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Sequel to the Yukiko's Spinach. A poignant, often droll tale from two of the most exciting creators in the medium today.
Autobiography has seen enormous expansions and challenges over the past decades. One of these expansions has been in comics, and it is an expansion that pushes back against any postmodern notion of the death of the author/subject, while also demanding new approaches from critics. Drawing from Life: Memory and Subjectivity in Comic Art is a collection of essays about autobiography, semi-autobiography, fictionalized autobiography, memory, and self-narration in sequential art, or comics. Contributors come from a range of academic backgrounds including English, American studies, comparative literature, gender studies, art history, and cultural studies. The book engages with well-known figures su...
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Outside Japan, the term ’manga’ usually refers to comics originally published in Japan. Yet nowadays many publications labelled ’manga’ are not translations of Japanese works but rather have been wholly conceived and created elsewhere. These comics, although often derided and dismissed as ’fake manga’, represent an important but understudied global cultural phenomenon which, controversially, may even point to a future of ’Japanese’ comics without Japan. This book takes seriously the political economy and cultural production of this so-called ’global manga’ produced throughout the Americas, Europe, and Asia and explores the conditions under which it arises and flourishes; ...
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Hiroshi Nakahara is a forty-something salary man returning to Tokyo from an intense business trip when he is catapulted back into his fourteen year-old life and body whilst retaining all the character and experience of the adult. Will he change his past or be forever condemned to relive each painful moment? That fateful day his father disappeared without explanation, the death of his mother ... would he marry his childhood sweetheart and never see his wife and daughters again? Master manga-ka Taniguchi at his most powerful.
This collection of new essays explores various ways of reading, interpreting and using digital comics. Contributors discuss comics made specifically for web consumption, and also digital reproductions of print-comics. Written for those who may not be familiar with digital comics or digital comic scholarship, the essays cover perspectives on reading, criticism and analysis of specific titles, the global reach of digital comics, and how they can be used in educational settings.
This inaugural volume on anime and manga engages the rise of Japanese popular culture through game design, fashion, graphic design, commercial packaging, character creation, and fan culture. Promoting dynamic ways of thinking, along with a wealth of images, this cutting-edge work opens new doors between academia and fandom.
A delightful slice of life view into the lives of the occupants of a regular three-story apartment block. Claire and Louis are the 20-somethings on the top floor. Below them live Fabienne and Jacky with the monstrous, but lovable, Gypsy. Finally there is Beatrice, the single, pregnant mother of Remi. Their interactions unfold before the reader in episodic form; from the opening chapter of Claire's period pains, through the usual Sunday for everyone to the birth of Beatrice's daughter, Charline. Vanyda, a young French / Laotian art student, brilliantly adapts the design and story codes from manga and cooks them up in a French sauce to serve up her own particular brand of i]Nouvelle Manga /i].
This book is the result of selective research papers that were presented at the First International Conference on Semiotics and Visual Communication at the Cyprus University of Technology in November 2011. The conference was structured around the theme from theory to practice, and brought together researchers and practitioners who study and evaluate the ways that semiotic theories can be analysed, perceived and applied in the context of various forms in visual communication. Within a semiotic framework, the book explores research questions under five main thematic areas: Architectural, Spatial Design-Design for Three-Dimensional Products; Design for Print Applications; Design for Screen-Base...