Comic-Con and the Business of Pop Culture: What the World's Wildest Trade Show Can Tell Us About the Future of Entertainment

Overview

Action! Excitement! Transmedia! Step inside Comic-Con to discover the cultural trends that will shape our world

“I’ve been in comics so long I sometimes think I invented ’em! But I just read Rob Salkowitz’s terrific new book and, y’know what? Even I learned new stuff! If you’re a comic book nut like me, miss it at your own risk!”
—Stan Lee, Legendary Comic Creator and Publisher

“Salkowitz tells it pretty much like it is: the good, the bad, and the ugly of the commercialization ...

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Comic-Con and the Business of Pop Culture: What the Worldd

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Overview

Action! Excitement! Transmedia! Step inside Comic-Con to discover the cultural trends that will shape our world

“I’ve been in comics so long I sometimes think I invented ’em! But I just read Rob Salkowitz’s terrific new book and, y’know what? Even I learned new stuff! If you’re a comic book nut like me, miss it at your own risk!”
—Stan Lee, Legendary Comic Creator and Publisher

“Salkowitz tells it pretty much like it is: the good, the bad, and the ugly of the commercialization of one of America’s greatest art forms, as well as the indefatigable artistry of its creators. He is at once informative, insightful, sobering, and inspiring.”
—Douglas Rushkoff, pop culture analyst and author of Program or Be Programmed: Ten Commands for a Digital Age

“If you care at all about comics, this is an essential read (and if you don’t, Salkowitz just might win you over). But it’s also grab-worthy for anyone interested in the fascinating, conflicted, unfolding future of digital publishing and transmedia entertainment.”
Booklist (Starred Review)

“What began more than four decades ago as an intimate gathering of comic book creators, fans and legends has become a packed entertainment event. Although it doesn’t have the same ring to it, Comic-Con could more appropriately be called the Transmedia Pop Culture Con where buzz for a year’s worth of projects is created, prolonged or squelched. Yet, despite the awareness that the con is a giant marketplace where producers sell directly to customers, there has been shockingly little analysis of the business of the event before Rob Salkowitz’s new book, “Comic-Con and the Business of Pop Culture.”
—CNN Geekout

“The true gift in Rob’s book is how very hard it becomes for you to decide, whether you’re a business reader reading a pop culture book, or a comics fan reading a business book.”
—PopMatters

“The book explores the business aspects of the show and how it is a microcosm of the growing transmedia aspects of both comic books and their connection to things such as film, TV, and video games. All the while, acting as a travelogue by a long-time fan of comics and Comic-Con.”
—Technorati

“Salkowitz’s first hand observation makes us feel like we are walking the convention floor with him. In some chapters you sense his thrill as he meets a few of his fan favorites. Comic-Con and the Business of Pop Culture should be a great book for comic book fans, moviegoers, pop culture followers, and marketing gurus.”
—Trashwire

Welcome to Comic-Con: where the future of pop culture comes to life

Every summer, more than 130,000 comic fans, gamers, cosplay enthusiasts, and nerds of all stripes descend on San Diego to mingle with the top entertainment celebrities and creative industry professionals in an unprecedented celebration of popular culture in all its forms.

From humble beginnings, Comic-Con has mutated into an electrifying, exhausting galaxy of movies, TV, video games, art, fashion, toys, merchandise, and buzz. It’s where the future of entertainment unspools in real time, and everyone wants to be there.

In Comic-Con and the Business of Pop Culture, author Rob Salkowitz, a recognized expert in digital media and the global digital generation (and unabashed comics enthusiast), explores how the humble art form of comics ended up at the center of the 21st-century media universe. From Comic-Con’s massive exhibit hall and panels to its exclusive parties and business suites, Salkowitz peels back the layers to show how comics culture is influencing communications, entertainment, digital technology, marketing, education, and storytelling.

What can the world’s most approachable and adaptable art form tell us about the importance of individual talent and personal engagement in the era of the new global audience, the iPad, and the quarter-billion-dollar summer blockbuster? Here are some of the issues Salkowitz explores:

How do you succeed in the transmedia maelstrom? Comics have hopscotched across the media landscape for decades. What can we learn from their successes and failures as we careen toward a converged digital future?

Have comics cracked the digital code? Everyone is scrambling to deal with the business disruptions of digital distribution. Does the recent success of comics on tablets demonstrate a new model for other industries, or do dangers lie ahead?

What’s next for “peak geek”? Will the ascendant nerd culture of the early 2010s keep its new audience engaged or burn out from overexposure?

Comic-Con and the Business of Pop Culture combines the insights business leaders need with the details fans crave about the future ofthe world’s most dynamic industry. Even if you can’t be in San Diego in July, this book brings the excitement into focus . . . no costumes required!

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Product Details

  • ISBN-13: 9780071797023
  • Publisher: McGraw-Hill Professional Publishing
  • Publication date: 5/25/2012
  • Edition number: 1
  • Pages: 304
  • Sales rank: 591,929
  • Product dimensions: 6.00 (w) x 9.10 (h) x 1.20 (d)

Meet the Author

Rob Salkowitz

Rob Salkowitz is cofounder and Principal Consultant for the Seattle-based communications firm MediaPlant, LLC. He is the author of Young World Rising and Generation Blend and teaches in the Digital Media program at the University of Washington.

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Table of Contents

Introduction Five Days in July 1

Note for Business Readers 9

Chapter 1 Day Zero: Hoteloween 13

Chapter 2 Wednesday: Preview 23

Backing Into the Future 27

Setup 43

Welcome to Comic-Con 53

Chapter 3 Thursday: Liftoff 59

Larger than Life: Superheroes and the Future of the Man of Tomorrow 62

Camp Breaking Dawn and the Twilight of the Boys Club 74

Strange Synergies: What Do Sitcoms, Buddy Cops, and Talking Dogs Have to Do with Comics? 80

After Hours: The Twenty-First-Century Comics Publishing Business 88

Chapter 4 Friday: Escape Velocity 99

Hall H: Transmedia Overdrive 103

Artists at the Circus: Are Alt.Comics Part of Pop Culture? 114

The Future of Nostalgia: How Fans Co-create Their Media Experience 125

After Hours: The Eisner Awards 136

Chapter 5 Saturday: Peak Geek 143

Gaming the System: Comics, Video Games, and the Mass Marketing of Geek Culture 150

The Golden Age: Life in the Dealer's Room 157

Casual Fans: Mic and Emily's Day 165

After Hours: Trickster and the Backlash 171

Chapter 6 Sunday: To Infinity and Beyond 177

Storming the Gates: Comics in Schools. Libraries, and Museums 179

Transcultural Transmedia: The New Global Face of Comics 190

Digital Destiny: Atoms, Bits, and Dollars 200

After Hours: Dead Dogs and Englishmen 227

Chapter 7 Just Wait Till Next Year 231

Four Paths to the Future 234

Endless Summer 242

Ghost World 244

Infinite Crisis 245

Expanding Multiverse 247

Strategies for Success 253

Endnotes 259

Acknowledgments 275

Index 279

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