Introduction Entertainment is a crucial component of modern society, and people spend significant amounts of their discretionary income for entertainment purposes. Some of the most popular means of entertainment are movies, comics, and video games. These three have become a foundation of the modern entertainment media landscape. Their popularity has led to the growth and development of multi-billion dollar industries that produces movies, comics, and video games. An interesting aspect of these entertainment forms has been the development of conventions. As the fan-base of various movies, comics, and video games have grown, conventions that essentially bring together fans and industry personnel in one big gathering have emerged. This paper will engage in a detail discussion on movies, comics, and video games conventions with a focus on the defining characteristics of these gatherings, their purposes, and their outcomes. The paper will describe two popular conventions, which are E3 and Comic-con. Defining Conventions By definition, a convention is a large gathering of people who share some interests for a particular purpose. The videos, comic, and video games conventions are large meetings of industry personnel, fans, and creators in the different genres of entertainment. The events include numerous fascinating attractions for the attendees. Various stalls are setup to showcase different movies, comics, and videogames. The entertainment industry players and media personnel organize the conventions. Bolling and Smith (2014) admit that whole conventions are often presented as fan events; they are mostly moneymaking extravaganzas for the creators, artists, and corporate owners of media products. An important aspect of conventions is that they attract significant mainstream media coverage. The big conventions such as the San Diego Comic-Con are given significant coverage and broadcasted internationally. This gives the conventions a significant audience base across the globe. Conventions create a sense of community for the fans of the movies, comics, and video games. Most attendees of the conventions wear costumes or clothes that express their fandom. Bolling and Smith (2014) explain that there is a lot of artifactual communication at the convention as various fans put on attire that shows what movies, comics, or video games they are enthusiastic about. Individuals with similar interest can identify each other and even form relationships based on their common interest. Fans can connect with strangers who share an interest in the same science fiction, video games, and Japanese anime. In addition to this, conventions help accentuate the hierarchies of fandom that exist among various enthusiasts of movies, comics, and video games. Fans are always looking for ways to show their dedication to their particular heroes. The convention gives the fans an opportunity to demonstrate their loyalty. A fan’s convention attendance depicts his dedication to the particular movie, comic books, or video game to the “outside” world. According to Geraghty (2014), attendance becomes an authentic marker of insider status by the fan. A defining characteristic of conventions is the informal atmosphere. On the floor of the convention, the distance that exists between fans and media personnel are blurred. Bolling and Smith (2014) observe that unlike in other media industry where fans are isolated from the famous media personalities, conventions dispose of this isolation. A regular fan can effortlessly approach editors, writer, artists, and actors on the floor of a convention and even have a chat with them. Bolling and Smith (2014) note that the creators provide hints of their plans for the comics’ narratives, letting the fans feel like they are “in on it” and a part of the industry. Great fan loyalty is bolstered by the convention, as the fans can get closer in proximity to the creators of their heroes. An important attribute of conventions is that they lead to the blurring of the distinct boundaries between movies, comic books, and video games. The autonomy of each genre is reduced as similar material appears in different forms. Jancovich and Gordon (2010) confirm that in many cases, comic books have been transformed into feature films or video game adaptations. For example, the fan of a Spiderman comic book is likely to become fun of the movies and video games based on this comic. This blurring of boundaries has mostly had a positive impact on each media format by promoting sales. Roles Fulfilled by Conventions Conventions fulfill several important roles for the organizers and attendees. For one, they present an opportunity for artists, writers, and producers to network and forge useful work relationships. Many people have good ideas for movies, comics, and video games. However, they lack the resources to produce their work and market it to the audience. Conventions offer such individuals with an opportunity to meet major and independent publishers or producers for their work. Marx (2012) declares that conventions are a primary meeting ground for creative individuals, publishers, and producers. The conventions attract nearly everybody involved in the industry, and this creates numerous opportunities for people with interesting ideas. Conventions are used as a platform for advertising by the entertainment industry. As noted, the conventions attract hundreds of thousands of fans each year. Bolling and Smith (2014) observe that the individuals who attend conventions are diehard movie, comic, and gaming enthusiasts who dedicate a lot of time, effort, and money to these entertainment forms. Targeting this group is a sure way to increase the profits of the entertainment media industry. In addition to this, the expansive media coverage offered at the event ensures that millions of people will view the activities taking place via television. Various publishing houses and studios, therefore, take advantage of this media exposure to market their products. Geraghty (2014) reveals that major Hollywood franchises use the conventions to premiere the next big release. Various methods of adverting are used at the convention. The successful companies such as Marvel and DC Comics can purchase prime space