Description |
viii, 292 p. : ill. ; 24 cm. |
Bibliography |
Includes bibliographical references (p. 259-273) and index. |
Contents |
Five days in July -- Note for business readers -- Day Zero : Hoteloween -- Wednesday : preview. Backing into the future ; Setup ; Welcome to Comic-Con -- Thursday : liftoff. Larger than life : superheroes and the future of the man of tomorrow ; Camp breaking dawn and the twilight of the boys club ; Strange synergies : what do sitcoms, buddy cops, and talking dogs have to do with comics? ; After hours : the twenty-first-century comics publishing business -- Friday : escape velocity. Hall H : transmedia overdrive ; Artists at the circus ; are alt.comics part of pop culture? ; The future of nostalgia : how fans co-create their media experience ; After hours : the Eisner Awards -- Saturday : peak geek. Gaming the system : comics, video games, and the mass marketing of geek culture ; The golden age : life in the dealer's room ; Casual fans : Mic and Emily's day ; After hours : trickster and the backlash -- Sunday : to infinity and beyond. Storming the gates : comics in schools, libraries, and museums ; Transcultural transmedia : the new global face of comics ; Digital destiny : atoms, bits, and dollars ; After hours : dead dogs and Englishmen -- Just wait till next year. Four paths to the future ; Endless summer ; Ghost world ; Infinite crisis ; Expanding multiverse ; Strategies for success. |
Summary |
Describes the annual comic book convention held in San Diego, California which has evolved from a fan-based gathering into a media event that attracts entertainment industry professionals with a major impact on popular culture. |
Subject |
Comic books, strips, etc. -- Authorship -- Marketing.
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Comic books, strips, etc. -- Marketing.
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Comic books, strips, etc. -- Technological innovations.
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Popular culture -- Economic aspects.
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Webcomics.
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ISBN |
9780071797023 (hbk. : alk. paper) |
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0071797025 (hbk. : alk. paper) |
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