Virtual Worlds for Media and Entertainment

Industry Application
Virtual WorldMedia & Entertainment

The media and entertainment industry has long sold experiences — but those experiences have historically been consumed and forgotten. Virtual worlds change the fundamental equation: instead of a film watched once or an album played on repeat, a virtual world is a place people return to, build relationships within, and invest their identity in. For M&E companies, this represents both a profound opportunity and a structural shift in how entertainment value is created and captured.

From Broadcast to Persistent Presence

Traditional entertainment follows a broadcast model: content is produced, distributed, consumed, and replaced. Virtual worlds invert this. Platforms like Roblox, Fortnite, and Minecraft are not products that ship and go stale — they are living environments that accumulate cultural meaning over time. When Epic Games brought Travis Scott into Fortnite for the Astronomical event in 2020, over 27 million players attended across five shows. That wasn't a concert promoted through a virtual world — it was a cultural moment native to one. The medium had become the venue. By 2026, live virtual events have matured into a standard distribution channel for major artists and studios, with dedicated production teams building experiences designed from the ground up for persistence and replayability.

IP Extension and the Always-On Franchise

For studios and IP holders, virtual worlds have emerged as the most durable form of franchise extension. Disney's partnership with Epic Games — a $1.5 billion equity stake announced in 2024 — is the clearest signal that major entertainment companies now view persistent virtual platforms as strategic infrastructure, not promotional sideshows. The goal is an always-on Disney universe within Fortnite where fans can inhabit beloved properties rather than merely watch them. Similarly, Warner Bros. has launched persistent Hogwarts and DC environments, and Netflix has extended properties like Stranger Things and Squid Game into Roblox experiences that reach audiences who have aged out of passive viewing but remain deeply engaged in interactive worlds. The key insight: a well-designed virtual world extension keeps a franchise alive between content drops, maintaining emotional connection and commercial relevance year-round.

The Creator Economy as Entertainment Engine

The most significant structural shift virtual worlds introduce to M&E is the displacement of centralized content production. Roblox generates the vast majority of its content through its creator community — millions of developers building games, experiences, and virtual goods within the platform's rules and economy. This is entertainment produced at a scale no studio could replicate internally, distributed through social graphs rather than marketing budgets. For traditional M&E companies, this model presents both a threat and a template. The threat: platforms that empower creators capture audience attention and time that once flowed to studio-produced content. The template: companies that learn to seed, license, and amplify creator-built experiences within virtual worlds can extend their IP and revenue far beyond what internal teams could produce. As explored in Games as Products, Games as Platforms, the transition from product to platform thinking is the defining strategic challenge for entertainment companies operating in this space.

Monetization Beyond the Ticket

Virtual worlds support monetization models that have no analog in traditional entertainment. Virtual item economies — cosmetics, avatar customization, limited-edition digital collectibles, and creator-built goods — generate sustained revenue streams untethered from release cycles. Fortnite's V-Buck economy and Roblox's Robux marketplace each generate billions annually, with meaningful portions flowing to third-party creators. For M&E companies, this opens revenue channels that persist long after a film's theatrical window closes or an album's first-week sales peak. A character skin, a branded virtual space, or a limited-edition virtual item tied to a film release can continue generating revenue and cultural relevance for years. The economics of digital scarcity in persistent worlds are fundamentally more favorable than the economics of physical or streamed media.

AI Characters and the Next Generation of Entertainment

As AI agents become increasingly capable, virtual worlds are gaining a new class of inhabitant. AI-driven characters — companions, rivals, shopkeepers, quest-givers — are beginning to populate persistent environments with behavior that adapts, remembers, and evolves. For M&E companies, this creates the possibility of entertainment characters that are genuinely interactive: a beloved film character who exists persistently in a virtual world, capable of holding conversations, responding to fan creativity, and developing ongoing relationships with players. Inworld AI and Character.ai have already demonstrated the appetite for this kind of persistent character relationship. The studios and platforms that figure out how to build emotionally resonant AI characters within virtual worlds will have created something qualitatively new — not a game NPC or a chatbot, but a genuine long-term relationship between fans and the characters they love.

Applications & Use Cases

Virtual Concerts & Live Events

Artists and labels stage large-scale performances inside virtual worlds, reaching global audiences simultaneously. Fortnite's Astronomical (Travis Scott) and Rift Tour (Ariana Grande) events set the template; by 2026, virtual event production has become a dedicated discipline within major live entertainment companies, with Live Nation and AEG both operating virtual event units.

Franchise World Extensions

Studios extend major IP into persistent virtual environments that audiences inhabit between film or TV releases. Disney's Fortnite universe, Warner Bros.' Hogwarts experiences in Roblox, and Universal's partnerships with Minecraft keep franchise communities active and commercially engaged year-round — not just during content release windows.

Creator-Driven Content Ecosystems

Platforms like Roblox enable M&E companies to license IP to independent creators who build fan experiences at scale. Netflix has leveraged this model across Stranger Things, Squid Game, and other properties — seeding official creator programs that generate thousands of fan-built worlds, extending reach far beyond what internal teams could produce.

Virtual Item & Collectible Commerce

Branded virtual goods — character skins, limited-edition cosmetics, virtual merchandise tied to film releases — generate sustained revenue within virtual economies. Studios and labels partner with platforms to release digital items that function as both fan merchandise and in-world status signals, with secondary market activity extending commercial longevity.

AI-Powered Character Experiences

Entertainment companies are deploying AI-driven versions of iconic characters within virtual worlds, enabling persistent, adaptive fan interactions. Rather than a static NPC, an AI-powered character can remember previous conversations, respond to fan creativity, and maintain ongoing relationships — transforming IP from something watched into something lived with.

Advertising & Brand Integration

Virtual worlds have emerged as high-engagement advertising environments. In-world billboards, sponsored game modes, branded virtual spaces, and native item integrations reach audiences — particularly Gen Z and Gen Alpha — who are difficult to access through traditional media. Measurement tools have matured significantly, enabling impression-level attribution within virtual environments.

Key Players

  • Epic Games (Fortnite) — Operates one of the highest-reach virtual entertainment platforms globally, hosting live events, licensing major IP from Disney, Marvel, and Star Wars, and building an open creator ecosystem through UEFN (Unreal Editor for Fortnite). The $1.5B Disney investment in 2024 signaled its centrality to the future of franchise entertainment.
  • Roblox Corporation — The dominant creator-driven virtual world platform, with over 80 million daily active users as of 2026. A primary distribution channel for entertainment IP targeting younger audiences; Netflix, Warner Bros., and others run official creator programs on the platform.
  • Microsoft (Minecraft) — Minecraft's 170M+ monthly players make it one of the largest persistent virtual worlds ever built. Microsoft has licensed it extensively for educational and entertainment purposes, with major IP collaborations spanning Star Wars, Harry Potter, and Sonic the Hedgehog.
  • Disney — Repositioning as a virtual world entertainment company through its Epic Games equity stake and active Roblox presence. Pursuing an always-on franchise strategy where Disney characters and universes exist persistently in virtual space alongside their film and streaming releases.
  • Warner Bros. Discovery — Maintains active virtual world presences for DC, Harry Potter/Wizarding World, and Game of Thrones IP. Operating both owned virtual experiences and third-party platform partnerships to sustain franchise communities between content releases.
  • Live Nation Entertainment — Has built dedicated virtual event production capabilities, partnering with game platforms for artist activations and exploring owned virtual venue infrastructure. Views virtual events as an additive revenue stream complementing physical touring.
  • Netflix — Uses virtual worlds as a franchise extension and subscriber retention tool, with active presences in Roblox and Fortnite tied to major IP. Also invests in interactive entertainment and gaming as part of its broader shift from pure streaming.
  • Inworld AI — Provides AI character infrastructure for virtual worlds, enabling entertainment companies to deploy persistent, conversational versions of IP characters. Counts major game studios and entertainment companies among its partners.

Challenges & Considerations

  • Platform Dependency Risk — Building entertainment experiences inside Roblox or Fortnite means operating on someone else's infrastructure, under their rules, subject to their economics. Platform policy changes, algorithm shifts, or fee restructuring can materially impact M&E investments with little notice. Companies that built substantial presences in now-diminished platforms like Second Life or IMVU understand this risk acutely.
  • IP Protection in UGC Environments — Creator-driven platforms generate unauthorized uses of protected IP at scale. Enforcement is operationally complex and reputationally fraught — too aggressive, and companies alienate the fan communities driving organic engagement; too permissive, and they risk diluting or distorting their brands. Developing nuanced creator licensing frameworks is an ongoing challenge for every major M&E company.
  • Audience Fragmentation Across Platforms — A franchise presence in Fortnite reaches a different demographic than one in Roblox, Minecraft, or a standalone virtual world. Building and maintaining coherent brand identity and narrative continuity across multiple persistent environments requires coordination that most M&E organizations are not yet structured to provide.
  • Monetization and Creator Economics — Virtual worlds require sustained investment in content, moderation, and community management. The revenue models — virtual item sales, platform revenue shares, brand deals — are still maturing, and the economics of creator programs vary dramatically across platforms. Many M&E virtual world initiatives have struggled to achieve positive ROI outside of brand awareness metrics.
  • Longevity Engineering — The defining quality of a successful virtual world is persistence — the world must remain engaging and technically stable for years or decades. M&E companies accustomed to release-cycle thinking are often underprepared for the operational demands of maintaining a living virtual environment. The studios that have sustained thriving communities longest, like Scopely with Star Trek Timelines, have built dedicated live-ops infrastructure that most entertainment companies lack.
  • AI Character Ethics and Identity — As AI-powered versions of entertainment characters become feasible, M&E companies face unresolved questions about authenticity, actor likeness rights, and the psychological implications of persistent parasocial relationships with AI-driven characters. Regulatory and public scrutiny in this space is intensifying.