Fact-checked by Grok 2 weeks ago

Fan art

Fan art is artwork created by enthusiasts of popular media, including , , television series, , video games, and other cultural phenomena, typically featuring depictions of characters, scenes, settings, or themes derived from these sources. It encompasses a wide range of visual forms, such as drawings, paintings, sculptures, and digital illustrations, often produced as a non-commercial expression of admiration or reinterpretation. While not officially commissioned or endorsed by the original creators, fan art serves as a key component of , enabling individuals to engage creatively with beloved narratives and foster communal bonds within fandoms. The practice of fan art traces its modern origins to the early , emerging alongside the rise of in the through fan clubs and amateur publications known as fanzines. By the and 1940s, fan art proliferated in these fanzines, with amateur illustrators producing original works inspired by and early conventions, many of whom later became professional artists. The phenomenon expanded in the post-World War II era with broader media , including and , and gained momentum in the digital age through online platforms like , established in 2000, which host millions of user-generated pieces. In contemporary culture, fan art plays a vital role in formation, allowing creators to build , share skills, and explore identities through reinterpretations that from homage to the source material to more transformative interventions, such as gender-bending characters or addressing narrative gaps. In recent years, particularly since 2023, the rise of (AI) tools has further revolutionized fan art production, enabling rapid generation of images but sparking debates on originality, ethics, and within . It provides therapeutic benefits, including enhanced , emotional processing, and relief from , particularly via spaces that function as modern support networks. Legally, fan art often navigates challenges under doctrines in the United States, where non-commercial, transformative works are generally tolerated by rights holders, though commercialization can lead to disputes. This creative output not only enriches fan cultures but also influences , as seen in official collaborations and the economic boost to conventions and merchandise.

Definition and History

Definition

Fan art refers to original visual artwork created by enthusiasts, or fans, inspired by and derived from existing works of fiction, such as books, films, television series, comics, video games, or other media franchises. These creations typically depict characters, scenes, events, or elements from the source material, often emphasizing homage through faithful representations or reinterpretation via personal stylistic choices, expansions, or alternative narratives. Common forms include drawings, paintings, digital illustrations, and sculptures, but fan art explicitly excludes officially licensed merchandise produced for commercial sale. It is generally produced on a non-commercial basis by amateur artists, serving as a means of personal expression, community building, and celebration of the source material rather than professional endeavor. A defining characteristic of fan art is its focus on visual artistry, distinguishing it from other fan-created works like , which involves written narratives expanding on source stories, or , which entails construction and performative embodiment of characters. While prioritizes textual storytelling and emphasizes physical performance and , fan art centers on aesthetic reinterpretation and static or dynamic visual forms to convey or for the original work. This visual emphasis allows fan artists to engage directly with the iconic imagery of , often adapting canonical visuals into new contexts that reflect individual or communal interpretations. The term "fan art" gained widespread use in the late 1960s within fandom, where it described amateur illustrations and paintings contributed to fanzines and displays amid the growth of organized fan communities. It gained particular prominence through fandom, where in the late 1960s and early 1970s showcased fan-created artwork alongside other activities, solidifying the practice as a core element of fan culture.

Historical Development

The origins of fan art can be traced to the late within literary fandoms, particularly surrounding Arthur Conan Doyle's stories, where enthusiasts contributed illustrations and parodies to periodicals and amateur publications as early as the 1890s. Fans expressed their passion through visual interpretations in magazines like , which featured diverse illustrations alongside fan letters and pastiches, marking an early form of transformative creativity in response to popular fiction. This period laid the groundwork for fan art as a communal practice, blending admiration with original expression in print media. In the , fan art experienced significant growth during the 1930s and 1950s, driven by the boom and the emerging culture, where fans produced artwork to celebrate and narratives. publications, or fanzines, became a key medium for sharing hand-drawn illustrations inspired by like Amazing , allowing fans to depict characters and scenes from stories by authors such as and E.E. "Doc" Smith. This era saw the rise of fan conventions alongside zines, fostering communities that exchanged artwork as a core activity of . The practice exploded in the and with the advent of fanzines, such as Spockanalia (published starting in 1967), which included numerous fan illustrations of characters like and Captain Kirk, often accompanying fanfiction and poetry. These zines, distributed at early conventions like the 1969 gathering, highlighted fan art's role in sustaining during the show's initial run and cancellation. The 1980s and 1990s marked an expansion of fan art influenced by , , and , with conventions like featuring dedicated panels and art shows for fan creators. fandom in the West grew through imports like Akira (1988) and Dragon Ball, inspiring detailed fan illustrations shared in club newsletters and at events such as the first major U.S. , , in 1990. , including titles like Final Fantasy and The Legend of Zelda, further propelled fan art, with gamers sketching characters in personal portfolios and convention sketches. This period solidified fan art's presence in organized spaces, bridging traditional drawing with emerging pop culture crossovers. The initiated a shift in fan art, exemplified by the founding of on August 7, 2000, by , Scott Jarkoff, and Matthew Stephens, which provided a centralized online platform for uploading and sharing illustrations inspired by media properties. This transition enabled global accessibility, allowing fans to post high-resolution scans of traditional works or create vector-based art directly on computers, dramatically increasing visibility and feedback loops within communities. In the modern era from the 2010s onward, fan art has integrated deeply with social media platforms like , (now X), and , where human-created works dominate sharing and collaboration among millions of users. Sites such as facilitated rapid dissemination of fan illustrations for franchises like and , with artists using tools like Photoshop to produce layered, shareable pieces that build on canonical visuals. As of 2025, -generated art has become a prominent and controversial force in fan art, serving as both an empowering tool for accessible creation and a source of debate over ethics and originality, with viral trends like AI Studio Ghibli-style illustrations dominating online spaces while many fan conventions, such as , ban AI works to preserve human-driven and community integrity. This evolution underscores fan art's ongoing role in cultural dialogue, blending traditional and emerging technologies amid discussions on and norms.

Forms of Fan Art

Traditional Forms

Traditional fan art primarily involved analog creation methods that allowed enthusiasts to physically manifest their interpretations of fictional worlds, characters, and narratives before the rise of digital technologies. From the 1960s to the 1990s, these forms dominated fan expression, particularly within and fantasy communities, where creators relied on tangible media to produce and share works at conventions and through mail networks. Drawing and illustration formed the cornerstone of traditional fan art, utilizing tools such as pencils for sketching outlines, inks for bold lines and details, and watercolors for adding vibrant hues to character portraits or scene recreations. Fans often depicted beloved figures from franchises like and Star Wars, with notable examples including hand-drawn posters from the that reimagined epic battles and heroic poses from the latter series, circulated among early attendees. These works emphasized personal style while staying true to source inspirations, fostering a through shared visual tributes. Sculpture and crafts extended fan art into three dimensions, where creators molded custom figurines or assembled dioramas from materials like clay, wood, or to represent game characters and environments. This practice was especially common in fandoms, such as , which emerged in 1974 and encouraged players to craft physical proxies for their adventures using everyday sculpting techniques, predating widespread commercial production. These handmade pieces not only enhanced gameplay but also served as collectible artifacts exchanged at fan gatherings. Print media played a crucial role in disseminating traditional fan art, with zines—self-published magazines—featuring embedded illustrations, alongside standalone posters and stickers produced via for high-quality reproduction or screenprinting for durable, colorful outputs. Originating in science fanzines from the 1930s but peaking in prevalence during the 1960s-1990s, these items were distributed at fan events like conventions, where small runs allowed for affordable sharing among niche audiences. Artists employed a range of analog techniques to achieve depth and texture in their works, such as with fine dots for gradients, cross-hatching with intersecting lines for dramatic shadows, and by arranging clippings from official source materials like panels or photos. These methods, rooted in classical practices, enabled fans to layer personal creativity onto elements without advanced equipment. By the late , such traditional approaches began transitioning toward alternatives, marking the end of their unchallenged dominance in fan communities.

Digital Forms

Digital fan art represents a significant evolution from traditional methods, leveraging tools to produce layered, interactive, and works inspired by popular media such as , films, and . Emerging prominently in the with the widespread adoption of personal computers and , this form allows artists to experiment with effects, infinite revisions, and scalable outputs that enhance fan engagement across global communities. Unlike , techniques enable seamless integration of color, texture, and , democratizing creation for hobbyists and professionals alike. In and , artists employ editors like and Procreate to craft intricate, multi-layered artworks that expand on source material. These tools facilitate the creation of fan comics, character redesigns, and short animations within fandoms such as superheroes or series, where brushes simulate while offering undo functions and customizable palettes for precise detailing. This approach not only preserves stylistic fidelity to originals but also allows for experimental variations, such as alternate costumes or crossover narratives. Three-dimensional modeling and animation extend digital fan art into immersive realms, with like enabling the construction of virtual sculptures and narrative-driven shorts. 's open-source capabilities support polygon modeling, , and rendering, ideal for recreating fictional environments or characters in . A prominent example involves fandom, where users build detailed voxel-based structures representing in-game worlds or custom , such as crystalline landscapes or habitats, often exported as animated tours or static models. These works can evolve into short fan films, animating character interactions within modded universes to explore untold stories from the source material. The software's accessibility, through tutorials and plugins, has made fan art a staple for visualizing expansive, interactive interpretations of games and animations. Interactive and multimedia elements further distinguish digital fan art by incorporating motion and user engagement, such as animated GIFs, game modifications, and augmented reality (AR) filters. GIFs provide looping animations that capture fleeting moments, like dynamic battles or expressions from The Legend of Zelda series, allowing fans to share bite-sized homages that evoke the games' adventurous spirit. Fan-made mods, often developed using digital toolkits, alter existing games to introduce custom assets and visual effects, enhancing replayability and community-driven storytelling. AR filters extend this interactivity by overlaying digital elements onto real-world views via mobile apps. These formats prioritize viewer participation, transforming passive appreciation into active immersion within fan-created extensions of the canon. Since the 2020s, AI-assisted creation has introduced tools like , which generate fan art from textual descriptions, accelerating ideation for concepts like stylized portraits or landscapes. As of 2025, viral AI-generated fan art trends, such as Studio Ghibli-inspired illustrations and styles, have dominated , reigniting debates over and artist livelihoods. However, ethical guidelines stress human oversight to refine outputs, ensuring and avoiding over-reliance on algorithmic patterns that may dilute original intent. This integration supplements rather than replaces traditional digital workflows, with artists using for initial sketches before manual enhancements. The accessibility of digital fan art stems from free and low-cost software available since the early , which has lowered technical and financial , promoting widespread global participation. Programs like and open-source alternatives to proprietary suites enable creators in diverse regions to produce professional-grade work without expensive hardware. This , fueled by distribution, has expanded fan art from niche hobbies to a collaborative international phenomenon, with contributions from artists in developing countries rivaling those in established creative hubs. Fan art typically constitutes a when it is based on preexisting copyrighted source material, such as characters, settings, or story elements from books, films, or television shows. Under international law, including the for the Protection of Literary and Artistic Works (1886), derivative works like fan art require authorization from the original holder to avoid infringement, as the Convention grants authors the exclusive right to control adaptations, arrangements, and transformations of their creations. The original creators or their assignees—such as corporations like for its animated characters or authors like for the series—hold exclusive rights to reproduce, distribute, publicly display, and prepare derivative works based on their originals. These rights are enshrined in national laws implementing the , ensuring that unauthorized reproductions or adaptations, even those inspired by the source material, can violate the holder's monopoly over the work. Infringement risks arise particularly from direct of protected elements, such as specific designs or scenes, whereas adding transformative elements may alter the degree of similarity but does not guarantee non-infringement. holders have historically enforced these rights through cease-and-desist letters and lawsuits; for instance, in 1981, sued a fan for distributing unauthorized audio tapes of episodes. Internationally, copyright duration for the underlying source material generally lasts for the author's life plus 50 years as a minimum under the , though many countries extend this to life plus 70 years, keeping fan art based on such works potentially infringing for decades after creation. This extended term applies uniformly to derivative fan works, prohibiting unauthorized use until the original enters the . While many fan arts are produced for personal, non-commercial purposes, such intent does not confer immunity from liability, as distribution or public display can still infringe; selling fan art heightens risks significantly, often leading to enforcement actions by rights holders.

Fair Use and Exceptions

In the United States, the doctrine serves as a primary defense against claims for fan art, codified in 17 U.S.C. § 107, which outlines a four-factor test to determine whether a use qualifies as fair. The first factor examines the purpose and character of the use, favoring non-commercial, transformative works that add new expression, meaning, or message to the original, such as fan art that reinterprets characters for or critique. The second factor considers the nature of the copyrighted work, weighing against use of highly creative or fictional elements common in fan art sources like films or comics. The third factor assesses the amount and substantiality of the portion used, where fan art often employs recognizable but not excessive elements to evoke the original without copying its entirety. The fourth factor evaluates the effect on the potential market for the original, permitting fan art that does not substitute for or harm sales of the source material. Courts balance these factors case-by-case, and fan art frequently succeeds when it demonstrates minimal market harm and significant transformation. Transformative works form a cornerstone of fair use in fan art, emphasizing alterations that provide commentary, criticism, or new insights rather than mere replication. The U.S. Supreme Court in Campbell v. Acuff-Rose Music, Inc. (1994) established that parody, as a transformative use, can qualify as fair even if commercial, provided it critiques or comments on the original work, a principle extended to fan art that satirizes character tropes or cultural elements. For instance, fan illustrations exaggerating stereotypes in a franchise may invoke this precedent to defend against infringement claims. Subsequent cases have refined this: in Louis Vuitton Malletier S.A. v. Haute Diggity Dog, LLC (2007), the Fourth Circuit upheld parody dog toys mimicking luxury handbags as fair use, ruling that the humorous imitation commented on the original's extravagance without confusing consumers or diluting the mark. However, Andy Warhol Foundation for the Visual Arts, Inc. v. Goldsmith (2023) narrowed the scope for commercial transformations, holding that Warhol's silkscreen portraits of a musician, based on a photographer's image, were not sufficiently transformative for fair use in licensing contexts, as they retained the original's core purpose and competed in the same market. This decision cautions fan artists against purely stylistic changes in marketable works, stressing that transformation must alter the original's expressive content or message. Internationally, exceptions for fan art vary, often incorporating or quotation rights with less emphasis on a multi-factor balancing test. In the , Article 5(3)(k) of Directive 2001/29/EC permits member states to allow caricatures, , or pastiches that do not conflict with normal exploitation of the work or prejudice the rights holder's legitimate interests, enabling fan art that humorously reimagines copyrighted characters. The Court of Justice of the EU has interpreted "" autonomously as requiring originality, humor, and distinction from the original to avoid confusion, applying this to visual fan works like satirical drawings. In , while strict law under the Copyright Act prohibits unauthorized works, a cultural tolerance for doujinshi—fan-created comics and art sold at events like —prevails through implicit industry acquiescence, viewing it as promotional for originals as long as it does not excessively compete or misrepresent. Publishers rarely enforce against small-scale doujinshi, fostering a symbiotic ecosystem where fan art boosts franchise popularity. The (OTW), founded in 2007, plays a key role in advocating for the legality of fan art and other derivative creations by providing legal resources, intervening in disputes, and promoting recognition of transformative works under . Through projects like the Legal Advocacy committee, OTW educates creators on defenses like and supports policy efforts to protect non-commercial fan expressions, emphasizing their cultural value without infringing core copyright principles.

Communities and Platforms

Online Platforms

, launched in 2000, serves as one of the earliest dedicated online communities for artists to upload galleries of original and artwork, fostering interactions through critiques and systems that allow users to on and rate submissions, and hosting over 100 million registered users as of 2025. , established in 2007 as a platform, became a key hub for sharing art through short-form posts, reblogs, and themed blogs that emphasized visual and curation. Since the 2010s, platforms like (now X) and have facilitated viral dissemination of art via short videos, stories, and image carousels, enabling rapid sharing and engagement within niche fandoms. , founded in in 2007, specializes in and anime-inspired art, attracting a global user base with features for multilingual tagging and international contests. These platforms incorporate tools such as tagging systems—hashtags on and for discoverability, and keyword tags on and —to categorize fan art by fandom, style, or theme, helping artists reach targeted audiences. , where fans hire artists for custom pieces, are prominently supported on through dedicated widgets and pricing templates, while and users often promote services via pinned posts or commission journals. Challenges like Inktober, an annual October drawing prompt series initiated in 2009, encourage fan-themed submissions across these sites, with participants using platform-specific tags like #InktoberFanArt to build visibility and portfolios that showcase versatility to potential employers or collaborators. Community dynamics on these platforms are shaped by moderation policies addressing copyrighted content, with sites like enforcing DMCA takedown notices for unauthorized fan works and requiring artists to mark potentially infringing uploads. Pixiv similarly moderates through user reports and automated filters for explicit or IP-violating material, while relies on algorithmic detection and community flags. A notable example is Tumblr's 2018 ban on adult content, which inadvertently flagged and removed non-explicit fan art, prompting widespread migrations to platforms like and leading to a 30% drop in site traffic as artists sought less restrictive spaces. The global reach of these platforms has enabled cross-cultural fandoms, particularly through , where Japanese anime fan art inspires international creators, resulting in daily uploads from over 230 regions and a exceeding 119 million registered users. On , fan art contributes to the platform's scale, with over 1.5 billion pins saved weekly, allowing users to curate inspiration boards that bridge diverse artistic traditions.

Offline Events and Exhibitions

Offline events and exhibitions provide physical spaces for fan artists to showcase, sell, and trade their works, fostering direct interactions within communities. Major conventions such as , established in 1970, dedicate artist alleys to the display and sale of fan art, including prints, sketches, and originals inspired by , films, and games. These alleys allow independent creators to engage with attendees, often resulting in on-site commissions and immediate feedback. Similarly, , the longstanding annual , hosts art shows featuring both professional and fan-created illustrations themed around speculative genres like and fantasy. Anime expositions and doujinshi markets further exemplify these venues, with dealer rooms and specialized halls emphasizing fan art commerce. , launched in 1992, includes artist alleys and dealer rooms where creators sell fan art prints, keychains, and original pieces drawn from and gaming properties. In , Comiket—inaugurated in 1975—stands as the world's largest event, where thousands of circles produce and trade self-published fan works, including manga-style illustrations and zines, drawing hundreds of thousands of participants biannually. These markets highlight the scale of fan-driven production, with spaces allocated for direct sales and exchanges. Artist interactions at these events often extend beyond sales through panels, workshops, and auctions, enhancing . Panels discuss techniques for fan art , while workshops offer hands-on sessions for attendees to learn from creators. Auctions, such as those in art shows, allow bidding on unique fan pieces, sometimes leading to official collaborations; for instance, digital artist Bosslogic's superhero fan art gained attention from , resulting in commissioned official posters. These activities bridge fan creators with industry professionals, occasionally inspiring licensed projects. Challenges in these offline settings include space limitations in crowded halls, which restrict the number of participating artists and booth sizes, particularly in high-demand areas like artist alleys. Tensions also arise between commercial exhibitors—focused on official merchandise—and fan-driven spaces, where unofficial works risk scrutiny under rules. The prompted hybrid shifts starting in , with events like Comic-Con incorporating virtual components to maintain while resuming in-person gatherings. Economically, these exhibitions support informal networks where fan artists earn income primarily through commissions and direct sales, often covering table fees and travel costs via quick sketches priced at $10–$100 depending on complexity. This model enables sustainable livelihoods for many creators, though profitability varies with attendance and event scale.

Cultural and Social Impact

Role in Fandom Culture

Fan art serves as a vital mechanism for within fandoms, acting as social glue that unites individuals through shared interpretations and collaborative endeavors. In groups such as the , fans create and exchange artwork depicting personalized visions of characters and scenes, fostering discussions and bonds that extend beyond the original source material. Similarly, K-pop fandoms leverage fan art to promote artists' works collectively on , enhancing group cohesion and mutual support. These interactions, often facilitated by platforms like , enable collaborations such as art trades and zines, which participants describe as rewarding and motivational experiences that strengthen communal ties. Through fan art, individuals express personal identity, particularly by reimagining characters to include diverse representations absent in canonical works. Since the , this practice has been prominent in coding, where fans interpret subtextual elements—such as ambiguous relationships in Xena: Warrior Princess—to create artwork affirming LGBTQ+ identities, challenging heteronormative narratives. In modern examples like Voltron: Legendary Defender, fan art of "Klance" pairings has amplified visibility, allowing creators to project their own experiences onto characters for self-affirmation and cultural inclusivity. This form of expression not only personalizes engagement but also promotes broader diversity, as seen in depictions of figures in . Fan art contributes educational value by facilitating tutorials and skill-sharing, particularly among youth, who learn artistic techniques through fandom-inspired resources. On platforms like , users share how-to guides, works-in-progress, and improvement challenges, developing multimodal skills in digital tools and narrative visualization that enhance creativity. These practices mirror formal education, with studies showing that fan-based artmaking boosts self-exploration and community-supported learning, as adolescents refine techniques while interpreting beloved characters. Such informal exchanges promote accessible creativity, enabling participants to build proficiency without traditional institutional barriers. Psychologically, engaging in fan art provides therapeutic benefits, including stress relief and emotional processing, by allowing creators to personal experiences into familiar universes. For instance, drawing favorite characters during challenging periods offers comfort and validation, as reported by fan artists in and communities who use it as a coping mechanism. Research indicates that these activities reduce and enhance , with group-based fan art exploration improving among adolescents in ways akin to expressive arts . Overall, fan art supports mental by transforming passive consumption into active, affirming creation. Subcultural norms in fan art communities emphasize etiquette, such as proper crediting of sources and avoidance of toxic depictions, to maintain respectful environments. Over 90% of fans expect attribution when their work is repurposed, reinforcing a culture of acknowledgment that honors original contributions. Communities self-regulate against "toxic" art, like hate-driven or harassing content, through norms that prioritize positive, inclusive sharing and obscure sensitive details to prevent doxxing or conflict. These guidelines, evolved from participatory traditions, ensure fan art remains a space for supportive interaction rather than division.

Influence on Creators and Industry

Fan art establishes a feedback loop with original creators, where fan interpretations and creative expressions can inform or inspire subsequent official works. For example, initially commended fan-created resources like for enhancing fan engagement with the series, illustrating how such contributions can positively shape a creator's approach to their universe before potential conflicts arise. Similarly, in the Star Wars franchise, broader fan enthusiasm and cultural resonance from the 1970s onward contributed to the evolution of in sequels. The commercialization of fan art has transformed it into a viable economic force, with platforms enabling artists to license styles or monetize directly through fan support. Since its launch in 2013, Patreon has facilitated over $10 billion in payouts to creators, including fan artists who offer exclusive works and behind-the-scenes content to patrons, fostering a sustainable revenue model outside traditional publishing. Companies like Funko have embraced this by officially licensing customizable collectibles, such as Pop! Yourself figures inspired by fan personalization trends, allowing users to incorporate their own designs into branded merchandise like MLB team jerseys. This integration boosts merchandising revenue, as seen in the global anime sector, where fan-driven demand propelled market value to $10.85 billion in 2024. Media industries increasingly adopt fan art through targeted , recognizing its role in and revenue generation. , for instance, scouts emerging artists at comic conventions, reviewing portfolios from fan-driven indie and web comics to hire contributors for official titles, thereby channeling community creativity into professional pipelines. This practice not only diversifies studio but also amplifies impacts, with fan-inspired designs contributing to expanded product lines that enhance profitability. Controversies arise when creators perceive fan art as encroaching on , leading to backlash over perceived "stealing" of ideas. In the 2000s, and pursued claims against fan projects, including a high-profile against the publishers of a version of , which fans criticized as overly restrictive and detrimental to creative expression despite its non-commercial origins online. Such actions sparked community outcry, highlighting ongoing legal tensions with exceptions that balance transformative fan works against proprietary rights. Looking ahead, fan art is propelling expansions by fueling in . In games like , players' custom creations—ranging from maps to character designs—directly influence official updates and collaborations, extending IP lifecycles through co-creation models that integrate fan input into core and .

References

  1. [1]
    [PDF] Fandom and Creativity, Including Fan Art, Fan Fiction, and Cosplay
    Jan 20, 2017 · Fandom has grown into a sufficiently important cultural phenomenon that it has engendered a number of scholarly journals, books, and conferences ...
  2. [2]
    (PDF) Fanart as Craft and the Creation of Culture - ResearchGate
    Fan art can be used as a way to interact with other fans and to nurture their relationships with each other [49] . The interactions fans have with their ...
  3. [3]
    [PDF] Homage, Collaboration, or Intervention: How framing fanart affects ...
    Nov 2, 2018 · Scholars tend to explore fanart as a practice, examining how art produced in the fan labour tradition benefits both the artist and culture (Turk ...
  4. [4]
    Early Fan Art - First Fandom Experience
    Here you'll find our favorites from the rich and varied art that appeared in fanzines throughout the 1930s and 1940s.
  5. [5]
    [PDF] Exploring the Motivations and Therapeutic Benefits of Fandom and ...
    Apr 24, 2023 · Fan art (visual art pieces that feature established characters from preexisting media),. Fanfiction (a piece of creative writing based on ...
  6. [6]
    A Key to the Terminology of Science-Fiction Fandom by D. Franson
    The most similar to our microcosm are the mystery fans and the Sherlock Holmes fans in particular. PAS - Project Art Show; organizes fan art exhibitions at ...
  7. [7]
    This Is How Star Trek Invented Fandom | GQ
    Sep 21, 2016 · The franchise created the template for fandom, transformed sleepy science fiction get-togethers into celebrity-driven media events ...
  8. [8]
    View of "Tit-Bits," New Journalism, and early Sherlock Holmes fandom
    In contrast, because 19th-century periodicals like Tit-Bits comprised a variety of written genres, illustrations, and other visuals, they could be described ...
  9. [9]
    [PDF] Sherlock Holmes and the Case of the Lucrative Fandom
    8. Sherlock Holmes, inspired one of the earliest and most enduring fandoms and as such is a useful illustration of the development of fandom through the years.
  10. [10]
    39. The Fanzines That Founded a Movement – Tales from the Vault
    Jan 2, 2020 · Fanzines have existed since the 1930s, when they were created in response to science fiction pulp novels. Early fanzines provided a way for ...<|separator|>
  11. [11]
    1926-1950 : The Pulp Era and the Golden Age - Research Guides
    Aug 24, 2023 · This first volume looks at the exuberant years of the pulp magazines. It traces the growth and development of the science fiction magazines.
  12. [12]
    This pulp fiction journal had sleazy covers and a low circulation. But ...
    Jul 29, 2025 · In the 1930s, these fans started to have conventions. They created fanzines: amateur publications that they mailed to each other, where they ...Missing: fandom | Show results with:fandom
  13. [13]
    Spockanalia Vol 1 - a Star Trek fanzine - Internet Archive
    Sep 15, 2019 · Spockanalia is a gen Star Trek: TOS anthology of stories, poems, articles, art and letters. It was the very first all-Star Trek fanzine ever published.Missing: 1970s | Show results with:1970s
  14. [14]
    First Star Trek Convention, New Jersey 1969, and First TV Fanzine
    Oct 28, 2024 · On the 50th Anniversary of our original "Star Trek," we remember the first ST: TOS convention and celebrate the fans of yesterday.
  15. [15]
    The History of Comic Cons in the U.S. | by Brad Kern | Medium
    Oct 10, 2023 · The seeds for Comic Cons were sown in the 1960s. The first official “comic book convention” is believed to have taken place in 1964 in New York.
  16. [16]
    To the Beginning: Anime and American Fandom in the 1980s
    Nov 16, 2018 · The first major anime convention in the United States was Project A-Kon, first held in 1990. Before this point, smaller anime meetings were held as stand-alone ...
  17. [17]
    The Influence Of Anime And Manga On Western Pop Culture
    Jun 7, 2024 · Anime and manga have had a profound impact on gaming culture, with many video games drawing inspiration from Japanese animation and comics.
  18. [18]
    The real story behind devART by spyed on DeviantArt
    Apr 10, 2003 · Under contract with DMusic Network, LLC, jark built and launched deviantART on August 7th, 2000. Soon afterwards, jark realized that he'd need ...
  19. [19]
    DeviantArt - Cultural History of the Internet
    DeviantArt is an online art community launched on August 7th, 2000 by Angelo Sotira, Scott Jarkoff, and Matthew Stephens. The three met in a chatroom online and ...
  20. [20]
    The Rise and Fall of Internet Art Communities, from DeviantArt to ...
    Apr 19, 2019 · When “Deliciously Deviant Deviant Art!” went live in August 2000, it focused on wallpapers and webskins, though it eventually branched out ...
  21. [21]
    The Cultural Significance Of Fan Art And Fandom Communities
    Jul 27, 2024 · The roots of fan art and fandoms can be traced back to the early 20th century, with the advent of science fiction magazines and comic books.
  22. [22]
    A History of Fan Art
    ### Summary of Fan Art History
  23. [23]
    Dungeons & Dragons: The First 50 Years of Storytelling
    After World War II, a small but international community of enthusiasts replayed historical battles with toy soldiers and miniatures. Gary Gygax and Dave Arneson ...<|control11|><|separator|>
  24. [24]
    Timeline of Zine History - Zines and Self-Published Materials
    Oct 1, 2025 · Zines originated from early 20th-century amateur press, evolved into fanzines in the 1930s, were adopted by punk in the 70s/80s, and Riot Grrrl ...Missing: posters offset screenprinting
  25. [25]
    Chronological List of Fanzines on Fanac.org
    We continue to strive to add more fanzines, and provide a better archive of fannish writing over the last 90 years. 28,945 issues consisting of 481,194 pages.
  26. [26]
    Digital Art Movement Overview | TheArtStory
    Oct 3, 2017 · Digital art encapsulates an artistic work or practice that uses any form of digital technology as part of its creation or presentation process.
  27. [27]
    The history and future of digital art - Linearity
    Dec 7, 2022 · From CGI to AI, learn about the history of digital art and what technologies digital creatives can look forward to in the near future.Missing: fan | Show results with:fan<|control11|><|separator|>
  28. [28]
    Understanding Fan Art: The Controversial Art Created by Fans
    Fan art is artwork based on popular fiction created by fans, taking various forms and expanding on original works, sometimes adding new elements.
  29. [29]
    Minecraft Animation Workshop - Blender Studio
    Ever wanted to learn how to make Minecraft Animation? Dillon walks you through the step by step process he used to create this Trident Animation.
  30. [30]
    How to Create Minecraft Fan Art Scene in Blender 3 and Unreal ...
    Aug 6, 2022 · Find out how we created all of the assets in this Minecraft-themed thumbnail including the terrain and blocks, not forgetting those beautiful crystals.
  31. [31]
    Minecraft Animation Tutorial Part 1 - Blender Basics (Blender 4.0)
    Dec 13, 2023 · minecraftanimation #blender #minecraft Download Blender: https://www.blender.org/download/ Support me on Patreon ...Missing: fan | Show results with:fan
  32. [32]
  33. [33]
    Zelda Fan Art GIFs - Find & Share on GIPHY
    GIPHY animates your world. Find Zelda Fan Art GIFs that make your conversations more positive, more expressive, and more you.Missing: interactive mods AR filters
  34. [34]
    690 Zelda Gifs ideas | legend of zelda, legend, twilight princess
    Links Awakening Pixel Art · Dragon Quest Pixel Art · Zelda Pokemon Crossover · Link Pixel Art · Legend Of Zelda Pixel Gif · The Wind Waker · Shigeru Miyamoto.Missing: interactive mods AR filters
  35. [35]
    Add a Zelda Filter to Your Photos For Free Online - OpenArt
    Transform your photos with our Zelda Filter! Apply stunning, free, online effects inspired by the legendary game. Try it now!
  36. [36]
    The Ethical Implications of AI in Creative Industries: A Focus on AI ...
    Jul 11, 2025 · Our research found that generative AI art is responsible for increased carbon emissions, spreading misinformation, copyright infringement, unlawful depiction, ...
  37. [37]
    The Ethics of Artificial Intelligence Art
    There are some serious ethical issues regarding AI art. The most important issue is that AI art has minimal human input, creating images from repeated patterns.Missing: fan oversight 2020<|separator|>
  38. [38]
    AI: An Active and Innovative Tool for Artistic Creation - MDPI
    This article aims to critically examine AI as both an active and innovative tool in artistic creation, investigating its evolving role in shaping artistic ...
  39. [39]
  40. [40]
    [PDF] Guide to the Berne Convention for the Protection of Literary ... - WIPO
    It is the oldest of the international copyright treaties; it provides a high level of protection and gives authors the most comprehensive set of rights it is ...Missing: fan | Show results with:fan
  41. [41]
    [PDF] Circular 14: Copyright in Derivative Works and Compilations
    Only the owner of copyright in a work has the right to pre- pare, or to authorize someone else to create, an adaptation of that work. The owner of a copyright ...
  42. [42]
    17 U.S. Code § 106 - Exclusive rights in copyrighted works
    The owner of copyright under this title has the exclusive rights to do and to authorize any of the following: (1) to reproduce the copyrighted work in copies ...
  43. [43]
    [PDF] Conventional Protections for Commercial Fan Art Under the U.S. ...
    Sep 17, 2019 · 261 But what about fan art? As a type of derivative work, fan art is putatively infringing under the Copyright Act. However, the ques- tion ...
  44. [44]
    The Pleads Of The Many: 50 Years of Star Trek Lawsuits
    Jul 18, 2016 · The Trademark and Copyright Law Blog is commemorating this anniversary by recounting the history of Star Trek-related litigation, with an ...
  45. [45]
    How Long Does Copyright Protection Last? (FAQ)
    As a general rule, for works created after January 1, 1978, copyright protection lasts for the life of the author plus an additional 70 years.
  46. [46]
    Can You Legally Sell Fan Art Online? - Nolo
    Oct 28, 2025 · Generally, you can't reproduce, distribute, perform, or display a copyrighted work unless your use of the work is considered fair use. To ...
  47. [47]
    U.S. Copyright Office Fair Use Index
    ... qualify as fair use. Section 107 calls for consideration of the following four factors in evaluating a question of fair use: Purpose and character of the use ...
  48. [48]
    Measuring Fair Use: The Four Factors - Copyright Overview by Rich ...
    Measuring Fair Use: The Four Factors · the purpose and character of your use · the nature of the copyrighted work · the amount and substantiality of the portion ...
  49. [49]
    Fandom and Fair Use – Fan Art - Cartee LC
    If the work is commercial, it is less likely to be considered fair use whereas private, non-commercial artwork is more likely to be deemed fair use.
  50. [50]
    Campbell v. Acuff-Rose Music, Inc. | 510 U.S. 569 (1994)
    The District Court granted summary judgment for 2 Live Crew, holding that its song was a parody that made fair use of the original song.
  51. [51]
    Campbell v. Acuff-Rose Music, Inc. | Oyez
    In a unanimous opinion delivered by Justice David H. Souter, the Court held that a parody's commercial character is only one element to be weighed in a fair use ...Opinions · Advocates · Facts Of The Case<|separator|>
  52. [52]
    Louis Vuitton v. Haute Diggity Dog, No. 06-2267 (4th Cir. 2007)
    ... parody can be considered fair use, it does not extend the fair use defense to parodies used as a trademark. As the statute provides: The following shall not ...
  53. [53]
    [PDF] 21-869 Andy Warhol Foundation for Visual Arts, Inc. v. Goldsmith (05 ...
    May 18, 2023 · In holding that par- ody may be fair use, the Court explained that “parody has an obvious claim to transformative value” because “it can provide ...
  54. [54]
  55. [55]
    Parody & Pastiche - CopyrightUser |
    UK Copyright Law, implementing the EU Copyright Directive, provides an exception to copyright 'for the purposes of caricature, parody or pastiche'. This means ...
  56. [56]
    The Kawaii Transactions: How Fan Fiction Helped Unleash Japan's ...
    Apr 1, 2024 · Japan's copyright law has adapted to embrace fan-created content, balancing copyright protection with the promotion of creative expression.
  57. [57]
    Creative freedom and copyright: Doujinshi in contemporary Japan
    This article explores the legal ambiguity surrounding doujinshi, discussing both the legal doctrines and cultural norms that have contributed to a generally ...
  58. [58]
    Legal Advocacy - Organization for Transformative Works
    We assist individual fans when their fanworks are challenged, we answer fans' questions about law relevant to fanworks, and we help fans find legal ...
  59. [59]
    Organization for Transformative Works
    We envision a future in which all fannish works are recognized as legal and transformative and are accepted as a legitimate creative activity. We are proactive ...Legal Advocacy · About the OTW · Frequently Asked Questions · Our ProjectsMissing: art | Show results with:art
  60. [60]
    How Tumblr Became Popular for Being Obsolete | The New Yorker
    Jan 14, 2022 · Tumblr was founded by David Karp and launched in New York City, in February of 2007. ... Tumblr for her art blog, Two Coats of Paint, said. “You ...
  61. [61]
    How Pop Music Fandom Became Sports, Politics, Religion and All ...
    Dec 25, 2020 · On social media this year, the stan was ascendant, fueling commercial competition, trolling and other arcane battles. How did we get here?Missing: history | Show results with:history
  62. [62]
    [pixiv] About pixiv
    20,000 works by creators from 230 different regions all around the world are posted daily.Why not join this community of over 80 million art fans & creators?Missing: global | Show results with:global
  63. [63]
    pixiv Celebrates Its 18th Anniversary! Over 119 million Registered ...
    Sep 10, 2025 · Since launching the service in 2007, pixiv has gained a cumulative total of more than 119 million registered users over the past 18 years, with ...
  64. [64]
    How To Start Sell Commissions: A Beginner's guide - DeviantArt
    Jul 14, 2020 · 1️⃣ Build a strong portfolio. If people can't see what you do, they won't buy from you! Your portfolio is your storefront, so make it count.
  65. [65]
    Inktober
    Jake Parker created Inktober in 2009 as a challenge to improve his inking skills and develop positive drawing habits.Rules & Prompts · FAQ · How To Ink · Merch
  66. [66]
    How to get your art noticed online | Art Rocket - CLIP STUDIO PAINT
    Use art community sites like Instagram or Artstation to get your art noticed and find your fans! We'll give you tips to keep in mind for getting your art seen.
  67. [67]
    Etiquette Policy - DeviantArt
    It is our policy to welcome artists of all levels, from amateur to ... While we do not impose quality standards we do ask that you practice self-moderation in ...
  68. [68]
    What is DeviantArt's policy on violent and graphic content?
    Members of DeviantArt should refrain from posting materials which display actual self-harm behavior, or which display photographic images of actual injury, ...
  69. [69]
    Tumblr's porn ban ruined the best parts of the site | Mashable
    Feb 17, 2022 · Tumblr banned adult content in 2018 and ever since has been in decline. The microblog site was popular among sex workers, erotic artists, ...
  70. [70]
    Pinterest Revenue and Usage Statistics (2025) - Business of Apps
    Pinterest generated $3.6 billion revenue in 2024, a 20.3% increase year-on-year; 78% of Pinterest revenue is generated in the US, despite only 18% of users ...Missing: fan art
  71. [71]
    The Evolution of Artists' Alley - PIPELINE COMICS
    Oct 12, 2016 · Once those con sketches started going for $100 or more the week after a convention, artists understandably felt less charitable towards people ...
  72. [72]
    Art Show - Seattle Worldcon 2025
    The art show features professional and fan artists with science-fiction, fantasy, and speculative-themed artwork, during the five-day Worldcon event.
  73. [73]
    AX 2025 ARTIST ALLEY LIST - Anime Expo
    I'm an artist creating aesthetic anime fanart illustrations. My art style blends warmth and fun, with a focus on anime and game characters.
  74. [74]
    Comic Market, The World's Largest Doujinshi Convention
    Aug 11, 2024 · Comic Market, commonly known as “Comiket,” began in 1975 and is the world's largest comic exhibition and sale of doujinshi (non-commercial, self-published ...
  75. [75]
    A Beginner's Guide to Exhibiting at Fan Conventions
    Aug 24, 2022 · Interested in exhibiting at fan conventions? This guide shines a light on the exhibitor experience with insights from the Threadless team.
  76. [76]
    30 Artists to Follow on Instagram for Inspiration | Sessions College
    Apr 30, 2025 · Bosslogic is a go-to artist for pop culture and superhero art. His high-impact, cinematic fan art on Instagram caught the eyes of Marvel and DC ...
  77. [77]
  78. [78]
    Rights to Sell Fan-Created Art at Official Events - Attorney Aaron Hall
    Commercial sale complicates fair use defenses and exposes artists to legal and financial risks, including penalties and removal. Engaging with organizers and ...
  79. [79]
    From Comic-Con to Amazon: Fan conventions and digital platforms
    In 2020, the COVID-19 pandemic forced Comic-Con to abruptly move its programming onto an array of digital platforms in an apparent “platformization” of the con.
  80. [80]
    Dos and Don'ts, Ins and Outs of Filling Convention Commissions
    Apr 28, 2017 · Commissions are usually paid for upfront to cover time and materials cost, as these are designed to be fairly inexpensive commissions that are ...
  81. [81]
    Effects of Online Fan Community Interactions on Well-Being and ...
    A study of K-pop fandom communities reveals the role of social media platforms as strategic outposts for K-pop fans to promote their favorite artist's songs or ...
  82. [82]
    [PDF] Fan Art and Creative Community - DiVA portal
    Feb 7, 2023 · This study investigates the individual experience of viewing fan art and creative works within fandom, as well as the community's potential ...
  83. [83]
    [PDF] Bait, Code, and Censor- Queer Representation in Animation through ...
    Dec 11, 2024 · Personal identity can be very nuanced and complex, so some who identify with 'queer' use it as a basic summary meaning 'not straight' (Miller et ...
  84. [84]
    Connecting Social-Learning Practices in Deviantart to Art Education
    Aug 7, 2025 · This study sought to answer two broad questions: (1) what art related skills, concepts, and dispositions do members acquire on deviantArt.com?
  85. [85]
    What Art Educators Can Learn from the Fan-based - jstor
    Fan-based artmaking highlights narrative resonance, self-exploration, community support, and balance between fantasy and everyday life, suggesting strategies ...
  86. [86]
    [PDF] Ethical and privacy considerations for research using online fandom ...
    Aug 19, 2020 · Sometimes, that toxic behavior can be self-regulated by strong community norms within a fan space (Guerrero-Pico, Establés, and. Page 10. 8/19/ ...
  87. [87]
    How 'Star Wars' Fan Edits Saved the Original Movies
    May 5, 2024 · Many of Lucas's edits of the original movies were cosmetic changes. An extended shot here. A beep there. More computer-generated background ...
  88. [88]
    Exclusive: Patreon crosses $10 billion creator payout milestone - Axios
    Aug 5, 2025 · Creators on Patreon have received more than $10 billion in payments from fans since the company was founded in 2013, CEO and co-founder Jack ...
  89. [89]
    Funko Hits Licensing Homerun With Personalized MLB Pop ...
    Jun 18, 2025 · Fans Can Officially Customize Their Own Official MLB Collectible Utilizing All 30 Team Logos Funko, Inc. (Nasdaq: FNKO), a leading global ...
  90. [90]
    Anime Merchandising Market Size | Industry Report, 2030
    The global anime merchandising market size was estimated at USD 10.85 billion in 2024 and is estimated to reach USD 18,675.9 million by 2030, ...<|separator|>
  91. [91]
    'Harry Potter' author J.K. Rowling wins copyright claim versus fan
    Sep 8, 2008 · A judge ruled Monday in favor of Harry Potter author JK Rowling in her copyright infringement lawsuit against a fan and Web site operator.
  92. [92]
    User-generated content: What it means when players become creators
    Sep 8, 2025 · These expansions can inspire official content or even spin-offs. Over time, co-creation transforms the very definition of an IP. Developers ...