The Case of the American Comic Book Market

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The Case of the American Comic Book Market Digital disruption in the creative industries: the case of the American comic book market Wojciech Hardy Faculty of Economic Sciences, University of Warsaw Supervisor: dr hab. Katarzyna Śledziewska Warsaw May 19, 2019 Acknowledgements I would like to thank Katarzyna Śledziewska and Renata Włoch for helping me steer this thesis towards new and exciting areas, while also suggesting how to improve it and for supporting my work. Additional thanks go to Joanna Mazur, Joanna Siwińska-Gorzelak and the participants of the DELab UW internal seminars and conferences where this research was presented, for all the valuable comments and curiosity that pushed me to dig deeper into the researched topics. Last, but definitely not least, I would like to thank my supportive friends and family; my beloved wife who has greatly supported me throughout the process of writing this thesis and who has patiently reviewed all the graphs that I have shown her over the past few years; and my 3-year-old son who has been there to lift my spirits and to help me take my mind off the study when I needed it most. 2 Abstract Digital disruption toppled or transformed most of the incumbent business models in the creative industries. The American comic book market faced the same processes driven by digitalisation that disrupted music and audio-visual industries. Yet, the traditional distribution channels and print formats of the comic book market continued to grow even when new digital formats and intermediaries emerged. This thesis analyses and describes the processes that allowed for this unique development. It first describes digitalisation and the ways it led to disruption of incumbent business models. Afterwards, the thesis provides an overview of how creative industries changed in the XXI century in the presence of digital intermediaries and online piracy. The issue of piracy is then elaborated upon with a rigorous literature review of the available empirical evidence. Finally, the American comic book market and its recent changes is for the first time described in a comprehensive and thorough manner. To achieve this task, data is collected from numerous sources and collated to achieve new conclusions and insight. New panel survey data is presented and used to provide empirical validation of several of the concepts related to digitalisation in the comic book industry, such as the willingness to pay for digital formats and the impact of comic book piracy. The results of the thesis highlight several key points. The American comic book market did evidence the processes that triggered disruption in other creative industries. However, simultaneously, the market was affected by three large developments. First, the comic book audience expanded to numerous diverse and casual readers, with the expansion largely driven by popularisation from comics-based media (cinema blockbusters) and an easier access to diverse stories brought by online retailers. Second, the digital formats have so far been considered as inferior by the incumbent audience – mainly due to their lack of collecting value combined with high prices. As such, the print reading audience is more likely to turn to the free piracy than to the officially released digital formats. Third, the comic book publishers shifted their strategies to cater more to the new readers as well as to collectors who place additional value in the variant comics covers. These three changes allowed the American comic book market to prosper even in terms of print sales and the number of comic book stores. Yet, the current actions of the digital intermediaries, the unsustainability of the comic book publishers’ strategies and the theory of disruptive innovation suggest that the disruption might have been delayed rather than avoided. Likely, the comic book issue market will soon reverse its growth trend and decrease to a base level defined by the stable popularity of some of the top comic book storylines. These results provide insight into the interaction between piracy, digital formats and traditional distribution as well as contribute to the existing knowledge on the workings of the American comic book market. 3 Streszczenie Cyfrowa rewolucja wyparła lub przekształciła dotychczasowe modele biznesowe w sektorze kreatywnym. Te same procesy, które zburzyły równowagę na rynkach muzycznym i audiowizualnym, zaszły także na rynku komiksu amerykańskiego. Mimo tego, tradycyjne kanały dystrybucji oraz formaty drukowane na tym rynku kontynuowały swój wzrost nawet gdy pojawiły się formaty cyfrowe i internetowi pośrednicy. Ta praca analizuje i opisuje procesy, które pozwoliły na ten jak dotąd niezaobserwowany rozwój. W pierwszym kroku praca opisuje procesy cyfryzacji i sposoby w które doprowadziły do zaburzenia dotychczasowych modeli biznesowych. Następnie, praca omawia zmiany, które zaszły w sektorze kreatywnym w XXI wieku w obliczu cyfrowych pośredników oraz piractwa internetowego. Zjawisko piractwa jest rozpatrzone dogłębnie w rygorystycznym przeglądzie literatury empirycznej. Wreszcie, rynek komiksu amerykańskiego oraz zmiany które na nim zaszły jest po raz pierwszy omówiony w sposób wyczerpujący i dogłębny. By to osiągnąć, dane z wielu źródeł zostają zebrane i połączone w celu wyciągnięcia nowych wniosków i wiedzy. Zostaje zaprezentowane nowe badanie panelowe, a jego wyniki wykorzystane do empirycznej weryfikacji koncepcji związanych z cyfryzacją na rynku komiksu (m.in. skłonność do zapłaty za formaty cyfrowe oraz wpływ piractwa internetowego na sprzedaż). Wyniki pracy dostarczają kilku wniosków. Rynek komiksu amerykańskiego przeszedł zmiany, które w większości sektora kreatywnego zaburzyły poprzednie modeli biznesowych. Jednocześnie jednak, rynek komiksu przeszedł trzy unikalne dla niego i znaczące zmiany. Po pierwsze, grupa czytelników komiksów rozszerzyła się obejmując bardziej zróżnicowanych czytelników, oraz tych czytających dorywczo. Zmiana ta była głównie kierowana popularyzacją ze strony mediów opartych na komiksach (np. hitów kinowych) oraz łatwiejszym dostępem do bardziej zróżnicowanych historii umożliwionym przez sklepy internetowe. Po drugie, cyfrowe formaty są w znacznym stopniu uważane za podrzędne przez dotychczasowych czytelników komiksów. Wynika to głównie z braku wartości kolekcjonerskiej cyfrowych formatów oraz ich zbyt wysokich cen. W rezultacie, czytelnicy komiksów papierowych częściej sięgają po darmowe kopie pirackie niż po oficjalnie wydane egzemplarze cyfrowe. Po trzecie, wydawcy komiksów przekształcili swoje strategie wydawnicze by dopasować tytuły do nowych grup czytelników oraz kolekcjonerów przykładających wagę do unikalnych wariantów okładkowych. Te trzy zmiany na rynku pozwoliły komiksowi amerykańskiemu rosnąć nawet pod względem sprzedaży papierowej oraz liczby sklepów z komiksami. Z drugiej strony, obecne działania pośredników cyfrowych, brak możliwości utrzymania nowych strategii wydawniczych oraz teoria przełomowej innowacji sugerują, że negatywne skutki cyfryzacji mogły zostać opóźnione – nie zaś uniknięte. Z dużym prawdopodobieństwem, rynek zeszytów komiksowych wkrótce przestanie rosnąć i zamiast tego spadnie do niższego, trwałego poziomu sprzedaży napędzanego stabilną popularnością najbardziej znanych postaci komiksowych. Wyniki te dostarczają nowej wiedzy o interakcji pomiędzy piractwem, cyfrowymi formatami i tradycyjnymi kanałami sprzedaży, dostarczają wniosków dla innych rynków kreatywnych oraz uzupełniają wiedzę o rozwoju rynku komiksu amerykańskiego. 4 Table of Contents Abstract ................................................................................................................................................... 3 Streszczenie ............................................................................................................................................. 4 Introduction ............................................................................................................................................. 7 Chapter I: Digital disruption .................................................................................................................. 14 I.1. Information goes digital .............................................................................................................. 15 I.2. Getting small, getting mobile, getting connected ....................................................................... 17 I.3. The platform, the reseller and the algorithm .............................................................................. 18 I.3.1. Network effects, matching and user experience ................................................................. 19 I.3.2. Unbundling, market aggregation and homing ..................................................................... 20 I.3.3. Openness, complementarity and moderation ..................................................................... 21 I.3.4. Lock-in .................................................................................................................................. 22 I.4. Consumption growth, Culture 3.0 and the long tails .................................................................. 25 I.5. Digital disruption – summary ...................................................................................................... 29 Chapter II: Creative industries and the competition with piracy .......................................................... 31 II.1. Pre-Napster era .........................................................................................................................
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