Events: E3’s and Comic-con’ Conventions Essay

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Introduction

Entertainment is a crucial component of modern society, and people spend significant amounts of their discretionary income for entertainment purposes. Some of the most popular means of entertainment are movies, comics, and video games. These three have become a foundation of the modern entertainment media landscape. Their popularity has led to the growth and development of multi-billion dollar industries that produces movies, comics, and video games.

An interesting aspect of these entertainment forms has been the development of conventions. As the fan-base of various movies, comics, and video games have grown, conventions that essentially bring together fans and industry personnel in one big gathering have emerged. This paper will engage in a detail discussion on movies, comics, and video games conventions with a focus on the defining characteristics of these gatherings, their purposes, and their outcomes. The paper will describe two popular conventions, which are E3 and Comic-con.

Defining Conventions

By definition, a convention is a large gathering of people who share some interests for a particular purpose. The videos, comic, and video games conventions are large meetings of industry personnel, fans, and creators in the different genres of entertainment. The events include numerous fascinating attractions for the attendees. Various stalls are setup to showcase different movies, comics, and videogames.

The entertainment industry players and media personnel organize the conventions. Bolling and Smith (2014) admit that whole conventions are often presented as fan events; they are mostly moneymaking extravaganzas for the creators, artists, and corporate owners of media products.

An important aspect of conventions is that they attract significant mainstream media coverage. The big conventions such as the San Diego Comic-Con are given significant coverage and broadcasted internationally. This gives the conventions a significant audience base across the globe.

Conventions create a sense of community for the fans of the movies, comics, and video games. Most attendees of the conventions wear costumes or clothes that express their fandom. Bolling and Smith (2014) explain that there is a lot of artifactual communication at the convention as various fans put on attire that shows what movies, comics, or video games they are enthusiastic about. Individuals with similar interest can identify each other and even form relationships based on their common interest.

Fans can connect with strangers who share an interest in the same science fiction, video games, and Japanese anime. In addition to this, conventions help accentuate the hierarchies of fandom that exist among various enthusiasts of movies, comics, and video games. Fans are always looking for ways to show their dedication to their particular heroes.

The convention gives the fans an opportunity to demonstrate their loyalty. A fan’s convention attendance depicts his dedication to the particular movie, comic books, or video game to the “outside” world. According to Geraghty (2014), attendance becomes an authentic marker of insider status by the fan.

A defining characteristic of conventions is the informal atmosphere. On the floor of the convention, the distance that exists between fans and media personnel are blurred. Bolling and Smith (2014) observe that unlike in other media industry where fans are isolated from the famous media personalities, conventions dispose of this isolation.

A regular fan can effortlessly approach editors, writer, artists, and actors on the floor of a convention and even have a chat with them. Bolling and Smith (2014) note that the creators provide hints of their plans for the comics’ narratives, letting the fans feel like they are “in on it” and a part of the industry. Great fan loyalty is bolstered by the convention, as the fans can get closer in proximity to the creators of their heroes.

An important attribute of conventions is that they lead to the blurring of the distinct boundaries between movies, comic books, and video games. The autonomy of each genre is reduced as similar material appears in different forms.

Jancovich and Gordon (2010) confirm that in many cases, comic books have been transformed into feature films or video game adaptations. For example, the fan of a Spiderman comic book is likely to become fun of the movies and video games based on this comic. This blurring of boundaries has mostly had a positive impact on each media format by promoting sales.

Roles Fulfilled by Conventions

Conventions fulfill several important roles for the organizers and attendees. For one, they present an opportunity for artists, writers, and producers to network and forge useful work relationships. Many people have good ideas for movies, comics, and video games. However, they lack the resources to produce their work and market it to the audience.

Conventions offer such individuals with an opportunity to meet major and independent publishers or producers for their work. Marx (2012) declares that conventions are a primary meeting ground for creative individuals, publishers, and producers. The conventions attract nearly everybody involved in the industry, and this creates numerous opportunities for people with interesting ideas.

Conventions are used as a platform for advertising by the entertainment industry. As noted, the conventions attract hundreds of thousands of fans each year. Bolling and Smith (2014) observe that the individuals who attend conventions are diehard movie, comic, and gaming enthusiasts who dedicate a lot of time, effort, and money to these entertainment forms. Targeting this group is a sure way to increase the profits of the entertainment media industry.

In addition to this, the expansive media coverage offered at the event ensures that millions of people will view the activities taking place via television. Various publishing houses and studios, therefore, take advantage of this media exposure to market their products. Geraghty (2014) reveals that major Hollywood franchises use the conventions to premiere the next big release.

Various methods of adverting are used at the convention. The successful companies such as Marvel and DC Comics can purchase prime space to place their billboards in the convention area. Models can also be hired to virally advertise products. Publishers, artists, and studios have stands where they showcase their products to the fans.

Conventions have had a positive impact on the popular perception of comic characters. Traditionally, comics were viewed as material that appealed to the youth, and the fan base was relatively limited. Doran (2007) observes that even at the height of the popularity of the comic book, the monthly readership was only in the hundreds of thousands. Conventions have promoted comics in various media including book form, film form, and game form.

Geraghty (2014) admits that by themselves, comic books cannot reach a mainstream audience. However, when combined with movies and video games, comics have become important players in popular culture. The conventions are the venues were the three forms of media intersect. Jancovich and Gordon (2010) declare that conventions have helped to propel comics to the public sphere and make them an integral part of popular culture.

Conventions help to promote crossover interest in genre and media form. Since the conventions attract major participants from the media industry, each genre has an opportunity to widen its exposure. Jancovich and Gordon (2010) acknowledge that fans of one genre are introduced to the other genres, and this might lead to the acquisition of new interests.

Geraghty (2014) reveals that often, the object of fan affection that brought them to the convention in the first place recede into the background as other elements of the convention attract and vie for their attention. The conventions, therefore, enlarge the boundaries of the various genres by increasing their fan base.

Comic-Con

Comic-Con is the world’s most famous annual movies, comics and video games convention. This event takes place in various major cities each year. The convention was started in 1970 by comic book enthusiasts from San Diego.

San Diego is, therefore, an important city for the convention, and the biggest event is often the San Diego Comic Con. Marx (2012) observes that while Comic-Con began in the late 1970s as a small gathering of comic book people and comics dealers, it has grown into a massive convention attracting more than just comic enthusiasts.

Comic-Con is today the most popular convention that attracts fans of comics, graphic novels, anime, manga, video games, toys, and related types of movies and television from all over the world. Doran (2007) reveals that every major publisher and many of the smaller ones attend the convention. Comic-con attracts a diverse crowd since it features different media, including print and electronic. Fans of movies, comics, and video games can find objects of attraction at this convention.

In addition to the big conventions, there are numerous small regional conventions. These include the Charlotte HeroesCon, Philadelphia Comic-Con, and WonderCon. While these conventions do not receive as much attention as the San Diego Comic Con, they have top editors, publishers, and artists. The smaller nature of these conventions makes it easier for the fan to get close to his/her favorite creators and actors. Doran (2007) observes that in the smaller conventions, upcoming artists and creators have a better opportunity to introduce their products to the attendees.

The E3

The Electronic Entertainment Expo (E3) is a trade show dedicated to showcasing the best video games in the country. This event was started in 1995, and it is today the most important trade show for game companies. According to Childs (2007), the E3 is a showcase of what is up and coming in computer and console game titles. However, this is not a typical trade show as it encourages the participation of fans who make up the majority of the attendees.

The convention features many individuals dressed as video game characters. When the games are connected with a movie, the movie characters might be present at the E3. Childs (2007) reveals that actors who appear in up and coming games can be seen walking around to promote the game.

Interaction between the fans and characters from their favorite games is possible during this trade show. By attending the E3, fans can receive information on the latest games. Companies release game demos or a video trailer of the game at the convention.

E3 primarily attracts video game enthusiasts since the primary aim of the convention is to showcase the latest computer and console game titles.

However, the convention also attracts fans of comics and movies since many video games are based on comic book or movie characters (Geraghty, 2014). Fans also attend the convention to interact with the celebrity actors who appear to promote the video games they are in.

Conclusion

This paper set out to discuss movies, comics, and video games conventions with the aim of highlighting their characteristics and purposes. It began by acknowledging that movies, comics, and video games have become integral to the entertainment media landscape, and they attract millions of fans from all over the world. The paper then defined conventions and explained that they are organized to fulfill the needs of fans as well as enhance the moneymaking abilities of the corporate owners of media products.

The entertainment industry can use the fan base and media coverage for advertising products while fans can interact and engage with their favorite media texts. The important roles fulfilled by conventions, including providing networking opportunities and promoting new material have been discussed.

The paper then described the Comic-con and the Electronic Entertainment Expo (E3), which are annual events that attract thousands of fans and industry personnel. From the discussions provided, it is clear that conventions play a major role in disseminating popular culture.

References

Bolling, B., & Smith, M.J. (2014). It Happens at Comic-Con: Ethnographic Essays on a Pop Culture Phenomenon. Boston: McFarland Publishers.

Childs, G.W. (2007). Creating Music and Sound for Games. NY: Cengage Learning.

Doran, C. (2007). Manga Pro Superstar Workshop: How to Create and Sell Comics and Graphic Novels. NY: IMPACT.

Geraghty, L. (2014). Cult Collectors. Sydney: Routledge.

Jancovich, M., & Gordon, I. (2010). Film and Comic Books. Mississippi: Univ. Press of Mississippi.

Marx, C. (2012). Writing for Animation, Comics, and Games. London: Taylor & Francis.

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