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Popular Art Words?:
Comic Books and the
Nerd-culture Scene
Benjamin Woo
PhD candidate
School of Communication

CMNS 488
26 October 2011
Popular Art Words?:
Comic Books & the
Nerd-culture Scene
Benjamin Woo
PhD candidate
School of Communication

26 October 2011
Defining Nerd Culture
The World(s) of Comics
• Mainstream comic books

  • Production oligopoly (two
    major publishers, owned by
    Time-Warner and Disney, and
    a handful of “indies”)

  • Distribution monopoly
    (Diamond Comics
    Distributors)

  • With development of fast
    courier services and internet,
    geographically dispersed
    creative workforce

  • Increased integration—major
    publishers as IP farms, many
    indies reliant on licensed IP
The World(s) of Comics
• Alternative comics

  • Artist model (vs. work-for-
    hire on corporate IP)

  • A few prominent comics
    publishers (e.g.,
    Fantagraphics and Drawn
    & Quarterly) but increasing
    participation by major
    book publishers and more
    indie/alternative creators
    working in mainstream
    comics

  • Minicomics/zines at lower
    levels
The World(s) of Comics
• Webcomics

 • Still emerging field

 • New creator/reader
   bases, new genres (e.g.,
   gamer comics)

 • Mainly hobbyist—
   supported by ads and
   merchandise sales

 • Some integration (talent
   development) with
   mainstream and
   alternative comics
Conclusions
• Importance of
  cultural
  intermediaries:

 • “Gatekeepers”
   shaping/
   configuring scene

 • Providing venues
   for interaction btw'n
   participants

 • Art galleries and
Conclusions
• Importance of cultural
  intermediaries:

  • “Gatekeepers”
    shaping/configuring
    scene

  • Providing venues for
    interaction btw'n
    participants

  • Art galleries and
    dealers not sui generis
    institutions—compare/
    contrast with specialty
    retailers in popular arts
Conclusions
• Social basis of
  aesthetics

  • Niche media generate
    small worlds—most
    people working in
    comics started as fans

  • Connections with
    other worlds/
    communities within
    scene

  • Internalization of
    “aesthetic reason”
www.benjaminwoo.net

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CMNS 488 guest lecture

  • 1. Popular Art Words?: Comic Books and the Nerd-culture Scene Benjamin Woo PhD candidate School of Communication CMNS 488 26 October 2011
  • 2. Popular Art Words?: Comic Books & the Nerd-culture Scene Benjamin Woo PhD candidate School of Communication 26 October 2011
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11. The World(s) of Comics • Mainstream comic books • Production oligopoly (two major publishers, owned by Time-Warner and Disney, and a handful of “indies”) • Distribution monopoly (Diamond Comics Distributors) • With development of fast courier services and internet, geographically dispersed creative workforce • Increased integration—major publishers as IP farms, many indies reliant on licensed IP
  • 12. The World(s) of Comics • Alternative comics • Artist model (vs. work-for- hire on corporate IP) • A few prominent comics publishers (e.g., Fantagraphics and Drawn & Quarterly) but increasing participation by major book publishers and more indie/alternative creators working in mainstream comics • Minicomics/zines at lower levels
  • 13. The World(s) of Comics • Webcomics • Still emerging field • New creator/reader bases, new genres (e.g., gamer comics) • Mainly hobbyist— supported by ads and merchandise sales • Some integration (talent development) with mainstream and alternative comics
  • 14.
  • 15.
  • 16.
  • 17.
  • 18.
  • 19. Conclusions • Importance of cultural intermediaries: • “Gatekeepers” shaping/ configuring scene • Providing venues for interaction btw'n participants • Art galleries and
  • 20. Conclusions • Importance of cultural intermediaries: • “Gatekeepers” shaping/configuring scene • Providing venues for interaction btw'n participants • Art galleries and dealers not sui generis institutions—compare/ contrast with specialty retailers in popular arts
  • 21. Conclusions • Social basis of aesthetics • Niche media generate small worlds—most people working in comics started as fans • Connections with other worlds/ communities within scene • Internalization of “aesthetic reason”

Notes de l'éditeur

  1. - thanks for opportunity\n- want to tell you a bit about the research I've been doing on the cultural practices of what you might call nerds or geeks, with special att'n to example of comics\n- some lessons for approaching art worlds from the POV of consumption/final use\n
  2. NES buckle story--stress conversion of interest into research program\n
  3. Subculture comprising a group of related cultural forms and practices:\n- comics\n- games (RPGs, CCGs, tactical miniatures, Eurogames, certain genres of digital games)\n- SF&F lit/media\n+ certain conventional features (social awkwardness, obsessiveness, superstandard English etc.)\n\nAlthough there is some overlap of IP, at the level of cultural production, these can be seen as relatively discrete or autonomous art worlds. \n
  4. Aesthetic forms within comics:\n- Newspaper comics (editorial cartoons and comic strips)\n- Comic books\n- Trade paperbacks/graphic novels\n- Webcomics\n- Bandes dessinees\n- Manga\n\nWithin North American comics and given my research interests in nerd culture, three comics art worlds.\n
  5. Aesthetic forms within comics:\n- Newspaper comics (editorial cartoons and comic strips)\n- Comic books\n- Trade paperbacks/graphic novels\n- Webcomics\n- Bandes dessinees\n- Manga\n\nWithin North American comics and given my research interests in nerd culture, three comics art worlds.\n
  6. Aesthetic forms within comics:\n- Newspaper comics (editorial cartoons and comic strips)\n- Comic books\n- Trade paperbacks/graphic novels\n- Webcomics\n- Bandes dessinees\n- Manga\n\nWithin North American comics and given my research interests in nerd culture, three comics art worlds.\n
  7. Aesthetic forms within comics:\n- Newspaper comics (editorial cartoons and comic strips)\n- Comic books\n- Trade paperbacks/graphic novels\n- Webcomics\n- Bandes dessinees\n- Manga\n\nWithin North American comics and given my research interests in nerd culture, three comics art worlds.\n
  8. Aesthetic forms within comics:\n- Newspaper comics (editorial cartoons and comic strips)\n- Comic books\n- Trade paperbacks/graphic novels\n- Webcomics\n- Bandes dessinees\n- Manga\n\nWithin North American comics and given my research interests in nerd culture, three comics art worlds.\n
  9. Aesthetic forms within comics:\n- Newspaper comics (editorial cartoons and comic strips)\n- Comic books\n- Trade paperbacks/graphic novels\n- Webcomics\n- Bandes dessinees\n- Manga\n\nWithin North American comics and given my research interests in nerd culture, three comics art worlds.\n
  10. Aesthetic forms within comics:\n- Newspaper comics (editorial cartoons and comic strips)\n- Comic books\n- Trade paperbacks/graphic novels\n- Webcomics\n- Bandes dessinees\n- Manga\n\nWithin North American comics and given my research interests in nerd culture, three comics art worlds.\n
  11. \n\n
  12. \n\n
  13. \n\n
  14. Nerd culture is articulated together into a "scene" through shared cultural spaces and institutions.\n\nFigure represents the nerd-culture scene I’ve been studying for the last few years. Nodes and connections were entered based on mentions of people, organizations, events, and venues in interview transcripts and fieldnotes.\n\nI used graphing software’s layout and clustering algorithms to organize the network into the sub-fields displayed here. Node size represents centrality (measured by the number of links it has to other nodes). Some manual adjustments were made for the sake of clarity.\n\nFour major clusters within the scene...\n
  15. The largest, in the upper right, might be called the space of media fandom. Its most central nodes are a nerdy film society (ORG1); its president, who is personally heavily connected within the local scene; and the local science-fiction convention.\n
  16. In the bottom right is the space of gaming. One of the three comic-bookstores I studied (STR4) also had significant investment in the gaming market, and so it’s located here because of the role-playing, collectible card, and miniatures games it supports with events. This cluster as a whole overlaps with the first, due to the fact that game store STR1 and gaming club ORG4 were clustered in the first field, and the numerous examples of sponsorship or promotion of game publishers at ORG1 events.\n
  17. In the bottom left is a cluster related to anime and manga fandom, which has a number of ties with nodes related to gaming and media fandom, but which also contains a parallel set of institutions, leaving it distinct from the other clusters.\n
  18. Finally, in the upper left we find the space of comics. This cluster contains two comic-bookstores, coded STR3 and STR5, as well as ORG3, a small, bi-monthly comic convention.\n
  19. Connections observed directly or mentioned in interviews only the tip of the iceberg. \n\nOne could also presumably map how individual participants move between these spaces and access trans-local media resources, such as fan websites and creators’ Twitter feeds.\n\nMoreover, relationships between these media resources could be analyzed.\n\nSo, the figure is in one sense woefully incomplete. Nonetheless, I think it helps substantiate the intuition that comics, their audiences, comic-bookstores, and even the comic-book industry as a whole are embedded in a larger social space.\n
  20. \n\n
  21. \n\n
  22. \n\n