Interactions between creators from the entertainment industry and the fan community have been around for a long time. In 1891, Holmes fans reacted very strongly to the famous detective death. It resulted in a flood of angry letters sent to author Conan Doyle, who resurrected him in a subsequent episode. Even the Hollywood star system was first motivated by the fans’ desire to know their favorite actors appearing as anonymous shadows on the screen. Later on, communities gathered around sci-fi magazines such as Hugo Gernsbach's Amazing Stories in 1926. It was a decisive moment that saw the birth of "fandom" as we know it today, and it certainly contributed to the emergence of audiences known as "cultists", a term coined by Matt Hills (2002), which is a type of public that is increasingly knowledgeable, who feels a certain "empowerment" towards fetishized works.
The end of the 20th century, with the development and democratization of digital technologies, has witnessed the rise of this new consumer-producer paradigm that thumbs its nose at the ideology of the Frankfurt School's passive consumer. Without forgetting that the modern fan is the product of a long line of popular works and "B-movies", from Flash Gordon (1936) to the science fiction films of the 1940s and 1950s in the United States (with the rise of communism and its alien invasion films), from Star Trek in the 60s to Star Wars in 70s - a wave on which the franchise is still "surfing". Special effects films, a cinema of attraction that traditionally places "the effect" at the center (Gunning), have always fascinated the public, but always from a distance without being able to really interact with them or create or propose their alternative versions. The only interventions possible were, until now, centered on "a posteriori" actions, via journal sections of readers' letters, for example, or web forums, without much impact on the result.