Scrolling, Swiping, Selling – Study Notes on Webtoons & Data-Driven Participatory Culture

Introduction – Contemporary Comic Fandom, Transmedia Boom

  • Comic-book worlds increasingly remediated into TV, games, film
    • Example: Avengers:EndgameAvengers{:} Endgame (2019) grossed 2.8  billion  USD\approx 2.8\;\text{billion\;USD}, highest box-office (Whitten 2019)
  • Offline fan events flourishing
    • Tokyo Comiket → >500{,}000 visitors per edition, focus on doujinshi (fan manga)
    • ±50 Dutch comic/ anime conventions (Amsterdam Comic Con, Dutch Comic Con, etc.)
  • Online surge: DeviantArt, SmackJeeves, Webtoon + crowdfunding via Kickstarter, Patreon → fans as investors/ co-creators
  • Shift from siloed “texts” toward complex socio-technical systems; active audience now performs creative & financial roles

Comics vs. Fan Studies – Disciplinary Gap & Need for Integration

  • Comic studies → textual/ medium-centric analysis
  • Fan studies → reception, remix, subculture focus
  • New media blur producer/consumer divide → emergence of “prosumer” (Toffler 1989); “produsage” (Bruns 2008)
  • Interdisciplinary Media Studies advocated
    • Collaborative, systemic, data-aware methodology
    • Move beyond broadcast metaphors → study experiences, platforms, business models

Platformization of Fandom – Core Concepts & Theories

  • Definition of platform (van Dijck 2013; Gillespie 2018)
    • Socio-technical assemblage; mediator + gatekeeper
  • Platformization
    • Helmond 2015: rise of platform as dominant infrastructural & economic model
    • Nieborg et al. 2019: penetration of platforms into all media sectors, creating “winner-take-all” two-sided markets
  • Data as central commodity
    • Personalized ads, third-party sales, tracking
    • Leads to terms: “platform economy” (Steinberg 2019), “platform capitalism” (Srnicek 2016), “surveillance capitalism” (Zuboff 2019)
  • Algorithmic bias & inequality
    • Eubanks 2018, Noble 2018, O’Neil 2016 → tech not neutral, reproduces social disparities
  • Emergence of “data fans” (Zhang & Negus 2020)
    • High algorithmic literacy, mobilisation of hashtags/ metrics (e.g., K-pop stans disrupting Trump rally, 2020)

Data-Driven Participatory Culture (DDPC) vs. Classic Participatory Culture

  • Jenkins 2006: bottom-up, democratic fandom → now shifting to top-down, data-monetised model
  • “Digi-gratis” economy (Booth 2017)
    • Fans perform free labour; platforms monetise clicks/ likes
  • “Regift economy” (Scott 2009) magnified
    • UGC sold back via ads, pay-walls; every data point commodified
  • Attention economy (Misemer 2019)
    • Scarcity of reader time → “cooperative competition” among artists; clicks as currency

Analytical Framework for Platform Comics (Fig. 1 Recap)

  1. Textual level → aesthetics, materiality
  2. Relational level → fan–creator interactions, affordances
  3. Technological level → platform features, data flows
  4. Economic level → business models, crowdfunding, attention economy

Webtoons – History, Format & Interface Innovation

  • Origin: South Korea; pioneers Daum Toon (2003), Naver Webtoon (2004)
  • Globalisation: 2012 Tapas partnership; 2014 LINE Webtoon English launch
  • Hit example: Lore Olympus (2018–) → rating 9.799.79, optioned by The Jim Henson Company
  • Formal traits
    • Vertical infinite scroll, colour, mobile-first
    • Breaks with traditional panel grid; each screen = single “panel”; device frame acts as meta-panel
    • Aligns with McCloud’s “infinite canvas” concept; reader scrolling creates timing → performative reading
  • Comparison Print vs. Webtoon (key affordances)
    • Print: page flips, horizontal navigation, multi-panel grid, private reading
    • Webtoon: vertical scroll, episodic release, visible likes/comments, GIFs & music (Originals only)

Seriality & Binge Logic

  • Episodes typically weekly; promotes “just-in-time” fan practices
  • Platforms likened to “YouTube of Comics” (Serafino 2015) → quick upload, ownership retained, ad-share possible
  • Enables binge-reading similar to Netflix culture

Case Study: The Shadow Prophet (Delbressine & Delseit 2020)

  • Dystopian story repurposed from print to Webtoon Original
  • Artistic adjustments
    • Re-layout: 40\approx40 panels/ week; long vertical sequences for emotional impact (e.g., protagonist drowning panic-attack)
    • Quote: scrolling “beautiful for emotional moments… let everything flow” (Delbressine, int. 1 Apr 2020)
  • Constraints
    • Weekly deadlines + panel quota impose creative limits; demand efficient background design
    • Artists now “content providers” tied to engagement metrics
  • Multimedia potential (GIFs, music) available in Originals tier; yet uptake varies (e.g., Brothers Bond uses full audio)

Webtoon Business Model & Monetisation Mechanics

  • Dual ecosystem: Canvas (open upload) vs. Originals (contracted)
  • Revenue streams
    1. Ad Revenue Sharing (US views only) – tiered thresholds (Fig. 4)
    2. Creator Rewards linked to Patreon; seamless integration
    3. Virtual Currency “Coins”
    • Fast Pass: paywall for 3\le3 weeks early access → fans become micro-investors + gain status (early comments)
    • Daily Pass: monetises archives; encourages binge via paid unlocks
  • Social capital
    • Top-comment competition; Fast Pass holders advantaged
  • Limitations & Critiques
    • US-centric view count disadvantaging local creators
    • High output pressure (40 panels/ week) + crowded marketplace
    • True profit only at high tier; artistic freedom may suffer

Cross-Platform Promotion & Community Building

  • Webtoon comment section = primary in-platform interaction
  • For deeper engagement, artists rely on Instagram, YouTube Live, podcasts, etc. (e.g., Acception outfit contest on IG)
  • Highlights need for multi-platform strategy despite Webtoon’s centrality

Broader Implications of DDPC in Comics

  • Gatekeeping shifts from publishers to algorithms → popularity metrics dictate visibility
  • “Liveness” & scheduling recreate broadcast logics within on-demand environment
  • Fan identity increasingly quantified (likes, badges) rather than material/ event-based
  • Affective engagement measured, commodified; echoes Massumi’s critique of value quantification
  • Raises ethical questions: labour precarity, data ownership, algorithmic opacity

Methodological & Theoretical Recommendations

  • Develop interdisciplinary, data-literate media studies integrating fan & comics scholarship
  • Analyse algorithms as active agents within cultural systems
  • Situate texts within socio-economic labour conditions (free, precarious, professionalised tiers)
  • Avoid “technochauvinism” (Broussard 2019); maintain critical stance toward platform promises

Conclusions – Toward Future-Proof Comic/Fan Studies

  • Platform economy fundamentally reshaping participatory culture: content + data both commodified
  • Webtoon exemplifies how interface design, business model, and fan practices co-evolve
  • Opportunities: global reach, new monetisation, creative formal innovation
  • Challenges: inequality, output pressure, siloed metrics, algorithmic gatekeeping
  • Academic response: embrace systemic, collaborative, ethically informed research to stay relevant in platform era