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Alt Asset Report #004 - Comic Books

Alt Asset Report #004 - Comic Books

Overview

Investment Hypothesis

  • Existing stories and IP allow for decades old comic book story arcs to be seamlessly adapted into new tv shows, movies, and video games - driving up character awareness and demand.
  • Similar to collectables like sports cards, wine, and cars, local comic books stores have connected hobbyists since before the internet existed
    • This creates a robust market to buy/sell 
    • It also leads to a more fragmented market, as many online marketplaces have grown from individual comic shops and are more of the mom-and-pop variety
  • An example: The Batman franchise across media
    • Active Comic Books
      • Absolute Batman
      • Batman: The Long Halloween: The Last Halloween - miniseries
      • Batman/Superman: World’s Finest
      • Batman & Robin Year One - miniseries
      • Detective Comics
      • The Batman and Scooby-Doo Mysteries - miniseries
      • Batman and Robin (Vol. 3)
      • Batman (Vol. 3)
      • Batman: Full Moon - miniseries
    • Video Games
    • Movies
    • TV

Investment Factors

Age

Time Period

Market Dynamics

Notes/Examples

Golden Age

1938 (first appearance of Superman) to 1954 (introduction of the Comics Code)

Action Comics #1 with Superman debuted in June 1938

WWII era focused on patriotic stories of war heroes

Senate subcommittee connected comic books and juvenile delinquency

1938 - Action Comics #1 - Superman 1st Appearance

1939 - Detective Comics #27 - Batman 1st Appearance

1941 - Captain America Comics #1 - Captain America 1st Appearance

Silver Age

1956 to early-1970s

Started with Showcase #4 - The Flash

Less-mature, more straightforward themes and morality

Revival of superhero genre

1956 - Showcase #4 - The Flash 1st Appearance

1961 - The Fantastic Four #1 - Fantastic Four 1st Appearance

1962 - Amazing Fantasy #15 - Spiderman 1st Appearance

Bronze Age

1970s to 1986

Post-Vietnam and Watergate era led to darker plots

Storylines tied closer to real-world issues

Minority and female superheroes breakthrough

1974 - Incredible Hulk #181 - Wolverine First Appearance

1975 - Giant-Sized X-Men #1 - New X-Men Team

1977 - Star Wars #1 - Movie Adaptation

Dark Age

1986 to 2000

Darker and edgier tone, focused on sex, violence, and complex characters

New studios born from creative disputes (Dark Horse, Valiant, Image)

1988 - Amazing Spider-Man #300 - First Full Venom - Todd MacFarlane cover

1992 - Spawn #1

1993 - Batman Adventures #12 - First Harley Quinn

Modern Age

2000 to Present

Decline of the serial comic book and rise of the graphic novel

Non-superhero comic books growing

Pop-culture awareness in different media

2003 - Walking Dead #1

2003 - Invincible #1

2014 - Edge of Spider-Verse #2 - Gwen Stacey Becomes Spider-Woman


  • Comic book IP is a huge driver for modern shows, games, and movie landscape.
    • Stories already exist and audiences know the characters
    • Best universes transcend the media platforms
      • Ninja Turtles, Spider-man, Walking Dead, etc.
  • A general sense that traditionally “nerdy/geeky” properties are gaining steam in the current culture (see: Star Wars, Star Trek, etc.)
  • Massive growth in sales of comic books and graphic novels over short-term
    • $1.1 billion in 2019
    • $1.9 billion in 2022
  • Manga comics gaining popularity in North America after conquering Japan
    • Offer a different art and storytelling style versus traditional American superheroes
  • Fragmented market could mean more small successes ($200-400), and fewer home runs ($500+)
  • Too much reliance on existing IP
    • More dollars going after the same-old hand-full of classic comics
  • A reliance on cover variants and one-offs to create scarcity
  • The rise of video games as competitive IP source
  • A lack of newer, hit characters may lower the potential entry points for new investors and stagnate the industry
  • A cultural over-saturation could lead to a steady decline in interest and prices
    • Similar to the 90s comic crash brought on by over-production and over-collection
    • Sales have never reached the peak of early-90s
  • The growth of digital comics and how that impacts collect-ability

Marketplaces

Investment Types

  • Individual, highly-graded issues to buy and hold
  • Collections at auction to find the diamond in the rough
  • A theme or specific era
    • Manga
    • Superheroes
    • Gold/Silver/Bronze Age

Investment Guides

Industry Sources