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Comic Book Geographies is a volume that brings together scholars from the discipline of geography and the field of comics studies to consider the multiple ways in which space is both constitutive of, and produced through, comic books. Senior scholars contribute their thoughts alongside a range of fresh talent from both fields, providing for a potent mix of perspectives. Together, these chapters reframe debates about comic books by highlighting their unique spatialities and the way that those spatialities are shot through by a range of relationships to time. Examples are drawn from a wide range of geographical contexts, from post-9/11 American superhero comics to the Franco-Belgian tradition and from comics intended for mass consumption to the spoken-word performances of Alan Moore. As a truly interdisciplinary engagement, with scholars coming from geography, literature, history, and beyond, Comic Book Geographies brings together perspectives on comic books that have too long been working in isolation.
Why do screen narratives remain so different in an age of convergence and globalisation that many think is blurring distinctions? This collection attempts to answer this question using examples drawn from a range of media, from Hollywood franchises to digital comics, and a range of countries, from the United States to Japan
Earth has unfolded. Reality has stretched out into its more true and more terrible shape. Now, an insane cowgirl stalks the prairie in search of her missing brother... while a heartbroken lover confronts the creature masquerading as his stolen house. A refugee from a lost dimension ponders the impossible existence of cheese, and there's just another guy with a whole planet for a head. The Last Sane Cowboy & Other Stories collects Daniel Merlin Goodbrey's Isotope Award-winning short story alongside five other surreal tales of life... and death on the Unfolded Earth.
In 1993, Scott McCloud tore down the wall between high and low culture with the acclaimed international hit Understanding Comics, a massive comic book that explored the inner workings of the worlds most misunderstood art form. Now, McCloud takes comics to te next leavle, charting twelve different revolutions in how comics are created, read, and preceived today, and how they're poised to conquer the new millennium. Part One of this fascinating and in-depth book includes: The life of comics as an art form and as literture The battle for creators' rights Reinventing the business of comics The volatile and shifting public percptions of comics Sexual and ethnic representation on comics Then in Part Two, McCloud paints a brethtaling picture of comics' digital revolutions, including: The intricacies of digital production The exploding world of online delivery The ultimate challenges of the infinite digital canvas
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 c...
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.
This volume was first published by Inter-Disciplinary Press in 2013. The graphic novel is an artefact of visual images and written words; a complex and expressive form tackling a multitude of issues and themes across the globe. The graphic novel is a tool: of self-expression and personal identity; of cultural understanding and philosophical exploration; of history and hope. Comics and graphic novels traverse themes such as heroism, identity, philosophy, gender, history, and colonialism—and these are just some of the topics encountered on the pages of this diverse collection of perspectives and analyses. Incorporating chapters from authors all over the world, this volume examines and expounds the rich tapestry of meanings, expressions, and cultural insights found in the medium of graphic fiction. From concerns with comics’ definition and history, to examinations of both seminal and neglected works as well as the medium’s future, Cultural Excavation and Formal Expression in the Graphic Novel demonstrates the deeply ingrained relevance of comics to contemporary culture.
Imagine a classroom where students put away their smart phones and enthusiastically participate in learning activities that unleash creativity and refine critical thinking. Students today live and learn in a transmedia environment that demands multi-modal writing skills and multiple literacies. This collection brings together 17 new essays on using comics and graphic novels to provide both a learning framework and hands-on strategies that transform students' learning experiences through literary forms they respond to.
The Cambridge Companion to Comics presents comics as a multifaceted prism, generating productive and insightful dialogues with the most salient issues concerning the humanities at large. This volume provides readers with the histories and theories necessary for studying comics. It consists of three sections: Forms maps the most significant comics forms, including material formats and techniques. Readings brings together a selection of tools to equip readers with a critical understanding of comics. Uses examines the roles accorded to comics in museums, galleries, and education. Chapters explore comics through several key aspects, including drawing, serialities, adaptation, transmedia storytelling, issues of stereotyping and representation, and the lives of comics in institutional and social settings. This volume emphasizes the relationship between comics and other media and modes of expression. It offers close readings of vital works, covering more than a century of comics production and extending across visual, literary and cultural disciplines.
Collecting Amazing Spider-Man Annual #20, Machine Man (1984) #1-4, Deaths Head #10, Iron Man 2020 #1, Astonishing Tales: Iron Man 2020 #1-6 And Material From What If? (1989) #53. The armor is familiar, but the man inside isnt who youd expect! Hes Arno Stark, the cold and hard-hitting Iron Man of the future and Tony Starks descendant has quite a legacy to live up to. Catch all the futuristic action as Arno battles Spider-Man and Blizzard in a time-traveling adventure to stop a nuclear terrorist; faces Machine Man at the behest of Tonys old foe Sunset Bain; and clashes with the original Deaths Head, industrial saboteur Marcus Wellington and the high-flying Commodore Q! Can Arno overcome his foes and himself to become the hero hes modeled himself after?