This introduction to studying comics and graphic novels is a structured guide to a popular topic. It deploys new cognitive methods of textual analysis and features activities and exercises throughout. Deploys novel cognitive approaches to analyze the importance of psychological and physical aspects of reader experience Carefully structured to build a sequenced, rounded introduction to the subject Includes study activities, writing exercises, and essay topics throughout Dedicated chapters cover popular sub-genres such as autobiography and literary adaptation
The most comprehensive reference ever compiled about the rich and enduring genre of comic books and graphic novels, from their emergence in the 1930s to their late-century breakout into the mainstream. • Includes over 330 entries on comic books and their creators • Presents the work of 80 contributors—accomplished academics and librarians who are also fans of comic books and graphic novels • Offers selected bibliographic listings with the entries • Provides a comprehensive index of artists, writers, works, characters, genres, and themes
This text examines comics, graphic novels, and manga with a broad, international scope that reveals their conceptual origins in antiquity. * Includes numerous illustrations of British satirical prints, Japanese woodblock prints, and the art of prominent illustrators * Includes a chapter on the latest developments in digital comics
This book explores the connections between comics and Gothic from four different angles: historical, formal, cultural and textual. It identifies structures, styles and themes drawn from literary gothic traditions and discusses their presence in British and American comics today, with particular attention to the DC Vertigo imprint. Part One offers an historical approach to British and American comics and Gothic, summarizing the development of both their creative content and critical models, and discussing censorship, allusion and self-awareness. Part Two brings together some of the gothic narrative strategies of comics and reinterprets critical approaches to the comics medium, arguing for an holistic model based around the symbols of the crypt, the spectre and the archive. Part Three then combines cultural and textual analysis, discussing the communities that have built up around comics and gothic artifacts and concluding with case studies of two of the most famous gothic archetypes in comics: the vampire and the zombie.
The first of its kind, this annotated guide describes and evaluates more than 400 works in English. Rothschild's lively annotations discuss important features of each work-including the quality of the graphics, characterizations, dialogue, and the appropriate audience-and introduces mainstream readers to the variety and quality of graphic novels, helps them distinguish between classics and hackwork, and alerts experienced readers to material they may not have discovered. Designed for individuals who need information about graphic novels and for those interested in acquiring them, this book will especially appeal to librarians, booksellers, bookstore owners, educators working with teen and reluctant readers, as well as to readers interested in this genre.
Comic books have increasingly become a vehicle for serious social commentary and, specifically, for innovative religious thought. Practitioners of both traditional religions and new religious movements have begun to employ comics as a missionary tool, while humanists and religious progressives use comics' unique fusion of text and image to criticize traditional theologies and to offer alternatives. Addressing the increasing fervor with which the public has come to view comics as an art form and Americans' fraught but passionate relationship with religion, Graven Images explores with real insight the roles of religion in comic books and graphic novels. In essays by scholars and comics creator...
For many years, those interested in the history of the art of comics--from scholars to fans--had very few options. The available books were either filled with glaring errors or far too limited in their scope. Along comes Roger Sabin and his near-definitive history. The best thing about this book is that it begins with a strong foundation--that comics is a separate and unique artistic medium--and goes on to leave practically no stone unturned, from mainstream superheroes to underground work to Japanese manga to the new alternatives to the strong European tradition. There's even an entire chapter on comics by and aimed toward women, hopefully dispelling the myth that comics are just for boys.
To say that graphic novels, comics, and other forms of sequential art have become a major part of popular culture and academia would be a vast understatement. Now an established component of library and archive collections across the globe, graphic novels are proving to be one of the last kinds of print publications actually gaining in popularity. Full of practical advice and innovative ideas for librarians, educators, and archivists, this book provides a wide-reaching look at how graphic novels and comics can be used to their full advantage in educational settings. Topics include the historically tenuous relationship between comics and librarians; the aesthetic value of sequential art; the use of graphic novels in library outreach services; collection evaluations for both American and Canadian libraries; cataloging tips and tricks; and the swiftly growing realm of webcomics.
Multiculturalism, and its representation, has long presented challenges for the medium of comics. This book presents a wide ranging survey of the ways in which comics have dealt with the diversity of creators and characters and the (lack of) visibility for characters who don’t conform to particular cultural stereotypes. Contributors engage with ethnicity and other cultural forms from Israel, Romania, North America, South Africa, Germany, Spain, U.S. Latino and Canada and consider the ways in which comics are able to represent multiculturalism through a focus on the formal elements of the medium. Discussion themes include education, countercultures, monstrosity, the quotidian, the notion of the ‘other," anthropomorphism, and colonialism. Taking a truly international perspective, the book brings into dialogue a broad range of comics traditions.