Friday, September 22, 2017

Cosplay Is No Child's Play


Guess what people are spending $399 for this weekend. It's not a new phone but a chance to attend three days at Wizard World Comic-Con;  to meet and get an autograph from Spider-Man's creator, Stan Lee; and to pick up a gift bag.

     I used to tell bored students to use their imaginations to turn doodles into money-making characters like Snoopy and Hello Kitty. With all the emphasis on equipping students for future careers involving STEM (science, technology, engineering, and math), every so often it's wise to step back and encourage students who'd prefer to make their way in the arts or to combine their interests in the arts and STEM subjects. After all, some comic book characters exist because radiation, lab accidents, and Iron Man's implant gave them superpowers. And drawing and coloring often now is done on a computer instead of by hand.

     The cosplay idea that combines costumes and play grew out of science fiction conventions. In 1984, Nobuyuki Takahashi coined the cosoplay term which now applies to those who wear costumes representing characters in Japanese anime and manga or characters in cartoons, books, comic books, action films, TV series, and video games. Although people who come to today's Comic-Con conventions around the world still make their own costumes, manufacturers also produce costumes, as well as wigs, body paint, contact lenses, costume jewelry, and prop weapons, for sale.

     If you think about all the revenue generated by and for those who produce and sell cartoons and comic books, films, TV shows, books, and video games, you get an idea of the major global market open to creative students. As I learned from a student who is taking a comic book course in college, there also is a market for those who teach about these "playful" subjects.

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