissemination of the drama.
All these cases show how fan activity can have a
huge impact on the sales of entertainment products
itself.
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3.4 Case Study of Swords of Legend
In Zhang, J. M.'s article, 'Produce 101' drove the
market success of the show and its spin-off content
through fan voting and social media communication
(Zou & Guan, 2019). Fans expanded the influence of
the show through social media interaction and
communication. They utilized the fan voting
mechanism and social media communication to
enable viewers to participate in voting on the internet,
increasing the sense of experience and emotional
value, forming a mechanism similar to that of a foster
system idol, successfully creating pop idol groups
such as Rocket Girls 101, and driving the sales of
related episodes and derivative products (Zhang,
2023).
4 THE TRANSFORMATION OF
COMMERCIAL VALUE OF FAN
ECONOMY
Most companies care a lot about their revenues and
profits, and using the principles of the fan economy
to promote the consumption of fans can bring a lot of
profit to the company. Therefore, the significant
impact of the fan economy on the economy will affect
the company's decision-making, and this chapter
analyzes the commercial transformation path of the
fan economy.
4.1 Derivative Works
Some high-quality and attractive derivative works
such as clips of TV series and novels can extend the
life cycle of the product itself, because after the TV
series and movies have passed their own popularity,
the derivative works can make some fans interested
in the product again or attract some new viewers.
They will start discussing the product again and even
develop some new ideas for the company's reference.
A study has analyzed the role of NetEase
LOFTER in driving the heat of film and television
works. LOFTER is a social software, which involves
photography, illustration, handmade works,
handbooks, dressing, food and other fields, and at the
same time, it also expands the software feature of
“original works platform” to make it more refined,
providing users with channels to display original
works and communicate with each other. The article
analyzes some of its features. The article analyzes
some of its functions, so that the same person with
more clicks is recommended to the homepage of more
people, thus attracting more people's attention, so that
more people can understand the original works and
increase the heat of the original works.
4.2 Immersive Consumption Promotes
the Growth of Commercial Value
Creating some consumption scenes combined with IP
or characters can better stimulate consumers'
consumption desire. The most typical examples are
Disney and Universal Studios, who use the heat of
their own IP to develop entertainment facilities and
resorts, so that people can consume more products
with their liking and enthusiasm for IP. There are also
some new cases in recent years. First, the restaurants
linked by Original Spirit and Universal Studios
present IP-centered offline scenarios and
entertainment experiences in the unique way of theme
parks, further satisfying the diversified entertainment
needs of young groups. Secondly, once the theme
coffee shop of Fox Spirit Matchmaker as an
immersive consumption scene combined with the IP
of the explosive series, this novel approach also had a
considerable impact at that time. In Chongqing's S,95
Super Dimension Center, the stationing of secondary
yuan brand stores and related activities led to a 5%
year-on-year increase in customer traffic and a 52%
increase in the chain, and sales of secondary yuan
brands drove the sales of the entire center to a 31%
increase in the chain (Xu, 2025).
4.3 Co-Branded Products
Many companies have gained a larger user base by
co-branding with IP's that match the characteristics of
their products. When they co-brand with other
entertainment products, it will not only make the
company's own user group feel novel, but also make
the fans of these IP interested, and to support their
favorite IP or celebrity, they will invest more money
and energy into this product. IP can play a big role in
the promotion of the product.
For example, IPs with international influence can
help brands break through geographical and cultural
restrictions and spread their products and brand
culture to a wider international market. For example,
products co-branded with Hollywood movie IPs can
quickly spread among consumers in different
countries and regions as the movie is released and
promoted globally, enhancing the brand's
international popularity and influence and promoting
cross-border communication and integration of brand
culture.
The Influence of Fan Economy on Explosive Dramas
391
5 NEGATIVE IMPACTS
Fan economy can bring positive impacts to explosive
dramas, but at the same time there must be negative
impacts. First, fans may buy a large number of
peripheral products to support their idols, which are
often discarded after use, resulting in a waste of
resources (Song, 2024). For example, some studies
have shown that many fans purchase idol-related
support items (e.g., glow sticks, support hand signs,
etc.), which are often discarded after use, resulting in
a waste of resources. Second, fans spend a lot of
money on concert tickets, peripheral products, etc., to
support their idols, which may create a financial
burden for fans. For example, many fans had to
borrow money from their families or banks to buy
tickets for TFBOYS' 10th anniversary concert, which
puts financial pressure on fans. Finally, to pursue fan
traffic and commercial interests, some production
companies may neglect the quality of the content of
the episodes, resulting in problems with the episodes
in terms of plot and production level (Zhang, 2023).
Some dramas may make too many changes to the
original book in the process of adaptation, leading to
dissatisfaction of “book fans”, who may feel that the
rehashed dramas do not satisfy the characterization of
the original work, and therefore boycott the filming.
The Untamed” in the shooting, is also received by the
original fans of the boycott, fans of the main story line
changes caused by the filming of the unsatisfactory
adaptation of the event, resulting in the final crew
compromise, cut out the extraneous episodes (Zou &
Guan, 2019). Based on this, the team of the star or the
official team of the IP should advise the fans to follow
the star rationally and not to follow the star
excessively fanatically. Secondly, businessmen
should pay attention to screening what is a good
stargazing phenomenon and should not develop
products blindly following the trend, which is a waste
of natural resources and causes a bad social
atmosphere. Thirdly, the government can also guide
people's stargazing behavior by issuing policies,
which can set up some taxes or incentives against
both bad and good stargazing behaviors. Lastly, some
companies should produce under the government's
control and self-supervision to ensure high quality
and high reputation dramas instead of ignoring the
quality for the sake of profit. Through these four
advocated methods, society can develop the fan
economy in a relatively orderly manner, and
businessmen can rationally profit from the fan
economy boom.
6 CONCLUSION
This paper explores the influence of fan economy on
explosive dramas through the methods of
questionnaire survey and case analysis. For the
positive impacts of fan economy on explosive
dramas, firstly, this paper concludes that fan economy
can increase the broadcasting volume and heat of the
original works through the second creation products,
and secondly, the reasonable use of fan economy for
different consumer groups can make the dramas bring
higher income for the company. At the same time, fan
behavior can also bring some negative impacts,
including wasting resources, increasing the economic
burden of fans and decreasing the quality of work.
The article also suggests some solutions to the
negative effects. Specifically, the writers should
advocate fans to pursue stars sensibly and guide the
development of star-chasing in the direction of
rationalization. Government departments should also
formulate corresponding industry norms to
participate in supervision. Secondly, the company
should focus on the commercial value and artistic
value of the drama itself and create a work that meets
the expectations of the fans and at the same time can
bring influence and high returns.
In addition, there are still shortcomings in this
paper. Due to sample availability, 76 questionnaires
were collected in this survey, which may lead to
biased results as well as representative flaws. In the
future, the data can be further expanded to accurately
assess the impact of the fan economy.
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