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ComicCon-Networked Culture and Parti...
~
Wu, Zhihua.
ComicCon-Networked Culture and Participatory Business in the US, Japan, and China.
Record Type:
Language materials, manuscript : Monograph/item
Title/Author:
ComicCon-Networked Culture and Participatory Business in the US, Japan, and China./
Author:
Wu, Zhihua.
Description:
1 online resource (76 pages)
Notes:
Source: Masters Abstracts International, Volume: 57-05.
Subject:
Communication. -
Online resource:
click for full text (PQDT)
ISBN:
9780355883541
ComicCon-Networked Culture and Participatory Business in the US, Japan, and China.
Wu, Zhihua.
ComicCon-Networked Culture and Participatory Business in the US, Japan, and China.
- 1 online resource (76 pages)
Source: Masters Abstracts International, Volume: 57-05.
Thesis (M.A.)--Georgetown University, 2018.
Includes bibliographical references
ComicCon represents the coming-together of a participatory fan culture and a transmedial, multigenre commercial culture. This thesis analyzes the international ComicCon culture and its business strategies, including both online social networks and real-time fan interactions during the events. This thesis first presents ComicCon from a social perspective, that is, ComicCon is both a social club and a fandom classroom. The author uses NodeXL to generate and code data on Twitter with the hashtag #animeusa to analyze the first-hand, public commentary and discussions by fans. Then the thesis goes on to compare the social-focused Japanese Doujin Market with its US counterpart, the market-focused US ComicCon. Second, in a market perspective, this thesis analyzes the marketing strategies employed by the associated media companies and fan producers. The author uses data gleaned from direct observations of the conventions themselves to analyze the value delivery networks embedded in the comic conventions. The author selects two companies as case studies--Marvel Comics in New York Comic Con 2017 and Logitech in ChinaJoy 2016. These case studies compare marketing strategies in terms of technological platforms, panel designs, product dissemination, and detailed promotional tools in the conventions. Finally, this study shows both the themes of ComicCon and the market strategies of media companies differ markedly according to different cultural preferences, technology platforms, and market environments.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2018
Mode of access: World Wide Web
ISBN: 9780355883541Subjects--Topical Terms:
556422
Communication.
Index Terms--Genre/Form:
554714
Electronic books.
ComicCon-Networked Culture and Participatory Business in the US, Japan, and China.
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ComicCon-Networked Culture and Participatory Business in the US, Japan, and China.
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Source: Masters Abstracts International, Volume: 57-05.
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Adviser: Michael S. Macovski.
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Thesis (M.A.)--Georgetown University, 2018.
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Includes bibliographical references
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ComicCon represents the coming-together of a participatory fan culture and a transmedial, multigenre commercial culture. This thesis analyzes the international ComicCon culture and its business strategies, including both online social networks and real-time fan interactions during the events. This thesis first presents ComicCon from a social perspective, that is, ComicCon is both a social club and a fandom classroom. The author uses NodeXL to generate and code data on Twitter with the hashtag #animeusa to analyze the first-hand, public commentary and discussions by fans. Then the thesis goes on to compare the social-focused Japanese Doujin Market with its US counterpart, the market-focused US ComicCon. Second, in a market perspective, this thesis analyzes the marketing strategies employed by the associated media companies and fan producers. The author uses data gleaned from direct observations of the conventions themselves to analyze the value delivery networks embedded in the comic conventions. The author selects two companies as case studies--Marvel Comics in New York Comic Con 2017 and Logitech in ChinaJoy 2016. These case studies compare marketing strategies in terms of technological platforms, panel designs, product dissemination, and detailed promotional tools in the conventions. Finally, this study shows both the themes of ComicCon and the market strategies of media companies differ markedly according to different cultural preferences, technology platforms, and market environments.
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Ann Arbor, Mich. :
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ProQuest,
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2018
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Mode of access: World Wide Web
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10810835
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click for full text (PQDT)
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