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Salkowitz - Comic-con and the business of pop culture : what the worlds wildest trade show can tell us about the future of entertainment

Here you can read online Salkowitz - Comic-con and the business of pop culture : what the worlds wildest trade show can tell us about the future of entertainment full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. City: New York u.a, year: 2012, publisher: McGraw-Hill Education;McGraw-Hill Professional, genre: Romance novel. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

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

Ive been in comics so long I sometimes think I invented em! But I just read Rob Salkowitzs terrific new book and, yknow what? Even I learned new stuff! If youre 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 Americas 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 dont, Salkowitz just might win you over). But its 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 doesnt have the same ring to it, Comic-Con could more appropriately be called the Transmedia Pop Culture Con where buzz for a years 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 Salkowitzs new book, Comic-Con and the Business of Pop Culture.
CNN Geekout

The true gift in Robs book is how very hard it becomes for you to decide, whether youre 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

Salkowitzs 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. Its 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-Cons 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 worlds 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?
Whats 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 worlds most dynamic industry. Even if you cant be in San Diego in July, this book brings the excitement into focus . . . no costumes required!

Salkowitz: author's other books


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Comic-Con and the Business of Pop Culture WHAT THE WORLDS WILDEST TRADE - photo 1

Comic-Con
and the
Business of
Pop Culture

WHAT THE WORLDS WILDEST TRADE SHOW CAN TELL US ABOUT THE FUTURE OF - photo 2

WHAT THE WORLDS
WILDEST TRADE
SHOW CAN TELL US
ABOUT THE FUTURE
OF ENTERTAINMENT
ROB SALKOWITZ

Copyright 2012 by Rob Salkowitz All rights reserved Printed in the United - photo 3

Copyright 2012 by Rob Salkowitz All rights reserved Printed in the United - photo 4

Copyright 2012 by Rob Salkowitz. All rights reserved. Printed in the United States of America. Except as permitted under the United States Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means, or stored in a data base or retrieval system, without the prior written permission of the publisher.

1 2 3 4 5 6 7 8 9 0 DOC/DOC 1 8 7 6 5 4 3 2 1

ISBN 978-0-07-179702-3
MHID 0-07-179702-5

e-ISBN 978-0-07-179703-0
e-MHID 0-07-179703-3

McGraw-Hill books are available at special quantity discounts to use as premiums and sales promotions or for use in corporate training programs. To contact a representative, please e-mail us at bulksales@mcgraw-hill.com.

This book is printed on acid-free paper.

For Eunice

INTRODUCTION Picture 5
FIVE DAYS IN JULY

Y oure a futurist, and you love comicswhy dont you write a book about the future of comics?

Over the years, a lot of people have asked me that question, but this time it carried special weight, since it came from Denis Kitchen, the respected former comics publisher turned literary agent and a longtime personal friend.

It seemed like a casual suggestion, but the more I thought about it, the more it seemed like a serious, even essential, project. Not only are comics a personal interest, but the industry and its current problems illustrate a theme that has been at the center of my work: how advances in digital technology, globalization, and changes in audience demographics are disrupting old business models. The tribulations of this one sliver of the pop culture world also exemplify the biggest challenge facing all creative enterprises in the twenty-first century: how to balance the trend toward consolidation and centralization in the business with the radical democratization of access toward creative tools, media, and audience engagement.

So I took up Deniss challenge and began the most intense and demanding project of my career so far: an effort not only to make sense of a complex and dynamic business when everything seems to be changing moment by moment, but also to bring my personal and professional interests together in a way that would appeal to business readers and comics fans alike.

The motives for undertaking this quixotic project are simple. Comics are fun. Ive loved them since I was a kid, and I have amassed quite a collection, along with a ridiculous amount of trivia knowledge that comes with the obsession. Writing about them barely seemed like work.

Comics as a medium solve a vexing problem of the information age. At a time when so many shiny things are competing for our attention and demanding our time, comics hit fast and hard. Their design is unique and compelling; the copy is brief; everything is there on the page in one view. Comics excel at telling certain kinds of stories that have proven especially durable and engrossing, but they are handy for delivering all sorts of content and information. They are a big part of the future of communications and a key ingredient in the twenty-first-century media mix, though they often escape our notice. Issues that are now being resolved within the small and insular comics industry will ripple through the global entertainment world and affect the way billions of people consume content.

And comics are big business. They sit at the crossroads of art and commerce. Their unique style and subject matter power Hollywood blockbusters and New York Times bestsellers. Scan the lists of all-time box office champions, all-time bestselling video games, top-rated TV shows, and best-trafficked blogs and websites. Comics are all over them. But as an industry, they face many of the problems of the twenty-first-century economy: how to mobilize a massive fan base with diverse and sometimes contradictory interests, how to negotiate the transition to digital distribution, and how to translate the magic they muster on the page to new and disparate media channels.

If any proof were required, just look at Comic-Con International San Diego (hereafter , with millions more following the proceedings online or through news reports.

My wife, Eunice, and I have been going down to San Diego since the late 1990s, first as attendees and then as part-time event staff. We dont wear costumes or speak Klingon, but we love the craziness, the spectacle, and the energy of so many people all in one place having the time of their lives. Weve seen Comic-Con mutate from a gathering of tribes into a pop culture singularity: an electrifying, exhausting convergence of comics, movies, TV, video games, fantasy art, fashion, toys, merchandise, and more.

In addition to being an entertainment spectacle and a complete madhouse, Comic-Con is a laboratory in which the global future of media is unspooling in real time. While I was attending the 2011 show, it occurred to me that there could be no better framework for discussing business issues affecting the multibillion-dollar entertainment industry; the various fields of publishing, technology, communications, and distribution; and the changing relationship between pop culture and the global audience than simply walking around Comic-Con and reporting on what I saw.

It turns out that this is an ideal time to shine a spotlight on these issues. The summer of 2011 will go down in history as peak geek: the moment when comics and nerd-based culture reached a point of total saturation. Characters in CBSs top-rated sitcom The Big Bang Theory proudly sport comics-themed gear, hang out at their local comics store, and banter about comics-oriented themes. DCs relaunch of its comics line in September 2011 created a buzz around superhero comics that brought new fans into the fold and jumpstarted the nascent digital channel. The announcements of new movies, TV shows, and web series with ties to comics and comics-based genres are ongoing. Graphic novels continue to win awards and flood the shelves of bookstores and libraries. As 2011 gave way to 2012, there was a palpable quickening on the technology front, with new long-anticipated breakthroughs and convergences occurring almost daily. Just about all the changes that industry watchers have been predicting for years seemed to be manifested simultaneously, while the past melted inexorably away.

Comics are the hamster running in the wheel at the center of this gigantic media contraption. Once despised as subliterate and corrupting, they now command the money and attention of some of the largest corporations on earth. But the hamster is sickand the symptoms are probably familiar to any content- or marketing-based business that is trying to succeed in the new media environment. Sales have been in free fall, but digital distribution risks cannibalizing the industrys retail channel. Piracy threatens the value of intellectual property assets. Consolidation is changing the traditional management structures: the biggest comic book publishers are tiny divisions of media conglomerates, while independents struggle to survive and wait for their properties to be optioned in other, more lucrative media formats.

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