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Comics inherently encompass multiple modalities and are published across numerous platforms, whether in print or digital form. In its distinct combinations of words and images, the multimodal medium of comics has encompassed numerous formats throughout its long history – typically appearing in numerous forms simultaneously in any given era. Comics exist in single-panel and multi-panel strips within newspapers and magazines, in single-issue comic books and longer graphic novel formats and in new digital forms such as webcomics and motion comics. Comics have also been adapted to cinema and television, in both live-action and animated incarnations – often drawing on the original words and imagery of their source material in direct ways. This essay traces the history of comics as a multimodal experience from the 1800s through the twenty-first century; it also examines how other media have translated them onto various types of screens while still drawing on the specific formal qualities used by comics to tell stories. Regardless of the particular format through which readers engage with the medium, comics offer amalgamations of two separate modes of content which allow for unique meanings via the unification of words and images.
Over the last twenty years, the growing diversity in content and artistic innovation in graphic novels, comic books, and web comics combined with the popularity of films based on comics material have made comic art newly attractive to curators, museums, and university galleries. More artists identified with comics are getting big budget retrospectives, collecting institutions are mounting rich historical shows, and exhibits capitalizing on the popularity of all types of comics are popping up around the world. The chapter maps out the history of influential shows of original comic art from newly rediscovered shows of the 1930s to contemporary blockbusters like High and Low: Modern Art, Popular Culture and Masters of American Comics, as well as the critical dialogue surrounding these shows, who some of the pioneers were, and how exhibition standards have developed over time.
This chapter explores some of the practices, interactions, and preferences of readers and fans as part of their lived comics cultures. Engagement with the medium has taken various forms, from casual readership and sharing titles among friendship groups in childhood, through to being a collector. Beyond simply involving reading comics, fandom can incorporate a range of other activities as part of an enhanced commitment to the medium, and various activities are touched upon. Further, it looks at how readers, both historically and today, have accessed their comics in varied formats and across many genres in Britain and the USA, linking their lived experience with production. In looking into these issues, the chapter engages with the work of various publishers, genres, and titles. It also engages with how reading comics and participating in fandom intersects with both age and gender, which this chapter adopts as lenses to look at constructions of childhood and comics reading. A final aspect of the chapter relates to how fan and reader interactions in these spaces and participation in activities often vary according to gender. Indeed, it can be argued that comics reading and collecting has been heavily gendered regarding both production and reception.
This chapter provides an overview of the variety of contemporary digital comics.
Digital comics encompass diverse objects, both online and offline, ranging from print comics that are digitized to webcomics that resist print publications and have greater affinities with video games or animation. The chapter regroups these different formats into three main categories; it reconstructs the history of digital comics, isolating four partially overlapping phases connected to the evolution of digital culture. It traces the similarities and divergences between digital and print comics, identifying their formal specificities and contextualizing them in the analog/digital debate; and discusses their different characteristics in terms of immersion and agency. Finally, it reflects on the relationship between digital media and participatory practices on the one hand, and comics preservation on the other, elaborating on the issue of copyright infringement.
In doing so, the chapter offers a multidisciplinary and comprehensive account of the heterogeneous nature and stratified history of digital comics.
Taking the narrow notion of manga outside of Japan as its starting point, this chapter refrains from introducing the diversity of comics in Japan in support of a transculturally open approach. From a form-conscious perspective, it conceptualizes manga as a highly affective type of comics that share characteristics with non-Japanese comics far beyond the “manga” label. Following a brief historical survey of what “manga” has meant in English since the 1980s, the device of affective eyes takes center stage. Graphic narratives by Osamu Tezuka, Keiji Nakazawa, Keiko Takemiya, and Jirō Taniguchi serve as examples for how extreme close-ups of eyes have operated across periods and genres, namely, not only as representations of interiority or ethnicity, but also as material signposts and guides of visual perception: eyes draw attention, get readers involved prior to critical interpretation, establish intimacy with characters, provide a node for a page’s visual fragments, help to obscure the divide between inside and outside, subject and object, self and other. Moving gingerly into an ocular history of manga as an affective form of comics, the chapter seeks to turn away from essentialist, as well as culturalist, definitions of what manga is in favor of how it operates.
Countering popular assumptions about comics being made for and by men, this chapter begins by offering a brief alternative comics history focusing on women artists, covering comics production from the mainstream to the underground. Taking cues from recent exhibitions on women artists and comics history by women authors and artists, the chapter provides insight into the different contexts and communities, covering political cartoonists and illustrators, mainstream and underground artists.
The second half of the chapter focuses on the graphic novel and examines works by Lynda Barry and a new generation of women comics artists, Ebony Flowers and Weng Pixin. It elaborates on the possibilities of reading the graphic novels in light of the rich history of women artists and comics storytelling, building bridges between individual and collective stories while pointing out the innovations unfolding through drawing, writing, and collage.
Considering genres from a meta-perspective, this chapter elaborates on the mechanisms of comics genres, their specific codes, and their differences and similarities with genres in other media. It shows how genres are a practical tool for categorizing fiction and even more useful in highlighting the economic and cultural underpinnings of publishing contexts and media. As already suggested in Chapter 2, comics genres are particularly useful for understanding the relationships between comics and other media since they help delineate the parameters of the medium-specificity, or mediageny, of comics.
The chapter turns to the hybrid genre of the superhero and uses Fantastic Four as an example to examine the way genres evolve and are redefined by their users over time. It also elaborates on the long history of comics producing meaning for their readers by openly performing genres in addition to adhering to them. In showing how genre has become a less defining entity in contemporary comics production since it is often replaced by transmedial franchises or trademark styles and stories attached to successful authors and artists, the chapter also delineates the limits of generic analysis. For this, it turns to Mike Mignola’s Hellboy comics and the Mignolaverse in general.
Discourses about comics focus very often on their narrative dimension to the extent that they are frequently considered as narratives per se. Driven by the ambition to rethink established formulas, alternative publishers show examples of works that invite to move beyond this approach. This chapter looks at comics that do not tell a story (in the narrow sense of the word) or question familiar narratives. It focuses on abstract comics or comics made of series of unrelated images. Building on the works of creators that tend to remain under the radar such as Rosaire Appel, Renée French, Tim Gaze, or Bianca Stone, this chapter delineates possibilities for understanding these creations and the specific kinds of pleasure they generate. By highlighting their links with other media, in particular music and poetry, it emphasizes how the reader’s response is closely linked to their horizon of expectations. Finally, it shows that the study of comics that are at the limits of narration allow to reassess how we see comics in general, including those that privilege the story.
The aesthetics of comics is deeply linked to the history of media serialities. Modern comics were born in the newspaper and followed its periodic rhythms and exploited its logic of reader loyalty. The two historically dominant models of comics, the comic strip and the comic book, are each linked to a publication medium or format – the newspaper and the magazine, respectively – and to their logics of consumption. Many characteristics of the comic strip – the principle of gag variations, the importance of generic conventions, recurring characters, spin-off series, crossover logics – can be reinterpreted according to the industrial and media contexts in which they appear and which are aesthetically exploited by the authors. Reflection on the seriality of comics can therefore not be limited to analyses of plots or modes of graphic narration. It needs to consider media logics, including the industrial and commercial dynamics and modes of consumption they encourage. Ultimately, comics seriality engages with, on the one hand, the principles of generic seriality, which thematize these logics of production and consumption. On the other, diegetic seriality, of the recurrent character and the fictional universe, also determines the strategic choices of industrial and media players.
As popular print ephemera, comics hold a complex and precarious relationship to preservation and duration, which has marked their status as “archivable” (or “non-archivable”) materials. This chapter sketches some of the different ways that institutions, producers, and audiences have coped with this fragility and have defined practices of preservation and collection. The chapter subsequently analyzes comics in libraries and archives, collecting practices by readers and fans, uses of archives in comics production. At each step, it pays particular attention to the importance of materiality, senses, formats, manipulation in the preservation of comics, connecting them to matters of copyright, library policies, and commercial interests. The importance of these parameters is set out against changing notions of archives and archival practice, especially under the impulse of their digital transformation. The broader picture considers the importance of medium specificity in an age of online archival plenitude.
What makes a comic a graphic novel? Is it having a long, complete narrative? Being published as a book? Having a complex storytelling technique that leads to literary awards and critical acclaim? All these criteria have been deployed at some time or another to define the graphic novel, and they recur throughout this chapter as we follow a history of the ways in which comics have been hailed as novels since the mid-nineteenth century. With an emphasis on the United States, key moments are considered such as the woodcut novels of the 1920s and 1930s, the start of the direct market in the 1970s, the first graphic novel boom of the 1980s, and the popularity of graphic novels in the twenty-first century. Notable texts, creators, and publishers are discussed, such as Art Spiegelman’s Maus and Raw Books & Graphics, and we see the changing economic contexts out of which graphic novels have emerged. This chapter ends by outlining how the Internet has transformed the production, distribution, and selling of graphic novels, with contemporary creators unshackled from the idea that a graphic novel has to be a book.
Until the 1990s, comic books rarely served anything other than a deeply conflicted, even paradoxical role in American public libraries. With rare exceptions, comic books as actual objects did not exist in libraries, but as emblems, comics appeared repeatedly in the professional and public conversations in which librarians participated. To librarians of the mid-century, comic books served the important role of symbolizing everything that libraries opposed, thereby reinforcing librarians’ sense of their own professional identity. Comics represented first and foremost an ephemeral and inferior product of junk culture that took up the finite amount of time and attention that children were imagined to have to spend on reading, meaning that librarians saw them as something that interfered with real reading of legitimate books. Further, comics represented a threat to the authority of children’s librarians, who had crafted a professional identity based on their knowledge of good literature for children. Because comics were imagined to interfere with children’s interest in such literature and because children could access comics without librarian expertise, librarians saw comics as a significant threat. However, comics themselves presented a much more complicated vision of literature, literacy, and even public libraries.
This chapter contextualizes narrative drawing, first identifying the types of drawing that are specific to comics. It proposes that the comics medium intervenes in the long history of drawing, by introducing polygraphy as a recurrent feature of comics. Referring to Bakhtin’s concept of polyphony (or multiple voices) in the novel, polygraphy accounts for the techniques of accumulating diverse graphic indices of the labor and ideas of drafters and comics producers and distributors. The chapter shows how polygraphy produces comics, considering the work of William Hogarth, Katsushika Hokusai, Rodolphe Töpffer, Marie Duval, George Herriman, Winsor McCay, and Osamu Tezuka. Through this cast of creators, the chapter also foregrounds important moments in comics history such as the boom in periodical print in the nineteenth century, the influence of acting and performance practices, and, later, movie. This chapter equips readers with the necessary tools to understand the fundamental means of visualizing stories in comics – drawing – and offers a comics history contextualized through relevant developments in popular visual and print culture.