Comic-con and the business of pop culture : what the world's wildest trade show can tell us about the future of entertainment / Rob Salkowitz.
Saved in:
Main Author: | |
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Format: | Book |
Language: | English |
Published: |
New York :
McGraw-Hill,
[2012]
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Subjects: |
MARC
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010 | |a 2012009412 | ||
016 | 7 | |a 016076401 |2 Uk | |
020 | |a 9780071797023 (alk. paper) | ||
020 | |a 0071797025 (alk. paper) | ||
020 | |z 9780071797030 (e-ISBN) | ||
020 | |z 0071797033 (e-ISBN) | ||
035 | |a (OCoLC)772122076 | ||
040 | |a DLC |b eng |c DLC |d YDX |d BTCTA |d BDX |d UKMGB |d OCP |d VP@ |d CDX |d YDXCP |d BWX |d ABG |d MOF |d ABG |d UtOrBLW | ||
042 | |a pcc | ||
049 | |a ECLL | ||
050 | 0 | 0 | |a PN6714 |b .S255 2012 |
082 | 0 | 0 | |a 741.5/973 |2 23 |
100 | 1 | |a Salkowitz, Rob, |d 1967- |0 n 2007078966 | |
245 | 1 | 0 | |a Comic-con and the business of pop culture : |b what the world's wildest trade show can tell us about the future of entertainment / |c Rob Salkowitz. |
264 | 1 | |a New York : |b McGraw-Hill, |c [2012] | |
264 | 4 | |c ©2012 | |
300 | |a viii, 292 pages : |b illustrations ; |c 24 cm | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a unmediated |b n |2 rdamedia | ||
338 | |a volume |b nc |2 rdacarrier | ||
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a 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. | |
650 | 0 | |a Comic books, strips, etc. |x Authorship |x Marketing. |0 sh 85028863 | |
650 | 0 | |a Comic books, strips, etc. |x Marketing. |0 sh 85028863 | |
650 | 0 | |a Comic books, strips, etc. |x Technological innovations. |0 sh 85028863 | |
650 | 0 | |a Popular culture |x Economic aspects. |0 sh 85104905 | |
650 | 0 | |a Webcomics. |0 sh2010012692 | |
951 | |a 1296847 | ||
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952 | f | f | |p Can circulate |a Emerson College |b Main Campus |c Emerson College Library |d Main Stacks |t 0 |e PN6714 .S255 2012 |h Library of Congress classification |i Book |m 0113503063613 |