Bitcoin payments research

Community-driven economies

Deep dive, first draft. Last updated November 9, 2026.

Thesis

There’s a large economic space between commerce and charity that existing financial infrastructure barely serves: people pooling, giving and exchanging money to make something happen together, for a community they belong to. Payment systems are very good at paying a merchant. They’re much worse at coordinating hundreds of people contributing small amounts toward a shared outcome, often across borders.

These communities already run on improvised tools: personal bank accounts, PayPal Friends & Family, Google Forms and Carrd pages. Trust regularly breaks down, and people outside the home country are often shut out. In these economies money is mostly a coordination mechanism. What people are really after is belonging, recognition and shared achievement.

The hypothesis: a self-custodial wallet that coordinates money instead of holding it, and is designed for belonging and expression rather than transactions, can serve these communities better than banks, fintech apps or existing crypto wallets.

Status: a working hypothesis to test through research. K-pop fandom is the lead case, because these behaviors are unusually developed, visible and culturally accepted there. The same patterns appear in gaming, sports, creator communities, hobby groups and local subcultures.

What we mean

Community-driven economies: economic activity where the community itself is both the customer and the organizer of value creation. There’s no single accepted term. “Fan economy” and “fandom economy” cover the K-pop case. “Participatory economy,” “gift economy,” “social commerce” and “group buying” each describe one part of it.

The five kinds of transaction overlap, but they have different motivations and mechanics:

Kind Shape Example
Transactional commerce I pay you, you give me something Buying an album in a shop
Social commerce I buy through a social relationship Buying from a fan you know
Collective commerce We pool money to buy together K-pop group orders
Social patronage We contribute to support someone or something Birthday subway ads, gifts, charity in an idol’s name
Community exchange We trade within a trusted network Photocard trading

The last three are the interesting ones. Existing payments handle the first two reasonably well and the rest badly.

What these economies revolve around: belonging and identity, shared goals and collective achievement, supporting someone, recognition within the community, collecting and exchanging, and creating experiences together.

Two examples show the difference. A fan might spend €50 on a group order not because it’s the cheapest way to buy an album, but because joining is a social experience. Someone might give €10 toward a subway ad with no personal benefit at all. The reward is collective: we made this happen.

Why existing payments serve them badly

The same problems show up across cases:

The workarounds are themselves evidence: Carrd pages, Google Forms, Discord and X threads, and proxy buyers. In design research terms, that’s what people make when the tools don’t fit.

Case study: K-pop fandom

K-pop is the clearest example. A single fan might take part in fan-app voting, join three group orders a year, trade photocards, chip in for a birthday ad and pay for a fan-run event. That can mean six platforms and several payment methods, so no single dataset captures one person’s economic participation.

For scale, the official Circle Chart count was 98.4 million K-pop albums sold in 2024, down from 119.1 million in 2023, with 16.43 million exported. [from earlier research; verify against the Circle Chart and KPIA originals] That measures the music business, not the community economy around it. One fan might buy 100 albums through a group order, another one album.

Group orders (collective commerce)

Fan-funded projects (social patronage)

Photocard trading (community exchange)

A secondary market with its own conventions, reputation systems and market prices. Worth measuring: listings, completed trades, average values, repeat traders. Starting points: r/kpopforsale and r/kpopcollections.

Voting apps and fan platforms

KDOL and similar apps run votes where users watch ads or buy voting credits. One caution: billions of votes don’t mean millions of users, because repeated voting is central to the model. The large official platforms are Weverse and Bubble, with paid messaging from idols, community and commerce (overview).

Fan-run events

Cupsleeve events, birthday cafés, fan exhibitions and group concert activities. They involve real spending that never passes through a conventional retailer.

Case study: Japan

Oshikatsu. Fan activity supporting a favorite idol or character has gone mainstream. An estimated 13.8 million people took part as of January 2025, spending about ¥3.5 trillion a year. One Hakuhodo report found participants devote 37% of their disposable income and 39% of their leisure time to it (Korea Times). The government sees it as an economic lever (Asia Times, Semafor). Spending is highly ritualized and visible, from decorated bags of merchandise to concert travel.

Creators cut off by card networks. DLsite, a major platform for games and comics, stopped accepting Visa and Mastercard in April 2024 under pressure over adult content. In October 2025 it launched its own payment option through a Japanese digital bank, which likely isn’t available outside Japan (Automaton). Other Japanese creator platforms lost card support too (Automaton). The same pattern hit itch.io in July 2025: it delisted adult games to keep its payment processors, later restored free ones but kept paid ones blocked, which hurt queer game creators especially (GamingOnLinux, Edge Media).

VTubers and Super Chats. A study of over a million hours of streams from 1,923 VTubers finds stark income inequality, increasingly dominated by two agencies (arXiv). Super Chats are payments as expression: a message, visibly paid for, read out on stream, with the platform taking a large cut.

A contrast worth noting. International fans are largely locked out of Japanese live events. But the barrier there is identity, not payment: many shows require a Japanese phone number and residential address, and some check ID at the door (Unseen Japan). Bitcoin doesn’t fix that, and research needs to catch mismatches like this early.

Apps to study: Booth (fan-made goods), pixivFANBOX (creator subscriptions) and Skeb (commissions, popular for cross-border requests). [from memory]

Beyond fandom

The same structures appear elsewhere. These are leads, not findings, and none has yet been researched to KDOL’s level of specificity.

Pattern Examples What to check
Collective patronage Football supporter groups funding banners and stadium displays; charity speedrun marathons with donation messages read live; Twitch communities supporting streamers Who organizes, how money is collected, how contributors are recognized
Collective commerce Gaming guilds pooling resources; online communities organizing group buys; anime communities funding conventions Group size, order values, cross-border share
Gifting rituals Lunar New Year red envelopes (WeChat’s digital version spread through the ritual itself); Japanese wedding money; Korean wedding and funeral money tracked for years How presentation and etiquette carry over to digital
Rotating savings Tandas (Mexico), paluwagan (Philippines), arisan (Indonesia), equb (Ethiopia), susu (West Africa), especially in diaspora communities Trust mechanics, payout rules, attitudes to volatility
Scene economies Berlin club collectives, German club treasuries (Vereinskasse), convention artist alleys, doujin events Splits, dues, fast small in-person payments

China as a warning. Chinese fan clubs built some of the most intense fan fundraising anywhere, then met a government crackdown: Weibo banned a BTS fan account for illegal fundraising, and minors were barred from funding celebrities. Background: Pandaily on China’s fan economy.

The common thread: money that is social, ritual or expressive. Banks and fintech handle it badly because they treat every payment as a neutral transfer.

Sizing

Nobody has measured this economy, because it’s fragmented across platforms, countries and informal networks. I’d measure three things separately:

  1. Participants: how many unique people take part.
  2. Economic activity: how much money changes hands, and how often.
  3. Social coordination: how many collective transactions, campaigns and exchanges happen.

What existing data shows, and misses

Source Shows Misses
Circle Chart Album sales by artist and release Unique buyers, group-order structure
Hanteo Chart Retail album sales Informal peer-to-peer trades
Customs statistics Cross-border trade in albums and merchandise Domestic exchange, individual participants
App store rankings Downloads and ratings Active users and transactions
Fan platforms Memberships, votes, engagement Activity outside the platform
Social media Group orders, campaigns, trading communities Reliable totals

A bottom-up method. Build estimates per segment rather than one global market size. For group orders:

Annual volume = active managers × orders per year × average order value

Purely as an illustration: 10,000 managers × 12 orders × €400 = €48 million a year. [assumption: every input is illustrative, not data] Real estimates need to correct for overlap, cancellations, and the difference between retail purchases and money collected from joiners. The same method works for fan projects and secondary markets.

A dataset worth building. Track 5–10 major fandoms on: unique participants, transactions per participant, average transaction value, collective versus individual payments, repeat participation, cross-border participation, and money spent on others versus oneself.

The last measure may be the most revealing. How much do people spend on things they personally receive, versus things they create together or give to someone else? That split could show an economic category conventional statistics don’t capture at all.

What could serve this

Kinds of product

Organizer tools are worth noting: organizers are few and influential, and a tool for them doesn’t require every joiner to switch wallets.

Trade-offs for self-custodial, client-side products

Mostly compatible, as long as the app coordinates money between people and never holds it.

Feature Self-custody Without your own server How
Savings rotation Fully: no pot exists Needs shared group state Each round, everyone pays that round’s recipient directly
Commissions and payment pages Fully Mostly BOLT-12 offers allow reusable payment requests without a server
Staged group-order payments Fully: each payment goes to the manager Needs shared group state Signed receipts per stage; a shared “who has paid” view
Payments with messages and stickers Fully Mostly The message travels with the payment
Keepsake receipts (wallet passes) Fully Partly Apple Wallet passes must be signed, which normally needs a small backend
Fan fund pots The organizer self-custodies, as with today’s personal accounts Needs shared group state Works, but transparency is limited (below)

Shared state without running a server:

Reminders to other people need push notifications, which usually need a small relay. Reminders on your own phone can be local.

Where self-custody genuinely conflicts

Risks and open questions

Risks

Open questions

Research plan: say, do, make

Following Liz Sanders’ framework: what people say (interviews, comments), what they do (observed behavior, real transactions), and what they make (their own tools and workarounds, plus what they create in generative sessions). Calls for input like Spiral’s capture mostly “say.” This plan weights “do” and “make.”

First target: K-pop group orders. A working informal economy run on improvised tools, with a trust problem, cross-border payments at its core, and an audience that fits iOS.

Method Kind Who What we learn
Interviews Say 5 group order managers, 10 joiners Motivations, pains, why they use today’s tools
Tool teardown Make Managers’ Carrd pages, forms, spreadsheets, terms What they’ve already built to cope
Money-flow mapping Make Managers and joiners, in sessions Where money, trust and information move, and where they break
Following a live order Do 2–3 group orders from start to delivery Real stages, delays, disputes, drop-offs
Desk research Say / do X, Reddit, Discord communities Scale, scam patterns, prices, cross-border share

Second wave: fan-funded projects (KDOL users and ad organizers) and one Japanese creator community.

Field research: Hongdae and Gangnam stations in Seoul for fan ads. Ikebukuro in Tokyo for oshikatsu goods [from memory]. Berlin scenes as a nearby comparison.

Outputs: a public write-up of each wave, a money-flow map per niche, and an updated thesis.

[Open: timing, budget, and whether to recruit through fan communities or a recruiting service.]

Sources

Bitcoin payments context: Spiral: The Long Road to Bitcoin Payments, and its community discussion.

K-pop: Wowtale on KDOL · Korea Herald on subway ads · Notes on K-pop on group orders · Fanlore: group order · Korea Times on fraud against foreigners · allkpop on fan projects · Weverse vs. Bubble · Korea Herald on the NewJeans fundraiser

Japan: Korea Times on oshikatsu · Asia Times · Semafor · Automaton on DLsite · Who Reaps All the Superchats? · Unseen Japan on ticket barriers

Card-network exclusion: GamingOnLinux on itch.io · Edge Media on queer creators

China: Bloomberg on Weibo · Yicai on minors · Pandaily

Album sales figures and the sizing framework come from separate earlier research and still need checking against the original sources.