The Fandom In-Between · Part 1
The most valuable hour in entertainment is the one with nothing to watch
Entertainment has always been organised around the release. Part one of The Fandom In-Between explores what happens in the space between those moments, and why it might be the most valuable, least understood territory in entertainment.

For as long as the business has existed, entertainment has been organised around the release. The episode drops. The match kicks off. The album lands. The film opens. Everything that matters, the marketing spend, the press, the revenue, the attention, is timed to that moment. The assumption underneath all of it is simple: attention follows content. Give people something to watch and they show up. Take it away and they drift off until the next thing arrives.
That assumption is now wrong.
The audience stopped waiting
Fandom does not switch off when the content stops. It used to. It doesn't anymore.
When Rockstar released the first trailer for Grand Theft Auto VI, in December 2023, the official trailer drew more than 93 million views in its first 24 hours. Fan reaction and breakdown content drew more than double that, over 192 million, in the same window (YouTube Culture and Trends Fandom Report 2024). The audience did not wait to be addressed. The official asset was not even the main event. The response to it was.
This is not a gaming quirk. Deloitte, now in the twentieth year of its Digital Media Trends survey, built the 2026 edition around exactly this shift and put it in the subtitle: "Capturing always-on fandom between releases and seasons" (Deloitte Insights, 25th March 2026). The finding is blunt. Fans stay connected well beyond the big moments, and once a premiere has passed they move to other formats and spaces the streaming services were never designed to serve. The fandom is evergreen.
You can see how deep it runs in the places people go when nothing new is airing. The average visit to Fandom.com, the wiki network where people catalogue and argue about the worlds they love, lasts 10 minutes and 15 seconds (SemRush, April 2026). That is not idle browsing. That is people living inside a story between instalments of it.
Sport saw it first. As far back as 2020, Deloitte found that 95% of fans stay in contact with their team through the off-season, and that those who engage even once a month spend 40% more across the year than fans who go quiet (Deloitte, Engaging sports fans year-round, 2020). The off-season was supposed to be dead time. It turned out to be where loyalty is built and where money is made.
The smartest rights holders already sense this. The official companion podcast, the between-seasons rewatch show, the after-show: these exist for one reason, to hold an audience when the main feed goes quiet. They are proof the opportunity is real and worth serving. They are also proof of how little has been built for it, because a podcast is still something you listen to, not something you actively engage with.
A name for the space nobody is serving
Here is what has actually happened. The relationship between an audience and a world has become continuous. The content feeding it has stayed intermittent, and the gaps have grown. Seasons that used to arrive every autumn now arrive every two or three years. The wait between a film and its sequel is measured in presidential terms. The fandom, meanwhile, never pauses.
Fandom went always-on. The industry didn't.
So there is now an enormous space between the moments the industry plans for. Between the episode and the next episode. Between the match and the next match. Between the drop and the next drop. It is the largest and most engaged territory in modern entertainment, and the fans are the only ones truly serving it. Almost none of the attention inside it is captured by the people who own the worlds it belongs to.
Matthew Ball has made this point for years: between releases, fans keep a world alive themselves, with theory videos, fan fiction and watch-along podcasts, a self-sustaining flywheel the people who own it barely touch (matthewball.co).
This is the fandom in-between.
The industry already has a word for the behaviour. Deloitte and others call it always-on fandom, and it is now accepted as fact. What the industry does not have is a word for the opportunity. The behaviour describes the fan. The in-between describes the gap they are sitting in, waiting, with nobody official meeting them there.
The release is just the start
For a century, the craft of this industry has been pointed at one thing: the moment of release. Make the thing, ship it, get people to watch. Everything around that moment has been treated as marketing at best and silence at worst.
It's time we update the model. The release is a spike. The relationship with the fan is where the real value lies. And the relationship lives in the in-between, in the long stretch where there is nothing official to watch but the audience is paying attention anyway.
The companies that win the next decade of entertainment will not be the ones with the biggest release. They will be the ones who work out what to do with the most valuable hour in entertainment: the one with nothing to watch.
Sotto · London · 13.07.26
First published on LBB Online.
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