Comics
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Graphic storytelling across comics, manga, and visual novels.
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Graphic stories and comic arcs.
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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. At a time when graphic novels have expanded beyond their fan cults to become mainstream bestsellers and sources for Hollywood entertainment, Encyclopedia of Comic Books and Graphic Novels serves as an exhaustive exploration of the genre's history, its landmark creators and creations, and its profound influence on American life and culture. Encyclopedia of Comic Books and Graphic Novels focuses on English-language comics—plus a small selection of influential Japanese and European works available in English—with special emphasis on the new graphic novel format that emerged in the 1970s. Entries cover influential comic artists and writers such as Will Eisner, Alan Moore, and Grant Morrison, major genres and themes, and specific characters, comic book imprints, and landmark titles, including the pulp noir 100 Bullets, the post-apocalyptic Y: The Last Man, the revisionist superhero drama, Identity Crisis, and more. Key franchises such as Superman and Batman are the center of a constellation of related entries that include graphic novels and other imprints featuring the same characters or material.
Contributions to the Theory and History of Graphic Narrative
This essay collection examines the theory and history of graphic narrative as one of the most interesting and versatile forms of storytelling in contemporary media culture. Its contributions test the applicability of narratological concepts to graphic narrative, examine aspects of graphic narrative beyond the ‘single work’, consider the development of particular narrative strategies within individual genres, and trace the forms and functions of graphic narrative across cultures. Analyzing a wide range of texts, genres, and narrative strategies from both theoretical and historical perspectives, the international group of scholars gathered here offers state-of-the-art research on graphic narrative in the context of an increasingly postclassical and transmedial narratology. This is the revised second edition of From Comic Strips to Graphic Novels, which was originally published in the Narratologia series.
This Companion examines the evolution of comic books into graphic novels and the development of this art form globally.
Turn your ideas into graphic novels with this step-by-step guide—including drawing exercises Writing Graphic Novels For Dummies walks you through the process of graphic novel creation step-by-step, guiding you through the process of developing ideas, concepts, and visuals to bring your unique stories to life. Learn how to develop plots, characters, and storylines, create storyboards to organize your work, and how to creative effective visuals to support the narrative. You'll progress from basic drawing skills to more advanced techniques specific to graphic storytelling. Get recommendations for using digital tools, and work through exercises to help jumpstart your creativity and develop your style as a graphic novelist. Plus, an 8-page color insert offers a mini-graphic novel within the book, so you can see all the stages of writing, illustrating, and development of a graphic novel in any genre, from initial concept to completion. Learn how to choose materials and drawing supplies to suit your needs Understand proportion and scale, and convey different emotions and facial expressions Practice your skills with helpful drawing exercises Get tips for sharing your creations with the world and promoting your work This accessible guide is great for aspiring writers, artists, and graphic novel enthusiasts who want to learn how to create their own graphic novels as a hobby or potential career.
A Guidebook
A concise introduction to one of today's fastest-growing, most exciting fields, Comics Studies: A Guidebook outlines core research questions and introduces comics' history, form, genres, audiences, and industries. Authored by a diverse roster of leading scholars, this Guidebook offers a perfect entryway to the world of comics scholarship.
A History Of Comic Art
The history of the comic from 19th-century to today's graphic novels.
Classic comics and long-running manga series. Preview and availability data comes from provider metadata when available.
How the Industry Works
This book is an insider's guide to how the comic book industry works. You'll learn how comic book superheroes are created and the deeper meanings they represent. You'll follow the development of sequential art storytelling - from caveman wall paintings to modern manga and cinematic techniques. Here you will explore comics in all forms: those flimsy pamphlets we call comic books; thick graphic novels; Japanese manga; and blockbuster movies featuring epic battles between good and evil. But behind it all, you'll discover how comics are an intellectual property business, the real money found in licensed bedsheets and fast-food merchandise, heart-pounding theme park rides and collectible toys, video games, and Hollywood extravaganza featuring such popular superheroes as Spider-Man, Superman, X-Men, and Batman.
Negotiating Cultural Value
From their inception, 'low culture' comics have intersected with the 'high culture' of Shakespeare. This is the first book-length collection dedicated entirely to the exploration of this collision. Its chapters illuminate the ways in which different texts, time periods, politics, authors, media, approaches and forms interact. Ranging from Classic Comics to Marvel, from tebeo to manga, from independent to mainstream comics, texts explored include Y: The Last Man, Neil Gaiman and Charles Vess's 'A Midsummer Night's Dream' (The Sandman #19), The League of Extraordinary Gentlemen, I Am Alfonso Jones, Marvel 1602, Doom 2099, and manga adaptations of The Tempest and Macbeth, among many others. As comic books and their big-screen progeny dominate mainstream popular culture, the association of Shakespeare with comics offers creators and critics tools with which to interrogate the place of Shakespeare within the English and global literary and cultural traditions. Shakespeare and Comics argues that, at a moment when the reassessment and reimagining of literary canons has become more urgent than ever, thinking about Shakespeare through the lens of comics invites us to imagine a literary and cultural landscape in which so-called 'great works' exist alongside and in equal conversation with marginalized writers, topics and forms.
New Challenges in a Changing World
In a time of acute crisis when our societies face a complex series of challenges (race, gender, inclusivity, changing pedagogical needs and a global pandemic) we urgently need to re-access the nature of our engagement with the Classical World. This edited collection argues that we need to discover new ways to draw on our discipline and the material it studies to engage in meaningful ways with these new academic and societal challenges. The chapters included in the collection interrogate the very processes of reception and continue the work of destabilising the concept of a pure source text or point of origin. Our aim is to break through the boundaries that still divide our ancient texts and material culture from their reception, and interpretive communities. Our contributors engage with these questions theoretically and/or through the close examination of cultural artefacts. They problematise the concept of a Western, elitist canon and actively push the geographical boundaries of reception as both a local and a global phenomenon. Individually and cumulatively, they actively engage with the question of how to marshal the classical past in our efforts to respond to the challenges of our mutable contemporary world.
Productions, Versions and Adaptations
The search to find engaging and inspiring ways to introduce children and young adults to Shakespeare has resulted in a rich variety of approaches to producing and adapting Shakespeare's plays and the stories and characters at their heart. Shakespeare for Young People is the only comprehensive overview of such productions and adaptations, and engages with a wide range of genres, including both British and American examples. Abigail Rokison covers stage and screen productions, shortened versions, prose narratives and picture books (including Manga), animations and original novels. The book combines an informative guide to these interpretations of Shakespeare, discussed with critical analysis of their relative strengths. It also includes extensive interviews with directors, actors and writers involved in the projects discussed'.
The Routledge Handbook of Shakespeare and Global Appropriation brings together a variety of different voices to examine the ways that Shakespeare has been adapted and appropriated onto stage, screen, page, and a variety of digital formats. The thirty-nine chapters address topics such as trans- and intermedia performances; Shakespearean utopias and dystopias; the ethics of appropriation; and Shakespeare and global justice as guidance on how to approach the teaching of these topics. This collection brings into dialogue three very contemporary and relevant areas: the work of women and minority scholars; scholarship from developing countries; and innovative media renderings of Shakespeare. Each essay is clearly and accessibly written, but also draws on cutting edge research and theory. It includes two alternative table of contents, offering different pathways through the book – one regional, the other by medium – which open the book up to both teaching and research. Offering an overview and history of Shakespearean appropriations, as well as discussing contemporary issues and debates in the field, this book is the ultimate guide to this vibrant topic. It will be of use to anyone researching or studying Shakespeare, adaptation, and global appropriation.
History, Trends and Problems
This is the first overview of cartoon art in this important cultural nexus of Asia. The eight essays provide historical and contemporary examinations of cartoons and comics in Indonesia, the Philippines, Thailand, Cambodia, and Vietnam, and sociocultural and political analyses of cartooning in Singapore, Myanmar, and Malaysia. The collection benefits from hundreds of interviews with Southeast Asia's major cartoonists, conducted by the four contributors, as well as textual analyses of specific cartoons, on-the-spot observations, and close scrutiny of historical documents. All genres of printed cartoon art are studied, including political and humor cartoons, newspaper comic strips, comic books, and humor and cartoon periodicals. Topics of discussion and comparison with cartoon art of other parts of the globe include national identity, the transnational public sphere, globalization, alternative media forms, freedom of expression, consumerism, and corporatism. Southeast Asian cartoon art has a number of features unique to the region, such as having as pioneering cartoonists three countries' founding fathers, comics that gave their name to a national trait, some of the earliest graphic novels worldwide, and a king who hired a cartoonist to illustrate his books.
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