Analog Revival
Shane Mac@shanemac
+7.7%
since Sep 28
The idea
I believe demand for analog things, film, vinyl, print, board games, live experiences, keeps rising while supply stays flat, and pricing power sits with the public companies that make these goods or take a cut when they change hands. So this basket spreads across five layers: resale toll booths, live and hands-on experiences, physical media and vinyl, tools and print, and games, with a thin raw-materials position and a small cash reserve held back. It is built as a broad, years-long bet on the whole revival rather than a wager on any single name.
What it owns
- Vintage gear supply stays flat while demand rises, so most transactions move through secondhand marketplaces that take a cut of every sale. · eBayIt operates the default marketplace where vintage typewriters, film cameras, and vinyl records trade secondhand, taking a fee on each transaction., EtsyIt operates the marketplace for handmade and vintage goods, taking a commission on sales of one-of-a-kind physical items rather than mass-produced alternatives., WinmarkIt franchises resale stores like Music Go Round where secondhand physical goods change hands, earning royalties as foot traffic and secondhand sales grow.21%
- Concerts, venues, and in-person crafting are analog experiences that cannot be replicated digitally. · Live Nation EntertainmentIt collects a toll on nearly every major concert ticket sold, and live music is an experience that cannot be digitized or streamed., Build-A-Bear WorkshopIt sells the in-person experience of building and customizing a stuffed animal, a hands-on activity no website can replicate., Madison Square Garden EntertainmentIt owns scarce physical venues like Madison Square Garden and Radio City that cannot be copied while demand for live events climbs., CricutIt sells machines and materials for home crafting, benefiting if the habit of making physical things spreads and stays beyond its pandemic peak.21%
- Demand for vinyl records and film is growing while the capacity to press and coat them barely expands, creating a supply-constrained market. · Warner Music GroupIt collects royalties on every vinyl pressing of its music catalog, so if vinyl demand accelerates against flat pressing capacity, it captures pricing power without owning production., Eastman KodakIt manufactures film while film demand climbs and no new production capacity is being built, making it the direct play on film supply constraint., Reservoir MediaIt owns music catalogs outright and earns directly from every physical reissue and vinyl pressing, a smaller pure play on physical music sales growth.18%
- Watches, notebooks, planners, and printed books are everyday analog objects people are buying again as alternatives to digital. · Movado GroupIt makes mechanical and analog watches that tell time without a screen, benefiting if consumers shift away from checking phones for the time., ScholasticIt publishes print books for children and operates school book fairs that bring physical reading to students, benefiting if print reading stays resilient., ACCO BrandsIt manufactures notebooks, binders, and planners, benefiting if demand for physical office and school supplies stabilizes and turns upward., SylvamoIt makes uncoated paper for notebooks and planners while paper mill closures have left industry supply flat, giving remaining producers pricing power if demand steadies.17%
- Board games and physical toys represent mass-market demand for screen-free play and hands-on entertainment. · HasbroIt owns board game franchises like Monopoly and Dungeons & Dragons that people play together in person, a pure play on tabletop growth., MattelIt makes physical toys like Barbie and Hot Wheels that children hold and play with, benefiting if families continue choosing hands-on play over screens., FunkoIt makes collectible figures that people display and trade physically rather than stream, benefiting if collector demand keeps growing.16%
- Cash7%