Scrolling, Swiping, Selling – Study Notes on Webtoons & Data-Driven Participatory Culture
- Comic-book worlds increasingly remediated into TV, games, film
- Example: Avengers:Endgame (2019) grossed ≈2.8billionUSD, 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
- 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
- Textual level → aesthetics, materiality
- Relational level → fan–creator interactions, affordances
- Technological level → platform features, data flows
- 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 9.79, 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 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
- Ad Revenue Sharing (US views only) – tiered thresholds (Fig. 4)
- Creator Rewards linked to Patreon; seamless integration
- Virtual Currency “Coins”
- Fast Pass: paywall for ≤3 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
- 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