The Attention Game
The Attention Game
Author: David Perell URL: https://www.perell.com/blog/2017/3/14/the-attention-game One-line: Business is a game with rules, and the old game of maximizing reach (followers, albums sold) is the wrong one — creators win by serving their most passionate fans and thinking in power laws, not bell curves.
Key claims
- Business is a game. Strict governing bodies, rules, and best practices increase your odds; winners combine skill, strategy, and luck within rigid structures. Entrepreneurship
- Follower counts and albums sold are outdated metrics. The traditional path to monetizing internet attention — measuring influence by reach — is becoming archaic and inefficient.
- Think power laws, not bell curves. Drop Bill Gates into a room of 100 and the mean explodes while the median holds — one person can dominate the pie. Creators who optimize for their average fan instead of their most passionate ones are playing the wrong game. 1,000 True Fans
- From knowledge economy to entrepreneurial economy. We’re at a pivotal moment in the history of work; the internet has changed the rules.
- Share of customer beats share of market. In the digital economy, the leverage is in going deep on your most passionate fans — exclusive meet-and-greets, signed limited editions — not wide on the masses.
- The mainstream is collapsing. Markets of scarcity are giving way to markets of abundance, balkanizing culture into niche, identity-based communities. Online Communities
Notable quotes
“Business is a game. There are strict governing bodies, rules to play by, and best practices that increase your chance of success.”
“One person can dominate a large percentage of the pie… Creators who are focus on their average fans instead of their most passionate ones are playing the wrong game.”
“We are moving from a knowledge economy to an entrepreneurial one.”
“Consumers are in control and they want to interact as much as possible with their favorite creators. They seek opportunities to engage in niche, identity-based communities.”
How it connects
- 1,000 True Fans — the spine of the argument: depth over reach, share of customer over share of market.
- Digital Creators / Influencers — the entrepreneurial class this new game rewards.
- Online Communities — niche, identity-based fandoms as the unit of culture after the mainstream collapses.
- Entrepreneurship — business-as-game framing.
Verbatim source notes — restored from Roam, 2026-09-21
- Creators can please their most passionate fans with authentic, one-of-a-kind products and experiences that will thrill their most passionate fans. The result will be an increase in income for Swift and happiness for her fans.
- It’s already so much more common to have something be a crucial part of your life and to find out some of your closest friends have never even heard of it!
- The traditional pathway to monetize consumer attention on the Internet is becoming archaic. Creators measure their influence using metrics like follower counts and albums sold. This is an inefficient strategy, and an outdated style of thinking.
- Now let’s drop Bill Gates (net worth: $86 billion) into the room. The average, or mean, jumps up dramatically, but the median stays the same. This is how power laws work. One person can dominate a large percentage of the pie. Power law dynamics are increasingly common on the internet and in the modern world. Creators who are focus on their average fans instead of their most passionate ones are playing the wrong game. 1,000 True Fans
- The key point is that most things in life (effort, reward, output) are not distributed evenly. Creators systematically focus too much on the masses and too little on their most passionate fans.
- Big gains come from a small percentage of our actions. By understanding the desires of their most passionate fans, creators can spin up new revenue streams. These passionate fans will happily pay extra for exclusive meet-and-greets, and signed limited edition albums. When I have more disposable income, I plan to do both of these things regularly. 1,000 True Fans
- Business is a game. There are strict governing bodies, rules to play by, and best practices that increase your chance of success. Games allow for free movement within rigid structures. The people who win utilize skill, strategy, and luck. Entrepreneurship
- Consumers are in control and they want to interact as much as possible with their favorite creators. They seek opportunities to engage in niche, identity-based communities. These consumers escape the masses and proudly support the creators who inspire them. Online Communities
- We are living through a pivotal moment in the history of work. The rules of the game are changing. We are moving from a knowledge economy to an entrepreneurial one. None of this would be possible without the internet and recent technological advancements. Digital Creators
- The underlying shifts from markets of scarcity to markets of abundance and the corresponding technological improvements will create a paradigmatic shift in how creators monetize. From art, to music, to movie making, we are seeing the collapse of the mainstream. We are already witnessing the balkanization of culture, a trend that reflects this paradigm shift.
- To thrive in this new world, we need to recalibrate our minds to think in power laws instead of bell curves. Creators must adapt to this new game. Traditionally, businesses have focused on share of market. In this new digital economy, they should focus on share of customer. Creators who cannot adapt to this new game are leaving economic opportunity on the table.
- To jump back to math terminology, the median and the average can be very far apart. To illustrate this shift, let’s look at the modern distribution of wealth. If you dropped 100 people from a fictional small town into a room, the cumulative distribution of wealth would largely resemble a bell curve. A small number of people are relatively poor, a large number of people have average wealth, and a small number of people are very wealthy. This is how most people think about the world.
Referenced in
- 1,000 True Fans note
- David Perell note
- Digital Creators note
- Influencers note
- Online Communities note