Arrive, grab a coffee and meet the room before the day begins.
Friday 23 October 2026 · MCM London Comic Con, ExCeL
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Everyone in pop culture marketing competes for time.
Most of the industry still plans, buys and measures in attention. We're moving the marketing conversation on to time: the finite resource that every part of pop culture is really fighting for.
01 / Attention
A transaction
Bought by the impression, gone by the next scroll. Quality is everywhere now, and attention stopped separating anything.
02 / Time
A relationship
Chosen, given and returned. A film asks for an evening, a game for a year, a collection for a lifetime. Different demands, same hours.
03 / Marketing
The difference
Tips the decision: what gets chosen tonight, what earns the return tomorrow. Time is never taken. It is earned and that's where marketing comes in.
It's all about time. Take some time to join us.
Get tickets →Built for the people doing the work. From across the pop culture multiverse and the brands looking to connect with it more credibly. One room, ticket holders only.
Marketing, comms, community and licensing teams across games, anime, film, publishing and entertainment IP.
Non-endemic brands and their experiential, activation and strategy teams exploring fandom.
Agencies, platforms and specialist consultants working where culture, audience and brand meet.
Speaker and session announcements rolling on LinkedIn.
Follow Popcultr SummitArrive, grab a coffee and meet the room before the day begins.
The day opens, and fresh national research lands in this room first.
The campaigns and culture review, what mattered, what worked and what everyone copied.
CONTENT · BRAND STRATEGY · ENTERTAINMENT · GAMES · INFLUENCER
A perspective that resets the room and frames the argument for the day.
An opportunity to network, catch up on messages and grab a coffee or tea.
Reach can launch a game, only player hours proves the success.
GAMES · COMMUNITY · CONTENT · MEDIA PLANNING · BRAND STRATEGY
The audience has opened the door to brands, what matters is how they find the common ground.
BRAND STRATEGY · LICENSING · ENTERTAINMENT · COMMUNITY · EXPERIENTIAL
Lunch, and time to explore MCM London Comic Con on your included Industry Pass.
A collection is time you can see, and marketing's job is to start one.
TABLETOP · RETAIL · CONSUMER PRODUCTS · COMMUNITY · EXPERIENTIAL · LICENSING
Theatrical is getting its mojo back, and marketing is doing the pushing.
FILM · ENTERTAINMENT · ANIME · MEDIA PLANNING · EXPERIENTIAL
An opportunity to network, catch up on messages and grab a coffee or tea.
Creators earn audience time directly, then help shape where it goes next.
INFLUENCER · CONTENT · COMMUNITY · GAMES · BRAND STRATEGY
Speaker to be announced.
The day comes together, the argument to take with you.
Carry the conversation on.
Your Friday pass
All day
The Summit
Two keynotes, six panels, one room, one track
Included
MCM Industry Pass
Friday access to MCM London Comic Con
Included
The October report
Every session, sent to every attendee
200 seats
The room
One room, one track, all day
All applications are reviewed.
All prices include VAT. Secure checkout by Ticket Tailor. Questions? contact@popcultr.events
The line-up grows. The room shrinks.
Announcing soon
Photography by @nickandrewsphoto
"The highlight of my industry calendar!"
James Gates Japanese Pop Culture Specialist · Plastic Love
"Wonderful to be on a panel with clever, funny people who know their stuff, in front of an engaged audience. 10/10 would participate again."
Simon Rogers Owner · ProFantasy Software / Pelgrane Press
"An amazing day surrounded by some of the most inspiring voices in entertainment and games."
Trevor Poulsum Senior Client Partner · Fandom
"A great place to be — to learn from those at the top of their game and hear others share similar challenges."
Emma Lowe Event Director · The London Book Fair
"The greatest congregation of cultural tastemakers for the fandom and community space this side of the pond."
Lex Alexander Summiteer · GETREKT
"A high-octane convergence of industry innovation and pure creative passion, right at the beating heart of pop culture."
Mark Bassett Summiteer · Precisify
"Year after year, delivers more insights than any other business-focused event."
Jamie Russell Summiteer · Playsense
"Creating the kind of conversations that make doing a career in marketing worthwhile. Thought-provoking and insightful stuff."
Adam Arter Summiteer · HobbyLink Japan
"Imagine a room fuelled by knowledge, experience and genuine passion for pop culture and fandom. That's what the summit was — and it was brilliant."
Louise Marks Summiteer · FaNaTtiK
"A fantastic selection of voices that really have their fingers on the pulse of popular culture."
Dave Jewitt Summiteer · EXP Video
"It truly opened my eyes to the power and potential of Popcultr and its fans."
Andy Dougan Summiteer · Paradise
Partner with us
A curated room of pop culture marketers at MCM London Comic Con. October 2026 is the next sponsorable edition.
Enquire about partnership →Missed May? The Fandom Advantage, our May 2026 summit report, is free to read.
Download the report →Every session on the day, from the 10:15 Data Drop through six panels and both keynotes, plus lunch, breakfast and the closing reception. It also includes your Friday MCM London Comic Con Industry Pass, so you can work the show floor around the programme. One room, one track, 200 seats.
Doors and breakfast from 09:30, first session at 10:15, close at 16:30 and a networking reception from 17:30. Friday 23 October 2026, at ExCeL London.
Summiteer is for brand-side and IP-side marketing teams: the people doing the marketing. Service provider is for agencies, platforms, consultants and anyone selling into the room. Both get the same day, the same room and the same access.
No. Your Friday Industry Pass is included with your summit ticket.
The Popcultr Marketing Summit gets everyone out of their silos and into the same room, discussing the shared challenges and successes of their trade. There are plenty of B2B events where pop culture marketers can meet to discuss individual verticals (film, TV, games, publishing, comics, tabletop, consumer products), but only rare occasions where they can learn from each other across them.
Any marketers or comms professionals who have an interest in pop culture marketing, or how to connect to audiences and consumers in the worlds of pop culture and pop culture fandom.
The worlds of pop culture marketing and comms are rapidly evolving. This event is designed to draw out insights to help all interested professionals identify and gain insights from people who are at the sharp end. Most importantly, not just from your sector or vertical because sometimes the best insights come from outside your direct world. All this set against the backdrop of our most important consumers: the fans.
Drop us a line at contact@popcultr.events. We curate the room carefully and we're always looking for sharp, generous contributors from across pop culture marketing.
Yes. Email contact@popcultr.events to start a conversation. We work with a small number of partners whose involvement genuinely improves the experience for the room.
Almost certainly. Everyone should take a sip of whatever drink they have to hand at that point.
No, but if it's your thing crack on.
Friday 9 October 2026 · River Pavilion Stage 2, Javits Center
Four sessions across the day.
Fandom doesn't stand still. People find things through a clip, a creator, a character, a product or a friend, and they move between comics, anime, games, film and collectibles without stopping at any of the boundaries marketing uses to organise them. That leaves two problems. Your picture of the audience goes out of date faster than the campaign does. And the ways you used to reach them, the channel, the tone, the partner, the moment, were built for where they were rather than where they are going. So this panel is about two things. What a useful picture of the fan looks like when it has to survive contact with reality. And what engaging them actually means when they will not stay still long enough to be targeted.
Trading cards are everywhere. Every few weeks there is a new set, a new reason to go back to the shop, a new thing to trade. Releases create queues and pack openings have become entertainment. Most of that marketing is built into the product rather than bolted on afterwards. A new set gives people something to talk about. A prerelease turns trying it out into a night out. Game nights give it a weekly rhythm. Shops explain it to newcomers. The hard part is that the same pack is bought by people who want different things from it. Some play, some collect, some trade. Keeping all of them buying is the problem every marketer has when one product serves several kinds of customer.
A premiere. A pop-up. A convention floor. A launch party, a signing queue, an immersive installation. A feed can show you all of it, but it cannot make you feel like you were there. People will book a day off, cross a city, queue in the rain and give up an entire evening for it. No other line on a marketing plan asks that much of anyone. Which makes live the most expensive thing to get wrong and the hardest to justify on a spreadsheet. This panel is about what makes those moments work, how they reach the people who were not there, and what you tell the room afterwards.
The Edit closes the day by putting the work on the table. Across comics, entertainment, games, creators, brands and platforms, which launches, campaigns and partnerships earned a real place in people's lives? Which moments bought visibility without building a relationship? It is not an awards panel or a parade of predictions. Contributors make the case, challenge each other's choices, and separate work that earned a place in culture from work that merely occupied the feed. The room leaves with a short edit: work worth learning from, and signals worth watching.
Entry is through New York Comic Con, not Popcultr. Sessions are free to attend with an industry pass.
Or follow Popcultr Marketing Summit on LinkedIn for date announcements