Narrow and Deep Fandom
Ravi@theravinandan
+4.6%
since Oct 8
The idea
I believe niche, passionate communities will out-earn broad, shallow audiences, because people pay far more for what they truly love. This basket skips the general-purpose giants and instead owns the narrow-and-deep end of that shift: platforms where niche communities gather, companies selling direct to superfans in music, live events, sports, and collectibles, and the tools creators use to sell to their own audience. It's built to play out over a decade, so it stays diversified across names, avoids single-stock concentration, and keeps a modest cash reserve.
What it owns
- Music fans pay more for concerts, premium streaming tiers and special access, and these companies collect that revenue as superfans spend. · Spotify Technology S.A.It can charge its most devoted listeners more through premium and superfan-style tiers without losing them to competitors., Live Nation Entertainment, Inc.It sits between artists and fans willing to pay high prices for live shows, collecting revenue as ticket and experience costs rise., Warner Music Group Corp.It owns artist catalogs, so when superfans pay more for premium streaming tiers and special editions, catalog owners collect a share., Sphere Entertainment Co.It sells an expensive, one-of-a-kind live experience to fans willing to pay premium prices for shows they cannot get elsewhere.26%
- Small, passionate communities gather on these platforms and spend more as their groups grow, creating revenue per engaged user. · Reddit, Inc.Thousands of obsessive communities gather on the platform, and it keeps finding ways to earn more per user from the groups that stay., Roblox CorporationIt lets players build and gather in their own small game worlds, where tight groups spend real money on items they care about., Etsy, Inc.It is where niche makers sell handmade and oddly specific items to buyers willing to pay more than mass retail prices., Bilibili Inc.It is China's home for anime, gaming and fan culture, with a young, devoted user base that pays for memberships and virtual gifts.23%
- Wrestling, UFC, Formula One and team fans are among the most loyal spenders, consistently paying higher prices for tickets, media and experiences. · TKO Group Holdings, Inc.It owns WWE and UFC, two fanbases known for intense loyalty that buy tickets, pay-per-views and merchandise at premium prices., Formula One Group (Liberty Media)It operates a motorsport with a devoted global following that pays heavily for race tickets, hospitality and premium experiences., Madison Square Garden Sports Corp.It owns two teams with lifelong fans who pay some of the highest ticket prices in sports and spend beyond games., Atlanta Braves Holdings, Inc.It owns a team and the area around its ballpark, earning from fans who attend and spend on experiences beyond the game itself.18%
- Creators who sell directly to their own fans need storefronts and websites, and these companies take a cut of every direct sale. · Shopify Inc.It gives creators and small brands their own storefronts so they can sell directly to fans without relying on large platforms., Wix.com Ltd.It lets creators and small businesses build their own websites to reach and sell to their fans directly.13%
- Hobbyists and collectors spend heavily on the specific items they love, whether trading cards, memorabilia or fan-tied collectibles. · Hasbro, Inc.It owns Magic: The Gathering, a card game whose players spend heavily on a hobby they love for years., eBay Inc.It has become a main marketplace for collectors of cards, sneakers and memorabilia willing to pay up for the exact item they want., Funko, Inc.It makes collectibles tied to fandoms and movies, sold to people who buy because they love the characters and brands.13%
- This take focuses on companies with durable competitive advantages in their specific markets. · It sells luxury cars and operates a Formula One team to a global base of passionate enthusiasts willing to pay substantial premiums for the brand.3%
- Cash4%