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

ISBN-10: 0071797025
ISBN-13: 9780071797023
Edition: 2012
Authors: Rob Salkowitz
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Description: 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  More...

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Book details

List price: $27.00
Copyright year: 2012
Publisher: McGraw-Hill Companies, The
Publication date: 6/15/2012
Binding: Hardcover
Pages: 304
Size: 6.25" wide x 9.50" long x 1.25" tall
Weight: 1.298
Language: English

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 Rush Koff, Pop Culture Analyst and author ofProgram or Be Programmed: Ten Commands for a Digital AgeWelcome to Comic-Con: where the future of pop culture comes to lifeEvery 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.InComic-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 Culturecombines 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!

Daniel W. Rasmus is Director of Business Insights for Microsoftr Business Division, where he manages the development of long-range scenarios to inform how software will be used in tomorrow's work environment based on different social, economic, and political settings that may occur in the future. Prior to joining Microsoftr Daniel was an analyst with Forrester Research and wrote extensively about collaboration and knowledge management. His forthcoming book Management by Design will be published by Wiley in 2009. Dan lives in Sammamish, Washington, with his wife Janet and daughters Rachel and Alyssa.Rob Salkowitz is a writer and consultant specializing in the social implications of new technology in the workplace, and author of Generation Blend: Managing Across the Technology Age Gap, published by Wiley in 2008. He works with Microsoftr and other clients to articulate business strategy, and writes and speaks on issues related to the changing workforce. Rob lives in Seattle, Washington, with his wife Eunice Verstegen.Daniel W. Rasmus is Director of Business Insights for Microsoftr Business Division, where he manages the development of long-range scenarios to inform how software will be used in tomorrow's work environment based on different social, economic, and political settings that may occur in the future. Prior to joining Microsoftr Daniel was an analyst with Forrester Research and wrote extensively about collaboration and knowledge management. His forthcoming book Management by Design will be published by Wiley in 2009. Dan lives in Sammamish, Washington, with his wife Janet and daughters Rachel and Alyssa.Rob Salkowitz is a writer and consultant specializing in the social implications of new technology in the workplace, and author of Generation Blend: Managing Across the Technology Age Gap, published by Wiley in 2008. He works with Microsoftr and other clients to articulate business strategy, and writes and speaks on issues related to the changing workforce. Rob lives in Seattle, Washington, with his wife Eunice Verstegen.

Introduction 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
Endnotes
Acknowledgments
Index

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