Comics are a valuable form of expression and gained an undeniable position in the popular culture of recent centuries. However, writers and illustrators have tried to take a different path from the traditional industry by giving more individual and poetic treatments to their narratives. In this case, the digital media embody an important context, creating new spaces for discussion and dissemination of these materials. This blog post analyzes the influence of digital convergence on Comics and elaborates on how this form of communication has been shaped by the market in the last decades.
The Comics industry
experienced a huge boom in the mid-80s due to
considerable scale production of titles
and its consequent impact on the
market. However, the constant
repetition of narrative formulas,
the adoption of misleading editorial
policies and the constant strained
relations between publishers
and authors brought a deep retraction
period led by a sharp
fall in the profits in the early 1990s.
According to Roberto
Elísio dos Santos (2009), as the crisis in the print medium continued, the personal computer (PC) became more popular and the manipulation of graphics software more friendly and attractive. This development eventually led artists to consider the digital medium as an alternative to produce something that differs from the
already saturated
market, which was dominated by a few publishers.
Despite the initiative of
independent authors and smaller companies, the first successful experiences
departed from large brands like DC and Marvel Comics: Iron Man - Crash (with
script and art by Mike Saens and produced by William Bates) and Batman - Digital
Justice (written and produced by Pepe Moreno). On the other hand, the novelties
presented in relation to these new forms of interaction were mere adaptations of the
traditional language with commands to move forward and they performed no major
changes in the way of perceiving this art form (McCould, 2006).
Batman - Digital Justice |
The traditional Comics diffused
over the internet were more successful, though, largely because of its
increasing accessibility. Since the 1980s French Minitel, a huge list of
websites were related to comics. They were categorized among portals,
publishing sites, fan sites, sites of cartoonists and Comics made specifically
for this medium. It can be said that the latter category only began to exist
from the moment in which artists and editors had a greater concern to adapt
their stories to the computer screen dimensions and other standards such as
color and resolution.
Concerning the mediatization
of the Comics, or their growing reliance on media commucation and technologies,
Roberto Elísio dos Santos (2009, p. 14) states that “the computer screen requires different layouts in comparison
of a magazine or comic book, encouraging artists to innovate the way of
presenting or organizing their sequential narratives. Similarly, the stories
start to incorporate features of the digital media (sound, movement and
effects) and lead authors to create a hybrid product that mixes the language of
Comics with the animation and games.”
Authorship and
Digital Broadcasting: A Powerful Combination
Although some authors defend the idea that
the establishment of creative processes in the digital environment
means a growing threat to major publishers and
studios, what is often observed is
a change in business approach. As Edgar
Franco says in his book HQTrônicas (2008, p. 257), the internet "has even
contributed to the emergence of new titles in print media, making the other way
that we could predict." Thus, the
internet is not only a space for hybrid experiments of languages but carries
with it a revolutionary embryo which is gradually changing the guidance of the industry.
However, the main novelty of this scenario is the equivalent
or even exceeding aesthetic quality of the artists’ production if compared with
the publishing industry. This is caused mainly by the lack of interest of young
and talented authors regarding the restrictive policies adopted by the editors
in the traditional market. That being said, unknown artists and their alternative
titles start to regard the internet as a possible solution, not only to
overcome the high costs of printing and distribution, but also to solve the
issue of accessibility for potential readers.
Traditional environment |
Thus, the importance of the internet is shaped not only by a
broader diffusion and a aesthetic renewal of Comics but it also contributes
to the formation of a new
audience and the creation of
an essential space for discussion
and evaluation of Comics as an artistic expression. Traditionally, these
places consist of environments dominated by
fanatical geeks, where women,
children and people with limited
income are excluded (Santos, 2009).
New media also
changed the game for authors who cannot access the mainstream flows and use the
online platform as the only space available for their works. Fanzines have revealed artists that luckily find space in the
market, reaffirming that the internet can help publishers to produce a greater
diversity of titles from the prior recognition of an author in the digital world.
By breaking the barriers of the traditional industry another
problem concerning the producion is solved: progression and constancy of work.
With almost no financial impediments, artists can produce new Comics continuously
and take them to the public, and by doing so, more loyal readers are formed as the overall
artwork is improved.
Therefore, it becomes clear that the digital production and
broadcast promotes an increase in the quality of comic books in many ways. The
technical quality improves by increased information exchange that takes into
account the existence of a critical, active and connected public (rather than a
passive market with presumed satisfaction). The same goes for the artistic
quality, due to a greater possibility of authorial expression.
Nevertheless, the most significant
change can be found in the way of
doing business, since practically all the fundamental principles of trade
are attached to the printed graphic product so-called comic book. From a market point of view, the digital convergence
opens up new perspectives to the print media given the fact that artists can be
more successful and well-known using the online platform. So even facing crises
of an economic nature, the
traditional industry can benefit from this
new image-sharing digital culture.
AH - SH - MS - GV - MW
Thesis: The new digital culture on comics opens up possibilities for creators and their audiences to shape worlds together.
Works Cited
SANTOS, Roberto Elísio. Comics And Editorial Production On The 21th Century (Curitiba, 2009).
McCLOUD, Scott. Comics: The Invisible Art (São Paulo, 2000).
McCLOUD, Scott. Reinventing Comics: How Imagination and Technology Are Revolutionizing an Art Form (São Paulo, 2006).
CIRNE, Moacy. Comics and New Media (São Paulo, 2002).
FRANCO, Edgar Silveira. HQTrônicas: From Paper To The Internet (São Paulo, 2008).
I agree that a digital space for artists leads to greater diversity and exposure of newcomers to the field, but all the comics I read on the internet are free of cost. So I think you're right that digitalization poses a threat to the traditional industry, but the industry also enabled (a few) artists to make a decent living of their craft. In spite of production and dissemination made easier, I would say it's harder for artists to make money of their comics.
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