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The publication of Allen Ginsberg in Context marks a dramatic shift in Ginsberg Studies (and Beat Studies), clearing important new ground for scholarship on the poet. This volume offers a crucial reminder of the need for continued study of Ginsberg’s full body of work and widest range of influences. The case for Ginsberg’s importance has not always been as clear. Ginsberg’s considerable popular readership has not translated often enough into serious attention from scholars. Allen Ginsberg in Context signals to the larger critical community that Ginsberg’s life and work are essential to the study of twentieth- and twenty-first-century poetry, culture, and political activism. This book starts the necessary conversation as to why Ginsberg’s poetry can still matter. Ginsberg’s body of work might find its big-bang moment in the 1956 publication of “Howl” and the poem’s subsequent triumph against obscenity charges the following year, but his work in its totality can be seen as a primer for how to live and speak freely in a world that increasingly is bent upon state surveillance and restrictions upon movement and expression.
This chapter examines the transformative work of Danielle Dumile, the masked rapper who went by the stage name DOOM (among other aliases), and who was known for his complex lyricism and innovative personae. Adrian Matejka considers the MC’s use of persona through the dual lenses of hip-hop and poetry, highlighting the ways in which DOOM’s lyrics borrow from and enhance these twinned literary traditions. Drawing parallels between DOOM’s innovative lyricism and the tradition of persona poetry, Matejka considers how contemporary poets – particularly Black American poets – adopt various masks to explore history, culture, and identity. This longer tradition is related back to DOOM, whose layered personae subverted mainstream rap in the early 2000s. Matejka frames the rapper’s work as an enduring testament to persona’s power in mythmaking and cultural commentary.
This chapter explores the rise of the graphic narrative in Africa – starting with cartoons and comic strips and culminating in contemporary graphic novels and popular comics series. It outlines three key historical developments in the genre. It further argues that comic strips were vehicles for the colonial enterprise: they occurred in colonial journals and magazines in the 1930s/1940s and reflected colonial ideology through mimicry and racial stereotype. Second, cartoons and comics became important tools in anticolonial movements, such as in Nigeria in the 1950s/1960s and apartheid-era South Africa from the 1950s to the 1980s. Cartoons turned satire and mockery back on the colonizer, while comics were used to subvert the visual language of colonial oppression and to encourage resistance. Finally, didactic comics and graphic narratives (pamphlets, posters, and free-standing albums) have formed part of government policy and development work from the 1990s to the present day. This history has informed present day production. Contemporary graphic narratives combine rich local visual traditions with global trends to negotiate identity, politics, and social change. The chapter ends by examining four examples of more “serious” graphic novels, histories, and memoirs that are indicative, rather than representative, of the diversity of contemporary production.
This chapter surveys the history of Arthur, his court and his legacy in comics and gaming. While these media sometimes tell part or the whole story of Arthur, more often they produce sequels that borrow from the tradition or integrate Arthur into other fictional worlds (or both).
The sequential units of language (i.e. words) have often been characterized by a tension between diversity and universality in the triangulation between information content, length and frequency. Here we examine similar tensions in the sequential units of visual narratives (i.e. panels) by focusing on how many entities appear per panel in visual narratives from the TINTIN Corpus of 1,030 annotated comics from 144 countries (76,000+ panels). Rates of entities per panel differ in regularized ways between styles of comics that cut across global regions, implicating typologically different ‘visual languages’. Entities per panel were also associated with panel size, where greater numbers of entities were associated with larger sizes of panels. Finally, a negative association appeared between panels with different numbers of entities and their frequency, reminiscent of a Zipf’s law of abbreviation. As associations of both size and frequency with character per panel persisted in a uniform way across styles, it implies universal tendencies transcending the diversity across systems, consistent with typological properties of languages.
In this article, we identify the comics of the Real Cost of Prisons Project as graphic memory work that denaturalises ‘penal common sense’ and engages in graphic witnessing. To show how the United States’ ‘crime problem’ established a seemingly natural link between crime and incarceration, we first review the criminological aspects of American comics memory. Then, we demonstrate how The Real Cost of Prisons Comix reworks the historical and social dynamics of the American carceral regime through its abolitionist framework. We discuss the importance of the image–text form for abolitionist pedagogy by reflecting on the position of comics in carceral textual cultures and the use of these comics in activist education. Finally, we emphasise that the comics created by the Real Cost of Prisons Project should be understood as pedagogical tools in a broader abolitionist movement whereby the historical and social education initiated by memory work aims to ignite collaborative praxis. In this sense, we show that their activist memory work is a means to demystify the historical processes of carceral expansion, enabling its audience to develop historical consciousness.
Latinx comics articulate popular understandings of Latinidad. However, in recent years, Latinx comics, like comics broadly, have become closely aligned with the university. Although much has been written about comics as objects of study, less has been said about the university as a site of publication. The shift in publication sites from small publishers to university presses entwines the comic book with the university’s thought and material conditions. While acknowledging how this open spaces for Latinx creators, the chapter investigates how this shift impacts Latinx thought. Do Latinx comics conform to academic understandings of Latinidad when published by a university? Can comics still incite vernacular understandings of Latinidad? Focusing on Alberto Ledesma’s Diary of a Reluctant Dreamer, the anthology Tales from La Vida, and Leigh-Anna Hidalgo’s “augmented fotonovelas,” the chapter considers how artists negotiate the university’s influence. The chapter also shows how comic book aesthetics and the history of Latinx image-text cultural forms point us to forms of thought that resist, challenge, and supplement academic understandings.
Comics are one of the paradigmatic forms of hybrid media, and coming up with a satisfactory definition for it has been difficult. Cowling, S. & Wesley D. C. (2022) take a functional approach and offer an Intentional Picture-Reading View which defines comics as something that is “aptly intended to be picture-read.” I show that the view is extensionally inadequate as is because formally ambitious prose and concrete poetry, too, are aptly intended to be picture-read. The way forward, I argue, is to look at more medium-specific non-depictive images (such as speech balloons and panels) to set comics apart from other hybrid media.
Depicting transgender persons in comics without falling into visual caricature and thereby perpetuating harmful stereotypes can be a delicate task. In this discussion, I draw upon the notion of picture-reading to argue that, despite this fact, comics as a medium is particularly well-suited—both formally and in terms of production-relevant factors—toward capturing and communicating the complexities of transgender experience.
We develop and defend a novel interpretation of mainstream Marvel Comics—an interpretation we call the Fictional Journalism Interpretation. We then show how this interpretation of Marvel comics (i) challenges standard accounts of the manner in which fictional truths are generated by fictions and (ii) provides us with novel, interesting, and in some cases simpler explanations of, and understandings of, phenomena within these comics that are hard to deal with adequately on more traditional accounts, including both contradictions in the fiction and various metafictional storytelling strategies. We conclude by defending the view from a number of objections.
I examine Alan Moore and Kevin O’Neill’s adaptation of Margaret Cavendish’s Blazing World in the comic series The League of Extraordinary Gentlemen. I interpret philosophical aspects of Cavendish’s fictional landscape, including her vitalist materialism and naturalized talking animals, as they appear in series The League of Extraordinary Gentlemen, rendered through 3-D images and corresponding 3-D glasses worn by readers. Through this world adaptation, Moore and O’Neill onboard themes of naturalness, experimentation, technology-aided perceptual processes, and travel to intersecting worlds to enhance The League of Extraordinary Gentlemen’s commentary on the formative influence of fiction on authors and audiences.
The success of popular webcomics (comics produced and read entirely digitally) is the greatest revolution in the comics medium of the last two decades. Webcomics exploit a socio-technical convergence between digital platforms and participatory cultures, enabling global authors to work together with global audiences to transcend established print comics structures. After defining digital comics, webcomics and webtoons, this Element presents a case study of Korean platform WEBTOON, which achieved 100 billion global page views in 2019. The study analyses data from their website, including views, subscriptions and likes, to quantify and assess whether WEBTOON's commercial and critical success is connected to its inclusion of a wider range of genres and of a more diverse author base than mainstream English-language print comics. In so doing, it performs the first Book Historical study of webcomics and webtoons. This title is also available as Open Access on Cambridge Core.
In Helen Bannerman’s Little Black Sambo, the text describes its main character as witty, brave, and resourceful. The drawings of the story’s main character which accompany this text, however, present a unique kind of harm that only becomes clear when the work is read as a collection of single-panel comics rather than an illustrated book. In this chapter, I show what happens when we read drawings in books as textless comics, and, based on how things turn out from this reading, motivate why we have some substantive reason to read both Little Black Sambo and other books with drawings-as-comics.
On the report model of appreciating fiction, one imagines learning about a fictional world through a report: reading or viewing someone’s account or listening to them tell their story. On the transparency model, one simply imagines the things that are fictional in the story, without imagining anything about how that information is acquired. It is argued that the transparency model is the default, in literature and cinema, but in comics, it is the report model that is the default.
Many comics are aesthetically trashy: They are immediately grasped and easily available. Historically, this trashiness is lobbed as an aesthetic defect of many comics, a defect for both their production and their appreciation. To defend these comics, some point to non-aesthetic values, like sociality. I argue that there is aesthetic value to these comics, and that it lies precisely in their trashy characteristics: their immediacy and availability. Many comics have these characteristics because many comics are cartooned. The immediacy of cartooning is precisely what makes so many ordinary comics beautiful in an ordinary way.
Comics can be ordered in a range of ways, most overtly by issue number for works within a series, and by page number for pages within works. The internal elements of a comic can also be ordered by formal details found within pages. We identify four kinds of formal details specific to comics pages or two-page spreads: how their elements are arranged, how they are viewed, what events they represent, and when information about those events is presented.
In this paper, I consider a peculiar feature of the aesthetics of collecting comics: collecting to complete a narrative. Unlike other forms of narrative engagement, comics are often read out of narrative sequence, and so collectors hunt for missing issues to fill in an incomplete story, leading to a “gappy” experience of the narrative. This “gappy” experience, I argue, has its own aesthetic quality and value, and I connect my analysis of the experience to both classical Kantian aesthetics and contemporary neuropsychology.
In this article, I argue, adverting to critical practices, that film adaptations are comparable with the comics that serve as their sources. The possibility of comparison presumes the existence of covering values according to which these comparisons are made. I raise four groupings of covering values for comics—narrative, pictorial, historical, and referential—and show how they apply to film adaptations as well, and argue that a fifth kind of value, fidelity, is relevant to comparisons of source comics to film adaptations. I close with a discussion of different types of fidelity that might be brought to bear in evaluation.
Looking back, the moral panic that precipitated the decimation of horror comics in the 1950s seems quaint, yet concerns about the psychological impact of violent media on consumers have never disappeared. In this article, I outline a particular type of psychological impact we ought to take seriously when evaluating the moral status of entertainment. I then consider (a) ways in which comics seem immune from claims that they create this kind of impact for their readers, as well as (b) ways in which we might think that comics generate special instances of moral danger for readers.
Graphic Medicine enriches and expands the field of Medicine and Literature by providing an additional, visual, modality for understanding stories of illness and well-being. Combining words and pictures, the hybrid medium of comics engages both left and right hemispheres of the brain, which can lead to more immediate, intuitive, and complete comprehension for the reader/viewer than text alone. This essay briefly addresses the origins and commitments of Graphic Medicine and illuminates, through Visual Thinking Strategies, why and how comics are particularly effective in the domains of clinical medicine and medical ethics – that is, for healthcare providers and medical learners, and for patients as well.