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Comic book convention
Comic book convention
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Phoenix Fan Fusion's 2017 convention in Phoenix, Arizona

A comic book convention or comic con is a fan convention emphasizing comic books and comic book culture, in which comic book fans gather to meet creators, experts, and each other. Commonly, comic conventions are multi-day events hosted at convention centers, hotels, or college campuses. They feature a wide variety of activities and panels, with a larger number of attendees participating with cosplay than for most other types of fan conventions. Comic book conventions are also used as a method by which publishers, distributors, and retailers represent their comic-related releases. Comic book conventions may be considered derivatives of science-fiction conventions, which began during the late 1930s.

Comic-cons were traditionally organized by fans on a not-for-profit basis,[1] though nowadays most events catering to fans are managed by commercial interests for profit. Many conventions have award presentations relating to comics (such as the Eisner Awards, which have been presented at San Diego Comic-Con since 1988; or the Harvey Awards, which have been presented at a variety of venues also since 1988). At commercial events, comic book creators often sign autographs for the fans, sometimes in exchange for a fixed appearance fee, and may sometimes draw illustrations for a per-item fee. Commercial conventions are usually quite expensive and are hosted in hotels. This represents a change for comic book conventions, which were traditionally more oriented toward comic books as a mode of literature, and maintained less differentiation between professional and fan.

The first official comic book convention was held in 1964 in New York City and was named New York Comicon.[2][3] Early conventions were small affairs, usually organized by local enthusiasts (such as Jerry Bails, known later as the "Father of Comic Fandom", and Dave Kaler of the Academy of Comic-Book Fans and Collectors), and featuring a few industry guests. The first recurring conventions were the Detroit Triple Fan Fair, which ran from 1965 to 1978, and Academy Con, which ran from 1965 to 1967. Many recurring conventions begin as single-day events in small venues, which as they grow more popular expand to two days, or even three or more every year. Many comic-cons which had their start in church basements or union halls now fill convention centers in major cities.[4] Nowadays, comic conventions are big business, with recurring shows in every major American city. Comic book conventions in name only, the biggest shows include a large range of popular culture and entertainment elements of virtually all genres, including horror, animation, anime, manga, toys, collectible card games, video games, webcomics, and fantasy novels.

San Diego Comic-Con, a multigenre entertainment and comic convention held annually in San Diego since 1970, is the best known of American comic-cons. According to Forbes, the convention is the "largest convention of its kind in the world";[5] and is also the largest convention held in San Diego.[6] According to the San Diego Convention and Visitor's Bureau, the convention has an annual regional economic effect of $162.8 million,[7][8] with a $180 million economic impact in 2011.[9] However, in 2017, SDCC lost its record of the largest annual multigenre convention to São Paulo's Comic Con Experience (first held in 2014).[10] Internationally, the world's largest comic book convention, in terms of attendees, is Japan's Comiket (first held in 1975), which boasts an annual attendance of more than half a million people.[11] Italy's Lucca Comics & Games (first held in 1965) and France's Angoulême International Comics Festival (first staged in 1974) are the world's second and third largest comic festivals, respectively.

History

[edit]

Origins

[edit]

In 1961 or 1962, Jerry Bails was vital for the formation of the Academy of Comic-Book Fans and Collectors (ACBFC), the first official organization of comic book enthusiasts and historians. The ACBFC brought fans of the medium together, administered the first industry awards, and assisted with the establishment of the first comic book conventions.

The academy's first order of business was to administer the Alley Awards, which traced their origin to "a letter to Jerry dated October 25, 1961", by fellow enthusiast (and future comics professional) Roy Thomas, in which he suggested to Bails that his fanzine Alter-Ego create its own awards to reward fandom's "favorite comic books in a number of categories" in a manner similar to the Oscars.[12] The first Alley Awards, given for the calendar year 1961, were reported in Alter Ego No. 4 (Oct. 1962).

Alley Talley and other gatherings of 1964

[edit]

On March 21–22, 1964, the first annual "Alley Tally" by ACBFC members was organized by Bails at his house in Detroit, with the purpose of counting "the Alley Award ballots for 1963".[12] This became notable in retrospect as the first major gathering of comics fans, predating the earliest comic book conventions, which were held later in the year.[13] Attendees included Ronn Foss, Don Glut, Don and Maggie Thompson, Mike Vosburg, and Grass Green. Comics historian Bill Schelly notes that the Alley Tally and "even larger fan meetings in Chicago ... helped build momentum" for these earliest conventions.[12] (The Chicago gathering occurred May 9–10, 1964; it featured "several dozen" attendees, a dealer room, and film showings.)[14]

In addition, an unnamed convention held May 24, 1964, in the Hotel Tuller, Detroit, Michigan, was organized by teenagers Robert Brusch and Dave Szurek,[13][15] with assistance from Bails[12] and members of the Michigan Science Fiction Society.[16] This gathering featured about 80 fans of the comic book medium.[17]

New York Comicon

[edit]

The first recorded "official" comic book convention occurred in 1964 in New York City. Known as the "New York Comicon",[2][3][18][19] it was held July 24, 1964,[14] at the Workman's Circle Building.[15] A one-day convention organized by 16-year-old Bernie Bubnis[20] and fellow enthusiast Ron Fradkin,[15] official guests of the Tri-State Con included Steve Ditko,[21] Flo Steinberg,[20] and Tom Gill.[15][22] Reports were of over 100 attendees.[22] A 16-year-old George R. R. Martin attended the convention and claimed to be the first person who signed up for the event.[23]

1965: The first recurring conventions

[edit]

Continuing the momentum from the previous year, Bails, Shel Dorf, and the members of the Michigan Science Fiction Society formed the "organizing committee" of the multigenre convention Detroit Triple Fan Fair (DTFF),[24] which was held July 24–25, 1965 at the Embassy Hotel, in Detroit, Michigan.[12] The DTTF was held annually in Detroit until 1978.

Meanwhile, in New York City, teacher/comics enthusiast Dave Kaler[25] had taken over as ACBFC Executive Secretary; the organization produced Academy Con I (officially known as "Comi Con: Second Annual Convention of Academy of Comic-Book Fans and Collectors"),[26] held July 31 – August 1, 1965, at the Broadway Central Hotel.[27] With Kaler's management, the academy produced three successful "Academy Con" shows in New York during the summers of 1965–1967,[28][29][30] attracting industry professionals such as Otto Binder, Bill Finger, Gardner Fox, Mort Weisinger, James Warren, Roy Thomas, Gil Kane,[20] Stan Lee, Bill Everett, Carmine Infantino, and Julius Schwartz.[29] As befitting a convention run by the Academy of Comic-Book Fans and Collectors, the Alley Awards were presented at all three Academy Cons.[31] The 1965 Academy Con also featured one of the first recorded "superhero masquerades", or costume contests.

1965 also saw the genesis of what became the annual Italian comic book convention Lucca Comics & Games. Rinaldo Traini and Romano Calisi (forming the International Congress of Cartoonists and Animators) held the Salone Internazionale dei Comics ("International Congress of Comics") in Bordighera.[32] In 1966, it was relocated to a small piazza in the center of Lucca, and grew in size and importance over the years, eventually evolving into its present form.

Expansion and growth

[edit]

In 1966, comic book conventions continued to evolve and expand, The July 23–24 New York Comicon (not to be confused with the later New York Comic Con) was held at the Park Sheraton Hotel, in New York. Produced by John Benson,[29] guests included Jack Kirby, Jim Steranko, Otto Binder, Len Brown, Larry Ivie, Jack Binder, Roy Thomas, Gil Kane, Archie Goodwin, Bhob Stewart, Klaus Nordling, Sal Trapani, Rocke Mastroserio, and Ted White. (There were four women in attendance: Pat Lupoff, Lee Hoffman, Flo Steinberg, and Maggie Thompson.)[33] Featured events included a keynote speech by Kirby, a discussion about censorship between Don Thompson and Comics Code Authority acting administrator Leonard Darvin, a panel about the Golden Age of Comics, and one on the "so-called 'Forgotten '50s", particularly EC Comics. Bhob Stewart, on a panel with Archie Goodwin and Ted White, predicted that there would soon be "underground comics" just as there were already "underground films".[34]

That same summer (August 12–14) in New York, Dave Kaler produced Academy Con II at the City Squire Inn.[29]

Meanwhile, also in 1966, the first Southwesterncon was held in Dallas, Texas. Organized by Larry Herndon (of the fanzine Star Studded Comics), the official guest was Dave Kaler;[35] about 70 attendees participated. Later Southwesterncons rotated between Houston ("Houstoncon")[36] and Dallas ("D-Con"), adding Oklahoma City ("Multicon") to the mix in 1970.[37] The Southwesterncon partnership lasted roughly until 1971, with Houstoncon, D-Con, and Multicon continuing separately until 1982.

In 1966, a new convention, Gateway Con, was inaugurated in St. Louis.[38]

In 1968, two important conventions had their start. Taking over for the Academy Con, Brooklyn native and school teacher Phil Seuling hosted the International Convention of Comic Book Art at the Statler Hilton Hotel in New York City on July 4–7. The guests of honor were Stan Lee and Burne Hogarth[39] This annual convention, which later became known as the Comic Art Convention (CAC), hosted the presentation of the Alley Awards from 1968 to 1970.[31] CAC ran annually (occasionally in Philadelphia) over Independence Day weekend, until 1983. In England, Phil Clarke produced Comicon '68 (British Comic Art Convention) at the Midland Hotel, Birmingham, from August 30 to September 2, 1968. "Member"-guests include Alan Moore, Paul Neary, Jim Baikie, Steve Moore, and Nick Landau; there were 70 attendees.[13] The British Comicon ran annually, variously in Birmingham, London, and Sheffield, until 1981.

The 1970s and explosive growth

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Comic book conventions increased dramatically during the 1970s, with many of the largest conventions of the modern era being established during the decade. During the early 1970s, conventions were initiated in almost every major American city (and some minor ones), as well as in London, with Comic Mart, a bimonthly trade show which ran regularly until the mid-1980s. Comic book creators, editors, and publishers began to make it part of their routine to attend conventions as official guests. Major comics-related news events were often revealed at annual conventions: examples include the news that Jack Kirby was defecting from Marvel to DC, and DC's announcement that it was reviving Captain Marvel.[40]

On August 1–3, 1970, Shel Dorf produced the Golden State Comic-Con, held at the U.S. Grant Hotel, in San Diego. Official guests were Forrest J. Ackerman, Ray Bradbury, Jack Kirby, Bob Stevens, and A. E. van Vogt, and it drew 300 people.[41] The three-day show evolved into San Diego Comic-Con, and now attracts 130,000 or more attendees.[42]

The Creation Convention debuted in 1971, organized by 14-year-old Queens schoolboys Adam Malin and Gary Berman,[43] and held over Thanksgiving weekend at the New Yorker Hotel, in New York City.[44][45] The guest of honor was Jim Steranko.[46] From that time until the late 1980s, Creation Entertainment continued producing large annual conventions in New York City, usually occurring the weekend after Thanksgiving.[47] A popular venue for the Thanksgiving cons was the Statler Hilton Hotel.[48] In the mid-1970s, attendance at the New York Creation conventions averaged around 5,000 fans; the admission was around $5/day.[49]

The 1971 Comic Art Convention (held July 2–4 at the Statler Hilton Hotel, New York City) was notable for being the convention credited by Will Eisner for his return to comics:

I came back into the field because of [convention organizer Phil Seuling]. I remember [him] calling me in New London, [Connecticut], where I was sitting there as chairman of the board of Croft Publishing Co. My secretary said, 'There's a Mr. Seuling on the phone and he's talking about a comics convention. What is that?' She said, 'I didn't know you were a cartoonist, Mr. Eisner.' 'Oh, yes,' I said, 'secretly; I'm a closet cartoonist.' I came down and was stunned at the existence of the whole world. ... That was a world that I had left, and I found it very exciting, very stimulating".[50]

Nostalgia '72, held July 22–23, 1972, at the Pick-Congress Hotel, was the first Chicago-area comics and collectibles convention.[45] Produced by Nancy Warner, the show had about 2,000 attendees.[51] That show evolved into the Chicago Comicon (now known as Fan Expo Chicago), and has been known to attract as many as 70,000 attendees annually.[52]

The Angoulême International Comics Festival debuted in Angoulême, France, in January 1974. 10,000 attendees[53] made it the most successful inaugural comic book festival to that date.[citation needed] 1974 also saw the first OrlandoCon, organized by regional chairman of the National Cartoonists Society Jim Ivey; guests included C. C. Beck, Roy Crane, Hal Foster, Ron Goulart, and Les Turner. OrlandoCon ran annually for 20+ years until 1994.

In 1976, there were 20 comic book conventions held throughout the United States; many of them attracted thousands of attendees. About this time specialized shows began being organized, emphasizing on such topics as so-called "underground comics",[13] EC Comics,[54] women in comics, and individual creators like Frank Frazetta.

In August 1979, FantaCo Enterprises publisher Thomas Skulan produced FantaCon '80 at The Egg convention center, Empire State Plaza, in Albany, New York. The first annual Albany-area horror and comic book convention,[55] FantaCon ran annually until 1990.

Creation Entertainment spreads its wings

[edit]

Beginning about 1980, Creation Entertainment expanded its conventions beyond New York, producing cons in San Francisco[56] and Washington, D.C.[57] By 1983, the company was the main producer of comic book conventions nationwide.[58] For instance, in 1986, Creation produced large-scale comics conventions in at least six cities, including Philadelphia, Los Angeles, New York City, San Francisco, Washington, D.C., and New Brunswick, New Jersey. (The New York show featured a special tribute to Marvel Comics' 25th anniversary; guests included Stan Lee and Jim Shooter.)[59]

During this time, Creation branched out from comics and began producing conventions for the genres of horror and science fiction; it was known particularly for its Doctor Who conventions. After 1988, the company stopped producing comic book conventions to emphasize its other, more profitable, fan conventions.

The 1980s

[edit]

Both the Heroes Convention and the multigenre Dallas Fantasy Fair debuted in 1982. HeroesCon is one of the largest independent comic book conventions still operating; during the heyday of the Dallas Fantasy Fair, it was one of the largest comics conventions in the country, third in attendance behind San Diego Comic-Con and the Chicago Comicon.[citation needed] (The Dallas Fantasy Fair went defunct in 1995.)

Comic book conventions spread to Canada and Switzerland in 1985; also debuting that year was the United Kingdom Comic Art Convention (UKCAC), first held September 21–22, 1985, at the University of London Union. Guests included such U.K. stars as Steve Bissette, Bill Sienkiewicz, Dave Sim, Marv Wolfman, Brian Bolland, John Bolton, Eddie Campbell, Alan Davis, Hunt Emerson, Brett Ewins, Dave Gibbons, Ian Gibson, Denis Gifford, Alan Grant, Garry Leach, David Lloyd, Mike McMahon, Alan Moore, Steve Moore, Paul Neary, Kevin O'Neill, Ron Smith, Dez Skinn, Bryan Talbot, and John Wagner. Admission was £7.50 for both days. UKCAC ran annually until 1998.

A number of still-extant conventions debuted in 1987, beginning with the Wonderful World of Comics Convention, held at the Oakland Convention Center, in Oakland, California. Later to be known as WonderCon, the convention was founded by San Jose native John Barrett, co-owner of the retail chain Comics and Comix. The multigenre Dragon*Con also debuted that year, hosted by the Pierremont Plaza Hotel, in Atlanta, Georgia. Official guests were Michael Moorcock (his first convention appearance in twelve years), Robert Asprin, Lynn Abbey, Robert Adams, Richard "Lord British" Garriott, Gary Gygax, and Toastmaster Brad Strickland; and there were 1,400 attendees.

In 1988, in commemoration of Superman's 50th anniversary, the Cleveland Convention Center hosted the International Superman Expo. Held June 16–19, official guests include Curt Swan, Jerry Ordway, George Pérez, Marv Wolfman, and Julius Schwartz.[60][61]

By the end of the 1980s, comic book conventions were evolving into sprawling affairs that promoted movies, television shows, celebrity performers, video games, toys, and cosplay as much as (if not more than) comic books. Many historians date this shift to the release of Tim Burton's movie Batman in 1989, which began the convention circuit's newfound enthusiasm for movies.[4]

Great Eastern fills a gap

[edit]

Great Eastern Conventions produced comic book conventions for almost 20 years, but most actively during the years 1987–1996. In New York City, the Great Eastern shows filled the gap after the mid-1980s demise of the annual Comic Art Convention and Creation Conventions. From 1993 to 1995, Great Eastern hosted two New York City shows annually at the Jacob K. Javits Convention Center. (The 1995 show was the last comic book convention held at the Javits Center until the New York Comic Con in 2006.)[citation needed] Great Eastern also ran shows in New Jersey, Pennsylvania, Massachusetts,[62] Oregon, Minnesota, Texas, and South Florida. Despite their large fan attendance and expansive venues, however, Great Eastern's large shows were criticized by many within the industry for pandering to dealers and spectacle. As frequent participant Evan Dorkin stated, "The New York shows are extremely unfriendly to both creators and fans. ... There is limited programming, limited professional appearances at these shows."[63]

In March 1996, Great Eastern, at a very late time, cancelled what had been advertised as a larger-than-usual New York show, scheduled to be held at the New York Coliseum on 59th St. & Columbus Circle.[63] As a substitute event, comic book retailer Michael Carbonaro and others quickly organized the first Big Apple Comic Con,[63] now a long-running show. Greenberg and Great Eastern Conventions disappeared from the fan convention circuit from that time.

Small press conventions and comic book "festivals"

[edit]

In response to the big conventions' shifting of emphasis away from comic books themselves, a number of small conventions were organized during the mid-1990s that emphasized comics, particularly those not published by the big mainstream companies DC Comics and Marvel Comics. Many of these "indy cons" were inspired by Cerebus creator Dave Sim. In 1992, Sim partnered with Great Eastern Conventions in promoting small conventions in more than 20 U.S. locations,[64] including Indiana, Oregon, Texas, as well as in South Florida. And in 1995, Sim toured the country in a self-styled nine-stop "Spirits of Independence" tour.[65]

The antecedent to these new "comic festivals" may have been Berkeleycon 73, held April 20–22, 1973, at the Pauley Ballroom, ASUC Building, University of California, Berkeley. Berkeleycon was the first convention devoted to underground comix[45] (which had their unofficial mecca in the San Francisco Bay Area).

The first exclusively small press conventions were CAPTION, which debuted in Oxford, England, in 1992; the Alternative Press Expo (APE), which debuted in San Jose, California, in 1994; and the Small Press Expo (SPX), which premiered in Bethesda, Maryland in 1994.

Wizard dominates the 2010s; con wars

[edit]

Wizard Entertainment purchased the Chicago Comicon in 1997 to expand from its core publishing business into trade/consumer conventions.[66] The renamed "Wizard World Chicago" was the template for a new kind of convention that shifted its emphasis from actual comic books to ancillary elements of popular culture fandom: celebrity performers, movies, television, video games, and toys – "comic conventions" almost in name only.[4] By 2006, Wizard World Chicago boasted a weekend attendance of more than 58,000 people.[67]

In 2002, Wizard produced "Wizard World East" in Philadelphia,[68] a still-ongoing show (now known as "FanExpo Philadelphia"). The company added ongoing shows in Texas in 2003, Los Angeles in 2004,[69] and Boston in 2005. In 2007–2008, Wizard held conventions in Los Angeles, Philadelphia, Chicago, and Texas.[70]

Beginning in 2009, Wizard made a concerted push to dominate the North American convention circuit. The company began by starting new shows in various cities, and then by acquiring existing conventions,[71] such as New York City's longest-running multigenre popular culture convention, the Big Apple Convention,[72][73] and the Paradise Comics Toronto Comicon.[74][75][76]

Wizard's 2010 "North American Comic Con" tour included shows in Toronto, Anaheim,[77] Philadelphia,[78] Chicago, New York City, Austin, and Boston.[79] As part of a "major offensive against Reed Exhibitions' New York Comic Con," Wizard scheduled "three East Coast shows in a row — the New England Comic-Con in Boston on October 1-3, Big Apple the same weekend, and the new New Jersey Comic-Con the weekend after, on October 15-17."[80] This was the beginning of what came to be known as the "Con Wars": in fact, Wizard originally scheduled the 2010 Big Apple Comic Con for October 7–10, the exact same dates as the previously scheduled 2010 New York Comic Con.[81][82] After a public outcry, Wizard moved the dates of its 2010 New York convention to October 1–3.[80][82] (Ultimately, the "Wizard World New York Experience" conventions were not successful; the company omitted New York entirely in 2012 and gave up the New York market after 2013.)

In 2013, Wizard produced conventions in 13 cities,[83] expanding to 20 in 2014.[84]

This increase of Wizard-produced conventions resulted in accusations that the entertainment behemoth was deliberately trying to cause its competitors to fail.[85][86] However, many praised Wizard's professional and standardized method of producing conventions.[4]

In 2015, however, Wizard lost $4.25 million in revenue and cut back from 25 to 19 convention events in 2016.[87] By 2018, the company was producing thirteen annual conventions around the U.S.[88]

The COVID-19 pandemic harmed the convention business worldwide. Most 2020 conventions scheduled for after mid-March of that year were canceled,[89] and many were displayed online only in 2021. Wizard World had only six in-person conventions in 2021,[90] and that August the company announced it would be selling the convention events business to FanExpo, with the final Wizard World Chicago show occurring in October.[91][92][90]

Conventions as big business

[edit]

Starting during the mid-2000s, ongoing comic book conventions were organized in most major U.S. cities, most of which are still ongoing. [See List of comic book conventions] These pop-cultural gatherings attract tens of thousands of fans and generate millions of dollars in revenue every year.[4] In addition to the Wizard-run conventions, Comic-Con International runs San Diego Comic-Con, WonderCon, and formerly ran the Alternative Press Expo; Reed Exhibitions runs the New York Comic Con and the Chicago Comic & Entertainment Expo; while Fan Expo runs MegaCon, VidCon, and events under the Fan Expo name like Fan Expo Canada.

Types

[edit]

Since the first conventions during the mid-1960s, hundreds of local and regional comic book conventions have been organized around the world either as one-time or annual events. At these conventions, fans of comic books come together with the professional writers, artists, editors, and publishers of the business to discuss its many aspects. Increasingly, comic conventions have expanded in scope to encompass the gamut of popular culture phenomena relating to comics, from movies, television, and animation to gaming and collectibles. Some cities have a number of comic-cons. Nearly every weekend of the year now has at least one convention somewhere, and some conventions are held on holiday weekends where four or more days can be devoted to events.

Commercial shows vs. volunteer conventions

[edit]

An important distinction can be made between commercial events (often called "shows") – those managed by dedicated companies who specialize in convention organization, or by local for-profit businesses – and volunteer-run conventions.

Usually run for profit, commercial events tend to charge for "tickets" or "admission" rather than having "memberships". A primary emphasis of commercial events is meeting celebrities, such as actors of television shows and movies, professional wrestlers, glamour models, etc. There are frequently very long lines of people waiting for autographs at commercial events. While famous actors like William Shatner of Star Trek are paid tens of thousands of dollars per convention, minor and obscure bit players pay to set up booths to sell autographs and memorabilia.[93] Commercial events also tend to have less small-scale programming; panels will more often be composed of famous actors, directors, etc. on press junkets, where the panels are held in very large rooms with very high attendance. The largest conventions (in terms of attendance) tend to be commercial ones. Commercial events are more likely to be about popular visual media than volunteer cons, and they also tend to attract many younger people, but this is not absolute by any means. Some commercial conventions have been known to harass fan-run conventions via their legal teams.[86]

Volunteer conventions, however, tend to be smaller in scope and more intimate in character. Although there are frequent autograph sessions, they tend to be less of an attraction for volunteer cons. Admission to volunteer cons is usually termed "membership", thus emphasizing that the fans themselves are the ones who compose the convention, rather than the staff who manage commercial cons. A community of fans who run such conventions has developed, and many of them share their best practices and keep convention-running traditions alive.[40]

Comics festivals and "indy shows"

[edit]

So-called "comics festivals" are based on a European model started by such long-running conventions as Lucca Comics & Games and the Angoulême International Comics Festival. Festivals emphasize the art and literature of the comics form, and only minimally related popular culture and merchandising. In the U.S., comics festival and "indy shows" tend to emphasize the "alternative comics" genre, not the work of "mainstream" publishers like DC Comics and Marvel Comics. Cosplaying is rarely if ever a feature of these conventions. Some notable North American small press conventions include:

"Comics-only" shows

[edit]

Comics-only conventions emerged in response to the sprawling popular culture-emphasizing conventions epitomized by Wizard Entertainment, San Diego Comic-Con, and the New York Comic Con. "Comics-only" shows tend to hearken back to the comic book conventions of the 1970s and 1980s: still emphasizing the genres of superhero, fantasy, horror, and crime; as well as dealers selling back issues and other collectibles, but without the domineering presence of the mainstream publishers, or movie and television producers. Notable "comics-only" conventions include:

Organization and staffing

[edit]

Comic book conventions were traditionally managed and staffed by volunteers,[94] though venues may require certain activities to be contracted out. Event funding typically relies on convention registrations.[95] Nowadays, many of the larger conventions are incorporated as non-profit organizations, usually to achieve tax-exempt status and safeguard the organizers' personal assets – in the USA, some are 501(c)(3) charities, while others are registered as recreational clubs. The largest events may require as many as a hundred volunteers.[citation needed] Volunteers often receive T-shirts or other benefits.

Timing and duration

[edit]

Most comic book conventions occur during a weekend, with events scheduled between Friday evening and Sunday afternoon. Saturday is typically the busiest day, as most fans must return home on Sunday. In some cases, conventions are timed to coincide with three-day weekends in order to have an extended convention. One-day passes are sometimes sold at a reduced price.

Reasons for this include:

  • Most fans would have to take a vacation from work or study to attend an event held during the workweek.
  • Transportation costs are often lower for weekend travelers.
  • Hotels have few business travelers during the weekend, making it much easier to reserve a block of rooms and secure space for programming at a reduced price. Many fans are students and have little discretionary income, so hotel and convention fees are important factors.[96][97]

In 2020, due to the COVID-19 pandemic, both WonderCon and Dragon Con were canceled, and San Diego Comic-Con moved its programming online.[98]

Anatomy of a typical convention

[edit]

Although wide variations exist between different conventions, there is a general pattern to which most adhere.

Attendees

[edit]

Attendees include artists and dealers offering products and services for sale to fans, and those who wish to buy them. Others come for the programming, or to meet friends or other comic book fans in general. Many attend for all of these reasons. Some later publish a "con report" detailing their experiences.

Attendees of major conventions receive a bag with the convention program, a lavishly illustrated volume featuring themed artwork, articles submitted by members and the official guests, along with a description of the event's programming, staff, rules, guests, and any charity being supported by the convention.[99][100] Local restaurant information and a combination pocket schedule and map may also be included. Sponsors often receive additional items such as T-shirts, pins, or ribbons, as well as faster registration badge pick-up and on-site meals.[101] They may also be displayed prominently in convention publications.

Official guests

[edit]

Comic book conventions typically feature official guests or guests of honor. A convention may have as many guests of honor as the convention committee wishes. A guest can be an industry person – some notable and frequently appearing examples of industry guests include Stan Lee, George Pérez, and John Byrne. More and more, guests also can include movie and television directors and actors, as more of these cultural products are based on comic books. Examples of this sort of guest, participating frequently with the convention circuit, include William Shatner, Bruce Campbell, and Norman Reedus. Comic conventions represent an opportunity for fans to interact with such individuals that may not be possible outside the event.[4]

Professionals at conventions

[edit]

Conventions provide a forum for fans to see first-hand and meet their favorite authors and artists. They also serve the interests of authors, editors, and other publishing professionals, providing opportunities for networking, promotion, and a convenient location for contract negotiations and other business meetings.

A number of cons include a category for "Attending Professionals": professionals who pay a (possibly reduced) price to enter but also get a special name badge that proclaims them to be professionals in the field.[citation needed]

During the early days of comic book conventions, there was little or no distinction made between the "pros" and the "fans". (After all, many professionals began as fans, and may still consider themselves fans; and more than a few fans have also worked professionally or semi-professionally in the field.) Nowadays, other than in the so-called "Artist Alleys", there is more of a caste system among professionals and enthusiasts.

Artist Alley

[edit]

Artist Alley is a fixture at most comic conventions. It is an area where creators display and sell their work (including original art), take commissions, sign autographs, and interact with fans. These areas may also include crafts, drawn art, self-published books or video, fanzines, and more.

Con suite

[edit]

At North American conventions, a hospitality suite is often provided as a room reserved for minor refreshments, quiet conversation, and a place to rest briefly. The refreshments typically include coffee, tea, juice or soda, and light meals appropriate for the time of day. Depending on local liquor distribution and liability laws, the suite may serve alcohol. At conventions in the rest of the world, the hotel or convention center bar typically offers the same social function. At conventions in the United Kingdom, the provision of cask ale is generally considered essential.

Cosplay

[edit]

Traditionally, conventions held a costume contest called a masquerade, where persons go on stage and compete for nominal prizes based on their skill in assembling and presenting genre-inspired outfits. This, however, would be more accurately labelled a "talent show" rather than the "fancy dress ball" that the term suggests (although British fandom sometimes uses the term "fancy dress").

From press coverage of comic book and anime conventions has arisen the widespread tendency of fans in general attendance at the con to dress as their favorite characters in elaborate costumes (known as cosplay) that are time-consuming and/or expensive to assemble.

Weapons policies

[edit]

At some conventions, attendees carry costume props that appear to be weapons. To forestall concerns about misuse of real weapons at such events, the security team "peace-bonds" anything that might look like a weapon.[102] (Peace-bonding is a conspicuous lock, tie, or mark which makes or identifies something unusable, such as a weapon, and shows that the owner's intentions are purely peaceful.)

The event's "weapons policy" may offer objective criteria to determine what looks like a weapon. For example, a weapons policy may require a peace-bond for anything that a reasonable person might recognize as a weapon from a short distance in dim light. Real weapons, if allowed, are disabled, secured, and marked. For example, bright orange zip ties may be used to hold a sword in a scabbard or to hold a pistol in a holster. Simulated or costume props may require conspicuous marks, such as bright ribbons or zip ties, to show that security has deemed them safe to be carried. Simulated weapons or props which can be used as a weapon may be disabled or secured in the way as real weapons. Peace-bonding helps security control the use or abuse of real weapons at a convention or other event: anything that looks like a weapon but which is not peace-bonded is immediately deemed to be suspicious.

Programming

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During panels at comic book conventions, the audience is sometimes invited to line up and ask questions using a dedicated microphone.

Panel-led discussions, or Panels, usually fill up the daytime hours of most conventions with typically one-hour discussions involving some pre-determined topic, usually related in at least some way to comics. Panels usually come in two segments: the host puts on a presentation or does an interview with a guest, and then the fans are asked to give questions. The topic scope for panels is varied and can include things from new releases to author spotlights.

There are also workshops, that are like panels but are more geared towards instructions through a major or specific task such as how to draw comics, or use industry-specific software. Another event at most comic book conventions include screenings of movies and TV shows that can last through the day.

Panel members (even professionals) are not customarily paid for their appearance, although many North-American conventions waive membership fees for program participants or rebate them after the convention.

Special events

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Some conventions feature award ceremonies, in which the best works and most notable individuals are recognized for their contributions to the field. [See Awards, below]

A convention may have one or more auctions. The Art Auction is an event where the most popular items from the art show are sold to the most interested buyers at the convention. Many conventions also have auctions for charities.

Evening entertainment often includes a combination of official and unofficial events, including formal invitational dinners, and fandom-themed room parties.

A few conventions and festivals have a closing ceremony to formally mark the end of the convention. Depending on the convention, this can be a major gathering of most of the membership, or it may be lightly attended or dispensed with entirely as members are occupied with packing up and checking out of the hotel.

Exhibits and fixed functions

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An exhibit hall or dealers' room is a popular feature at comic book conventions. Publishing companies, distributors, and other proprietors often arrive to exhibit and/or sell their newest products to fans. Wares can include back issues of comic books, graphic novels and trade paperbacks, manga and anime media, action figures, apparel or pre-made costumes, music CDs, software, decorations, toys, art books, specialty foods, and many more.

Many conventions have video rooms in which genre-related audiovisual presentations occur, typically commercial Hollywood movies, genre television show episodes, and anime. If there are multiple media rooms, each one may have themed content. Larger conventions may also have a genuine movie room, for presentation of actual movies on film instead of video.

Game rooms are also available at some conventions for attendees to play a variety of genre games, including collectible card games, role-playing games board games, and video games.

Thematic Areas

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A Fallout Cosplayer photographed at a Comic Con in a Fallout Themed area

Thematic areas are set up in the comics fairs where cosplayers and visitors can take photographs in an environment that imitates that of a specific comic, anime or video game or participate in various themed activities. These areas are set up by not for profit associations or sometimes by video game developers or Anime producers. Some examples of these areas are those dedicated to Star Wars, Fallout or to the Marvel Cinematic Universe.

Idiosyncrasy

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Many con-goers take pride in being interesting and unusual, and many conventions are idiosyncratic. Cons often have activities, running jokes, organizational methods, and other features that not only differentiate them from other cons but are often a point of pride. Most cons vary from the above outline in one or more important ways, and many have their own unique characteristics. Most cons will tend to evolve many of their own idiosyncrasies in this manner. To fans, these are often part of the charm each convention offers.[citation needed]

Awards

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Almost since their inception, comic book conventions have hosted comic awards. Two of the longest-running and most prestigious awards are the Eisner Award and the Harvey Award, both of which began in 1988 after the dissolution of the Kirby Awards. The Eisner Award has been presented at San Diego Comic-Con since 1988; while the Harvey Awards, also inaugurated in 1988 and after being presented at many different venues for much of their life, have been presented at the Baltimore Comic-Con since 2006. The following is a list of conventions and the award presentations they host (or formerly hosted):

Angoulême International Comics Festival (France)

  • Grand Prix de la ville d'Angoulême (1974–present) – formerly known as the "Alfreds" (1974–1988) and "Alph-Art Awards" (Prix Alph-Art) (1989–2003). In addition, the Angoulême festival presents a number of other awards called "The Official Awards of the International Comics Festival" (le Palmarès Officiel du Festival international de la bande dessinée). from a pool of 40–60 albums, called "official selections." From these are awarded the "Best Album" prize, five "Angoulême Essentials," one "Revelation Essential" (given to new talent), and one Essential chosen by the public. The Heritage Essential (for reprinted material) and Youth Essential are selected from separate nominee pools.

Baltimore Comic-Con (U.S.)

Barcelona International Comics Convention (Spain) – Gran Premi del Saló (1988–present)

Chicago Comicon (U.S.) – Harvey Award (1988)

Comics Fest India (India) – Kalpana Lok Awards (2010–present)

Dallas Fantasy Fair (U.S.) – Harvey Award (1989–1995)

East Coast Black Age of Comics Convention (U.S.) – Glyph Comics Awards (2006–present)

Festival de la BD francophone de Québec (Canada) – Prix Bédéis Causa (1988–present)

Forest City Comic Con (Canada) – Joe Shuster Awards (2015)

Heroes Convention (U.S.) – Inkwell Awards (2011–present)

International Comics Show of Erlangen (Germany) – Max & Moritz Prize (1984–present)

Lucca Comics & Games (Italy) – Gran Guinigi Award (1967–present)

MoCCA Festival (U.S.)

  • Harvey Award (2004–2005)
  • MoCCA Arts Festival Awards of Excellence (2012–present)

Pittsburgh Comicon (U.S.) – Harvey Award (2000–2002)

Salón Internacional del Cómic del Principado de Asturias (Spain) – Haxtur Award (1985–present)

San Diego Comic-Con (U.S.)

Small Press and Alternative Comics Expo (U.S.) – Day Prize/SPACE Prize (2001–present)

Small Press Expo (U.S.) – Ignatz Award (1997–present)

Strip Turnhout (Belgium) – Bronzen Adhemar (1972–present)

Supanova Pop Culture Expo (Australia) – Ledger Award (2005–present)

Toronto Comic Arts Festival (Canada) – Doug Wright Award (2005–present)

Toronto Comic Con (Canada) – Joe Shuster Awards (2005)

WonderCon (U.S.) – Harvey Award (1997–1999)

Defunct awards

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United States

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MoCCA Festival (2008–2009), and the Long Beach Comic Con (2010)

United Kingdom

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Italy

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Timeline of New York City comic book conventions

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New York City has had a checkered history with comic book conventions. It was the first U.S. city to host a convention (the 1964 "Tri-State Con"), but was poorly served for conventions from the late 1980s until the mid-to-late 1990s – despite both major mainstream comic publishers, DC Comics and Marvel Comics, being headquartered in New York during that time. Presently, New York is flush with comic book conventions, with at least five annual shows being produced. The following is a timeline of New York City comic book conventions.

Timeline of British comic book conventions

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England has hosted comic book conventions since 1968 (the British Comic Art Convention), but until the early 2000s had trouble sustaining any one recurring show. As of 2024, England is host to four long-running, large annual conventions – the MCM Comic Con London (est. 2002), the London Film and Comic Con (est. 2004), the Thought Bubble Festival (est. 2007), and The Lakes International Comic Art Festival (est. 2013).

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
A comic book convention, commonly known as a "comic-con," is an organized fan gathering centered on comic books, graphic novels, and broader pop culture elements such as films, television, video games, , and , where attendees interact with creators, participate in discussions, and engage in related activities like and merchandise shopping. These events trace their origins to the mid-20th century, with the first documented comic book convention held in in 1964, initially focused on comic enthusiasts buying, selling, and trading issues in a modest setting. Over time, conventions expanded to include programming such as artist panels, workshops, and previews of upcoming media, reflecting the growing intersection of comics with mainstream entertainment. International (SDCCI), founded in 1970 as a small gathering of about 100 participants, has become the most prominent example, drawing over 135,000 attendees in 2019 and recognized by as the world's largest convention of its kind. Comic book conventions feature expansive exhibit halls filled with vendors selling comics, collectibles, and apparel, alongside autograph sessions, costume contests, and industry panels that often announce major film and TV projects. They serve as vital hubs for fandom communities, fostering networking among writers, artists, and fans while promoting literacy and creative expression in sequential art. Economically, these events generate substantial local impacts; for instance, SDCCI contributes more than $160 million annually to the San Diego region through visitor spending on hotels, dining, and transportation. Today, hundreds of conventions occur worldwide each year, ranging from massive multi-day spectacles like New York Comic Con, which attracts over 200,000 visitors, to smaller regional gatherings that emphasize niche interests.

History

Early Origins

The emergence of comic book conventions in the 1960s drew heavily from the established model of science fiction conventions, such as the World Science Fiction Conventions (Worldcons), which had been gathering fans since the late 1930s to celebrate speculative literature, art, and media. These events provided a blueprint for organized fan meetups, including panel discussions, guest appearances, and informal networking, with early comic enthusiasts adapting the format to focus on sequential art and superhero narratives. For instance, the 1962 Chicon III Worldcon in Chicago featured displays of newspaper comics in its lobby, hinting at the growing overlap between sci-fi and comic fandoms. Pioneering figures in comic book fandom, including Jerry Bails—often called the "Father of Comic Book Fandom" for his academic approach to the medium—and Bhob Stewart, who launched the influential EC Fan-Addict fanzine in 1953, played crucial roles in fostering informal meetups through letter columns and amateur publications. These , such as Bails' (1961), connected isolated collectors and creators, emphasizing discussions of comics and the emerging Silver Age revival, which laid the groundwork for physical gatherings. Stewart's work, alongside contributions from fans like and Richard Lupoff, highlighted satirical and horror genres, driving a of mail-based exchanges that evolved into localized events. A key milestone was the "Alley Tally" event on March 21–22, 1964, organized by Bails at his Detroit-area home to collectively tally ballots for the inaugural Alley Awards, recognizing excellence in from the previous year. This gathering of about a dozen Midwestern and national fans marked one of the earliest comic-specific assemblies, blending award ceremonies with casual talks on production and industry trends, and demonstrating the viability of fan-led organization. The first dedicated comic book convention followed later that year on July 27, 1964, in , known as the New York Comicon or Tri-State Con, spearheaded by teenage fans including Bernie Bubnis. Held at the Union Meeting Hall with roughly 300 attendees, it featured guest artist Steve Ditko's sole convention appearance, panels on fanzine creation, and art displays, solidifying comics as a standalone pursuit distinct from broader sci-fi events.

Mid-Century Growth

The establishment of recurring comic book conventions in the mid-1960s marked a pivotal shift from isolated fan gatherings to structured, annual events that fostered community and commerce among enthusiasts. The first such recurring convention was the Triple Fan Fair, launched in July 1965 by comic pioneers Jerry Bails and Shel Dorf, along with collaborators like Carl Lundgren. Held at the Embassy Hotel in , this multigenre event—encompassing , , and film—drew a modest crowd of around 100 attendees in its inaugural year, focusing on panels, dealer tables, and a . Despite its small scale, the convention's annual format from 1965 to 1977 provided a model for sustainability, emphasizing fan interaction over one-off spectacles. By the late 1960s, the concept gained momentum on the East Coast with Phil Seuling's New York Comic Art Convention (NYCAC), which debuted on July 4, 1968, in . Organized by Seuling, a teacher and comic dealer, the event attracted approximately 300 attendees to the , featuring artist appearances, portfolio reviews, and a growing dealers' room that highlighted the burgeoning market for back issues. By 1970, attendance had swelled to over 1,000, solidifying NYCAC's influence on the regional scene and inspiring similar events across the Northeast through its blend of educational programming and commercial opportunities. Seuling's conventions not only boosted fan engagement but also laid groundwork for industry innovations, including his 1972 development of the direct market distribution system, which allowed publishers like Marvel and DC to sell comics straight to specialty retailers, bypassing traditional newsstands and fueling convention economies. The 1970s witnessed explosive growth in comic conventions, driven by rising fan interest and the direct market's expansion. On the West Coast, San Diego's Golden State Comic-Con—founded in March 1970 by Shel Dorf, Richard Alf, and Ken Krueger—began as a modest three-day event in the U.S. Grant Hotel basement, drawing about 300 attendees with comics-focused panels and film screenings. Renamed in 1973, it rapidly expanded, reaching approximately 5,000 attendees by 1980, as the event incorporated more guests of honor and programming that attracted nationwide participation. This growth paralleled the direct market's role in increasing comic availability, enabling conventions to serve as key hubs for sales and networking. Regional conventions further democratized access during this era, extending the phenomenon beyond coastal hubs. The inaugural Comicon, held July 22–23, 1972, at the Pick-Congress Hotel and organized by dealer Nancy Warner, drew around 2,000 fans for comics and collectibles exhibits, establishing a Midwest stronghold that evolved into an annual staple. Similarly, the Atlanta Fantasy Fair, launched August 22–24, 1975, at the Ramada Inn by a group of local fans, attracted about 500 attendees to its multigenre programming, including comics, , and art shows, and exemplified Southern expansion by blending regional interests with national trends. These events underscored the grassroots momentum of the , transforming comic conventions into vital cultural touchstones.

Commercial Expansion

In the 1980s, comic book conventions began transitioning toward more professionalized operations, with companies like Creation Entertainment expanding into multi-genre events that incorporated , television, and alongside starting in 1987. These shows, such as Creation's June 1987 convention at The Roosevelt Hotel in New York, broadened appeal by featuring guests from popular media franchises, marking a shift from purely comic-focused gatherings to hybrid entertainment experiences. Complementing this, Great Eastern Conventions emerged in 1987 to address gaps in East Coast coverage, organizing affordable, regionally accessible events that attracted budget-conscious fans and dealers in areas underserved by larger West Coast or Midwestern cons. The saw a parallel rise in support for and independent creators, counterbalancing growing with dedicated platforms for alternative voices. The Small Press Expo, launched in 1994 and holding its second event in 1995 at a in , provided a nonprofit space for indie publishers to exhibit and network, emphasizing creator-driven content over mainstream merchandising. Similarly, the Alternative Press Expo (), which gained prominence with its 1997 edition in , focused on self-publishers and alternative cartoonists, fostering a community for non-corporate through tabling and panels that highlighted underground and experimental works. By the 2000s, corporate dominance reshaped the landscape, with Wizard Entertainment leading national expansion through its chain of conventions. Originating from the Comicon's 1991 iteration at the O'Hare in , Wizard acquired and rebranded the event as Wizard World Chicago in 1996, using it as a model to proliferate similar shows across the U.S., reaching over a dozen annual events by the mid-decade. This growth sparked "con wars," particularly with competitors like Reed Exhibitions, which launched rival events such as the 2010 Chicago Comic & Entertainment Expo (C2E2) in Wizard's key markets, intensifying competition for venues, guests, and attendees through aggressive marketing and exclusive deals. The 2010s solidified conventions as major business enterprises, exemplified by San Diego Comic-Con's surge to 130,000 attendees in 2010, filling the San Diego Convention Center to capacity and generating substantial economic impact through direct spending on lodging and food. This era deepened integration with Hollywood, as studios leveraged the event for high-profile film and TV announcements, such as panels for upcoming blockbusters and series premieres, transforming panels into marketing spectacles that drew celebrity casts and exclusive footage. Revenue models evolved to include ticket sales, which formed a core income stream alongside vendor booth fees and licensing deals for official merchandise, enabling organizers to report annual revenues exceeding $15 million by mid-decade while sustaining large-scale operations.

Modern Transformations

The profoundly disrupted comic book conventions from 2020 to 2021, leading to widespread cancellations and a pivot to virtual formats. Major events like International (SDCC) were canceled in 2020, replaced by the free virtual Comic-Con@Home from July 23-25, featuring online panels and programming. Similarly, WonderCon Anaheim 2020 was postponed due to the outbreak and transitioned to a virtual edition with activities like contests and exclusive merchandise sales. In 2021, many conventions remained online-only, including WonderCon's second straight , which offered video panels and a digital exhibit floor to maintain fan engagement amid health restrictions. As in-person gatherings resumed in 2022, hybrid formats emerged, blending physical attendance with virtual elements, though turnout initially lagged behind pre-pandemic levels. For instance, (NYCC) 2022 drew approximately 200,000 attendees—about 77% of its pre-pandemic peak of 260,000 in 2019—reflecting a strong recovery influenced by easing restrictions. By 2023-2025, attendance rebounded strongly, with NYCC 2025 surpassing 250,000 visitors over four days at the , and 2025 attracting over 135,000 attendees, returning to full pre-pandemic capacity levels, signaling robust post-pandemic growth. Virtual and hybrid components, such as online panels, have persisted, enhancing global accessibility and allowing broader participation beyond physical venues. Diversity and inclusion efforts have intensified in recent years, with conventions prioritizing panels on underrepresented creators. At 2024, actress and comic writer discussed trans representation in during a session on the state of diversity in media. NYCC 2024 featured the Women of Marvel panel, offering advice to female creators entering the industry and highlighting opportunities for women in . This focus aligns with global expansion, as conventions proliferate in and ; Tokyo Comic Con, held annually at , is scheduled for December 5-7, 2025, attracting international guests and fans. In , SDCC licensed its first international event in Málaga, , from September 25-28, 2025, to foster pop culture communities and emerging talent. Projections for 2025 underscore conventions' role in a thriving global comic market, estimated at USD 19.05 billion, where events drive sales, networking, and cultural exchange. initiatives are also gaining traction, with eco-friendly practices like reduced waste and green venues becoming standard; for example, Comic Con 2025 incorporates recycling stations and low-carbon food options to minimize environmental impact. Similarly, Heroes Dutch Comic Con emphasizes responsible operations, including diversity promotion and waste reduction, to align with broader social and ecological goals.

Types and Formats

Commercial Conventions

Commercial conventions represent the dominant form of large-scale comic book events, operated as for-profit enterprises by specialized companies that prioritize broad entertainment appeal and industry promotion. These gatherings are typically multi-day affairs held in major convention centers, drawing over 100,000 attendees annually and expanding beyond comics to encompass media, gaming, and pop culture. Organizers such as ReedPop, which produces (NYCC) since its inception in 2006, and Fan Expo HQ, which manages a network of over 16 events across , exemplify this model by leveraging corporate infrastructure for high-volume operations. Prominent examples include (SDCC), which began in 1970 as a modest gathering of around 300 enthusiasts focused on and has evolved into a multimedia extravaganza attracting around 135,000 participants as of 2024. Held annually at the , SDCC now serves as a key platform for film studios, television networks, and publishers to unveil trailers, merchandise, and announcements. Similarly, Wizard World, originating from the acquisition of Chicago Comicon in 1996, expanded in the to host over 20 touring shows nationwide, emphasizing celebrity-driven programming before its conventions were sold to Fan Expo in 2021. From a business perspective, these conventions generate primarily through ticket sales, exhibitor booth fees—ranging from thousands to tens of thousands of dollars per space depending on size and location—and merchandise licensing. Celebrity appearances are a major draw, with conventions paying actors and creators upfront fees while sharing profits from autographs and photo opportunities, often netting stars six-figure sums per event. Partnerships with major publishers like Marvel and DC enhance profitability by enabling exclusive merchandise drops, such as limited-edition and collectibles available only at the show, which drive fan spending and booth traffic. For instance, DC has collaborated with toy manufacturers like for SDCC exclusives, boosting sales through on-site activations. Despite their scale and economic impact, commercial conventions face criticism for escalating costs that alienate dedicated fans, including badge prices exceeding $200 and hotel rates surging due to demand. exacerbates these issues, as seen at the 2019 SDCC where high attendee density led to long lines, limited access to panels, and strained facilities, prompting concerns from organizers about . Such challenges have fueled debates on whether the corporate focus prioritizes profit over community experience.

Independent Events

Independent events in the comic book convention landscape are typically organized by dedicated fans, non-profit organizations, or artist collectives, prioritizing and creator support over commercial gain. These gatherings often span one or two days in modest venues such as centers, libraries, or mid-sized halls, fostering an inclusive atmosphere with low —including free or nominal admission fees at many events to maximize for attendees and emerging creators. This volunteer-driven model emphasizes participation, contrasting with larger corporate productions by focusing on intimate interactions among fans and independents. Prominent examples include MoCCA Fest in , which originated in 2002 under the Museum of Comic and Cartoon Art and is now managed by the non-profit . Held annually as a two-day festival at the Metropolitan Pavilion, it draws over 7,000 attendees and spotlights independent comics through more than 400 artist tables, lectures, and exhibitions. Similarly, Thought Bubble in the began in 2007 as a single-day artist initiative sparked by creator Tula Lotay and has evolved into the nation's largest comics festival, featuring a two-day convention in with a strong emphasis on indie voices and over 600 exhibitors. Both events exemplify the sector's commitment to nurturing narratives outside mainstream publishers. These conventions provide crucial support for creators by offering affordable exhibiting opportunities, such as table fees around £200 for full setups at Thought Bubble or $550 for standard six-foot tables at MoCCA Fest—rates significantly lower than those at major commercial events. Programming often centers on practical guidance for independents, including panels and workshops on , production, and distribution strategies, enabling artists to connect directly with readers and peers. Such initiatives help democratize access to the industry, allowing hobbyists and small presses to gain visibility without prohibitive costs. Despite their vibrancy, independent events face persistent challenges from limited , largely derived from ticket sales, modest sponsorships, and volunteer contributions, which can result in irregular scheduling or scaled-back editions for some organizers. The post-2010s rise of platforms like has facilitated growth by enabling creators to finance projects that bolster these conventions' ecosystems, sustaining artist participation and event viability through community-backed initiatives.

Specialized Gatherings

Specialized comic book conventions cater to niche interests within the broader medium, such as specific subgenres like horror or webcomics, alternative styles, or demographics including LGBTQ+ communities and regional audiences, often attracting smaller but passionately engaged participants who seek in-depth exploration beyond mainstream events. These gatherings emphasize targeted programming, like panels on underrepresented creators or exhibits of international influences, fostering a sense of belonging in subcultures that may feel marginalized in larger, commercial settings. Prominent examples include Flame Con, launched in 2015 as the world's largest queer comic convention, which features expos, artist alleys, and discussions centered on LGBTQ+ themes in comics and entertainment. Another is the Small Press Expo (SPX), established in 1994 as a nonprofit showcase for independent and , graphic novels, and cartooning, drawing creators and fans to , for workshops and sales of non-mainstream works. Heroes Convention, held annually in Charlotte, , since 1982, blends with fantasy elements in a Southern U.S. context, offering artist alleys, signings, and programming that highlight regional talent alongside genre hybrids. The marked a notable rise in genre-specific events, driven by growing demand for focused content amid the expansion of and diverse creator voices, with hybrids like incorporating dedicated and comic panels to bridge and Western comics audiences. Post-2020, the accelerated virtual niches, such as online conventions exemplified by Lite in July 2020, which streamed panels and virtual exhibits to global participants unable to attend in person. These specialized gatherings provide unique benefits, including deeper immersion in subcultures through tailored discussions and exhibits, which enhance bonds and enable targeted networking for creators in areas like graphic novels and alternative storytelling. For instance, they facilitate direct connections between emerging artists and niche publishers, often leading to collaborations that might not occur in broader indie spaces.

Organization and Management

Planning Processes

The planning of a comic book convention begins with foundational decisions on theme, date, and venue, typically initiated 6 to 18 months in advance to allow for coordination and resource allocation. For major events like , preparations can start as early as two years prior to ensure availability of large venues such as convention centers and alignment with industry calendars. Budgeting during this phase encompasses expenses for facilities, , and , often drawing from sponsorships and ticket sales projections to cover costs that may exceed millions for high-attendance gatherings. Guest booking forms a critical early step, involving negotiations with talent agencies such as WME or CAA to secure comic creators, actors, and celebrities. Contracts outline appearance fees, which range from $5,000 to $50,000 per guest for mid-tier talent, though top stars can command $35,000 to $250,000 or more, plus provisions for travel, accommodations, and panel participation. These agreements also specify per-item charges for autographs and photos, with conventions retaining a portion while reimbursing the guest's , ensuring mutual financial viability. Vendor and sponsor coordination follows, with applications opening months ahead for booth spaces that range from $200 for artist alley tables to $2,000 for premium exhibitor setups. Publishers and brands partner for exclusive panels and exhibits, submitting proposals that align with the convention's theme to secure promotional slots. This process prioritizes diversity in offerings, from merchandise to interactive displays, to attract or more attendees. Risk management is integrated throughout planning, requiring comprehensive policies for general liability covering crowds of +, with premiums tailored to event scale and location. Post-2020, contingencies have been enhanced to address crises, including vaccination protocols, masking requirements, and cancellation clauses informed by disruptions, alongside preparations for weather-related issues through backup venues and communication plans. As of 2025, SDCC recommends but does not require vaccination or masking, reflecting eased protocols from earlier years.

Staffing and Operations

Comic book conventions depend on a mix of paid professional staff and volunteers to execute daily operations, with volunteers often forming the backbone of on-site support. Major events like San Diego Comic-Con International (SDCC) and (NYCC) utilize thousands of volunteers per event, who handle essential tasks in exchange for complimentary badges and access perks, while paid staff oversee critical functions like and compliance. At NYCC, crew members—many of whom start as volunteers—assist with exhibitor support, guest services, and fan interactions, sometimes receiving compensation for their shifts. Common volunteer roles include registration desk attendants who process badges and tickets, personnel who monitor entry points and enforce policies, and panel moderators who facilitate discussions with guests and professionals. Leadership roles ensure smooth coordination, with the convention chair providing overall oversight of programming, budgeting, and stakeholder relations, while the operations director manages technical aspects such as setups, venue logistics, and real-time issue resolution. For crowd control at high-attendance events like NYCC, which draws over 200,000 visitors across four days, staff and volunteers receive training in queue management, signage deployment, and emergency response to handle average daily attendance exceeding 60,000. Operational efficiency is supported by digital tools, including badge scanning systems for secure access and attendee tracking, as well as mobile apps like Sched that allow users to build personalized schedules, view maps, and receive real-time updates. Post-, conventions implemented health protocols such as mandatory masking indoors and proof of or negative tests; for instance, SDCC in 2022 required face coverings at all times and verification of status within 72 hours of entry. Challenges in staffing include volunteer burnout from long hours and high-pressure environments, leading to issues like fatigue and inconsistent attendance, which some conventions address by offering incentives or shifting toward paid roles. In the 2020s, debates over labor classifications have prompted discussions on compensating volunteers at for-profit events to comply with federal wage laws, though widespread remains limited to related comic industry sectors rather than convention operations directly.

Convention Activities

Guests and Professionals

Comic book conventions feature a diverse array of invited guests, primarily consisting of writers, artists, and other comic creators, alongside celebrities such as actors from film and television adaptations of comic properties. Prominent examples include writer , who served as a guest of honor at International in 2007, drawing large crowds for panels and signings. Celebrities like and , known for roles in adaptations, have appeared at events such as to engage with fans on related properties. These guests often receive honorariums ranging from $5,000 to hundreds of thousands of dollars, depending on their prominence and the event's scale, along with perks like covered travel, lodging, and meals to facilitate their participation. Professional activities at these conventions center on direct fan interactions, including autograph signings, commissioned sketches, and portfolio reviews for emerging creators. Writers and artists typically offer sketches priced between $20 and $50 for simple headshots, scaling up to $100 or more for detailed full-figure pieces, allowing attendees to obtain personalized artwork during the event. Portfolio reviews provide aspiring professionals with feedback from editors and established creators; for instance, at , artists present 6-10 sequential pages in a clean format, accompanied by business cards and leave-behinds, to demonstrate narrative skills and consistency. These sessions emphasize professionalism, with reviewers focusing on polished work while advising against including unfinished pieces or offering excuses during critiques. A key venue for professionals, particularly independent creators, is Artist Alley, a dedicated section with hundreds of tables where artists sell prints, books, and accept on-site commissions. At major events like , this area hosts 200 to 500 tables, enabling direct sales and interactions without the higher costs of main exhibitor booths. Commission etiquette in Artist Alley typically requires upfront payment and respects artists' time, with many enforcing policies against free sketches to maintain fair compensation and prevent exploitation. The presence of guests fosters significant networking opportunities, often leading to publishing deals and collaborations for attendees and creators alike. Events like Comic-Con International's Comic Creator Connection pair writers and artists in one-on-one sessions, resulting in partnerships that advance careers in the industry. Historically, conventions in the 2000s shifted from comics-focused guests to a multimedia emphasis, incorporating actors and creators from film adaptations to broaden appeal amid the rise of superhero cinema. This evolution, evident by the mid-2000s at events like San Diego Comic-Con, transformed gatherings into hybrid pop culture spectacles while retaining core comic professional engagements.

Programming and Events

Programming at comic book conventions centers on structured sessions that engage attendees with industry insights, creative discussions, and exclusive reveals. These events typically feature panels moderated by hosts, where creators, publishers, and professionals discuss topics ranging from techniques to upcoming projects. Panels often last 45 to 60 minutes, allowing time for presentations followed by audience questions. A common format is the question-and-answer session with comic creators, focusing on their work processes or future directions in the medium. For instance, panels might explore "The Future of Comics" through debates on digital versus print formats or character development trends. Publisher announcements form another key element, where companies unveil new series, covers, or adaptations; examples include Lucasfilm's reveals of Star Wars novels and comics at . Special events enhance the programming lineup, such as auctions of original artwork that attract collectors and fans. , for example, displayed the original cover to #1 by at in 2016 as a preview for an upcoming auction, which later sold for $191,200. Awards ceremonies also integrate into the schedule, with the Comic Industry Awards serving as a highlight since their first presentation at the convention in 1988 and full administration by Comic-Con International from 1991 onward. Conventions schedule hundreds of panels across three to four days, often running simultaneously in multiple venues to accommodate diverse interests. High-demand sessions, such as those from major publishers like Marvel, frequently employ lotteries or advance reservations to manage attendance, as seen in past systems before shifting to first-come, first-served models. Following the 2020 pandemic, many conventions adapted by incorporating virtual panels, streamed on platforms like for global access. New York Comic Con's 2020 Metaverse edition, for example, made panels available worldwide, boosting participation beyond physical limits and enhancing inclusivity for international fans. This hybrid approach has persisted, allowing broader engagement with programming.

Exhibits and Community Spaces

Vendor halls form the commercial core of comic book conventions, hosting hundreds of booths where attendees can purchase comics, collectibles, toys, apparel, and other merchandise. These spaces are typically organized in a grid layout with wide aisles to accommodate heavy foot traffic and facilitate navigation, often spanning hundreds of thousands of square feet in major events like (SDCC). At SDCC 2019, the exhibit hall featured a vast array of vendors, contributing to a direct attendee spend of approximately $88 million across the event. Exhibits within these halls often include prominent publisher booths that showcase upcoming releases, exclusive merchandise, and preview materials to generate buzz. For instance, DC Comics regularly offers convention-exclusive variant covers and limited-edition items at their booth, such as special editions of Absolute Batman #1 and Absolute Superman #1 with unique artwork by artists like during SDCC 2025. Additionally, museum-like displays highlight rare and historic comic books, drawing collectors to view high-value items like early brand emblem editions from the or graded copies of classic issues. Community spaces provide essential areas for rest and interaction amid the convention's intensity. Con suites, or hospitality suites, offer badge holders complimentary light snacks, beverages, and seating for informal networking and relaxation; at SDCC, the suite at the Marriott Marquis operates daily from afternoon until midnight, serving as a respite with items like chips, candy, and sodas. In response to growing awareness of needs, many conventions introduced quiet rooms in the to support neurodiverse attendees seeking low-stimulation environments, with examples including dedicated spaces at events like Comic Con by 2019 and New York Comic Con's Room 1A05 for anxiety relief. The economic dynamics of these areas emphasize attendee spending, with averages around $600–$700 per person at large conventions like SDCC, covering merchandise, exclusives, and on-site purchases. Following the , conventions prioritized options, such as NFC-enabled cards and mobile apps, to enhance safety and speed, aligning with a broader 65% consumer preference for such methods in in-person transactions by 2021.

Cosplay and Interactive Elements

Cosplay, short for "costume play," refers to the practice of fans dressing up as characters from s, graphic novels, , video games, and other pop culture media, often involving elaborate costumes, accessories, and makeup to embody these fictional figures. This participatory art form allows attendees to immerse themselves in the worlds of their favorite stories, fostering a sense of community and creativity at comic book conventions. While the roots of fan costuming trace back to the 1930s conventions, such as the first in 1939 where wore a futuristic outfit inspired by , as a formalized activity gained prominence in comic book conventions during the and . Events like , starting in 1970, helped popularize it in the West, blending influences from Japanese conventions where the term "" was coined in 1984 by Nobuyuki Takahashi to describe costume-based performance. By the 1990s, had become a staple, with dedicated contests emerging to showcase craftsmanship and accuracy. Cosplay contests at major conventions typically feature categories that reward different aspects of the hobby, such as beginner, intermediate, advanced, and kids divisions, alongside specific awards for craftsmanship (focusing on construction techniques and materials) and performance (emphasizing skits or character portrayal). For instance, at events like Rose City Comic Con, entrants are judged on originality, detail, and adherence to character lore, with prizes often including , badges for future attendance, or professional recognition. These competitions encourage skill-building and innovation, drawing participants from diverse backgrounds. To ensure safety and inclusivity, conventions enforce strict policies on cosplay props and interactions. At , no functional or sharp-edged are permitted; replica projectiles must be rendered inoperable, swords must be tethered to prevent drawing, and all props undergo inspection or "peace bonding" to secure them safely. These rules align with state and federal laws, prohibiting anything that could be mistaken for a real . Regarding , guidelines emphasizing " is not consent" have been widely adopted in the to prevent , requiring explicit permission before taking photos or approaching cosplayers, and prohibiting zoomed-in shots of body parts without agreement. Conventions like explicitly state that touching costumes or individuals requires prior approval, with violations leading to ejection. Interactive elements enhance the cosplay experience, turning passive admiration into communal engagement through photo opportunities, group poses, and large-scale parades. At , cosplay parades feature thousands of participants marching through the , creating vibrant spectacles that highlight elaborate designs and draw crowds for impromptu photoshoots. Post-2020, some events have integrated (AR) apps to amplify interactivity; for example, at MCM Comic Con in 2022, eBay offered an AR photo booth experience where attendees could pose to generate personalized trading cards featuring AR-created avatars in comic-inspired styles like or retro. Culturally, plays a pivotal role in convention dynamics by boosting attendee engagement and attendance, with surveys indicating that 35% of Comic-Con visitors cite it as a primary draw, contributing to overall crowds exceeding 250,000 at events like in 2025. It promotes diversity through trends toward inclusive sizing and representation; by 2025, the cosplay costume market has expanded to offer adaptive designs for plus-size, disabled, and gender-fluid participants, with panels at conventions like Comic-Con addressing equity in character portrayal. This evolution fosters broader participation, emphasizing and cultural reclamation in spaces.

Awards and Recognition

Major Industry Awards

The Will Eisner Comic Industry Awards, widely regarded as the preeminent honors in the comics field, have been presented annually at since 1991. Established in 1988 following the end of the Kirby Awards and named for influential cartoonist , the first ceremony recognized works published in 1987. A panel of six judges, including creators, critics, retailers, librarians, scholars, and Comic-Con representatives, selects up to four nominees per category from submissions of U.S.-distributed works published between January 1 and December 31 of the prior year. Winners are then chosen through online voting by an extensive pool of comics professionals, such as creators, editors, publishers, educators, and retailers. Categories encompass over 30 areas, including Best Writer—for instance, the 2024 recipient was for Roaming ()—as well as Best Limited Series, Best Penciller/Inker, and Hall of Fame inductions. The gala ceremony, held on a Friday evening at the Hilton Bayfront and open to all convention badge holders, features live presentations that amplify the awards' prestige and often propel winners' careers through greater industry recognition. The , dedicated to independent and , have been conferred at the Small Press Expo (SPX) since 1997. Inspired by the brick-throwing mouse Ignatz from George Herriman's , the awards take the form of brick-shaped trophies, emblematic of the bold, boundary-pushing nature of indie work. A of cartoonists, critics, and professionals nominates entries in categories such as Outstanding Artist, Outstanding Comic, Outstanding , Outstanding Minicomic, Promising New Talent, and Outstanding or Collection. Voting occurs on-site by SPX attendees during the event, emphasizing community input and accessibility for self-publishers and mini-comic creators. These honors spotlight innovative, non-mainstream contributions, providing crucial validation that can enhance creators' opportunities in a competitive field. On the international stage, the Prize, integrated into 's longstanding comics gathering since its inception in 1972, represents a cornerstone of global recognition. Key awards include the Fauve d'Or, awarded for the best album published in the prior year, and the Grand Prix de la Ville d'Angoulême, a lifetime achievement honor voted on by professional authors since 2014. Juries of experts select nominees from French and international submissions, with ceremonies held amid the festival's exhibitions and events, drawing over 200,000 visitors annually as of 2024. These prizes elevate recipients' profiles worldwide, fostering cross-cultural exchange and often leading to expanded publication deals, though the festival faces boycotts for the 2026 edition over organizational controversies. Securing these major awards enhances professional trajectories by increasing visibility among fans, retailers, and publishers, with nominee and winner lists functioning as influential buying guides that drive sales growth.

Regional and Defunct Honors

In the United States, the Inkpot Awards, established in 1974 by Comic-Con International at , serve as honorary recognitions for lifetime contributions to comics, , , and related fields, often presented to convention guests and professionals. These awards continue to highlight local and industry ties, presented annually at the convention as of 2025. The originated with strong convention connections, debuting in 1988 at the Chicago Comicon as a peer-judged honor for excellence in , named after . Initially presented at various U.S. conventions including the Fantasy Fair and , they evolved into an independent entity by the late 1980s but retained ceremonial ties to events like , where the 2025 ceremony was held. In the , the , launched in 1977 as fan-voted honors for published the prior year, were a cornerstone of the UK Comic Art Convention (UKCAC), recognizing categories like favorite writer, artist, and series. Running annually until 1996 with brief revivals in 1999 and 2000, the awards persisted at other venues post-UKCAC's closure but concluded after the 2014 ceremony, following a rename to True Believer Comic Awards that year, due to organizational struggles and declining prestige from shifting convention partnerships. The National Comics Awards, active from 1997 to 2003, filled a similar niche with categories for British creators and publications, often held at the Comic Festival, but ended amid the early 2000s consolidation of UK comic events. Regionally in Italy, the Premio Micheluzzi, awarded since 1998 at Napoli Comicon, honors Italian comic works and creators in categories like best and series, named after artist Attilio Micheluzzi to celebrate national talent. This ongoing regional award emphasizes local production and remains integral to the convention's cultural focus, with 2025 winners including for Quando muori resta a me. Similarly, the Award, presented at from 1970 to 1992, recognized international and Italian comic achievements before a hiatus; it was revived in modified form from 1994 to 2005 and continues today as a prestige honor for lifetime mastery and annual excellence, with 2025 recipients including for lifetime achievement and Jung Ji-hoon for Comic of the Year. (Note: While primary sources confirm continuity, the original 1970s-1990s iteration provided key historical context for convention-based recognition.) The decline of several defunct honors, such as the Eagle and National awards, stemmed from logistical challenges including the cessation of host conventions like UKCAC in the and partnership disputes at events like MCM Expo by 2012, compounded by industry consolidation that favored broader awards. This overlap with global recognitions reduced the need for localized ceremonies in the post-2000s era.

Cultural and Economic Impact

Fandom and Industry Influence

Comic book conventions serve as essential social hubs that cultivate deep, enduring connections among fans, transforming isolated enthusiasts into vibrant communities bound by shared passions. These gatherings enable attendees to engage directly with like-minded individuals, participate in discussions, and form networks that often lead to lifelong involvement in comic book culture. For instance, has historically emphasized fan unity, allowing participants to bond over their love for in ways that predate heavy Hollywood involvement. The communal atmosphere of in-person conventions contrasts sharply with the sometimes divisive nature of online fandom, offering a restorative space for positive interactions that extend digitally post-event. Attendees often carry the energy of these meetups into , where discussions and shared experiences amplify engagement, further strengthening virtual communities. This blend of physical and online elements has solidified conventions as catalysts for sustained . Within the industry, comic book conventions drive key developments, including deal-making and the launch of new series that reshape publishing landscapes. Publishers like frequently use these events to announce upcoming titles, leveraging the concentrated audience of professionals and fans to generate buzz and secure partnerships. For example, has hosted major reveals at , contributing to the company's role as a powerhouse for creator-owned works since its 1992 founding. Additionally, fan panels provide direct channels for audience input, enabling creators to gauge reactions and incorporate feedback that informs subsequent story arcs and character developments. Conventions have significantly advanced the cultural dissemination of comics, accelerating their transition from niche interest to mainstream phenomenon, particularly through 2000s crossovers with film adaptations. Events like became premier venues for studios to unveil trailers, drawing broader audiences and embedding comic narratives into global pop culture; films such as those in the [Marvel Cinematic Universe](/page/Marvel_Cinematic Universe) owe much of their early hype to convention premieres. In the , these gatherings have championed diversity initiatives, spotlighting BIPOC creators through dedicated panels and exhibits that promote inclusive and challenge traditional industry norms. For Black comic creators and cosplayers, such platforms have been crucial for gaining visibility and advocating for representation, as seen in ongoing efforts at to address inclusivity barriers.

Economic and Social Significance

Comic book conventions exert a substantial economic influence on host cities and the broader sector. Major events, such as , generated a regional economic impact of $161.1 million in 2024 through visitor spending on lodging, dining, transportation, and retail, surpassing all other conventions at the . Similarly, New York Comic-Con contributed an estimated $35 million to New York City's economy in 2025, highlighting how these gatherings drive and local business revenue. The global comic-con market, valued at $846.3 million in 2025, is projected to reach $1,500 million by 2035, reflecting sustained growth tied to expanding pop culture demand. These conventions also foster significant job creation, particularly in temporary and seasonal roles across , , event staffing, and services. For instance, New York Comic-Con supported jobs in areas including transportation and retail in 2024. San Diego Comic-Con similarly boosts employment in areas like engineering, concessions, and stage production, generating thousands of opportunities that enhance local workforce participation during peak event periods. Independent artists and participating in artist alleys or exhibit halls often net earnings over a convention weekend, providing a vital income stream for creators in the . On the social front, conventions promote inclusivity through targeted measures and support programs. Events like offer on-site services including ramps, reserved seating for individuals with disabilities, interpretation, and companion accommodations to ensure broader participation. Following the , initiatives such as the ReedPop MCM Scholarship for Aspiring Creatives, launched in 2024, provide financial aid including free entry, travel stipends, and professional networking to underrepresented artists in and gaming. However, challenges persist, including reports of —such as unwanted of cosplayers—and gatekeeping behaviors that alienate newcomers, prompting conventions to enforce stricter anti- policies. Looking ahead, conventions are evolving with sustainable practices and hybrid formats to address environmental and accessibility concerns. Post-2020 adaptations included hybrid models during the that temporarily lowered travel barriers and expanded global reach for some attendees, though major events like have since returned to primarily in-person formats. Efforts toward include waste reduction and eco-friendly vendor guidelines at major events, aligning with broader industry pushes for lower carbon footprints.

References

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