Construction of Characters in Graphic Novels

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Construction of Characters in Graphic Novels Essi Varis A Frame of You: Construction of Characters in Graphic Novels Licentiate Thesis University of Jyväskylä Department of Art and Culture Studies Literature Spring 2013 JYVÄSKYLÄN YLIOPISTO Tiedekunta – Faculty Laitos – Department Humanistinen tiedekunta Taiteiden ja kulttuurin tutkimuksen laitos Tekijä – Author Essi Varis Työn nimi – Title A Frame of You: Construction of Characters in Graphic Novels Oppiaine – Subject Työn laji – Level Kirjallisuus Lisensiaatintutkielma Aika – Month and year Sivumäärä – Number of pages Kesäkuu 2013 192 Tiivistelmä – Abstract Tutkielmassa tarkastellaan sarjakuvahahmojen rakentumista monitahoisena semioottis-kognitiivisena prosessina, jossa sarjakuvakielen erilaiset merkit yhdistyv ät muista medioista tuttuihin henkilöhahmokonventioihin ja lukijoiden ihmiskäsityksiin. Suurennuslasin alla ovat erityisesti angloamerikkalaiset sarjakuvaromaanit ja kognitiiviset henkilöhahmoteoriat. Tutkimuskysymykset kiteytyvät siihen, kuinka irralliset kuva- ja tekstielementit yhdistetään ajatusrakennelmiksi, jotka sekä muistuttavat että eivät muistuta käsityksiämme todellisista ihmisistä. Koska sarjakuvahahmoista ei ole luotu aiempaa teoriaa, tutkimuksessa luetaan ristiin yhtäältä kirjallisuuden henkilöhahmoteorioita ja toisaalta yleistä sarjakuvateoriaa. Aluksi E.M. Forsterin, W.J. Harveyn, Baruch Hochmanin ja Aleid Fokkeman näkemysten pohjalta kootaan yhtenäinen, lukijan kognitioihin ja merkkidataan perustuva henkilöhahmokäsitys. Soveltamalla tätä k irjallisuuslähtöistä hahmokäsitystä sarjakuvien kontekstiin, voidaan oppia ymmärtämään paitsi sarjakuvahahmoja sinänsä myös niiden eroja ja yhtäläisyyksiä kirjallisuuden hahmoihin nähden. Tätä intert ekstuaalista näkökulmaa syventää edelleen W.G. Müllerin interfiguraalisuusteoria. Lopuksi sarjakuvan institutionaalisten , semioottisten ja rakenteellisten erityispiirteiden vaikutusta henkilöhahmoihin tarkastellaan sekä teorian että tapaustutkimusten tasolla. Scott McCloudin sarjakuvateoria sekä lähilukuun valikoituneet arvostetut sarjakuvaromaanit – Neil Gaimanin The Sandman, Alan Mooren ja Dave Gibbonsin Watchmen , Art Spiegelmanin Maus sekä Mike Careyn ja Peter Grossin The Unwritten – paljastavat kaikki erilaisia puolia sekä henkilöhahmoista että sarjakuvan kerrontatekniikoista. Sarjakuvan monimuotoiset ja sirpaleiset merkkirakenteet näyttävät vaikuttavan muun muassa henkilöhahmojen realismiin, koherenssiin ja samastuttavuuteen. Kuvat ja sana t kykenevät sarjakuvissa liikkumaan useilla abstraktiotasoilla ja limi ttyvät näin sekä henkilöhahmojen sisäisten että ulkoisten aspektien kuvauksessa useilla mimeettisillä ja figuratiivisilla tavoilla. Toisaalta kuvan ja sanan osittainen päällekkäisyys näyttäisi luovan erityisen joustavia ja yhtenäisiä hahmoja. Vahva koheren ssi auttaa hahmoja selviytymään ruutujen, pelkistettyjen viivojen sekä eri teosten ja tekijöiden väliin jäävistä aukoista. Aukot ja sirpaleisuus näyttäisivät puolestaan luovan tilaa lukijalle ja transtekstuaalisille elementeille, toisin sanoen vahvistavan hahmojen samastuttavuutta ja taipumusta intertekstuaalisuuteen. Asiasanat – Keywords henkilöhahmo; sarjakuva; sarjakuvaromaani; sarjakuvahahmo; interfiguraalisuus; intertekstuaalisuus; Gaiman, Neil; Moore, Alan; Spiegelman, Art; Carey, Mike Säilytyspaikka – Depository JYX-tietokanta Muita tietoja – Additional information 2 CONTENTS 1. Introduction ..................................................................................................................... 4 2. Lessons of Literary Characters.............................................................................. 10 2.1 To Be or Not To Be: A Brief Survey of the Terms and Theories ........................... 13 2.2 Every Me and Every You: Classifications of Characters ........................................ 21 2.2.1 Forster: Flatness and Roundness ....................................................................... 21 2.2.2 Harvey: Roles and Functions ............................................................................. 25 2.2.3 Hochman and Fokkema: Traits and Codes ...................................................... 29 2.2.4 Müller: Relatives and Revenants ....................................................................... 37 2.3 Snips, Snails and Puppy-dogs' Tails: Basic Elements of the Character .............. 49 2.3.1 Facades: Appearances and Names ..................................................................... 50 2.3.2 Minds: Perception and Consciousness ............................................................. 58 2.3.3 Additives: Coherence and Relations ................................................................. 62 3. Mysteries of Comic Book Characters ................................................................... 69 3.1 Serial Affairs: A Publicational Point of View ........................................................... 69 3.2 Picking up the Pictures: Comics' Semiotics ............................................................. 79 3.2.1 Show and Tell: Word–Image Dynamics ........................................................... 80 3.2.2 Show and "Show": Abstraction Levels .............................................................. 88 3.3 Beyond Pictures: Meaningful Absences ................................................................. 102 3.3.1 Hole in the Heart: Gutters and Other Gaps .................................................... 104 3.3.2 The Great Masquerade: Figurative and Intertextual Tricks........................ 115 4. Case Studies ................................................................................................................. 128 4.1 The Sandman: Odds and Ends ................................................................................ 129 4.2 Watchmen: Heroes We Deserve ............................................................................. 140 4.3 Maus: Of Mice and Men ........................................................................................... 152 4.4 The Unwritten: Bogus Identities ............................................................................ 160 5. Conclusion .................................................................................................................... 179 Acknowledgements ........................................................................................................ 182 SOURCES ........................................................................................................................... 183 Appendix: Illustrative illustrations ........................................................................ 187 3 1. Introduction How hard can it be to be a superhero when you only have to do it one panel at a time? In fact, how do we even know that we are looking at the same hero in every panel – not just his stunt doubles, identical twins, passers-by wearing similar capes? The simple answer is: we do not know, but simply believe so. Of course, the two heroes in the two different panels are not two different people – they are not people at all, but two different drawings. Comic books are by no means made of heroes, or villains for that matter, but of ink and paper, of words and pictures. As clichéd as it may sound, the only superheroes we are ever likely to encounter are, in fact, between our ears. Still, we all know just as well who Batman is and could discuss his morals and habits. How and why one comes to discuss the morals and habits of lines on paper is, however, infinitely mysterious. So mysterious, in fact, that few readers and researchers ever realize they are talking about mere line combinations as if they were real people. Since no previous research has committed itself to unraveling the structure and meaning of these puzzling entities inhabiting our comic books, this thesis aims to do so, mostly with the help of Baruch Hochman's cognitive character theory and Scott McCloud's general comic book theory. After all, comics is an ever-growing medium in both readership and appreciation. As a union of words and images, comics can utilize the strengths of both in its attempts to adapt to today's rapidly changing media climates. It has, for example, married well with the Internet: the intuitiveness of the image, combined with the precision of language make comics narratives exceptionally concise and expressive, while the manageable file formats allow such combinations to reach enormous audiences – to go viral. In addition to their simpler technology, comics' inherent artistry and fragmentariness make them better laboratories for digital image editing technologies and hypertextual experimentations than, for example, audiovisual art could ever be. On the other hand, in a world where images seem the readiest answer to the growing need for quicker, more international communication, comics may well become an important herald to print media. Still, anyone conducting research on comics should be prepared to hear an occasional comment on how men in tights are hardly worth academic attention. As most of today's avid media-users are well aware, however, comics is not a specific genre, but a medium or art form that stretches far – very far – beyond the superheroes and the silly newspaper strips with which it has been so closely associated. In consequence, 4 the creatures that inhabit this multitude of graphic narratives are vastly different in both content and construction as well. So, even though the increasing popularity of comics is slowly melting the paradigm, the term "comic book character" has accumulated a good
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