Vision
Feeling Economy is when the user pays because they felt amused or anxious. Previously, this was the domain of cinema, music, video games, and media. Now, by ignoring Feeling Economy strategies and approaches in any business, you’re losing millions on what you already have and billions by missing opportunities in the next 5-10 years.
Feeling Economy is a form of consumption in the AI Era, where AI-powered robots create both real and virtual realities.
If you’re in the business of lamenting the past, you can keep scoffing that no AI will ever touch the secret strings of the human soul or complain about teenagers who can’t focus on anything for more than five seconds.
But if you’re in the business of finding optimal profit-extraction methods, you need to understand that this shift is as real and large-scale as industrialization, followed by e-commerce and consumerism.
In the AI Era, any product interface or distribution channel is essentially an interface connecting your CRM system to the user's basic emotions.
To survive the next 10 years and beyond, businesses will tactically learn what games, movies, music, and social networks already know: how to evoke emotional responses with every interaction and create a sense of reality and significance in what’s happening. Strategically, they’ll learn from the largest entertainment corporations: how to adapt the product itself (not just marketing) to different media, distribution channels, and cultural and behavioral nuances.
In this context, the well-known framework "jobs to be done" is now complemented by a new framework: "emotions to be evoked." This means entertainment companies will not only compete with each other but also with everyone, including billions of ordinary people who will become content creators thanks to rapidly evolving technology.
In the AI Era, Bill Gates' famous quote sounds like this: "Content is king, but IP is god." The only source of business allowing for at least some level of control and strategic planning is a cross-media franchise—a fictional universe that can be turned into commercial entertainment products across multiple media types.
Only 0.1% of companies own cross-media franchises. Another 0.1% can buy them. The remaining 99.8% will have to figure out how to create New IPs with cross-media franchise potential or get ready for price wars for pixels creation with the entire world plus the robots.
Our IP development framework unlocks the creative potential of millions of visionaries worldwide and drives new IP investment, design, and development at the speed, quality, and scale needed to dominate entire audience categories in the AI Era of entertainment.
We’re building the future of entertainment for audiences, creative visionaries, investors, and developers.