# 8.2 Development of use cases by entertainment genre

<figure><img src="https://707649508-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FGcLYARlqDc3ytqX2mvPJ%2Fuploads%2FEMYsH2CAbrlM2u2hXidB%2Fshotaueyama_A_dynamic_3D_montage_illustrating_GETs_use_case_d_539e8f63-3a64-4103-9570-19e03f33c164_3.png?alt=media&#x26;token=098ea3fa-ed01-408f-a00f-93fa65c653b9" alt=""><figcaption></figcaption></figure>

Music and Live Events

* NFT-based ticketing for resale control and authentication
* Fan Club DAOs enabling setlist voting and project co-creation
* GET Pay cashless purchases at venues
* NFT sales of concert footage with embedded proof of participation

Film and Visual Content

* DAO-based community production support (scripts, cast voting)
* NFT-based screening rights for premium experiences
* Exclusive "behind-the-scenes" content sales as NFTs
* Stage greeting participation rights tokenization

Idol/promotion activities

* NFT voting systems for fan-driven idol promotion
* Contribution-based rankings via GET Miles accumulated from tracked SNS activities
* On-site staking check-ins for fan rewards
* Special edition tipping and lotteries during virtual lives

Game/e-sports

* In-game NFT item sales and holder-only events
* Spectator voting influencing tournament rules
* Score/contribution-based GET rewards
* Team support through token contribution and return design (Predictive Vote)

RWA (real estate and real assets)

* Tokenization of real estate and art through NFTs
* Sales of experiential rights (e.g. hotel stays, exclusive venue access)
* Tokenized traditional crafts and fine art NFTs with real-world pairing
* Royalty distribution for artists upon secondary sales
