Catching the big fish online. What David Lynch understood about the internet before anyone else.

9.4.2026

Lynch self-funded and launched davidlynch.com in December 2001: years before YouTube, Spotify, or the creator economy had names. Many major technological revolutions in cinema and music have been driven by artists. Bergman shot Saraband digitally in 2003. Sinatra pushed for the LP format in the 1950s. Prince released music-on-demand in 1999. They were artists who recognised something new and committed to it before the business model was obvious. David Lynch is a great example of this in the internet age. When the web was still mostly dial-up static and blinking cursors, he launched a website that anticipated almost everything we now take for granted about the creator economy: subscription content, daily micro-formats, direct-to-audience release, multiple revenue streams, all aligned to a personal brand. He did it because he was genuinely curious about a new channel and asked himself the most productive creative question: what does this channel empower me to make that I couldn't make anywhere else? A maker first, always To understand Lynch's approach to the internet, you need to understand how he approached everything. He was always the creator first. Everything else, the platform, the format, the revenue, followed the work. He began his career as a painter, and his first film happened almost by accident. Lynch's early ambition was to become a painter, and after studying at the Pennsylvania Academy of the Fine Arts, he created his first film, a 60-second animation entitled Six Men Getting Sick (1967),  for an experimental painting and sculpture contest. The moving image was just another surface to paint on. His feature debut, Eraserhead (1977), is one of the defining examples of creative commitment in cinema history. It was shot almost entirely at night; funding was never constant; production stopped many times when the money dried up. Lynch supported himself by delivering The Wall Street Journal and lived on set for a time. The sets were largely built from scavenged materials. He took five years to finish it. "The life in that world… there was nothing like it. Things go so fast when you're making a movie now that you're not able to give the world enough — what it deserves." — David Lynch on making Eraserhead, from Lynch on Lynch (1997) The film cost almost nothing to make, but it did not reach audiences through normal cinema. It spread through the midnight movie circuit: one-off late-night screenings in a handful of theatres, where you had to already know it existed to find it. Ben Barenholtz of Libra Films persuaded a local theatre owner to run it as a midnight feature, where it continued for a year, then ran for ninety-nine weeks at New York's Waverly Cinema, had a year-long midnight run in San Francisco, and a three-year tenure in Los Angeles. That cult of the initiated eventually earned the film seven million dollars. Long before the internet gave Lynch a new channel, he had already spent a career reaching devoted audiences directly through late-night rooms, word of mouth, entirely outside the mainstream. This same instinct would drive his approach to digital technology but it wasn’t easy. As late as 1996, Lynch was still cutting films on a flatbed Kem system and told an interviewer flatly: "I personally hate Avid. I haven't a clue how it works." He was one of the great directors in the world, and he had no interest in learning the tools the rest of the industry had already adopted. What changed was the website. When he began shooting short pieces for davidlynch.com with a cheap Sony PD150, a consumer camera he initially dismissed as a toy, he started teaching himself, scene by scene, not quite knowing what he was making. Gradually, he started liking the camera more. "These 35mm film cameras are starting to look like dinosaurs to me. It's all so slow. It kills a lot of possibilities. With digital video everything is lighter. You can think on your feet and catch things."By the time he came to edit Inland Empire, something had shifted entirely. He did it all himself, on Final Cut Pro, in his home office, over six months. "I absolutely love editing," he said afterwards. "When you go in there on your own you discover elements that you wouldn't if you were one step removed, like an ordinary editor." The man who hated digital and had no idea how it worked had become someone who spent half a year alone with software he had taught himself, finding a film he didn't know he was making. "These 35mm film cameras are starting to look like dinosaurs to me. It's all so slow. It kills a lot of possibilities. With digital video everything is lighter. You can think on your feet and catch things." By the time he came to edit Inland Empire, something had shifted entirely. He did it all himself, on Final Cut Pro, in his home office, over six months. "I absolutely love editing," he said afterwards. "When you go in there on your own you discover elements that you wouldn't if you were one step removed, like an ordinary editor." The man who hated digital and had no idea how it worked had become someone who spent half a year alone with software he had taught himself, finding a film he didn't know he was making. https://www.youtube.com/watch?v=w6Dyl1V_Hvg https://www.youtube.com/watch?v=w6Dyl1V_Hvg Lynch did not sit down one day and decide to master digital filmmaking. He picked up a cheap camera for his website, treated it like a toy, and let the process lead him somewhere he hadn't anticipated. The sideways move, step down in prestige, smaller in scale, technically unfamiliar, turned out to be the biggest step forward of the late part of his career. He probably didn't see it coming.  The website nobody thought was a good idea With the rising popularity of the internet, Lynch decided to use it as a distribution channel, releasing several new series he had created exclusively on his website, davidlynch.com, which went online on December 10, 2001. Some context. In 2001, YouTube didn't exist. Netflix was a DVD postal service. Spotify was a decade away. The conventional wisdom, even among forward-thinking media people, was that the internet was a place to promote your work, not to release it.  https://www.youtube.com/watch?v=JY69kb64M_8&list=PLUWV-eLxVgFEqLQp9UeXGusHR9X2BFB3Q Lynch opened the self-funded site in December, available only through a monthly $9.97 subscription, but with its official launch, began offering $7.79 individual subscriptions to three episodic series he was creating, beginning with Dumbland. Next up was the surrealist sitcom Rabbits, and later, a Twin Peaks-like drama called Axxon N. A separate site store offered a digitally remastered high-definition transfer to DVD of Eraserhead, a collection of his short films, posters, T-shirts, arty nude photos and other merchandise. The site also included an Experiments area and a chat room where Lynch and friends sometimes participated. In 2002, Lynch had already built a tiered subscription model, a per-episode purchase option, a merchandise store, a DVD arm, an experimental content section, and a community space. He had essentially invented what we now call a creator platform, years before the term existed. The content was characteristically uncompromising. DumbLand is an adult animated web series created and voiced by Lynch. The style is intentionally crude both in terms of presentation and content, with limited animation. Each three-to-five-minute episode took Lynch ten days to make. Dumbland was commissioned by gaming and entertainment website Shockwave.com in 2000. After the dot-com bubble burst, the episodes were eventually released through Lynch's website in 2002. Rather than shelve the work when his platform collapsed, Lynch built his own. He didn't wait for someone else to give him the infrastructure; he created it. Example of a chat conversation on lynch.com, from Reddit https://www.youtube.com/watch?v=0DGp5ijBGlI The OG content creator If Dumbland was Lynch experimenting with the format of animated shorts online, Rabbits pushed the experiment further, into something stranger, more formally ambitious, and genuinely unlike anything that had been made for the web before. Rabbits is a 2002 web series of eight horror episodes created by David Lynch, though Lynch himself referred to it as a sitcom. It depicts three humanoid rabbits, played by Scott Coffey, Laura Elena Harring and Naomi Watts, in a room. Their disjointed conversations are interrupted by a laugh track. The series is presented with the tagline "In a nameless city deluged by a continuous rain… three rabbits live with a fearful mystery." https://www.youtube.com/watch?v=66XPYk9bdhc&list=PLTPQcjlcvvXHcfdpIaKCDM7NjU_Y2zqax All three leads, Watts, Harring, and Coffey, had appeared the previous year in Lynch's critically acclaimed Mulholland Drive. Lynch shot Rabbits in 2002 on digital video. The shoots happened at night, on a set built in his backyard. The film uses major Hollywood talent, a carefully designed set, and Angelo Badalamenti's score, but it was made in a garden at night and released episodically to paying subscribers online. The content itself plays deliberately with the sitcom form. In addition to disjointed conversations, whenever one of the rabbits enters the room, the unseen audience whoops and applauds at great length, much like in a sitcom. The rabbits themselves, remain serious throughout. In some episodes, mysterious events take place, including the appearance of a burning hole in the wall and the intrusion of a deep voice coming from a disfigured face projected on the back wall, suspended in a sinister red light. The episodes of Rabbits were gradually uploaded on davidlynch.com, with access available through subscription. The series was available to both members of the site and via pay per view. This dual model is now standard across every streaming platform on earth. Lynch used some of the Rabbits footage as well as previously unseen footage featuring Rabbits characters in his 2006 feature film Inland Empire, associating the Rabbits with three mysterious Polish characters who live in a house in the woods. The web series became source material for his most ambitious feature, and Lynch and his producers decided to explore self-distribution with the release of Inland Empire, a feature film bypassing the traditional studio system entirely.  The Weather Reports: daily content before daily content was a thing The element of Lynch's internet work that attracted the most enduring affection is the one that sounds, on paper, most absurd: a daily weather forecast delivered by himself from his painting studio in Los Angeles. https://www.youtube.com/watch?v=1wZE9FMK3aA&t=50s Lynch began these daily weather forecasts in 2005, in the form of a daily phone call to LA radio station INDIE 103.1. He later moved them to his own website, producing them until 2010. Shortly thereafter, he uploaded the daily video reports to his avant-garde website, created before the days of social media. YouTube had just launched, and it would be a good ten years until podcasts gained popularity. When asked whether it was an art project, Lynch deflected completely. He told the New York Times: "People are kind of interested in the weather. It's not artistic. It's just me sitting there in my painting studio." The weather reports were Lynch doing something simple, consistent, and genuinely himself, every single day, and building an audience through regularity and authenticity. This is the founding logic of every successful content creator who came after him. Consistency and genuine voice beat production value every time.The reports always ended the same way: "Have a great day, everyone." When the COVID-19 pandemic hit in 2020, Lynch brought them back on YouTube. Within a year, his 365 weather reports accumulated ten million views on YouTube, and his David Lynch Theater channel reached over 270,000 subscribers. One particularly heartbreaking weather report came after his friend and frequent collaborator, composer Angelo Badalamenti, passed. Lynch reported no weather conditions that day, instead simply saying "Today, no music." That is the kind of moment no algorithm can manufacture and no strategy can plan for. The Interview Project: reinventing documentary for the web In 2009, Lynch turned his attention to a different kind of online experiment. In the David Lynch Interview Project, Americans were randomly selected and asked to share their personal stories. The team found people driving along roads, going into bars, going into different locations. During the 70 days the project was active, the team travelled 20,000 miles and conducted 121 interviews. https://www.youtube.com/watch?v=DNpYymysUQo The web series was created by his son Austin Lynch and Jason S., with music by Dean Hurley, and launched on June 1, 2009 at interviewproject.davidlynch.com. Each episode was three to five minutes long, the perfect length for web consumption at a time when most filmmakers were still thinking in terms of broadcast slots. This kind of project would have needed a broadcaster, a distributor, and a significant budget to reach an audience through traditional channels. By releasing it online, episode by episode, Lynch could build an audience progressively, let word of mouth do the distribution work, and maintain full creative control.  What he actually believed about creativity and new tools Lynch's creative philosophy is laid out most clearly in his 2006 book Catching the Big Fish, and it speaks directly to anyone standing in front of a new technology wondering what to do with it. "Ideas are like fish. If you want to catch little fish, you can stay in the shallow water. But if you want to catch the big fish, you've got to go deeper. Down deep, the fish are more powerful and more pure."— David Lynch, Catching the Big Fish (2006) The internet, for Lynch, was not a shallow-water opportunity. It was a place to go deeper and to make things that couldn't exist within the constraints of broadcast television or theatrical release. The same logic he applied to digital video applied to the web: it was faster, lighter, and freed him from gatekeepers. He also believed that the work should come first and the medium should serve the idea. Inland Empire started as a short online collaboration between Lynch and Laura Dern, but it came out so well that Lynch couldn't bear to release it online, and built a feature-length film out of the idea. The internet didn't replace his other work, but actually fed into those projects too. He was treating the internet the way he treated filmmaking: as something you commit to with your own resources because you believe in it, and then you figure out how to get it out to those who will love it too Lynch also understood something about monetisation that is still underappreciated: multiple small revenue streams, each aligned with your identity, are more resilient than dependence on a single platform or deal. Lynch had his own line of special organic coffee blends, David Lynch Signature Cup, available for purchase on his website and at Whole Foods, advertised via flyers included with several Lynch-related DVD releases. This is what we now call a brand extension. Lynch was doing it intuitively, because coffee was genuinely who he was. Completely on-brand for a man who spoke constantly and lovingly about drinking a "damn fine cup of coffee" in his own work. The takeaway for anyone creative He was a creative person who, when a new channel appeared, asked the right question: what can I do here that I couldn't do anywhere else? The answer, in 2001, was: shorter things, stranger things, daily things, subscriber-supported things, things that don't need a network to approve them. So he made those things. This pattern repeats with every new platform and every new technology. The creative people who thrive are rarely the ones who wait to see how the technology settles before committing. They're the ones who get in early, make things that are native to the new environment, and build a direct relationship with their audience before the space fills up. David Lynch’s internet work is as representative an expression of his style and sensibility as Blue Velvet or Twin Peaks. Showing up every day, being genuinely yourself, and doing it in public was Lynch's strategy in the early 2000s. That’s a strategy that remains relevant now.  "Stay true to yourself. Let your voice ring out, and don't let anybody fiddle with it. Never turn down a good idea, but never take a bad idea." — David Lynch The five Lynch principles for embracing new technology as a channel for creative expression Ask what the new medium makes possible, not what it replaces. Self-fund where you can. Control is worth more than comfort. Show up consistently. Regularity and honesty build audiences. Build multiple revenue streams aligned to who you genuinely are. Let the work feed the work. Online experiments become raw material. Raw material becomes film. Film becomes the platform for the next experiment. Sources & further reading: Wikipedia — David Lynch Variety (2002) — Lynch launches online site Wikipedia — Rabbits (web series) Wikipedia — DumbLand Open Culture — David Lynch made a disturbing web sitcom called Rabbits Reactor Magazine (2025) — David Lynch's wonderful weather Nerdist (2025) — You can listen to all of Lynch's weather reports on YouTube AccuWeather — Remembering Lynch for his weather reports Royal Meteorological Society — Forecasting couch: Lynch does the weather MIT Docubase — David Lynch Interview Project Jared Lyon: David Lynch Phone Booth archives David Lynch Past News Welcome to Twin Peaks — One year of the weather report Nicolas Saada / Substack — David Lynch, internet and us all Split Tooth Media — Harebrained hereafter: Lynch's Rabbits Film Obsessive — Dumbfounded: viewing Lynch's Dumbland Lynch, David (2006) — Catching the Big Fish: Meditation, Consciousness, and Creativity. Tarcher/Penguin. David Lynch Theater (YouTube) — @DAVIDLYNCHTHEATER — full weather report archive Interview Project (YouTube) — @interviewproject — all 121 episodes in HD (2024 re-release)

The Crypto Society and the creative industries. What does the Finnish parliamentary report say about the future of the cultural sector?

27.11.2025

The creative industries are going through a period of transition. Old revenue models are crumbling, the platform economy has changed distribution, and artificial intelligence is challenging the traditions of authorship and creative work. As cultural services increasingly move into the digital world, is it worth considering on whose terms this future will be built? The Crypto Society report by the Parliamentary Committee on the Future, published in November 2025, examines the effects of blockchains, digital money and decentralized systems on the economy, infrastructure and the functioning of society. Although the report does not focus on the creative industries, the changes it describes also directly affect the cultural field: ownership, revenue and on whose terms the digital future will be built. When the report is reflected in the perspective of our LUME project (Creatives in Web3), an overall picture emerges of how these major developments are visible on a practical level for creators and producers in the cultural sector. Here are five takeaways from what these publications tell us about the future of the creative industry. 1. Disruption is part of natural renewal The Crypto Society reminds us that disruptive innovations arise from market inefficiencies and can simultaneously create new value and destroy old. In the creative industry, this cycle is already commonplace: streaming collapsed the record trade but created global digital distribution, while social media took power away from the gatekeepers of traditional media but gave it to algorithms controlled by tech giants. The message of the report is clear: the destruction of the old is often a prerequisite for the new. What matters is what the creative industry wants to build in its place. 2. Digital infrastructure is vulnerable and the cultural sector depends on it The report describes situations where a single tech company’s mistake brought banks, airlines and hospitals to a standstill. This illustrates how dependent we are on digital infrastructure. When Spotify changes the pricing logic of audiobooks or TikTok’s algorithm changes, the impact on an artist’s distribution and livelihood is immediate. When Bandcamp was sold to a new owner, the indie music industry became nervous. The parliamentary report highlights how dependent we are on a few major tech companies. The cultural sector lives on systems that it does not own or control. Web3 and decentralized technologies aim to respond to this vulnerability by reducing the power of centralized actors. 3. The transformation of revenue models: from the platform economy to the creator economy The report talks about “the transformation of value creation” and sees blockchain as “the code behind a new networked economy.” This hits right at the heart of the creative industry’s pain points, as the current internet is focused on a monopoly of a few giants, creatives are left in the shadow of middlemen, and money flows to platforms, not content creators. The ethos of Web3 offers a counterforce: The ideal of decentralization: power is decentralized closer to creators and communities. This can be seen, for example, in clearer ownership: the creator is not just a content creator on the platform, but also the owner of their own data and works Smart contracts: code automatically ensures that rules are implemented and automates trust, also speeding up financial transactions DAOs (Decentralized Autonomous Organizations): digital age cooperatives that enable communal decision-making and asset management Tokenization: Enables micro-ownership and new revenue streams where fans can be investors or share in the success. Any asset, whether it's a painting, a song, or an event, can be broken down into micro-ownerships, opening up new revenue streams. For the creative industry, this can mean, in concrete terms, automation of aftermarket royalties, fan engagement and community funding, and greater direct revenue for the creator. For the creative industry, this can mean, in concrete terms, automation of aftermarket royalties, fan engagement and community funding, and greater direct revenue for the creator. 4. Technology is not value-free and a critical voice is important The report reminds us that technological development is driven by the value choices we make as a society. This also applies to the cultural sector. The crypto society highlights in particular the energy consumption of Bitcoin. In the LUME project, we have noticed how students and artists in the creative sector are concerned about the ecological footprint of the blockchain and how this affects their willingness to use new technology. In addition, uncertain revenue streams and fluctuations in the crypto market are risks that cannot be ignored. New technology creates new risks, and managing them requires regulation, infrastructure stability and shared values. Web3 is not a magic wand, and it will not solve old problems on its own, but it offers alternatives. And above all, a good reason to consider what kind of models we want to build for culture and art in the coming decades. 5. Can we benefit from the cycle of “destruction and renewal”? The publication The Crypto Society helps us understand why the cycle of destruction and renewal is accelerating: technologies, geopolitical climate and cultural change are all happening at the same time. In the creative sector, this can also be an opportunity to map out new models, break away from the monopoly of technology companies, build fairer revenue models and strengthen the sovereignty of Finnish culture in the digital world. This requires national regulation, tax clarity, brave experimenters and new web3 literacy for the cultural sector. Producers, managers and artists need expertise so that we can implement the tools that really benefit creators. Finally The Crypto Society report shows that the digital age and change is not just about technology, but about power, ownership and values. That is why the cultural sector has a special role: the ability to imagine, test and question existing models. Web3 and decentralized technologies are not a ready-made solution. They alone will not fix old structures, and they do not fit all needs. But they open up space for alternatives such as fairer distribution methods, new revenue models and community ownership, which traditional platforms never made possible. Change is inevitable, but its direction can be influenced. If we know how to combine the possibilities of technology with the cultural sector's own values ​​and expertise, the Finnish creative sector can move from an adaptor to an active trendsetter in the next phase of a digitalizing society. Marja Konttinen works as an expert at Metropolia in the LUME project, co-funded by the European Union, which focuses on researching new technologies and revenue models in the creative sector. References Eriksson, Taina et al.: Krypton yhteiskunta. Eduskunnan tulevaisuusvaliokunnan julkaisu 3/2025. https://www.eduskunta.fi/FI/valiokunnat/tulevaisuusvaliokunta/julkaisut/Sivut/krypton-yhteiskunta.aspx Halonen, Katri & Hero, Laura-Maija (toim.): Luovat web3-ajassa – Unelmia, haasteita ja ansaintamahdollisuuksia (2023). https://www.theseus.fi/bitstream/handle/10024/804590/2023%20Taito%20116%20Luovat%20web3-ajassa.pdf

Virtual Memory: A New Home for the Culture of the Island Nation of Tuvalu

http://part%20of%20island%20where%20houses%20are%20very%20close%20to%20the%20sea%20line
25.6.2025

Tuvalu is a small island nation that is, due to climate change, in real danger of disappearing from the world map. Rising sea levels threaten not only to submerge the islands themselves but also to erase the cultural and social life tied to them. The ecological catastrophe is not only a crisis of nature -- it is also a threat to the existence of people, communities, and traditions. That is why protecting the environment alone is not enough. Sustainable development must also include cultural and social sustainability: the preservation of identity, memory, and meaning in a changing world. In this, digital technology can play a vital role. I wrote about Tuvalu in the publication of the Creatives in the Metaverse project (Halonen 2023). Tuvalu is a nation vanishing from the Earth as it is submerged by rising seas. In the previous year, Tuvalu’s Foreign Minister Simon Kofe (2022) gave a stirring speech at COP26 about how the island nation aims to preserve at least part of its cultural heritage in the metaverse. That speech launched Tuvaluans, heritage documentarians, and metaverse developers on an innovative journey. This blog post takes a closer look at how the process has progressed. Digital Twins: Keeping Culture Alive By the end of 2023, Tuvalu had completed detailed 3D renderings of all 124 islands and islets, documenting topography, shorelines, and environmental data. Collaboration with organizations such as SPC Digital Earth Pacific and PLACE enables climate monitoring and planning of sustainability actions through this digital twin model. Cultural heritage often arises in connection with specific physical locations. For instance, stories and dances may be tied to a particular stone or tree that gives context to the content. While video recordings allow such elements to be preserved for viewing, in the metaverse, users can walk around the stone, wander through villages, and participate collectively in preserving and passing on cultural heritage to future generations. The metaverse thus allows for the re-experiencing and continuation of life connected to Tuvalu’s islands, shores, and communities. In addition to mapping physical spaces, a systematic digital collection of intangible cultural heritage has been built. The collection already includes a vast archive of images, audio recordings, and videos of Tuvalu’s vibrant cultural expressions—songs, dances, storytelling, and interviews. A web repository created in collaboration with the German Archaeological Institute’s Rising Nations Initiative (n.d.) makes these treasures globally accessible, allowing Tuvaluans and anyone interested to explore the nation’s rich culture. At present, the metaverse models themselves (Unreal Engine versions) are being published gradually, though they are currently available primarily to research partners. Digital Sovereignty: A Nation Without Physical Borders In his classic book Imagined Communities (1983), social theorist Benedict Anderson argues that a nation is primarily a cultural construct, maintained through shared stories, memories, and symbols—not necessarily through physical contact or geographic borders. At the time of the book’s publication, there was no UN climate panel or internet, let alone extended reality, which was mostly confined to science fiction. Yet Tuvalu’s digital transition illustrates the very essence of Anderson’s thesis: even if a country disappears from the map, its cultural and societal identity can persist without physical presence. Tuvalu is also a pioneer in developing digital governance models to support its digital nationhood. Blockchain-based digital identity documents, passports, and registries for births and marriages are being introduced. The country’s constitution has been updated to ensure state sovereignty regardless of physical territory, creating a legal precedent for other nations threatened by climate change (Tuvalu: the Digital Nation State Programme, 2024). Several countries have already recognized Tuvalu as a digital nation. In practice, the aim is to safeguard Tuvalu’s international status, citizens’ voting rights, and maritime boundaries, even if the country were to sink. (https://www.tuvalu.tv/; Gonzalez 2025.) Challenges Ahead This ambitious initiative also faces challenges. Ongoing debates question whether digital preservation can truly replace the deep connection to physical environments. Critics, including former leaders, highlight the difficulties of achieving international legal recognition for digital citizenship. Nevertheless, Tuvalu’s groundbreaking project has brought the country to the forefront of global discussions on climate change, sovereignty, and cultural survival. Tuvalu is not alone. Other nations such as Kiribati, the Marshall Islands, the Maldives, and Vanuatu face a similar fate: rising seas threaten to erase their physical territories. For instance, Kiribati has already purchased land in neighboring countries for potential population relocation, and the Maldives is constructing artificial islands to sustain its population. These countries stand on the frontline of climate change. They are not responsible for the crisis, but they are among its first and worst-affected victims. That is why Tuvalu’s digital twin is not just a technical innovation—it is a vital strategy for cultural survival, the preservation and continuation of cultural heritage, and the maintenance of an entire nation's identity. It offers continuity and acts as a powerful example for other communities confronting the same existential challenges. I sincerely hope it will also function as a space for maintaining community, passing down traditions to future generations, and creating new heritage together. In the face of catastrophe, it offers hope for continuity and serves as a model for other communities facing similar threats. References Anderson, B. (1983). Imagined Communities: Reflections on the Origins and Spread of Nationalism. London. Gonzalez, F. (2025). The First Planned Migration of an Entire Country Is Underway. 25.7.2025 Wired Science. https://www.wired.com/story/the-first-planned-migration-of-an-entire-country-is-underway Halonen, K. (2023). A New Home in the Metaverse? New Art is Born in the Metaverse. In Halonen & Hero (Eds.), Creatives in the Web3 Era: Dreams, Challenges and Earning Opportunities (Taito series, pp. 89–96). Metropolia University of Applied Sciences. Kofe, S. (2022). Tuvalu Minister Gives COP26 Speech from the Sea. https://www.youtube.com/watch?v=9EkSrtlapZQ Rising Nations Initiative. (n.d.). GCCM – Global Centre for Climate Mobility. https://climatemobility.org/initiatives/rising-nations/ Thomson Reuters Foundation. (2024, March 6). Tuvalu Preserves History Online as Rising Seas Threaten Existence. Eco-Business. https://www.eco-business.com/news/tuvalu-preserves-history-online-as-rising-seas-threaten-existence Tuvalu: The Digital Nation State Programme. (2024). Global Forum on Migration and Development. https://www.gfmd.org/pfp/ppd/19211 Tuvalu TV. (n.d.). https://www.tuvalu.tv/ and https://www.youtube.com/watch?v=m0KoYarxX3E&t=208s Varada, P. (2023, April 7). Tuvalu’s Fight to Exist: Interview with Minister Simon Kofe. Harvard International Review. https://hir.harvard.edu/tuvalu-fight-to-exist/