> For the complete documentation index, see [llms.txt](https://docs.global-entertainment-token.org/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.global-entertainment-token.org/8.-use-cases-and-deployment-scenarios/8.2-development-of-use-cases-by-entertainment-genre.md).

# 8.2 Development of use cases by entertainment genre

<figure><img src="/files/WQTKZ1YKJTFmGm23aKR2" 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


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