Geographical Classification in Comics Martin De La Iglesia
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Comics and War
Representations of war Comics and War Mathieu JESTIN Bettina SEVERIN-BARBOUTIE ABSTRACT Recounting war has always played a role in European comics, whether as an instrument of propaganda, heroisation or denunciation. But it is only in recent decades that the number of stories about war has proliferated, that the range of subjects, spaces treated and perspectives has increased, and that the circulation of stories across Europe has become more pronounced. For this reason, comic books feed into a shared collection of popular narratives of war just as they fuel anti-war representations. "“Everyone Kaputt. The First World War in Comic Books.” Source: with the kind permission of Barbara Zimmermann. " In Europe, there is growing public interest in what is known in France as the ‘ninth art’. The publishing of comic books and graphic novels is steadily increasing, including a growing number which deal with historical subjects; comic book festivals are increasing in number and the audience is becoming larger and more diverse. Contrary to received ideas, the comic is no longer merely ‘an entertainment product’; it is part of culture in its own right, and a valid field of academic research. These phenomena suggest that the comic, even if it is yet to gain full recognition in all European societies, at least meets with less reticence than it faced in the second half of the twentieth century. It has evolved from an object arousing suspicion, even rejection, into a medium which has gained wide recognition in contemporary European societies. War illustrated: themes and messages As in other media in European popular culture, war has always been a favourite subject in comics, whether at the heart of the narrative or in the background. -
Comics, Graphic Novels, Manga, & Anime
SAN DIEGO PUBLIC LIBRARY PATHFINDER Comics, Graphic Novels, Manga, & Anime The Central Library has a large collection of comics, the Usual Extra Rarities, 1935–36 (2005) by George graphic novels, manga, anime, and related movies. The Herriman. 741.5973/HERRIMAN materials listed below are just a small selection of these items, many of which are also available at one or more Lions and Tigers and Crocs, Oh My!: A Pearls before of the 35 branch libraries. Swine Treasury (2006) by Stephan Pastis. GN 741.5973/PASTIS Catalog You can locate books and other items by searching the The War Within: One Step at a Time: A Doonesbury library catalog (www.sandiegolibrary.org) on your Book (2006) by G. B. Trudeau. 741.5973/TRUDEAU home computer or a library computer. Here are a few subject headings that you can search for to find Graphic Novels: additional relevant materials: Alan Moore: Wild Worlds (2007) by Alan Moore. cartoons and comics GN FIC/MOORE comic books, strips, etc. graphic novels Alice in Sunderland (2007) by Bryan Talbot. graphic novels—Japan GN FIC/TALBOT To locate materials by a specific author, use the last The Black Diamond Detective Agency: Containing name followed by the first name (for example, Eisner, Mayhem, Mystery, Romance, Mine Shafts, Bullets, Will) and select “author” from the drop-down list. To Framed as a Graphic Narrative (2007) by Eddie limit your search to a specific type of item, such as DVD, Campbell. GN FIC/CAMPBELL click on the Advanced Catalog Search link and then select from the Type drop-down list. -
The Practical Use of Comics by TESOL Professionals By
Comics Aren’t Just For Fun Anymore: The Practical Use of Comics by TESOL Professionals by David Recine A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts in TESOL _________________________________________ Adviser Date _________________________________________ Graduate Committee Member Date _________________________________________ Graduate Committee Member Date University of Wisconsin-River Falls 2013 Comics, in the form of comic strips, comic books, and single panel cartoons are ubiquitous in classroom materials for teaching English to speakers of other languages (TESOL). While comics material is widely accepted as a teaching aid in TESOL, there is relatively little research into why comics are popular as a teaching instrument and how the effectiveness of comics can be maximized in TESOL. This thesis is designed to bridge the gap between conventional wisdom on the use of comics in ESL/EFL instruction and research related to visual aids in learning and language acquisition. The hidden science behind comics use in TESOL is examined to reveal the nature of comics, the psychological impact of the medium on learners, the qualities that make some comics more educational than others, and the most empirically sound ways to use comics in education. The definition of the comics medium itself is explored; characterizations of comics created by TESOL professionals, comic scholars, and psychologists are indexed and analyzed. This definition is followed by a look at the current role of comics in society at large, the teaching community in general, and TESOL specifically. From there, this paper explores the psycholinguistic concepts of construction of meaning and the language faculty. -
Manga As a Teaching Tool 1
Manga as a Teaching Tool 1 Manga as a Teaching Tool: Comic Books Without Borders Ikue Kunai, California State University, East Bay Clarissa C. S. Ryan, California State University, East Bay Proceedings of the CATESOL State Conference, 2007 Manga as a Teaching Tool 2 Manga as a Teaching Tool: Comic Books Without Borders The [manga] titles are flying off the shelves. Students who were not interested in EFL have suddenly become avid readers ...students get hooked and read [a] whole series within days. (E. Kane, personal communication, January 17, 2007) For Americans, it may be difficult to comprehend the prominence of manga, or comic books, East Asia.1. Most East Asian nations both produce their own comics and publish translated Japanese manga, so Japanese publications are popular across the region and beyond. Japan is well-known as a highly literate society; what is less well-known is the role that manga plays in Japanese text consumption (Consulate General of Japan in San Francisco). 37% of all publications sold in Japan are manga of one form or another, including monthly magazines, collections, etc. (Japan External Trade Organization [JETRO], 2006). Although Japan has less than half the population of the United States, manga in all formats amounted to sales within Japan of around 4 billion dollars in 2005 (JETRO, 2006). This total is about seven times the United States' 2005 total comic book, manga, and graphic novel sales of 565 million dollars (Publisher's Weekly, 2007a, 2007b). Additionally, manga is closely connected to the Japanese animation industry, as most anime2 television series and films are based on manga; manga also provides inspiration for Japan's thriving video game industry. -
Korean Webtoons' Transmedia Storytelling
International Journal of Communication 13(2019), 2094–2115 1932–8036/20190005 Snack Culture’s Dream of Big-Screen Culture: Korean Webtoons’ Transmedia Storytelling DAL YONG JIN1 Simon Fraser University, Canada The sociocultural reasons for the growth of webtoons as snack culture and snack culture’s influence in big-screen culture have received little scholarly attention. By employing media convergence supported by transmedia storytelling as a theoretical framework alongside historical and textual analyses, this article historicizes the emergence of snack culture. It divides the evolution of snack culture—in particular, webtoon culture—to big-screen culture into three periods according to the surrounding new media ecology. Then it examines the ways in which webtoons have become a resource for transmedia storytelling. Finally, it addresses the reasons why small snack culture becomes big-screen culture with the case of Along With the Gods: The Two Worlds, which has transformed from a popular webtoon to a successful big-screen movie. Keywords: snack culture, webtoon, transmedia storytelling, big-screen culture, media convergence Snack culture—the habit of consuming information and cultural resources quickly rather than engaging at a deeper level—is becoming representative of the Korean cultural scene. It is easy to find Koreans reading news articles or watching films or dramas on their smartphones on a subway. To cater to this increasing number of mobile users whose tastes are changing, web-based cultural content is churning out diverse subgenres from conventional formats of movies, dramas, cartoons, and novels (Chung, 2014, para. 1). The term snack culture was coined by Wired in 2007 to explain a modern tendency to look for convenient culture that is indulged in within a short duration of time, similar to how people eat snacks such as cookies within a few minutes. -
Korean Webtoonist Yoon Tae Ho: History, Webtoon Industry, and Transmedia Storytelling
International Journal of Communication 13(2019), Feature 2216–2230 1932–8036/2019FEA0002 Korean Webtoonist Yoon Tae Ho: History, Webtoon Industry, and Transmedia Storytelling DAL YONG JIN1 Simon Fraser University, Canada At the Asian Transmedia Storytelling in the Age of Digital Media Conference held in Vancouver, Canada, June 8–9, 2018, webtoonist Yoon Tae Ho as a keynote speaker shared several interesting and important inside stories people would not otherwise hear easily. He also provided his experience with, ideas about, and vision for transmedia storytelling during in-depth interviews with me, the organizer of the conference. I divide this article into two major sections—Yoon’s keynote speech in the first part and the interview in the second part—to give readers engaging and interesting perspectives on webtoons and transmedia storytelling. I organized his talk into several major subcategories based on key dimensions. I expect that this kind of unusual documentation of this famous webtoonist will shed light on our discussions about Korean webtoons and their transmedia storytelling prospects. Keywords: webtoon, manhwa, Yoon Tae Ho, transmedia, history Introduction Korean webtoons have come to make up one of the most significant youth cultures as well as snack cultures: Audiences consume popular culture like webtoons and Web dramas within 10 minutes on their notebook computers or smartphones (Jin, 2019; Miller, 2007). The Korean webtoon industry has grown rapidly, and many talented webtoonists, including Ju Ho-min, Kang Full, and Yoon Tae Ho, are now among the most famous and successful webtoonists since the mid-2000s. Their webtoons—in particular, Yoon Tae Ho’s, including Moss (Ikki, 2008–2009), Misaeng (2012–2013), and Inside Men (2010–in progress)—have gained huge popularity, and all were successfully transformed into films, television dramas, and digital games. -
Painting and the Pale of History: the Passing of the Pure
■ ■ ■ ■ ■CHAPTER SIX Painting and the Pale of History: The Passing of the Pure THERE ARE few better exercises for those who seek to think philosophically about history-who seek, as I am attempt ing to do, for objective narrative structures in the way human events unfold- - than to attempt to see the way the past saw the future, and hence the way those who saw the future as they did had to see their present as they did. Construing the future in terms of possible chains of events which would intimately depend upon the actions they took or failed to take, the agents sought to organize their present so as to gener ate chain of events favorable to their perceived interests. And of course it does sometimes happen that the future really; so far as we can tell, happens the way it happens because of what we do or fail to do in the present, and those who successfully give shape to the course of events can congratulate themselves with what philosophers call contrary-to-fact conditionals. They can say, "Had we not done such and such, then so and so would never have happened." But we actually act in the light of condi tionals we believe true, and it is probably a presupposition of rational action that our actions have reasonably predictable outcomes and that within limits we are able to guide our actions in the light of those antici pated outcomes. On the other hand, there is a great deal to which we are blind, and one value of seeing the past's way of seeing the future is that, knowing how their future looks from our own vantage point in history, we can see how it differs from how the agents of the past construed it. -
Rete Museale Della Provincia Difermo
RETE MUSEALE DELLA PROVINCIA DI FERMO RETE MUSEALE DELLA PROVINCIA DI FERMO WWW.MUSEICOMUNI.IT Costo da tel. fisso Telecom Italia 10 cent. al min. IVA incl. senza scatti alla risposta tutti i giorni 24/24 h. Altro operatore contattare servizio clienti. attivo dal lunedì al venerdì from monday to friday 09.00 -15.00 (escluso i festivi / week days only) [email protected] Ente promotore in collaborazione con Provincia di Fermo Anita Pagani Assessorato alla Cultura Funzionario del Servizio Cultura e Pubblica Istruzione della Provincia di Fermo Comune capofila Giampiera Mentili Comune di Fermo Funzionario del Servizio Cultura e Pubblica Assessorato alla Cultura Istruzione della Provincia di Fermo Progetto grafico Direzione Monica Simoni Giovanni Della Casa Visual designer socio TPP Dirigente del Servizio Cultura e Pubblica Istruzione Referenze fotografiche della Provincia di Fermo Archivi fotografici degli enti aderenti Manilio Grandoni Giancarlo Postacchini (Palazzo dei Priori) Dirigente Settore Beni Roberto Dell’Orso e Attività Culturali (Pinacoteca Civica di Fermo) Sport e Turismo Daniele Maiani del Comune di Fermo (Sala del Mappamondo e Mostra Archeologica permanente di Fermo) Coordinamento Domenico Oddi e redazione (Museo Diocesano di Fermo) Servizio Musei Mirco Moretti del Comune di Fermo (Museo dei Fossili di Sant’Elpidio a Mare) Alessandro Tossici Società Cooperativa (Musei dei Fossili di Smerillo) Sistema Museo La Provincia e il Comune di Fermo sono Contenuti a disposizione degli aventi diritto per le A cura del gruppo di lavoro fonti iconografiche non identificate. composto da: Giuseppe Buondonno Si ringraziano tutti i proprietari e gestori Assessore alla Cultura dei musei per la gentile collaborazione. Provincia di Fermo I dati pubblicati sono stati forniti dai Francesco Trasatti singoli enti aderenti. -
Comics and Controversy: a Brief History of Comic Book Publishing
A supplement to The Pocket Lawyer for Comic Book Creators by Thomas A. Crowell, Esq., (Focal Press, 2014). © 2014 Thomas A. Crowell, Esq. Comics and Controversy: A Brief History of Comic Book Publishing by Thomas A. Crowell, Esq. The great comic book artist, Will Eisner, defined the comic as a form of “sequential art.”1 Indeed, the narrative use of a series of images is as old as art itself: Cave paintings, Egyptian hieroglyphics, and medieval tapestries are all precursors to the comic book. Yet comics and controversy have been linked from the very start: Founder of the Protestant movement, Martin Luther, was an early target of editorial cartoons (well, engravings anyway); his critics created caricatures of him as a tool of the devil2 (so in a sense, Spider-Man can trace his origins, not just from a radioactive spider, but also from the Reformation). With the advent of the printing press and the proliferation of newspapers and broadsheets, satirical political cartoons soon began to appear. By the eighteenth and nineteenth centuries, editorial cartoons were a staple in the newspapers of the day. Benjamin Franklin’s famous “Join, or Die” is acknowledged as the first political cartoon in America, and served to galvanize support for colonial unity. In 1837 the first graphic novel was published by Swiss cartoonist Rudolphe Töpffer and was serialized in the American newspapers as “The Adventures of Mr. Obadiah Oldbuck.”3 Although conspicuously missing our now-familiar word balloons and sound effects, the comic book panel 1 Comics & Sequential Art. Eisner, W. (1990 Poorhouse Press (Expanded Edition)). -
Introduction to Manga for Librarians
PRESENTS AN INTRODUCTION TO MANGA FOR LIBRARIANS In cooperation with Hello, we’re We’re extremely excited to now have our entire digital book list available to libraries through OverDrive. Kodansha is one of the leading publishers in Japan, and one of the largest in the world. While we are a general publisher, we are also one of the major publishers of Japanese comics, or manga, with a long and distinguished history of releasing some the most popular titles in the world, including such classics as Sailor Moon, Akira, and most recently, Attack on Titan. This brief introduction covers manga titles available from our U.S.-based manga imprint, Kodansha Comics, which publishes selected manga from our broader Japanese list into the English-reading world. While the wide variety of genres (for all audiences) and long, complex storylines of manga can be bewildering for the uninitiated, we hope to break down some basic concepts here. In particular, we hope you take away from here a few key points about manga, and in particular digital manga, if you’re not familiar with them already: MANGA ARE THE KIND OF COMICS YOUNG WOMEN LIKE TO READ. Unlike most Western comics, manga is made for all categories, catering to all audiences, from young children to adults, girls and boys. In particular, manga has exposed the stereotype in North America that girls don’t like comics and are often the preferred type of comics young women like to read. MANGA SPEAKS TO TEENS. That said, teenagers are the core demographic of manga in the West. -
Consuming Japan Early Korean Girls Comic Book Artists’ Resistance and Empowerment
CHAPTER 6 CONSUMING JAPAN EARLY KOREAN GIRLS COMIC BOOK ARTISTS’ RESISTANCE AND EMPOWERMENT Kukhee Choo, National University of Singapore / University of Tokyo Kukhee Choo is a Postdoctoral Fellow at the Asian Research Institute, National University of Singapore and an Exchange Research Fellow at the University of Tokyo. INTRODUCTION The recent popularity of Japanese anime and manga in the global market has sparked a variety of academic research. In Japan, both media fall under the term kontentsu (‘content’), and the Japanese government passed the Content Industry Promotion Law bill in 2004 in order to ‘offi- cially’ promote anime and manga as a Japanese product globally.1 This change has come with the growth of the United States market since the mid-1990s. However, before the Japanese gov- ernment decided to support the anime and manga industries, there was a wave of Japanese products – which included music, television dramas, manga, anime and video games – popularly consumed in Asia throughout the 1990s (Iwabuchi 2002). South Korea (henceforth Korea) was no exception. Although the Korean government only officially allowed Japanese cultural products into the Korean market after 1998, a continuous backdoor for such products, mostly manga, had existed for many decades prior to Korea’s ‘open door’ policy. The Korean military government constantly tried to prevent the public from ‘expos- ure’ to Japanese products throughout the 1970s and 1980s due to a concern that they would corrupt Korean morals and sentiment. The primary concern arose from the colonial past: Koreans had a deep-rooted fear of Japanese cultural products as they reminded them of Japan’s Occupation. -
Enhanced Webcomics”: an Analysis of the Merging Of
University of Amsterdam Spring Semester 2015 Department of Media Studies New Media and Digital Culture Supervisor: Dr. Erin La Cour Second reader: Dr. Dan Hassler-Forest MA Thesis “Enhanced Webcomics”: An Analysis of the Merging of Comics and New Media Josip Batinić 10848398 Grote Bickersstraat 62 f-1 1013 KS Amsterdam [email protected] 06 264 633 34 26 June 2015 Table of Contents 1. Introduction .......................................................................................................................... 1 2. Defining Comics, Webcomics, and Enhanced comics ....................................................... 6 3. Literary Basis ...................................................................................................................... 11 4. Analysis ................................................................................................................................ 27 4.1 Infinite Canvas ................................................................................................................................. 27 4.2. Moving Image and Sound ............................................................................................................... 37 4.3 Co-Authorship and Reader-Driven Webcomics ............................................................................... 43 4.4 Interactivity ...................................................................................................................................... 49 5. Epilogue: A new frontier for comics ................................................................................