Comics are the content for box office blockbusters, videogames & best-selling graphic novels. They are now acknowledged in the citadels of high culture, from libraries & museums to the literary establishment. As a new generation of digital tablets & smartphones promise an unprecedented convergence of words, pictures, bits & dollars, the business of pop culture is at a crossroads. Comics, like all creative media, face changing technology & business environments, new generations of fans, disruptive entrepreneurs & unprecedented connectivity between creators & audiences. Futurist & educator Rob Salkowitz uses San Diego's Comic-Con as a lens through which to examine the collision of two very different models of transmedia. Salkowitz discusses stories & ideas from his new book, Comic-Con & the Business of Pop Culture to explore issues of interest to any communications, technology or marketing professional – & any fan of comics or pop culture.
6. What comic-con is really
about
Industry Events
Sci-Fi Horror Memorabilia Zombies Brands
Retail
Videogames Graphic Novels Fashion
Movies Software
and Apps
Fantasy
Licensing Collectables Animation
Autographs Kids
Celebrities Toys Announcements Education
Small
Press
Webcasts TV Fine Art Hollywood
Geek Media
Costumes Nostalgia Swag Fandom
Gaming Lego
Digital Parties Awards
Convergence Scholarship
Networking
Sparkly
Hooking Up Deals Webcomics Music Vampires
Premiers Intellectual Auctions
Property
Self-Publishing
… and Comics