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Myth, Metatext, Continuity and Cataclysm in Dc Comics’ Crisis on Infinite Earths
WORLDS WILL LIVE, WORLDS WILL DIE: MYTH, METATEXT, CONTINUITY AND CATACLYSM IN DC COMICS’ CRISIS ON INFINITE EARTHS Adam C. Murdough A Thesis Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS August 2006 Committee: Angela Nelson, Advisor Marilyn Motz Jeremy Wallach ii ABSTRACT Angela Nelson, Advisor In 1985-86, DC Comics launched an extensive campaign to revamp and revise its most important superhero characters for a new era. In many cases, this involved streamlining, retouching, or completely overhauling the characters’ fictional back-stories, while similarly renovating the shared fictional context in which their adventures take place, “the DC Universe.” To accomplish this act of revisionist history, DC resorted to a text-based performative gesture, Crisis on Infinite Earths. This thesis analyzes the impact of this singular text and the phenomena it inspired on the comic-book industry and the DC Comics fan community. The first chapter explains the nature and importance of the convention of “continuity” (i.e., intertextual diegetic storytelling, unfolding progressively over time) in superhero comics, identifying superhero fans’ attachment to continuity as a source of reading pleasure and cultural expressivity as the key factor informing the creation of the Crisis on Infinite Earths text. The second chapter consists of an eschatological reading of the text itself, in which it is argued that Crisis on Infinite Earths combines self-reflexive metafiction with the ideologically inflected symbolic language of apocalypse myth to provide DC Comics fans with a textual "rite of transition," to win their acceptance for DC’s mid-1980s project of self- rehistoricization and renewal. -
Customer Order Form
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Copyright 2013 Shawn Patrick Gilmore
Copyright 2013 Shawn Patrick Gilmore THE INVENTION OF THE GRAPHIC NOVEL: UNDERGROUND COMIX AND CORPORATE AESTHETICS BY SHAWN PATRICK GILMORE DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in English in the Graduate College of the University of Illinois at Urbana-Champaign, 2013 Urbana, Illinois Doctoral Committee: Professor Michael Rothberg, Chair Professor Cary Nelson Associate Professor James Hansen Associate Professor Stephanie Foote ii Abstract This dissertation explores what I term the invention of the graphic novel, or more specifically, the process by which stories told in comics (or graphic narratives) form became longer, more complex, concerned with deeper themes and symbolism, and formally more coherent, ultimately requiring a new publication format, which came to be known as the graphic novel. This format was invented in fits and starts throughout the twentieth century, and I argue throughout this dissertation that only by examining the nuances of the publishing history of twentieth-century comics can we fully understand the process by which the graphic novel emerged. In particular, I show that previous studies of the history of comics tend to focus on one of two broad genealogies: 1) corporate, commercially-oriented, typically superhero-focused comic books, produced by teams of artists; 2) individually-produced, counter-cultural, typically autobiographical underground comix and their subsequent progeny. In this dissertation, I bring these two genealogies together, demonstrating that we can only truly understand the evolution of comics toward the graphic novel format by considering the movement of artists between these two camps and the works that they produced along the way. -
Graphic Novels for Children and Teens
J/YA Graphic Novel Titles The 9/11 Report: A Graphic Adaptation Sid Jacobson Hill & Wang Gr. 9+ Age of Bronze, Volume 1: A Thousand Ships Eric Shanower Image Comics Gr. 9+ The Amazing “True” Story of a Teenage Single Mom Katherine Arnoldi Hyperion Gr. 9+ American Born Chinese Gene Yang First Second Gr. 7+ American Splendor Harvey Pekar Vertigo Gr. 10+ Amy Unbounded: Belondweg Blossoming Rachel Hartman Pug House Press Gr. 3+ The Arrival Shaun Tan A.A. Levine Gr. 6+ Astonishing X-Men Joss Whedon Marvel Gr. 9+ Astro City: Life in the Big City Kurt Busiek DC Comics Gr. 10+ Babymouse Holm, Jennifer Random House Children’s Gr. 1-5 Baby-Sitter’s Club Graphix (nos. 1-4) Ann M. Martin & Raina Telgemeier Scholastic Gr. 3-7 Barefoot Gen, Volume 1: A Cartoon Story of Hiroshima Keiji Nakazawa Last Gasp Gr. 9+ Beowulf (graphic adaptation of epic poem) Gareth Hinds Candlewick Press Gr. 7+ Berlin: City of Stones Berlin: City of Smoke Jason Lutes Drawn & Quarterly Gr. 9+ Blankets Craig Thompson Top Shelf Gr. 10+ Bluesman (vols. 1, 2, & 3) Rob Vollmar NBM Publishing Gr. 10+ Bone Jeff Smith Cartoon Books Gr. 3+ Breaking Up: a Fashion High graphic novel Aimee Friedman Graphix Gr. 5+ Buffy the Vampire Slayer (Season 8) Joss Whedon Dark Horse Gr. 7+ Castle Waiting Linda Medley Fantagraphics Gr. 5+ Chiggers Hope Larson Aladdin Mix Gr. 5-9 Cirque du Freak: the Manga Darren Shan Yen Press Gr. 7+ City of Light, City of Dark: A Comic Book Novel Avi Orchard Books Gr. -
The Itinerant Illustration: Creating Storyworlds in the Reader’S Space Steve Braund
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Falmouth University Research Repository (FURR) The Itinerant Illustration: Creating storyworlds in the reader’s space Steve Braund Imagine if you will an illustrated story, comprising of still images and text, with all its characters, plotline and narrative tension, but the world of that story [the diegesis], extends outwards from the printed page [or e-book], into what I am going to call here, the reader’s space. This paper explores the storytelling potential of direct address [otherwise known as breaking the fourth wall], by which I mean moments where fictional characters look out from their still-image world, whether picture-book, graphic novel or comic, into ours. It will consider the possibility of creating fictional worlds by employing direct address to generate narrative in the real time and space of the reader. This phenomenon is at the core of games design, where, through interactivity, real-time moving-image and sound, aim to give their audience the experience of actually being in the story itself. According to Professor of Digital Games, Tanya Krzywinska, ‘Digital games trade on putting you in a position of the “other”, on inhabiting a character’s perspective, on presenting multiple points of view.’ There are many examples like Minecraft, Skyrim, and World of Warcraft that demonstrate the storytelling prowess of digital gaming. There are games you can play, put down and return to, like Everquest, DOTA and League of Legends, known as jump-in, jump-out games. And one of the best examples is the earlier PS Vita system game, Tear-away, where the hand-held device has a back-plate and hand-roll for the players fingers, which then appear within the game transposed onto the screen along with real-time video of their face as they play. -
Mar Customer Order Form
OrdErS PREVIEWS world.com duE th 18MAR 2013 MAR COMIC THE SHOP’S PREVIEWSPREVIEWS CATALOG CUSTOMER ORDER FORM Mar Cover ROF and COF.indd 1 2/7/2013 3:35:28 PM Available only STAR WARS: “BOBA FETT CHEST from your local HOLE” BLACK T-SHIRT comic shop! Preorder now! MACHINE MAN THE WALKING DEAD: ADVENTURE TIME: CHARCOAL T-SHIRT “KEEP CALM AND CALL “ZOMBIE TIME” Preorder now! MICHONNE” BLACK T-SHIRT BLACK HOODIE Preorder now! Preorder now! 3 March 13 COF Apparel Shirt Ad.indd 1 2/7/2013 10:05:45 AM X #1 kiNG CoNaN: Dark Horse ComiCs HoUr oF THe DraGoN #1 Dark Horse ComiCs GreeN Team #1 DC ComiCs THe moVemeNT #1 DoomsDaY.1 #1 DC ComiCs iDW PUBlisHiNG THe BoUNCe #1 imaGe ComiCs TeN GraND #1 UlTimaTe ComiCs imaGe ComiCs sPiDer-maN #23 marVel ComiCs Mar13 Gem Page ROF COF.indd 1 2/7/2013 2:21:38 PM Featured Items COMIC BOOKS & GRAPHIC NOVELS Mouse Guard: Legends of the Guard Volume 2 #1 l ARCHAIA ENTERTAINMENT Uber #1 l AVATAR PRESS Suicide Risk #1 l BOOM! STUDIOS Clive Barker’s New Genesis #1 l BOOM! STUDIOS Marble Season HC l DRAWN & QUARTERLY Black Bat #1 l D. E./DYNAMITE ENTERTAINMENT 1 1 Battlestar Galactica #1 l D. E./DYNAMITE ENTERTAINMENT Grimm #1 l D. E./DYNAMITE ENTERTAINMENT Wars In Toyland HC l ONI PRESS INC. The From Hell Companion SC l TOP SHELF PRODUCTIONS Valiant Masters: Shadowman Volume 1: The Spirits Within HC l VALIANT ENTERTAINMENT Rurouni Kenshin Restoration Volume 1 GN l VIZ MEDIA Soul Eater Soul Art l YEN PRESS BOOKS & MAGAZINES 2 Doctor Who: Who-Ology Official Miscellany HC l DOCTOR WHO / TORCHWOOD Doctor Who: The Official -
‚Every Day Is 9/11!•Ž: Re-Constructing Ground Zero In
JUCS 4 (1+2) pp. 241–261 Intellect Limited 2017 Journal of Urban Cultural Studies Volume 4 Numbers 1 & 2 © 2017 Intellect Ltd Article. English language. doi: 10.1386/jucs.4.1-2.241_1 MARTIN LUND Linnaeus University ‘Every day is 9/11!’: Re-constructing Ground Zero in three US comics ABSTRACT KEYWORDS This article analyses three comics series: writer Brian K. Vaughan and artist Tony comics Harris’ Ex Machina (August 2004–August 2010); writer Brian Wood and artist Ground Zero Riccardo Burchielli’s DMZ (November 2005–February 2012); and writer Garth 9/11 Ennis and artist Darick Robertson’s The Boys (October 2006–November 2012). archifictions Taking literary critic Laura Frost’s concept of ‘archifictions’ as its starting point, the War on Terror article discusses how these series frame the September 11 attacks on New York and architecture their aftermath, but its primary concern is with their engagement with the larger social ramifications of 9/11 and with the War on Terror, and with how this engage- ment is rooted in and centred on Ground Zero. It argues that this rooting allows these comics’ creators to critique post-9/11 US culture and foreign policy, but that it also, ultimately, serves to disarm the critique that each series voices in favour of closure through recourse to recuperative architecture. The attacks on September 11 continue to be felt in US culture. Comics are no exception. Comics publishers, large and small, responded immediately and comics about the attacks or the War on Terror have been coming out ever since. Largely missing from these comics, however, is an engagement with Ground Zero; after depicting the Twin Towers struck or falling, artists and writers rarely give the area a second thought. -
Crossmedia Adaptation and the Development of Continuity in the Dc Animated Universe
“INFINITE EARTHS”: CROSSMEDIA ADAPTATION AND THE DEVELOPMENT OF CONTINUITY IN THE DC ANIMATED UNIVERSE Alex Nader A Thesis Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS May 2015 Committee: Jeff Brown, Advisor Becca Cragin © 2015 Alexander Nader All Rights Reserved iii ABSTRACT Jeff Brown, Advisor This thesis examines the process of adapting comic book properties into other visual media. I focus on the DC Animated Universe, the popular adaptation of DC Comics characters and concepts into all-ages programming. This adapted universe started with Batman: The Animated Series and comprised several shows on multiple networks, all of which fit into a shared universe based on their comic book counterparts. The adaptation of these properties is heavily reliant to intertextuality across DC Comics media. The shared universe developed within the television medium acted as an early example of comic book media adapting the idea of shared universes, a process that has been replicated with extreme financial success by DC and Marvel (in various stages of fruition). I address the process of adapting DC Comics properties in television, dividing it into “strict” or “loose” adaptations, as well as derivative adaptations that add new material to the comic book canon. This process was initially slow, exploding after the first series (Batman: The Animated Series) changed networks and Saturday morning cartoons flourished, allowing for more opportunities for producers to create content. References, crossover episodes, and the later series Justice League Unlimited allowed producers to utilize this shared universe to develop otherwise impossible adaptations that often became lasting additions to DC Comics publishing. -
Chinese Fables and Folk Stories
.s;^ '^ "It--::;'*-' =^-^^^H > STC) yi^n^rnit-^,; ^r^-'-,. i-^*:;- ;v^ r:| '|r rra!rg; iiHSZuBs.;:^::^: >» y>| «^ Tif" ^..^..,... Jj AMERICMJ V:B00lt> eOMI^^NY"' ;y:»T:ii;TOiriai5ia5ty..>:y:uy4»r^x<aiiua^^ nu,S i ;:;ti! !fii!i i! !!ir:i!;^ | iM,,TOwnt;;ar NY PUBLIC LIBRARY THE BRANCH LIBRARIES 3 3333 08102 9908 G258034 Digitized by the Internet Arciiive in 2007 with funding from IVIicrosoft Corporation http://www.archive.org/details/chinesefablesfolOOdavi CHINESE FABLES AND FOLK STORIES MARY HAYES DAVIS AND CHOW-LEUNG WITH AN INTRODUCTION BY YIN-CHWANG WANG TSEN-ZAN NEW YORK •:• CINCINNATI •: CHICAGO AMERICAN BOOKCOMPANY Copyright, 1908, by AMERICAN BOOK COMPANY Entered at Stationers' Hall, London Copyright, 1908, Tokyo Chinese Fables W. p. 13 y\9^^ PROPERTY OF THE ^ CITY OF MW YOBK G^X£y:>^c^ TO MY FRIEND MARY F. NIXON-ROULET PREFACE It requires much study of the Oriental mind to catch even brief glimpses of the secret of its mysterious charm. An open mind and the wisdom of great sympathy are conditions essential to making it at all possible. Contemplative, gentle, and metaphysical in their habit of thought, the Chinese have reflected profoundly and worked out many riddles of the universe in ways peculiarly their own. Realization of the value and need to us of a more definite knowledge of the mental processes of our Oriental brothers, increases wonder- fully as one begins to comprehend the richness, depth, and beauty of their thought, ripened as it is by the hidden processes of evolution throughout the ages. To obtain literal translations from the mental store- house of the Chinese has not been found easy of accom- plishment; but it is a more difficult, and a most elusive task to attempt to translate their fancies, to see life itself as it appears from the Chinese point of view, and to retell these impressions without losing quite all of their color and charm. -
Relationality and Masculinity in Superhero Narratives Kevin Lee Chiat Bachelor of Arts (Communication Studies) with Second Class Honours
i Being a Superhero is Amazing, Everyone Should Try It: Relationality and Masculinity in Superhero Narratives Kevin Lee Chiat Bachelor of Arts (Communication Studies) with Second Class Honours This thesis is presented for the degree of Doctor of Philosophy of The University of Western Australia School of Humanities 2021 ii THESIS DECLARATION I, Kevin Chiat, certify that: This thesis has been substantially accomplished during enrolment in this degree. This thesis does not contain material which has been submitted for the award of any other degree or diploma in my name, in any university or other tertiary institution. In the future, no part of this thesis will be used in a submission in my name, for any other degree or diploma in any university or other tertiary institution without the prior approval of The University of Western Australia and where applicable, any partner institution responsible for the joint-award of this degree. This thesis does not contain any material previously published or written by another person, except where due reference has been made in the text. This thesis does not violate or infringe any copyright, trademark, patent, or other rights whatsoever of any person. This thesis does not contain work that I have published, nor work under review for publication. Signature Date: 17/12/2020 ii iii ABSTRACT Since the development of the superhero genre in the late 1930s it has been a contentious area of cultural discourse, particularly concerning its depictions of gender politics. A major critique of the genre is that it simply represents an adolescent male power fantasy; and presents a world view that valorises masculinist individualism. -
Understanding Manga, Comics and Graphic Novels. Dr Mel
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Northumbria Research Link ‘So what is this mango, anyway?’ Understanding manga, comics and graphic novels. Dr Mel Gibson. Literacy Consultant and Senior Lecturer, University of Northumbria. Graphic novels, comics and manga can play an important part in encouraging reading for pleasure amongst students of any age and also have a role in teaching in many subject areas. I’m going to offer a small snapshot of the least well known of these, manga, below, but want to start with a few general points about the comic strip medium. Graphic novels, comics and manga are often seen as texts specifically for younger male reluctant readers, but such an assumption underestimates this enormously flexible medium, as it can be used to create complex works of fiction or non-fiction for adults and young adults, male and female, as well as humourous stories for the very young. The comic strip has been used to create a range of work that encompasses the superb Alice in Sunderland, by British creator Bryan Talbot, which explores memory, history and the nature of narrative, drawing on poetry, plays and novels, as well as other comics from around the world, as well as the slapstick humour of The Beano, with it’s cross-generational appeal and playful approach to language and image. It also includes television spin-offs, most notably, perhaps, The Simpsons and Futurama, which offer clever, witty takes on family, relationships and media, as well as genres that have generated spin-offs in other media, like superhero comics, themselves capable of addressing a huge range of ages and abilities. -
Katalog Zur Ausstellung "60 Jahre Marvel
Liebe Kulturfreund*innen, bereits seit Ende des Zweiten Weltkriegs befasst sich das Amerikahaus München mit US- amerikanischer Kultur. Als US-amerikanische Behörde war es zunächst für seine Bibliothek und seinen Lesesaal bekannt. Doch schon bald wurde das Programm des Amerikahauses durch Konzerte, Filmvorführungen und Vorträge ergänzt. Im Jahr 1957 zog das Amerika- haus in sein heutiges charakteristisches Gebäude ein und ist dort, nach einer vierjährigen Generalsanierung, seit letztem Jahr wieder zu finden. 2014 gründete sich die Stiftung Bay- erisches Amerikahaus, deren Träger der Freistaat Bayern ist. Heute bietet das Amerikahaus der Münchner Gesellschaft und über die Stadt- und Landesgrenzen hinaus ein vielfältiges Programm zu Themen rund um die transatlantischen Beziehungen – die Vereinigten Staaten, Kanada und Lateinamerika- und dem Schwerpunkt Demokratie an. Unsere einladenden Aus- stellungräume geben uns die Möglichkeit, Werke herausragender Künstler*innen zu zeigen. Mit dem Comicfestival München verbindet das Amerikahaus eine langjährige Partnerschaft. Wir freuen uns sehr, dass wir mit der Ausstellung „60 Jahre Marvel Comics Universe“ bereits die fünfte Ausstellung im Rahmen des Comicfestivals bei uns im Haus zeigen können. In der Vergangenheit haben wir mit unseren Ausstellungen einzelne Comickünstler, wie Tom Bunk, Robert Crumb oder Denis Kitchen gewürdigt. Vor zwei Jahren freute sich unser Publikum über die Ausstellung „80 Jahre Batman“. Dieses Jahr schließen wir mit einem weiteren Jubiläum an und feiern das 60-jährige Bestehen des Marvel-Verlags. Im Mainstream sind die Marvel- Helden durch die in den letzten Jahren immer beliebter gewordenen Blockbuster bekannt geworden, doch Spider-Man & Co. gab es schon lange davor. Das Comic-Heft „Fantastic Four #1“ gab vor 60 Jahren den Startschuss des legendären Marvel-Universums.