2026
9
US Superfans and Enthusiasts: 2026
2026-07-30T08:01:37+00:00
REP9C50458B_58EE_46DE_9045_8B58EE06DEAD
3695
195137
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Report
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Nearly everyone is a fan of something, and 48% of consumers are self-styled superfans. Being a fan or superfan often carries a lot of responsibilities, such as maintaining knowledge of…
US
All Industries
simple

US Superfans and Enthusiasts: 2026

"Marketing to fans of any category is an exercise in immersion; validate fans through their identity, and they're more likely to stick with a brand."

Mike Gallinari, Senior Travel & Leisure Analyst

Mike Gallinari, Senior Travel & Leisure Analyst

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  1. EXECUTIVE SUMMARY

    • What you need to know
    • How to approach fan communities
    • Opportunities
    • Facilitate out-of-home interaction among fans
    • Connect with fan champions to learn how to become part of the community
    • Use product trends and claims to guide fandom partnerships
  2. THE MARKET

    • Market factors
    • Economic conditions have consumers wary about spending
    • Graph 1: Consumer Sentiment Index, 2023-26
    • AI’s economics may cause a shift in gaming fandom
    • Blue dot fever encourages creativity in music fan engagement
    • Leisure seeks find a dearth of OOH options
    • Demographic breakdown
    • Superfan overview
    • Music superfan demographic index
    • Gaming superfan demographic index
    • Sports superfan demographic index
    • Geek culture superfan demographic index
    • Book superfan demographic index
  3. THE CONSUMER

    • Where fandom happens
    • Most participation happens online, but offline provides more meaning
    • Activate online fandom to offline locations
    • Graph 2: fandom participation locations, by superfan category, 2026
    • Develop ways to bring fans together socially
    • Connect with fandom gatekeepers on Discord
    • Brand involvement in fandom
    • Fans are generally willing to give brands a chance
    • Center Hispanic fan activations around holidays and events
    • Graph 3: brand sectors desired in fandom, by race and Hispanic origin, 2026
    • Don’t overlook geeks’ and gamers’ BPC needs
    • Graph 4: desirability of BPC brands in fandom, among superfans, 2026
    • Build fandom marketing strategy out of emerging product trends
    • Acceptance from fans has a big payoff
    • Promote and amplify superfans’ creative inclinations
    • Graph 5: attitudes towards fandom-related spending, by superfan category, 2026
    • Fans will suss out and reject inauthentic brands
    • A fingre on the pulse of communities helped Sabres increase their profile
    • Fandom and travel
    • Geek and gaming-related travel is an underdeveloped market
    • Graph 6: traveling for fandom, among superfans, 2026
    • NCL allows fan favorites to do the heavy lifting
    • TLPs can make themselves more relevant through fandom
    • Graph 7: interest in fan-related TLP involvement, among superfan categories, 2026
    • Attitudes
    • Fans see their fandom as an identity and a lens
    • Create moments that create social capital
    • Graph 8: attitudes toward social aspects of fandom – any agree, by fan category, 2026
    • Work with high-profile community members for brand advocacy
    • Graph 9: attitudes about expertise – any agree, by fandom category, 2026
    • Include the kids of indoor kids
    • Graph 10: inherited fandom, by fan category, 2026
  4. INNOVATION AND MARKETING

    • Service95 leans on values to straddle fandoms
    • Heineken uses Clinker to position itself as strengthening fan communities
    • EA Advertising lets brands who know ball get creative
    • Punk Rock Museum uses raw power of musicians to help fans search and enjoy their passion
  5. APPENDIX

    • Definitions
    • The consumer
    • Consumer research questions
    • Consumer research methodology
    • US generation groups
    • Abbreviations

Nearly everyone is a fan of something, and 48% of consumers are self-styled superfans. Being a fan or superfan often carries a lot of responsibilities, such as maintaining knowledge of the fandom, constantly participating in the fandom and upholding the values that develop within the fan community. These demands also carry over to brands that want to attract members of a fandom, especially being able to communicate on fans’ terms.

The good news for brands is that fans and superfans are actually welcoming of brands that want to engage with them, as they can provide ways for fans to engage with the fandom in new and innovative ways and make the fan community more vibrant. While online spaces are where fans generally gather, they yearn for more physical spaces to interact in, and often look to brands to provide those opportunities. At the same time, they have demands on the consumer level, so brands need to strike the balance between validating and enhancing their fandom and meeting their needs as shoppers. Striking this balance is the baseline; the brands that win will do so in unique ways that deepen fans’ connection with the fandom and community.

This Report Looks at the Following Areas:

  • Economic factors affecting different fan segments
  • Demographic breakdown of different superfan categories
  • How and where fans communicate
  • The sectors that fandoms are most welcome to seeing in their communities
  • How brands can be welcomed in fan communities
  • How fans conceptualize themselves through their fandom

Market Definitions

This report measures fandom through consumers self-identifying their fandom levels in particular fan categories, with the options as follows:

  • Super fan
  • Big fan
  • Average fan
  • Modest fan
  • Minor fan

Mentions of “superfans” in this Report indicate consumers that have labeled themselves as a “super fan” in a category. “Greater than average fan” in the data indicates a consumer has identified themselves as either a “super fan” or “big fan” of a category.

The consumer survey options for fandom categories and provided examples are as follows:

  • Music (eg specific artists, attending live shows)
  • Gaming (eg video games, board and card games)
  • Sports (eg pro teams, individual athletes)
  • “Geek culture” properties (eg Star Wars, Marvel)
  • Books (eg literature, YA novels)
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