Distinctive Styles And Authorship In Alternative Comics
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Distinctive Styles and Authorship in Alternative Comics by Lukas Etter Pdf
Distinctive Styles and Authorship in Alternative Comics addresses the benefits and limits of analyses of style in alternative comics. It offers three close readings of works serially published between 1980 and 2018 – Art Spiegelman’s Maus, Alison Bechdel’s Dykes to Watch Out For, and Jason Lutes’ Berlin – and discusses how artistic style may influence the ways in which readers construct authorship.
Comics and Agency by Vanessa Ossa,Jan-Noël Thon,Lukas R. A. Wilde Pdf
This volume aims to intensify the interdisciplinary dialogue on comics and related popular multimodal forms (including manga, graphic novels, and cartoons) by focusing on the concept of medial, mediated, and mediating agency. To this end, a theoretically and methodologically diverse set of contributions explores the interrelations between individual, collective, and institutional actors within historical and contemporary comics cultures. Agency is at stake when recipients resist hegemonic readings of multimodal texts. In the same manner, “authorship” can be understood as the attribution of agency of and between various medial instances and roles such as writers, artists, colorists, letterers, or editors, as well as with regard to commercial rights holders such as publishing houses or conglomerates and reviewers or fans. From this perspective, aspects of comics production (authorship and institutionalization) can be related to aspects of comics reception (appropriation and discursivation), and circulation (participation and canonization), including their potential for transmedialization and making contributions to the formation of the public sphere.
Comics and Videogames by Andreas Rauscher,Daniel Stein,Jan-Noël Thon Pdf
This book offers the first comprehensive study of the many interfaces shaping the relationship between comics and videogames. It combines in-depth conceptual reflection with a rich selection of paradigmatic case studies from contemporary media culture. The editors have gathered a distinguished group of international scholars working at the interstices of comics studies and game studies to explore two interrelated areas of inquiry: The first part of the book focuses on hybrid medialities and experimental aesthetics "between" comics and videogames; the second part zooms in on how comics and videogames function as transmedia expansions within an increasingly convergent and participatory media culture. The individual chapters address synergies and intersections between comics and videogames via a diverse set of case studies ranging from independent and experimental projects via popular franchises from the corporate worlds of DC and Marvel to the more playful forms of media mix prominent in Japan. Offering an innovative intervention into a number of salient issues in current media culture, Comics and Videogames will be of interest to scholars and students of comics studies, game studies, popular culture studies, transmedia studies, and visual culture studies.
THE ART OF COMICS The Art of Comics: A Philosophical Introduction is the first-ever collection of essays published in English devoted to the philosophical questions raised by the art of comics. The volume, which includes a preface by the renowned comics author Warren Ellis, contains ten cutting-edge essays on a range of philosophical topics raised by comics and graphic novels. These include the definition of comics, the nature of comics genres, the relationship between comics and other arts such as film and literature, the way words and pictures combine in comics, comics authorship, the “language” of comics, and the metaphysics of comics. The book also contains an in-depth introduction by the co-editors which provides an overview of both the book and its subject, as well as a brief history of comics and an overview of extant work on the philosophy of comics. In an area of growing philosophical interest, this volume constitutes a great leap forward in the development of this fast expanding field, and makes a major contribution to the philosophy of art.
Examines long-form comics, focusing on the graphic novel, to argue that comics are a fundamental literary form and studies alternative comics as both a literary genre and a cultural phenomenon.
The Canadian Alternative by Dominick Grace,Eric Hoffman Pdf
Contributions by Jordan Bolay, Ian Brodie, Jocelyn Sakal Froese, Dominick Grace, Eric Hoffman, Paddy Johnston, Ivan Kocmarek, Jessica Langston, Judith Leggatt, Daniel Marrone, Mark J. McLaughlin, Joan Ormrod, Laura A. Pearson, Annick Pellegrin, Mihaela Precup, Jason Sacks, and Ruth-Ellen St. Onge This overview of the history of Canadian comics explores acclaimed as well as unfamiliar artists. Contributors look at the myriad ways that English-language, Francophone, Indigenous, and queer Canadian comics and cartoonists pose alternatives to American comics, to dominant perceptions, even to gender and racial categories. In contrast to the United States" melting pot, Canada has been understood to comprise a social, cultural, and ethnic mosaic, with distinct cultural variation as part of its identity. This volume reveals differences that often reflect in highly regional and localized comics such as Paul MacKinnon's Cape Breton'specific Old Trout Funnies, Michel Rabagliati's Montreal-based Paul comics, and Kurt Martell and Christopher Merkley's Thunder Bay'specific zombie apocalypse. The collection also considers some of the conventionally "alternative" cartoonists, namely Seth, Dave Sim, and Chester Brown. It offers alternate views of the diverse and engaging work of two very different Canadian cartoonists who bring their own alternatives into play: Jeff Lemire in his bridging of Canadian/US and mainstream/alternative sensibilities and Nina Bunjevac in her own blending of realism and fantasy as well as of insider/outsider status. Despite an upsurge in research on Canadian comics, there is still remarkably little written about most major and all minor Canadian cartoonists. This volume provides insight into some of the lesser-known Canadian alternatives still awaiting full exploration.
Encyclopedia of Comic Books and Graphic Novels [2 volumes] by M. Keith Booker Pdf
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.
The Routledge Companion to Comics by Frank Bramlett,Roy Cook,Aaron Meskin Pdf
This cutting-edge handbook brings together an international roster of scholars to examine many facets of comics and graphic novels. Contributor essays provide authoritative, up-to-date overviewsof the major topics and questions within comic studies, offering readers a truly global approach to understanding the field. Essays examine: the history of the temporal, geographical, and formal development of comics, including topics like art comics, manga, comix, and the comics code; issues such as authorship, ethics, adaptation, and translating comics connections between comics and other artistic media (drawing, caricature, film) as well as the linkages between comics and other academic fields like linguistics and philosophy; new perspectives on comics genres, from funny animal comics to war comics to romance comics and beyond. The Routledge Companion to Comics expertly organizes representative work from a range of disciplines, including media and cultural studies, literature, philosophy, and linguistics. More than an introduction to the study of comics, this book will serve as a crucial reference for anyone interested in pursuing research in the area, guiding students, scholars, and comics fans alike.
Cultures of Comics Work by Casey Brienza,Paddy Johnston Pdf
This anthology explores tensions between the individualistic artistic ideals and the collective industrial realities of contemporary cultural production with eighteen all-new chapters presenting pioneering empirical research on the complexities and controversies of comics work. Art Spiegelman. Alan Moore. Osamu Tezuka. Neil Gaiman. Names such as these have become synonymous with the medium of comics. Meanwhile, the large numbers of people without whose collective action no comic book would ever exist in the first place are routinely overlooked. Cultures of Comics Work unveils this hidden, global industrial labor of writers, illustrators, graphic designers, letterers, editors, printers, typesetters, publicists, publishers, distributors, translators, retailers, and countless others both directly and indirectly involved in the creative production of what is commonly thought of as the comic book. Drawing upon diverse theoretical and methodological perspectives, an international and interdisciplinary cohort of cutting-edge researchers and practitioners intervenes in debates about cultural work and paves innovative directions for comics scholarship.
In the 1980s, a sea change occurred in comics. Fueled by Art Spiegel- man and Franoise Mouly's avant-garde anthology Raw and the launch of the Love Rockets series by Gilbert, Jaime, and Mario Hernandez, the decade saw a deluge of comics that were more autobiographical, emotionally realistic, and experimental than anything seen before. These alternative comics were not the scatological satires of the 1960s underground, nor were they brightly colored newspaper strips or superhero comic books. In Alternative Comics: An Emerging Literature, Charles Hatfield establishes the parameters of alternative comics by closely examining long-form comics, in particular the graphic novel. He argues that these are fundamentally a literary form and offers an extensive critical study of them both as a literary genre and as a cultural phenomenon. Combining sharp-eyed readings and illustrations from particular texts with a larger understanding of the comics as an art form, this book discusses the development of specific genres, such as autobiography and history. Alternative Comics analyzes such seminal works as Spiegelman's Maus, Gilbert Hernandez's Palomar: The Heartbreak Soup Stories, and Justin Green's Binky Brown Meets the Holy Virgin Mary.
Subjectivity across Media by Maike Sarah Reinerth,Jan-Noël Thon Pdf
Media in general and narrative media in particular have the potential to represent not only a variety of both possible and actual worlds but also the perception and consciousness of characters in these worlds. Hence, media can be understood as "qualia machines," as technologies that allow for the production of subjective experiences within the affordances and limitations posed by the conventions of their specific mediality. This edited collection examines the transmedial as well as the medium-specific strategies employed by the verbal representations characteristic for literary texts, the verbal-pictorial representations characteristic for comics, the audiovisual representations characteristic for films, and the interactive representations characteristic for video games. Combining theoretical perspectives from analytic philosophy, cognitive theory, and narratology with approaches from phenomenology, psychosemiotics, and social semiotics, the contributions collected in this volume provide a state-of-the-art map of current research on a wide variety of ways in which subjectivity can be represented across conventionally distinct media.
Tracing the rise of the Marvel Comics brand from the creation of the Fantastic Four to the development of the Marvel Cinematic Universe, this volume of original essays considers how a comic book publisher became a transmedia empire.
From Comic Strips to Graphic Novels by Daniel Stein,Jan-Noël Thon Pdf
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 study offers a critical examination of the work of Gilbert and Jaime Hernandez, Mexican-American brothers whose graphic novels are highly influential. The Hernandez brothers started in the alt-comics scene, where their ‘Love and Rockets’ series quickly gained prominence. They have since published in more mainstream venues but have maintained an outsider status based on their own background and the content of their work. Enrique García argues that the Hernandez brothers have worked to create a new American graphic storytelling that, while still in touch with mainstream genres, provides a transgressive alternative from an aesthetic, gender, and ethnic perspective. The brothers were able to experiment with and modify these genres by taking advantage of the editorial freedom of independent publishing. This freedom also allowed them to explore issues of ethnic and gender identity in transgressive ways. Their depictions of latinidad and sexuality push against the edicts of mainstream Anglophone culture, but they also defy many Latino perceptions of life, politics, and self-representation. The book concludes with an in-depth interview with Jaime and Gilbert Hernandez that touches on and goes beyond the themes explored in the book.