ICO THEFANDOME Project | Fandom Online Platform for Geeks and Fans


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Geeks and fans worldwide have no universal service for bringing together and self-expression
while the fan industry has no convenient tool to interact with its audience.

THEFANDOME is the one to rule them all!

PRE ITO

starts in:

days
hours
minutes
seconds

Web Platform & Mobile Apps

Themed & Classified Geek Content

FanTech Features for Self-Expression

Business Tools for Media Holdings

Objective Statistics for Marketing

Update to thefandome 2.0 in March 2018

You think you know what
Geek Culture is like…

BUT YOU HAVE NO IDEA!

GEEKS

Who are geeks? People passionate about fictional worlds. Who doesn’t watch movies or TV-shows nowadays? Doesn’t read books or didn’t hear about board games or Marvel? Didn’t see Star Trek or Star Wars? Geeks are everywhere!

200 MILLION PEOPLE

At least 200 million people in 60 countries worldwide belong to Geek Culture and show it somehow through their interests.

THOUSANDS OF FANDOMS

Groups of like-minded people, gathering around various facets of Geek Culture are called fandoms and their number is large.

WE KNOW WHAT THEY CRAVE!

WHY ARE FANS INTERESTED IN OUR PRODUCT?

FANS

PROBLEM

LONELINESS IN THE CROWD
lack of understanding, mockery and even bullying

OBSTACLES TO SELF-EXPRESSION
limited/unvaried online and offline possibilities

WASTE OF TIME
forced switching between many differences fan sites

THEFANDOME SOLUTION

COMFORT ZONE
convenient interactions with like-minded people

ANTICIPATION OF WISHES AND DEMANDS
interesting features based on psychology and culture of fans

UNIVERSAL PLATFORM
centralized source for satisfying all the fan-needs

THEFANDOME TOOLS

– Creation of themed communities and game clans

– Organization of and search for online/offline events

– Posting, rating, and collecting of various content

– Functional fan profiles for specification of interests

– Rating system and fan hierarchy based on user-activity

– Buying, selling and bartering of fan staff and fan art

ECONOMICS OF THE GEEK INDUSTRY

Interaction between business and consumers

$200 000 000 000 PER YEAR

the global market of the geek industry

$20 000 000 000 AND MORE ANNUALLY

companies invest in their advertising

TENS OF THOUSANDS OF PARTICIPANTS

from producers and publishers to bloggers and crafters

*All trademarks and logotypes and brand names of products and companies used on this page are copyrighted by their owners.

WHY IS BUSINESS INTERESTED IN OUR PRODUCT?

business

PROBLEM

NEEDS FOR NEW AUDIENCE
lack of centralized source with the already segmented audience

HEAVY SPENDING ON ADVERTISEMENT
fragmentation of ad-campaigns between many fan sites, weak targeting


UNRELIABLE CONNECTION WITH CONSUMERS
impossibility of maintaining a connection with audience and fanmanagement

THEFANDOME SOLUTION

TARGETED OUTREACH TO FANS
fast gathering of a certain fan base with necessary features set


EFFECTIVE MARKETING
centralized ad-campaigns based on blockchain statistics


MAINTAINING CONSUMERS LOYALTY
direct and easy interaction between participants of the market

THEFANDOME TOOLS

– Smart fan targeting system

– Posting and promotion of content, goods, and services

– Fanmanagement options

– Big Data with a new level of detailing

– Business Profile

– Product placement mechanisms within functionality

CURRENT STATE OF THE PRODUCT

EXTENSIVE UPDATE

Development based on feedback from users and product testing since 2015

Release — Spring-2018

Current version is already available test

ARRAY OF INFORMATION

Years of the audience research and portal structure formation

Through elaboration

TANGIBILITY

Participation in themed events for live communication with the audience

Geek-encyclopedia

Photo

WE INVESTED THOUSANDS OF MAN HOURS BECAUSE WE’RE SURE IN THEFANDOME

4000 hours
of programming and product testing

1000 hours of page makeup

1000 hours
of design work

1000 hours of textual and
graphic content creating

4000 hours of research and analytics

A WHOLE LIFE
of personal geek experience

ASIDE FROM THE GEEK DIRECTION WE’RE GOING TO WORK WITH OTHER
FAN SEGMENTS
:

GEEK

The first THEFANDOME section is already underway

We can call geeks a passionate lover of comics as well as a melomaniac or a sports fan but most commonly this term is used for admirers of fictional worlds from all kinds of artworks (movies, video games, TV-shows, anime, manga and so on).


GEEK FAN STUFF

Action figures

A poseable character figurine, made of plastic or other materials, and often based upon characters from a film, comic book, video game, or television program.


Collectible Cards

Specially designed sets of playing cards with unique features and characteristics.


Masks, Cosplay costumes, Souvenirs, Stylized gadgets


GEEK RELIGIONS

Jediism

A philosophy mainly based on the depiction of the Jedi characters in Star Wars media.


Gadget Hackwrench Cult

A religion movement for the glory of a cartoon character from the Disney animation Chip ‘n Dale: Rescue Rangers.


Matrixism, 42, Pastafarianism, Church of the SubGenius, Haruhism


FANDOMS

Dr Who

~ 1 700 000 fans


Harry Potter

~ 37 000 000 fans


Star Wars,
Hunger Games, LOTR, Game of Thrones,
My Little Pony


GEEK CELEBRATIONS

Geek Pride Day

An initiative to promote geek culture celebrated annually on May 25.


Free Comic Book Day

An annual promotional effort by the North American comic book industry to help bring new readers into independent comic book stores.


World Cosplay Day, Star Wars Days, International Tabletop Day, Video Games Day


GEEK HOBBIES

Tabletop Role-Playing Games

A form of role-playing games (RPG) in which the participants describe their characters’ actions through speech due to their features and certain rules.


Console Games

A form of interactive multimedia used for entertainment.


Аниме,
Anime, Comics, Movies, LARP, Fanfiction, eSport


GEEK CONVENTS

Comic con

A multi-genre entertainment and comic convention that sets the tone for the whole industry.


Tokyo Game Show

A video game expo/convention held annually in September in Japan.


e3,
Comiket, Gamescom, Lucca Comics & Games, Japan Expo


GEEK COMPANIES

Wizards of the coast

An American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games.


Marvel comics

A publisher of American comic books and related media.


Blizazard,
DC,
Hasbro,
Rovio

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ECOSYSTEM OF THEFANDOME

THREE CONDITIONAL UNITS WOULD BE USED FOR MAINTAINING THE PRODUCT ECOSYSTEM AND REACHIN ALL THE GOALS

FANDOME TOKEN

Activation of the Fandome token (FDT) is one-use and gives a certain number of coins (FDC), after that the token brings back to the portal balance and can be sold again.
A number of keys for activation is unlimited to one person, while the number of keys in token circulation is limited.

FANDOME COIN

Inner currency FDC can be obtained through the key activation only.
It gives access to business tools of THEFANDOME (advertisement services, Big Data, blockchain statistics and so on).
After trading FDC to commercial services, the coins burn in the system.

FAN SOUL

Fan soul is a local cryptocurrency of the site.
It can’t be used for accessing to the commercial features of the site but can be used for buying of various goods, services and content.
Souls can be obtained through mining.

TOKEN PROVISION VOLUME

FDT conversion in the inner currency FDC

The ecosystem’s goal is to provide an objective calculation system of the token provision volume relative to THEFANDOME’s popularity. The token provision volume formula is based on:
(The formula is detailed and fully described in Whitepaper)

1. A volume of necessary data for passive advertisement (mass/targeted email marketing and so on) as well as for analytics of Big Data. It’s PAB in the formula.

2. Variables those fix daily activity (DAU, MAU, hosts, and others) on the site and shows potential effectiveness of active advertisement (views, click-through rating, visitors and so on). It’s a derived indicator AAB in the formula.

3. Average indicators for 30, 7 and 1 days. It prevents the provision volume distortion by external factors those can be predicted and used for improper purposes.

1=0

1=0

1=0

BLOCKCHAIN = DATA INTEGRITY

Objective statistics

Statistics data necessary for the business to make right decisions (from the number of registrations to ad-campaigns results) is stored in a decentralized system.

STORING OF DATA THAT AFFECTS TO THE VOLUME OF ADVERTISING SERVICES

All data of the audience quality is stored in a blockchain system and determines the volume of advertising services available through the token activation.

THEFANDOME’S TOKEN THEFANDOME

Name:

Type:

Symbol:

Platform:

Total number:

FandomeToken

ERC20

FDT

Ethereum

40 683 636

||||||||||||||||| PRE ITO |||||||||||||||||

SALE STARTS
March 3, 2018

SALE ENDS
March 17, 2018


ACCEPTED CURRENCIES
ETH, BTC, EUR, USD

Minimal purchase
100 tokens


Token Price
1 FDT = 0.000656 ETH

Available for buying (PREITO)
5 900 000 FDT


Soft Cap (PRE ITO)
no at PRE ITO

Hard Cap (PRE ITO)
no at PRE ITO

BONUS SYSTEM OF PRE ITO

First
100 000 FDT

+50% of tokens

Next
500 000 FDT

+40% of tokens

Next
1 000 000 FDT

+30% of tokens

Next
3 000 000 FDT

+25% of tokens

PRODUCT DEVELOPMENT STRATEGY

Significant expansion of the functionality;

Localization to 10 languages;

Global advertising campaigns;

Team extension;

Launch of other site sections aside from GEEK;

Scaling of server structure.

At least 15 000 hours of technical development;

At least 3000 hours of page makeup;

At least 3000 hours of interface structuring;

At least 6000 hours of textual and graphical content creation;

At least 10 000 hours of site encyclopedias;

Thousands of hours of maintenance and marketing.

GROWTH

FACTORS OF AUDIENCE EXTENDING AND IMPROVING ITS QUALITY

THEFANDOME is a revolutionary FanTech product f2f (Fans-to-fans):



We are fans ourselves and can share this passion with others like us.

We are going to become a global fan content storage.

We’re ready to amaze non-stop, our idea plans are painted for years to come.

We can offer something no one offered before.

Audience capture takes place through Environment Crystallization. It’s a viral spreading of information about THEFANDOME among and within geek communities with a help of administrators of fandoms, opinion shapers, and authoritative fans.
By means of the Crystallization concept, we can transfer the whole communities of fans with already established relationships on THEFANDOME. It makes the site atmosphere and use of the features more comfortable.

Milestones

2015 Idea Generation
Idea Generation

In 2015, founder of THEFANDOME Eugeniy Gololobov conceptualized a global platform for geeks worldwide, inspired by ideas of his previous projects. At the same time, he started testing hypotheses about the market, its players, audience expectations and the essence of the entertainment industry

Each month of scrupulous research of the audience has been leading to a clear understanding of what product fans need and what problems it must solve.

Later in the year, Alexey Grigoriev joined the project team. He became engaged in THEFANDOME philosophy and decided to invest in the product from his own resources. It was the start of active work on implementation of the portal idea.

1Q/2016 Alpha Version
Development
Alpha Version Development

Development of an alpha version of thefandome.com began almost immediately with the participation of Kirill Kuznetsov and Alexander Marchuk, owners of web development company AIRWS and reliable partners with whom THEFANDOME cooperate ever since.

In a few months, the first iteration of the portal saw the light and waited to be tested on real users. The first enthusiasts, among which were not only fans but professional cosplayers and bloggers as well, greatly contributed to the site development and debugging.

It was an important stage with regard to the assessment of viability THEFANDOME. Alpha version testing left no doubts about the project potential. Therefore Eugeniy and Alexey started to look for resources needed for the next development stage.

2Q/2016 Beta Version
Development
Beta Version Development

In the summer of 2016, Eugeniy and Alexey met their old friend Eduard Mirchev and shared their plans for THEFANDOME with him. Eduard found the idea very interesting and invested in the beta version development of the portal.

In June-2016 AIRWS team came back to the work on thefandome.com while Eugeniy, Alexey, and Eduard were delving into the economics of the project and additional site functionality generation.

At the same time, it was decided to present the product to the general public at the largest geek event in Russia, Comic Con Moscow 2016.

3Q/2016 Comic Con
Russia 2016
Comic Con Russia 2016

Presentation of THEFANDOME to the wide audience at Comic Con Moscow 2016 became a major milestone of the project. Eugeniy, Alexey, and Eduard rented a large exhibition stand and decorated it in the geek style. They show the event guests how many different types of fans there are in the world and how THEFANDOME is going to deal with them. Also, they let anyone willing to learn more about the site features.

By then, substantive work on the beta version of thefandome.com was almost complete but there still were some flaw and bugs. Despite that, hundreds of people were signing up to thefandome.com right at the exhibition while posting photos with THEFANDOME stand on their new profiles. The team arrived at Comic Con Moscow with an encyclopedia about geek culture #Geekyourself written by the project founder Eugeniy Gololobov. All the books were sold well before the end of the event.

Lose voices, live communication with the potential audience and media sources (including TV Rain), as well as positive feedback from the guests brought many good emotions and strength for the further achievements.

4Q/2016 Office Opening
Office Opening

Upon returning from Comic Con Moscow, THEFANDOME team collected all the feedback, statistics and proved hypotheses and presented their product to IQDEMY International whose President agreed to invest in the project development and offered his mentoring. In November-2016, THEFANDOME formed its own staffing capacity. The team started to fulfill the site with content and communicate with the users. Eugeniy never stopped improving the portal structure and its feature. The results of his efforts are already preparing for release.

Each day there was something new about hobbies and unusual kinds of fans, dozens of people offered their grant assistance and took responsibility for communities’ administration. In addition to awareness of geek culture versatility, it had become clear that thedandome.com is a vital product for fans. In the first instance, THEFANDOME team focused on the feedback gathering and fast implementation of their and users’ interesting ideas. It was a time of endless improving and upgrading on the way to the best thefandome.com version.

In addition, the team initiated marketing efforts started with the help of YouTube cross-promotion, social networks, and contextual advertising. It ended with new users and UGC-content.

3Q/2017 New Ideas
New Ideas

THEFANDOME team reviewed the portal activity and came to the conclusion that it hit a resource ceiling: purposes and tasks go beyond budgets. In the last 6 months, the work aimed to cooperation with the audience while business issues were secondary. It was time to focus on the latter, using already tested and proved models.

In the end of summer-2017, the team decided to give up the idea to participate in Comic Con again, concentrated on seeking investment, and further developing the product. At that time Eugeniy already had a prototype of the third and final site iteration absorbed all THEFANDOME experience.

4Q/2017 Release Version
Development
Release Version Development

In October, the final site iteration went into the programming work. Despite the fact that the development is not over yet and the release date is only in the spring of 2018, the team can guarantee the quality if the product. It represents the unity of values, experiences, and knowledge of all the people who somehow belong to the work on the project: from founders to users of the site. THEFANDOME is literally the most universal and full portal for fans.

At the same time, the project was joined by Maxim Shpak, the expert in the field of cryptocurrency and ITO. With his advising and assistance, THEFANDOME team considered participation in primarily token offering and crowdsale.

Already developed business model of the product perfectly matched blockchain essence and opened new opportunities for commercial clients of the site. Thus, the team started to prepare for ITO in December-2017.

1Q/2018 Release of iteration,
ITO
Release of iteration, ITO

The full circle of THEFANDOME’s utility-tokens sale would last until May-2018. During this time, the team will be glad to answer all the questions about ITO and the product.

Alongside with the start of pre-ITO (March-2018) would be released the final version of the site which absorbed the best the team tried and tested in the last years and is endlessly proud of.

Depending on the successfulness of ITO campaign, THEFANDOME continues its development according to with one of the 4 strategies: PAX Earth, PAX Europa, PAX Westworld and Asian Dragon, PAX North Hemisphere The final strategy will be announced within 1 month once Token Sale ends.

TEAM

Eugeniy Gololobov

Founder, CTO

сотрудник

Founder, mastermind of THEFANDOME. Eugeniy has completely devoted himself to THEFANDOME idea since 2014. Investigates the audience, generates internal content, and the Site functionality.

Eduard Mirchev

Co-founder, CMO

сотрудник

Invested in the project in 2015 and joined THEFANDOME team with the rights of co-founder and marketing & PR manager.

Alexey Grigoriev

Co-founder, CFO

сотрудник

Chief financial expert of the Project and legislation guru with 15-year experience in jurisprudence and management of the own agency. The first man who believed in THEFANDOME and financed the idea together with the founder in 2015.

Maxim Shpak

Lead Project Manager

сотрудник

Expert in the field of internet marketing. Deeply researched the cryptocurrency market and ICO (ITO). Record producer.

Katerina Kondrenko

Chief editor

сотрудник

In the past – head of a content group of the NGS portal regional network and Regional Network Hearst Shkulev Digital. Joined THEFANDOME in 2016. Examines the audience and hobby area, helps with section and functionality development, supervises internal content production.

Kirill Kuznetsov

Technical partner, AIRWS Studio owner

сотрудник

Owner and head of AIRWS web development studio which is a partner of THEFANDOME. Three iterations of the Portal were created on AIRWS capacities. For the time being supervises the release Site version.

Timur Bazarov

Chief designer

сотрудник

Works with THEFANDOME since 2015, designing the site and advertising materials. Also, Timur is an artist and drew more than 1000 graphical elements for the portal.

Alexey Permyakov

Page makeup expert

сотрудник

One the first THEFANDOME employees.

Alexander Marchuk

Technical partner, co-owner of AIRWAYS Studio

сотрудник

One of the lead technical experts, supervises the mobile apps development process.

Vasily Evstegneev

Lead programmer AIRWS

сотрудник

Mikhail Volkov

Frontend programmer AIRWS

сотрудник

Yury Moroz

Designer

сотрудник

Gifted designer and expert in 3D-modeling field as well as in video editing.

Maria Plusnina

Page makeup expert AIRWS

сотрудник

Leading expert in layout, starting with the first version of thefandome.

ADVISORS AND PARTNERS

IQDEMY

Holding

сотрудник

IQDEMY holding is a company with 150 employees and offices in Switzerland, China, Russia, the USA, and Cyprus. Mentor of THEFANDOME project since 2016.

AIRWS

Web stuido

сотрудник

Lead technical partners of THEFANDOME. Three iterations of the Portal were created on AIRWS capacities. In this moment involved in developing of the release site version.

Nord Star

Web stuido

сотрудник

Partner for the development of the block model.

Harneys

Law Firm

сотрудник

The legal adviser.

Onfido

Service

сотрудник

Conducting a KYC check.

Verifyinvestor

Service

сотрудник

Conducting an accreditation check.

Jules Farkas

Doctor of Philosophy

сотрудник

Evangelist of blockchain in the digital printing. Partner of IQDEMY.

Ambassadors of the project

Evgeniya Davidyuk

Cosplay model

сотрудник

Seiyuu (anime voice actor), anime cosplay model.

Rita Teplyakova

Cosplay model

сотрудник

Founder at Golden Hamster Agency, cosplay model

FAQ

Frequently Asked Question

What is THEFANDOME’s concept?

It’s a multifunctional product with a potential for building new modules up for any kind of fans. This concept can be compared with drawings of a very complicated device with thousands of details those work as a single well-set mechanism. The model of THEFANDOME’s evolution into a universal platform for all the interests and hobbies in the world is already painted for years to come. In other words, our idea is not only innovative but also complex, thus no one would be able to copy it fully ‘cause we always would be ahead due to continuous development of THEFANDOME.

What separates you from Facebook and other social networks?

Classical social networks focus on ordinary characteristics (education, work, family and so on) while our platform accentuates on people’s interests and hobbies. We provide users with an opportunity to tell the world what they are passionate about with a level of detail no fan site gave them before.
Communication with already familiar people and making new friends online is the basis of other social networks. On THEFANDOME suchlike options are secondary, ‘cause at the top of the site features is a fan functionality for self-expression and fun which can be called a Hobby Control Center. We are a pure FanTech product.

What else makes you innovative?

We developed our own unique style and generated a lot of atmospheric local content those distinguish us from any other product. Geek Codex, fan mythology, fun religions and many more various elements became our hallmark. Besides, we are going to move from a platform with social network features to a virtual government with its own administration those members would be elected by users themselves, with electronic passports and other relevant attributes. It would take audience loyalty to a new level, transforming it into some kind of patriotism.

You are a FanTech product, but what does it mean?

FanTech is a synthesis of classical and game features. THEFANDOME’s functionality aims to a user’s entertainment and satisfaction of his or her need for self-expression. Each opportunity of our site has two sides—one is for fun while the other is practical.
Why choose a fan religion? It’s funny and let to declare your principals and visions kiddingly.
Why create a fantasy map? It’s creatively and useful for the community.
Why keep a list of viewed movies and read books? It’s fascinating and let monitor one’s personal progress.
Etcetera. FanTech is a precise mix of enjoyment and practicality.

What’s your know-how?

All of THEFANDOME’s know-hows relate to our leaning toward FanTech:
We consider not only classical hobby types but all the possible interests: from love to a hot sauce or extreme ironing to rare subcultures such as Japanese truckers Dekotora or Mexican dancers Guarachero.
We are going to become a virtual government with our own fundamental law and electronic passports. After that, we would establish diplomatic relations with already existed micronations and virtual states worldwide. In our opinion, such a format is the future of social networks. It’s a way from audience loyalty to its patriotism.
We developed niche features for fans (from a CRM for convention planning to an editor for action figures list) and various more universal FanTech options for mass entertainment.
Our platform is totally dedicated to hobbies, interests, and fandoms. One can find on THEFANDOME any pastime people worldwide choose for their enjoyment (even those things no one considers a hobby, although it is: a passion for walking, child-rearing, dreaming before the sleep and so on). We collected and classified thousands of interests, then divided them into themed sections, highlighted smaller areas, and made them fandoms. Our goal is to show the world through the hobbies prism and open people’s eyes to a universe they had no idea about.
Worship of idols and fandoms is a part of the basic functionality of the site. And it’s a bright example of FanTech! You can sacrifice a virtual sushi on a virtual altar of a fictional anime character, isn’t it fun? Or you can open a virtual temple for young padawans and preach the Jediism principles to them, isn’t it fun as well?
We have a unique and atmospheric content due to our development of a fan mythology, new gods, and stylized Geek Codex.
The core of THEFANDOME is a list of different fandoms, each of those represents a certain fictional universe (or, for example, a band in the Music section). But we didn’t stop at that and make fandoms usual categories of hobbies such as types of dogs, activities, food and so forth.

On what basis are you going to work with absolutely different kinds of interests?

THEFANDOME is divided into themed segments; each is for certain groups of fans for the sake of their comfort. In other words, sports fans won’t be mixed up with geeks until single users choose it themselves.
Also, a specification of hobbies is not that essential for us, because basic needs and triggers are common for all the people with interests on the planet and our methodology consider them all. The way we are going to attract new users won’t differ among various site sections, but within a certain section, a special attention would be given to a niche classification and specific needs of particular fan groups.

What a real problem your product is going to solve?

Escape from routine is vital for people and the thing they use for it and love to do is always becomes their interest or hobby. No wonders, the entertainment industry is so big and there are millions of fans worldwide. Unfortunately, they all still don’t have original and convenient tools for self-expression within a comfort zone while business for fans needs a fast outreach to customers and opportunity to understand their audience deeply. This exactly problem THEFANDOME is going to solve.

Are you sure the business would be interested in you?

We communicated with many different companies and learned their needs profoundly. Our portal provides them with practical and convenient tools for reducing the cost of advertisement and increasing its effectiveness at the same time. Also, THEFANDOME helps to establish relations and be in touch with their targeted audience.

For what purpose you implemented blockchain into THEFANDOME’s system?

Since a volume of advertising features a user can open through the key (token) activation depends on indicators of audience quality (site attendance, user activity and so on) suchlike data must be objectified. That’s why we need blockchain, as well as for storing data about ad-campaigns results those commercial clients would be able to rely on while planning their own marketing efforts.

How well do you know the industry?

We did a fundamental study of various audience segments in the view of their phycology (for example, positive and negative triggers), cultural patterns (slang, traditions and so forth), and regional aspects (localization of terminology or game rules, priorities of the majority, etcetera). After that, we classified all the collected types of interests and hobbies—from kite battles to micro art on the pencil lead—and finally developed our own research methodology with the help of which we continuously expand our knowledge base about the targeted audience and improve THEFANDOME’s promotion scheme due to this information.
Besides, we identified not only basic needs of people with various interests but also niche and specific ones those are common to particular fan groups. Building on this, we develop THEFANDOME’s features those meet all the demands of any person with any hobby in the world.

How deeply did you research the audience?

We know what it’s like to be a fan from our own personal fan experience, that’s why we can share all the emotions of THEFANDOME users. Live communication with the audience on Comic Con Russia and feedback from beta-users of our portal confirmed our hypotheses about their needs, reactions and triggers. The further study of already existed fan products let us find out unsolved problems and noted them to ourselves.

What have you learned in the process?

Over 2 years, we’ve been testing the product, improving the design and functionality structure. Almost 3 years we’ve spent to become professionals in the field of hobbies and interests. For all this time, we’ve been working with no days off and proper rest. THEFANDOME became our lifestyle! Thanks to this project we got a priceless experience of a full cycle of web, conceptual and visual development; put together a team we are sure about and understood what kind of people we need to search for in the future.

What’s your unfair advantage over other teams?

We examined the audience through and through, got what it craves and became experts in the field of hobbies and interests. We spent years for development of THEFANDOME holistic concept and sharpening the smallest details of it. We invested thousands of man-hours and millions of rubles because we’re sure in the product. Someone may try to copy THEFANDOME’s features, but would never catch up with us. We armed with the universal methodology of the audience research which would help us improve the platform endlessly. THEFANDOME has its own unique style and a lot of atmospheric content. It is not said in vain that devil’s in the details, so we paid attention to every tiny detail: from single features to cultural and psychological aspects of the audience.

How high are the competitive conditions?

We examined thousands of related to the fan and entertainment industry sites but found nothing close to our product in the view of its concept and universality. We don’t want to say that there are no interesting fan sources for fans in the world, but they all aren’t holistic. Most of our analogs look like Microsoft Paint in terms of their functionality while we want to create Photoshop. Advanced but niche products (usually social cataloging sites) we consider our partners and link their information to THEFANDOME.
But the main thing is that no existed product works with fan needs and psychology on such deep level as we do. Our model is F2F (fans-to-fans): we create a dream platform for fans and people with interests, sharing their emotions and passion.

What’s your marketing strategy?

Fan Environment Crystallization. It’s a viral spreading of information about THEFANDOME among and within geek communities with a help of administrators of fandoms, opinion shapers (bloggers, vloggers, reviewers, media world, social networks and so on), and authoritative fans. By means of the Crystallization concept, we can transfer the whole communities of fans with already established relationships on THEFANDOME. It makes the site atmosphere and use of the features more comfortable.

Как купить

THEFANDOME cryptocurrency is a conceptually essential and needed for economic interaction between all the categories of THEFANDOME users (trading of fan stuff, fan art, creator-owned content and so on).

STRATEGY #2

Offices:

– Cyprus (headquarters)

– Russia

Key partner:

– Switzerland

Conventions:

– Gamescom (Кельн)

– Comic Con NY (New York)

– Comic Con Moscow

Team size:

– 40 people

Volume of implemented features:

– 40%

PAX Europa

STRATEGY #4

Offices:

– USA

– Cyprus (headquarters)

– Germany

– Russia

Key partner:

– Switzerland

Conventions:

– Gamescom (Cologne)

– Comic Con NY (New York)

– Comic Con Moscow

THEFANDOME Con:

– USA

Team size:

– 80 people

Volume of implemented features:

– 60%

PAX Northern Hemisphere

STRATEGY #3

Офисы

– USA (2 offices)

– Cyprus (headquarters)

– Germany

– Russia

– Japan

– China

Key partner:

– Switzerland

Conventions:

– Gamescom (Cologne)

– Comic Con NY (New York)

– Comic Con Moscow

– China

– Japan

THEFANDOME Con:

– USA

– China

– Japan

Team size:

– 120 people

Volume of implemented features:

– 80%

Westworld and Asian Dragon

STRATEGY #1

Offices:

– USA(2 offices)

– Cyprus (headquarters)

– German

– Russia

– Japan

– China

– Argentine

– Australia

Key partner:

– Switzerland

Conventions:

– Gamescom (Cologne)

– Comic Con NY (New York)

– Comic Con Moscow

– China

– Japan

THEFANDOME Con:

– USA

– China

– Japan

Team size:

– 200 people

Volume of implemented features:

– 100%

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