New York City Comic Convention did not try to sweep that fact under the rug.
Tuesday, February 27, 2007 6:45:42 AM
Digital age plays villain, hero in future of comics
reporter's notebook NEW YORK--We live in a digital world, and the New York City Comic Convention did not try to sweep that fact under the rug.
NYC ComicCon, which took over Manhattan's Jacob K. Javits Convention Center from Friday through Sunday, was loaded with plenty of new-media alternatives to traditional comics: mobile products from comic site GoComics, DVDs packed with classic Marvel serials, and video games galore. Compared with the high-definition screens and surround-sound effects, boxes of comic books in protective plastic sleeves--supposedly the central focus of the convention--came across as somewhat quaint.
It raised the question of whether the practice of collecting and reading comics stands a chance in an age in which the younger generation has so much else to choose from.
The comic industry, after all, is a mature one--most of the NYC ComicCon attendees perusing the classic comic books and tie-in toys were clearly grown-ups. I stopped to speak with two thirty-something men who were ogling a display of Marvel superhero figurines and asked them which they were interested in. "The little ones," one of them said. "We both have kids now." But the majority of under-18s (under-25s, even) at ComicCon focused their attention elsewhere.
Read more news here : Digital age plays villain, hero in future of comics
reporter's notebook NEW YORK--We live in a digital world, and the New York City Comic Convention did not try to sweep that fact under the rug.
NYC ComicCon, which took over Manhattan's Jacob K. Javits Convention Center from Friday through Sunday, was loaded with plenty of new-media alternatives to traditional comics: mobile products from comic site GoComics, DVDs packed with classic Marvel serials, and video games galore. Compared with the high-definition screens and surround-sound effects, boxes of comic books in protective plastic sleeves--supposedly the central focus of the convention--came across as somewhat quaint.
It raised the question of whether the practice of collecting and reading comics stands a chance in an age in which the younger generation has so much else to choose from.
The comic industry, after all, is a mature one--most of the NYC ComicCon attendees perusing the classic comic books and tie-in toys were clearly grown-ups. I stopped to speak with two thirty-something men who were ogling a display of Marvel superhero figurines and asked them which they were interested in. "The little ones," one of them said. "We both have kids now." But the majority of under-18s (under-25s, even) at ComicCon focused their attention elsewhere.
Read more news here : Digital age plays villain, hero in future of comics




