What if fairy-tale characters lived in New York City? What if a superhero knew he was a fictional character? What if you could dispense your own justice with one hundred untraceable bullets? These ...are the questions asked and answered in the course of the challenging storytelling inFables,Tom Strong, and100 Bullets, the three twenty-first-century comics series that Karin Kukkonen considers in depth in her exploration of how and why the storytelling in comics is more than merely entertaining.
Applying a cognitive approach to reading comics in all their narrative richness and intricacy,Contemporary Comics Storytellingopens an intriguing perspective on how these works engage the legacy of postmodernism-its subversion, self-reflexivity, and moral contingency. Its three case studies trace how contemporary comics tie into deep traditions of visual and verbal storytelling, how they reevaluate their own status as fiction, and how the fictional minds of their characters generate complex ethical thought experiments. At a time when the medium is taken more and more seriously as intricate and compelling literary art, this book lays the groundwork for an analysis of the ways in which comics challenge and engage readers' minds. It brings together comics studies with narratology and literary criticism and, in so doing, provides a new set of tools for evaluating the graphic novel as an emergent literary form.
Victoria is /for Victoria Salah, Trish
Studies in gender and sexuality,
04/03/2023, Volume:
24, Issue:
2
Journal Article
Peer reviewed
If the version of the multiverse we now find ourselves in arrives belatedly from the 20th century in the entanglements of physics and comic books, the afterwardness of culture wars, mid-credit ...scenes, and proliferating screen memories, is that just what signifying desire looks like a quarter of the way into the 21st? Fighting for the future, it seems we are never far from enjoying an unconscious that knows no "no," nor time, nor contradiction. What of that shadowy feeling that falls across aspirations, like memory, but something older and farther away, something promised that remains intimately obscure?
Girls, gender and identity in comicsSugar, Spice, and the Not So Nice offers an innovative, wide-ranging and geographically diverse book-length treatment of girlhood in comics. The various ...contributing authors and artists provide novel insights into established themes within comics studies, children’s comics, graphic medicine and comics by and about refugees and marginalised ethnic or cultural groups. The book enriches traditional historical, narratological and aesthetic approaches to studying girlhood in comics with practice-based research, discussion and conversation. This re-examination of girls, gender and identity in comics connects with contemporary discourse on gender identity politics. Through examples from both within Europe, the anglophone world and beyond, and including visual essays alongside critical theory, the volume furthermore engages with new developments in contemporary comics scholarship. It will therefore appeal to students and scholars of childhood studies, comics scholars and creators, and those interested in addressing gender identity through the prism of comics. Contributors: Mel Gibson (Northumbria University), Martha Newbigging (Seneca College), María Porras Sánchez (Complutense University of Madrid), JoAnn Purcell (York University and Seneca College), Benoît Glaude (Ghent University/University of Louvain), Sylvain Lesage (University of Lille), Joan Ormrod (Manchester Metropolitan University), Aswathy Senan (The Research Collective Delhi), Michel De Dobbeleer (Ghent University), Sébastien Conard (KASK Ghent School of Arts and LUCA Brussels), Marine Berthiot (University of Edinburgh), Julia Round (Bournemouth University)Ebook available in Open Access.This publication is GPRC-labeled (Guaranteed Peer-Reviewed Content).
"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."
Bringing together the work of an array of North American and European scholars, this collection highlights a previously unexamined area within global comics studies. It analyses comics from countries ...formerly behind the Iron Curtain like East Germany, Poland, Czech Republic, Hungary, Romania, Yugoslavia, and Ukraine, given their shared history of WWII and communism. In addition to situating these graphic narratives in their national and subnational contexts, Comics of the New Europepays particular attention to transnational connections along the common themes of nostalgia, memoir, and life under communism. The essays offer insights into a new generation of European cartoonists that looks forward, inspired and informed by traditions from Franco-Belgian and American comics, and back, as they use the medium of comics to reexamine and reevaluate not only their national pasts and respective comics traditions but also their own post-1989 identities and experiences.
Contributors: Max Bledstein (University of Winnipeg), Dragana Obradović (University of Toronto), Aleksandra Sekulić (University of Arts in Belgrade), Pavel Kořínek (Institute of Czech Literature, Czech Academy of Sciences in Prague), Martin Foret (Palacký University), Michael Scholz (Uppsala University), Sean Eedy (Carleton University), Elizabeth Nijdam (University of British Columbia), Ewa Stańczyk (University of Amsterdam), Eszter Szép (Eötvös Loránd University) This publication is GPRC-labeled (Guaranteed Peer-Reviewed Content).
Funnybooks Barrier, Michael
2014., 20141128, 2014, 2014-11-27
eBook
Funnybooksis the story of the most popular American comic books of the 1940s and 1950s, those published under the Dell label. For a time, "Dell Comics Are Good Comics" was more than a slogan-it was a ...simple statement of fact. Many of the stories written and drawn by people like Carl Barks(Donald Duck, Uncle Scrooge),John Stanley(Little Lulu),and Walt Kelly(Pogo)repay reading and rereading by educated adults even today, decades after they were published as disposable entertainment for children. Such triumphs were improbable, to say the least, because midcentury comics were so widely dismissed as trash by angry parents, indignant librarians, and even many of the people who published them. It was all but miraculous that a few great cartoonists were able to look past that nearly universal scorn and grasp the artistic potential of their medium. With clarity and enthusiasm, Barrier explains what made the best stories in the Dell comic books so special. He deftly turns a complex and detailed history into an expressive narrative sure to appeal to an audience beyond scholars and historians.