Traditionally, being a hardcore movie fan means collecting physical memorabilia like autographed posters to show loyalty. However, in recent years, several companies have started betting on digital collectibles to become the new symbol of fan loyalty.
Really (formerly Moviebill) — an AR platform that provides digital collectible movie tickets and interactive experiences related to the latest blockbuster movies — announced a partnership with the blockchain platform Avalanche to help power NFT “Fandime,” a new way for movie studios to engage with audiences. The company also announced today that it is expanding collectible AR tickets to cinema partners in the Asia-Pacific region, including Japan, Korea, Australia, the Philippines, Thailand, Malaysia and Singapore.
There are three ways to earn Fandime tokens — attend movies and events, purchase merchandise, and interact with Really’s AR experiences, including weekly trivia, scavenger hunts, and a “Pop-a-Corn” game that involves dropping kernels into a bucket of popcorn. Users can also purchase a Fandime directly in the Really app (available on iOS and Android Appliances).
Each Fandime receives a unique Blockchain-based ID that is minted on the Avalanche blockchain network and stored in a user’s Really account.
Users can redeem Fandime for digital rewards, movie-related AR content, exclusive opportunities, “AR trophies and wearable face filters,” the company explained. Tokens can also be used in Really games, such as extending play time for trivia and getting extra lives and levels for the bucket toss game.
Amazon MGM Studios has already released a collection on Really, likely as part of its marketing strategy to promote less mainstream films such as “American Fiction,” “The Boys in the Boat” and “The Beekeeper.” Moviegoers who collect all three AR tickets can earn exclusive Fandime tokens. The production company recently released an AR collectible for the hit psychological thriller “Saltburn”.
Image Credits: Really
“Augmented reality is the future of content and media. Blockchain is the future of data. If we combine those two things today, which Really is doing, we think we’re ahead of the game,” Really AR founder and CEO James Andrew Felts told TechCrunch. “In particular, Augmented Reality brings a whole new user interface to our interactions with the digital. As we move from 2D screens like smartphones and desktop computers to 3D screens like headsets and holograms, our interactions with the digital world will become more tactile and more personal. Blockchain unlocks the potential for a digital file to truly be yours, in the same way that a physical item or object is in the real world. In many ways, the intersection of Web3 and AR will make our digital world more human and more familiar.”
In the coming year, Really will expand the ways users can earn Fandime Tokens and redeem rewards. For example, users will be able to purchase movie tickets and merchandise through their Really account, receive discounts and collect Fandime tokens when watching content at home.
In the long term, Really plans to create original AR content and branch out into areas other than the entertainment industry, Felts told us.
“We will launch ‘Really Originals’, which will be first-of-its-kind augmented reality stories that you can experience on your coffee table or in your backyard… Our digital collectibles program will grow to include other sectors and industries such as travel, retail and sports. Ultimately, this content network will also be a place where brands can reach audiences with 3D messaging at scale,” said Felts.
Really was founded in 2017 and gained the most attention from movie fans when it partnered with Regal Cinemas to release exclusive AR content, including interviews and AR games for the launch of “Avengers: Infinity War.” To date, Regal customers have claimed more than four million Really AR collectibles across 200 blockbuster movies, including the latest titles such as ‘The Marvels’, ‘Napoleon’, ‘Killers of The Flower Moon’ and ‘Wish’ , among the rest.
“Originally, our goal was to bring the ultimate entertainment experience to the most dedicated customers — those willing to spend a premium price for high-quality content. Back then, AR represented a groundbreaking way to display content. Looking back, we were ahead of our time and now, as AR/VR becomes mainstream, we are able to use our technology to engage moviegoers with immersive experiences that drive them back to theaters at scale.”