Distinguishing the graphic novel from other types of comic books has presented problems due to the fuzziness of category boundaries. Against the backdrop of prototype theory, the author establishes ...the graphic novel as a genre whose core feature is complexity, which again is defined by seven gradable subcategories: 1) multilayered plot and narration, 2) multireferential use of color, 3) complex text-image relation, 4) meaning-enhancing panel design and layout, 5) structural performativity, 6) references to texts/media, and 7) self-referential and metafictional devices. Regarding the subcategory of narration, the existence of a narrator as known from classical narratology can no longer be assumed. In addition, conventional focalization cannot account for two crucial parameters of the comics image: what is shown (point of view, including mise en scène) and what is seen (character perception). On the basis of François Jost's concepts of ocularization and focalization, this book presents an analytical framework for graphic novels beyond conventional narratology and finally discusses aspects of subjectivity, a focal paradigm in the latest research. It is intended for advanced students of literature, scholars, and comics experts.
From Cohen to Carson Rae, Ian
From Cohen to Carson,
c2008, 20080326, 2014, 2008, 2008-03-25, 2008-03-26
eBook
Detailed case studies of novels by Leonard Cohen, Michael Ondaatje, George Bowering, Daphne Marlatt, and Anne Carson, as well as sections on A.M. Klein and Anne Michaels, reveal how these authors ...framed their early novels according to formal precedents established in their poetry. In tracking the authors’ shift from lyric to long poem to novel, Rae also investigates their experiments with non-literary art forms - photography, painting, film. The authors discussed combine disparate genres and media to alter notions of narrative coherence in the novel and engage the diverse but fragmented cultural histories of Canadian society.
In a world increasingly defined by prose, poets adapted the new forms, characters, and moral themes of the novel in order to reinvigorate poetic practice.
This title links postcolonial theory with structuralism and poststructuralism to show how analysis of the textual illuminates the political and ideological positions of writers.
From reviews of the third edition: “Film Genre Reader III lives up to the high expectations set by its predecessors, providing an accessible and relatively comprehensive look at genre studies. The ...anthology’s consideration of the advantages and challenges of genre studies, as well as its inclusion of various film genres and methodological approaches, presents a pedagogically useful overview."—Scope Since 1986, Film Genre Reader has been the standard reference and classroom text for the study of genre in film, with more than 25,000 copies sold. Barry Keith Grant has again revised and updated the book to reflect the most recent developments in genre study. This fourth edition adds new essays on genre definition and cycles, action movies, science fiction, and heritage films, along with a comprehensive and updated bibliography. The volume includes more than thirty essays by some of film’s most distinguished critics and scholars of popular cinema, including Charles Ramírez Berg, John G. Cawelti, Celestino Deleyto, David Desser, Thomas Elsaesser, Steve Neale, Thomas Schatz, Paul Schrader, Vivian Sobchack, Janet Staiger, Linda Williams, and Robin Wood.
First published in 1999. Routledge is an imprint of Taylor & Francis, an informa company. The aim of this book is to approach Latino fiction from a wider perspective, and to cross the standard ...critical boundaries between Latino groups in order to focus upon the literary language of a collection of complicated novels and stories.
This case study examines postgraduate students' practices, sources of knowledge, and difficulties and challenges in regard to providing genre-based peer feedback on their peers' academic writing at a ...research-oriented university in Macau. The analysis of multiple sources of data including the students' written feedback on their peers' thesis drafts, the thesis drafts, semi-structured interviews and stimulated recalls revealed that while the participants were able to provide genre-based feedback, most of the feedback focused on the linguistic features, content and organisation of the theses, and helped the students meet the institutional requirements of what constitutes a thesis. The study also found that the participants perceived giving genre-based peer feedback to be difficult and challenging. Their difficulties stemmed from a lack of specific knowledge about the thesis genre, their concerns about their own linguistic proficiency, their concerns about the usefulness and correctness of their feedback, and the effects their criticism would have on the writers' feelings and emotions.
This paper presents a study of the most successful games during the last 34 last years (1986 – 2019). We observed that the 100 most ranked games are represented by 16 genres (adventure, role-playing, ...shooter, platform, puzzle, strategy, hack and slash/beat 'em up, real time strategy, turn-based strategy, point-and-click, indie, racing, sport, fighting, arcade and simulator). These genres are then compares to show which genres are more attractive for players. As a result, we observed that 6 genres among the 16 represent the most ranked games (adventure, RPG, shooter, platform, puzzle, and strategy). They represent 0.83 of the successful games. This allowed us to recommend to combining the others genres with the 6 selected genres. Also, we analyzed the evolution of the 16 games genres during the last 34 years. We observed that some genres have a great success until the past decades, but they haven’t a success in this decade. Game designers and researchers in the field of games may rethink about how to add attractive elements in the genres non-successful in this decade. Also, we observed that some genres like the indie games haven’t a great success in the past decades, but they have an important increased success in this decade. This may encourage the decision makers and the game designer to invest on these genres.