Distinctive Styles and Authorship in Alternative Comics

Distinctive Styles and Authorship in Alternative Comics PDF Author: Lukas Etter
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110693682
Category : Literary Criticism
Languages : en
Pages : 228

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Book Description
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.

Distinctive Styles and Authorship in Alternative Comics

Distinctive Styles and Authorship in Alternative Comics PDF Author: Lukas Etter
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110693682
Category : Literary Criticism
Languages : en
Pages : 228

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Book Description
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

Comics and Agency PDF Author: Vanessa Ossa
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110754487
Category : Literary Criticism
Languages : en
Pages : 312

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Book Description
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

Comics and Videogames PDF Author: Andreas Rauscher
Publisher: Routledge
ISBN: 100022421X
Category : Comics & Graphic Novels
Languages : en
Pages : 371

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Book Description
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.

Subjectivity across Media

Subjectivity across Media PDF Author: Maike Sarah Reinerth
Publisher: Routledge
ISBN: 1317286561
Category : Games & Activities
Languages : en
Pages : 276

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Book Description
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.

The Jew of New York

The Jew of New York PDF Author: Ben Katchor
Publisher: Pantheon
ISBN: 0375700978
Category : Comics & Graphic Novels
Languages : en
Pages : 110

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Book Description
In 1825, a New York politician and amateur playwright possessed of a utopian vision, summoned all the lost tribes of Israel to an island near Buffalo in the hope of establishing a Jewish state. His failed plan is the starting point for this brilliantly imagined epic. A disgraced kosher slaughterer, an importer of religious articles and women's hosiery, a pilgrim peddling soil from the Holy Land, a latter-day Kabbalist, a man with plans to carbonate Lake Erie—these are just some of the characters who move through Katchor's universe, their lives interwoven in a common struggle to settle into the New World even as it erupts into a financial frenzy that could as easily leave them bankrupt as carry them into the future.

Encyclopedia of Comic Books and Graphic Novels [2 volumes]

Encyclopedia of Comic Books and Graphic Novels [2 volumes] PDF Author: M. Keith Booker
Publisher: Bloomsbury Publishing USA
ISBN: 0313357471
Category : Social Science
Languages : en
Pages : 807

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Book Description
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.

Alternative Comics

Alternative Comics PDF Author: Charles Hatfield
Publisher: Univ. Press of Mississippi
ISBN: 1604735872
Category : Literary Criticism
Languages : en
Pages : 199

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Book Description
In the 1980s, a sea change occurred in comics. Fueled by Art Spiegel- man and Françoise 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. Hatfield explores how issues outside of cartooning-the marketplace, production demands, work schedules-can affect the final work. Using Hernandez's Palomar as an example, he shows how serialization may determine the way a cartoonist structures a narrative. In a close look at Maus, Binky Brown, and Harvey Pekar's American Splendor, Hatfield teases out the complications of creating biography and autobiography in a substantially visual medium, and shows how creators approach these issues in radically different ways.

Drawing from the Archives

Drawing from the Archives PDF Author: Benoît Crucifix
Publisher: Cambridge University Press
ISBN: 1009250930
Category : Literary Criticism
Languages : en
Pages : 287

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Book Description
This book proposes a new history of the graphic novel by examining how it recirculates older comics in the present.

The DC Comics Guide to Writing Comics

The DC Comics Guide to Writing Comics PDF Author: Dennis O'Neil
Publisher: Watson-Guptill
ISBN: 077043455X
Category : Language Arts & Disciplines
Languages : en
Pages : 175

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Book Description
For any writer who wants to become an expert comic-book storyteller, The DC Comics Guide to Writing Comics is the definitive, one-stop resource! In this valuable guide, Dennis O’Neil, a living legend in the comics industry, reveals his insider tricks and no-fail techniques for comic storytelling. Readers will discover the various methods of writing scripts (full script vs. plot first), as well as procedures for developing a story structure, building subplots, creating well-rounded characters, and much more. O’Neil also explains the many diverse formats for comic books, including graphic novels, maxi-series, mega-series, and adaptation. Of course, there are also dozens of guidelines for writing proposals to editors that command attention and get results.

The DC Comics Guide to Digitally Drawing Comics

The DC Comics Guide to Digitally Drawing Comics PDF Author: Freddie E Williams II
Publisher: Watson-Guptill
ISBN: 0823008320
Category : Art
Languages : en
Pages : 146

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Book Description
At last–the first guide to drawing comics digitally! Artists! Gain incredible superpowers...with the help of your computer! The DC Comics Guide to Digitally Drawing Comics shows how to give up pencil, pen, and paper and start drawing dynamic, exciting comics art entirely with computer tools. Author Freddie E Williams is one of DC Comics' hottest artists and a leader in digital penciling and inking–and here, in clear, step-by-step directions, he guides readers through every part of the digital process, from turning on the computer to finishing a digital file of fully inked comic art, ready for print. Creating a template, sketching on the computer, penciling, and finally inking digitally are all covered in depth, along with bold, timesaving shortcuts created by Williams, tested by years of trial and error. Step into the digital age, streamline the drawing process, and leap over the limitations of mere physical drawing materials with The DC Guide to Digitally Drawing Comics.