SEG3 flagship · Los Angeles
SEG3 LA 2026
A two-day conference in Los Angeles where leaders from sports, entertainment, gaming, music, technology and lifestyle meet to explore fandom, IP and emerging media. Held the same week as The Game Awards.
Overview
The US' Home of Fandoms
SEG3 LA brings global IP owners, brands and platforms into one room. With so much of the games and entertainment industry in town that week in December, SEG3 LA offers an intimate environment to properly meet the leaders shaping fandom, learn from peers tackling the same challenges, and leave with the partnerships that help to grow your audience.
Speakers
On stage in LA

Julia Kang
Senior Vice President, Partnership Marketing


Karim Farghaly
SVP - Business Innovation & Licensing


Bryce Sherman
Senior Director of Global Digital Marketing


Ebo Quansah
Head of Artist-Fan Experiences & Fandom


Jessica Jacobi
Chief Marketing Officer


Bertie Thomson
CEO, Sixth Wall


Alex Merchan
Chief Marketing Officer


Yves Saada
Head of Strategic Partnerships


Monica Austin
Chief Marketing Officer


Brett Schneider
Head of Partnership Activations


Eva Feder
Executive Vice President, Business & Legal Affairs

Agenda
Two days of learning
Day 1
Registration & Networking Breakfast
Opening Remarks
Hosting the World's Biggest Show
The World Cup may be over, but the countdown to LA28 is only just beginning. How do you build excitement, attract partners and keep the world engaged years before the Opening Ceremony?
This session explores the commercial, marketing and partnership strategies shaping the road to LA28.
Speakers: Julia Kang (Senior Vice President, Partnership Marketing, United States Olympic & Paralympic Properties); Alex Merchan (Chief Marketing Officer, LA28)
The Architecture of Fandom
Fandom is one of the strongest forces for entertainment, sport, gaming and lifestyle brands - yet it is arguably one of the least rigorously understood.
This session treats fandom as a structure rather than a feeling - uncovering how communities form, organise, commercialise, fracture and endure - and why fandom does its work through identity before it ever does it through spend.
Drawing on real case studies, it sets out the patterns that are identifiable across every fanbase in this room, and what they mean for anyone trying to design and grow one.
Speakers: Brett Schneider (Head of Partnership Activations, Block / Fandomism)
Networking Break
One Fan, Many Front Doors
Most fans discover through platforms now. That is where the reach is, and there is no replicating it in-house.
This session follows what happens next. How you move someone from a scroll to a first action, what turns that into an account or a habit, and the leaks that can be plugged to stop losing fans as they work their way down the funnel.
Speakers: Jessica Jacobi (Chief Marketing Officer, LA Galaxy); Yves Saada (Head of Strategic Partnerships, Spin Master)
The Superfan Conundrum
The strongest fan communities don't just consume what you make, they change it.
This session looks at how organisations turn fan engagement into something their product and content teams can actually use, how you serve a fanbase spanning three generations at once, and what to do when the people who care most want different things.
Speakers: Ebo Quansah (Head of Artist-Fan Experiences & Fandom, YouTube)
Lunch
The Deal Behind the Deal
Licensing still does a lot of heavy lifting, but more partnerships are being built with both sides holding something on the other side of the deal - revenue shares, co-development, co-owned IP, equity, first look arrangements, joint ventures.
This session gets into how those deals actually come together. What each structure unlocks, what it costs you in control and speed, and the typical hurdles you'll need to avoid to get something over the finish line.
Speakers: Eva Feder (Executive Vice President, Business & Legal Affairs, Lionsgate)
IP in the Real World
Location-based experiences are the most expensive bet an IP owner can make, and perhaps the hardest to reverse.
This session explores what goes into the decision, how IP owners choose between building, touring and partnering, and what it really takes to make people build a trip around you.
Speakers: Karim Farghaly (SVP - Business Innovation & Licensing, Bandai Namco Entertainment America)
A License to Generate
Your IP is already being generated with at scale, whether you agreed to it or not. So what's the next move? Shut it down, license it and take a cut, or use the technology to build experiences that weren't possible before?
Every option costs something. Enforcement is expensive and rarely complete. Licensing turns infringement into revenue, but hands over some control. Building takes dedicated resource and real appetite for innovation and risk.
This session discusses how IP owners are making that call, where the market is heading, and how you keep control of the story being told with your IP.
Speakers: Bertie Thomson (CEO, Sixth Wall, Hasbro)
Thirty Years, One Universe
How do you keep a franchise feeling fresh for new fans without alienating the people who've loved it for decades? A look inside the marketing and storytelling decisions that keep the world's biggest IP alive across generations.
Speakers: Monica Austin (Chief Marketing Officer, Blizzard Entertainment)
Closing Remarks
Happy Hour
Day 2
Doors Open & Networking Breakfast
The Attention Recession
Every hour of attention won is an hour taken from something else - but most media plans still behave as though the pool is growing infinitely.
This session sets out what a zero-sum attention market looks like for an advertiser: who's gaining, who has lost and hasn't noticed, where the money has followed, and where the opportunity lies as it lags behind the audience.
The Last Bastion of Live
Live sport is one of the few things people still watch together, in real time.
As traditional ad breaks lose impact, what does great advertising actually look like during live experiences?
Networking Break
The New Media Moguls: Creators x Brands
Feeds are full of AI-generated content, and audiences are tuning it out. The people they still listen to are creators, and the biggest of them now run media businesses that are pulling in bigger and bigger budgets.
So how do you scale creator partnerships and hit your numbers, while letting creators make the content their audience actually wants?
Brands, agencies and creators share what's working now, and what it takes to build creator programmes that last.
The World Fans Built
In UGC gaming, two models are emerging. Some brands hand their IP to the creator community and take a share of whatever gets built. Others build their own worlds to pull players into their own ecosystems. One trades control for reach, the other trades budget for a direct relationship.
This session gets into how those relationships actually work between platform, creator and brand, which model fits which objective, and who owns the audience at the end of it.
Brands as Entertainment Companies
Some consumer brands have stopped borrowing culture and started building it, with entertainment and licensing teams that mimic the IP owners they used to buy from and partner with.
What does it take to make that work, and can a brand really own fandom rather than rent it?
Lunch
Measuring What Matters
Most organisations are measuring plenty. Far fewer can say what a fan is actually worth to them, or which signals tell them someone is going to stick around.
This session discusses what the people building measurement across a portfolio and the people running a fanbase each pay attention to, where those two views disagree, and how you turn fan data into decisions about content, partnerships, advertising and more.
Cut Through or Get Cut: Designing a Winning Launch Strategy
Most people have decided whether a film or a game is worth their time before it goes on sale, and paid media is rarely what got them there.
So what is doing the work? Is it creator partnerships? In game activations? Media coverage? Talent involvement? Physical experiences?
This session gets into the mechanics of a launch. What goes into building anticipation, which channels actually move the needle, how long the runway needs to be, and what separates a release that lands from one that doesn't.
Speakers: Bryce Sherman (Senior Director of Global Digital Marketing, Universal Pictures)
The Last Word
We close by zooming out.
Sports, entertainment, gaming and consumer brands have spent two days describing the same problem from different seats. So where does this actually go?
A conversation about what the next few years look like for anyone building on fandom, which parts of the current model are already coming apart, and where the value ends up.
Closing Remarks
Past editions
SEG3 LA, previously
Alumni
Names that have taken the LA stage
From the community
What attendees say
Apply to speak
Bring your story to the LA stage
We programme content with one goal: helping our community learn. If you have a case study, experience or perspective that can do that, we welcome your application.
Speaking applications are reviewed on a rolling basis. We'll get back to every applicant.
The form couldn’t load — send us an email at info@seg3.com and we’ll take it from there.
Partner with SEG3
Interested in partnering with SEG3 LA?
Put your brand in front of senior decision-makers from sports, entertainment, gaming, music, technology and lifestyle - from headline event partnerships to bespoke activations on the ground in Beverly Hills.
Venue & travel
United Talent Agency
Getting there
United Talent Agency9336 Civic Center Dr
Beverly Hills, CA 90210, United States