Working Conditions

This page displays the basic trends in participants' working conditions and labor arrangements in comics.

Most participants have been working in comics at some capacity for at least a decade; while some participants in this study reported being published in the 1970's, 1980's and 1990's, the majority of respondents reported being published for the first time in the 2000's and 2010's.

The average participant in this study had worked in comics for at least 8 years; they worked an average of 49 hours a week across all of their jobs, with approximately 33 of those hours specifically spent creating comics each week and roughly 7 hours a week being spent seeking out/proposing future work.

Primary Work

The most common primary jobs that were performed are writing and pencil art. Many who selected "other" as their primary job did so because they were a multi-purpose artist or worked in multiple roles throughout a singular comic work that they contributed to.

NOTE: We acknowledge that adding metrics to this question that would have accounted for multi-role artists and/or solo creators could have altered or impacted this particular result, as offering those options would result in the survey no longer forcing participants to choose between discrete productive roles. While we recognize in retrospect that these would have been useful measures to include, we are unable to account for the ways in which forcing a choice between productive roles impacted this particular finding.

Positions Held

To address the limitations presented by a lack of multi-role position in the "primary role" finding, it is useful to consider the full scope of industry positions held by participants. This chart presents the full scope of responses when participants were asked "Which of the following jobs have you done during your career in comics? (select all that apply)".

The above chart highlights the significant areas of overlap that exist within comics: multi-role artists, writer/artists, and sole creators are fairly common in this data.

This chart may also suggest a degree of fluidity within the industry; workers have the flexibility to move into/out of their initial industry positioning and/or hold multiple roles at multiple publishers (i.e. one individual could be a writer at one publisher, artist at another, designer at a third - or simply perform all of the tasks as "sole creator" of a work).

In addition to assessing what forms of credited work were regularly performed within comics, we asked whether participants had experience working with uncredited labor/laborers in comics; either by working as uncredited assistants themselves, or by employing an uncredited assistant.

Working as Uncredited Assistant

Approximately a third of the participants have worked as an assistant on a work of comic art for which they did not receive credit.

Hiring an Uncredited Assistant

Approximately a 15% of participants have hired an uncredited assistant on a work of comic art for which they received sole credit.

Work Status

While the majority of participants reported their work status as being primarily freelance work, the "other" work statuses offered by respondents typically emphasized respondents' full time work outside of comics, or their work in related creative fields (e.g. animation, video games, etc.).

Primary Means of Publication

There are roughly equal numbers of participants who reported primarily working under work for hire contracts as there are who are primarily self-published.

"Other" publication methods listed typically referred to one's status as staff of a publisher (e.g. editing, marketing, sales, etc.)

Full Scope of Publication

While the most common means of publication is still work-for-hire arrangements with publishers, the full scope of where/how workers are being published suggests that crowd-funding and print-based self-publishing are immensely popular avenues for creatives to produce works. While workers may primarily work in "traditional" comics arrangements, this chart indicates that workers are supplementing this with independently-produced works which are driven by their interests.

Availability of Work

Approximately 43% of respondents have had work (which was originally produced in English) made available in a language other than English.

The following responses were most represented (among others):

        • French
        • Spanish
        • German
        • Italian
        • Portugese
        • Korean
        • Chinese
        • Polish
        • Russian
        • Japanese
        • Dutch
        • Czech

Location of Work

The vast majority of respondents reported working from a home studio or office.

"Other" locations specified included public spaces (e.g. libraries), private establishments (e.g. coffee shops), or their family's homes.

Income Stability

Roughly a third of participants reported having stable income from their work in comics, while roughly a third reported having highly variable income, and roughly a third of participants reported having totally unpredictable income.

This figure does not refer to income earned from other jobs (or spousal income).

NOTE: predictable pay does not necessarily denote equitable pay (e.g. a creator which makes free webcomics probably expects low-no income for such works).

When asked about their ownership of intellectual property created through their work in comics, respondents noted the following trends:

Rights

Approximately 25% of participants did not own the rights (or any share of the rights) to their work in comics.

Royalties

Approximately 58% of participants had never received royalty payments for their work in comics.

Additionally, participants were asked whether they asked their fans to contribute to their work directly, through crowdfunding and donations:

Crowdfunding

Approximately 42% of respondents have used crowdfunding (e.g. Kickstarter, IndieGoGo, etc.) to produce comics that they contributed to.

Donations

45% of participants have utilized donation-based services or platforms (e.g. Patreon, Ko-Fi, Gumroad, etc.) to support their work in comics.

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