![]() |
Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
||
|
Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
This collection examines new comic-book cultures, graphic writing, and bande dessinee texts as they relate to postcolonialism in contemporary Anglophone and Francophone settings. The individual chapters are framed within a larger enquiry that considers definitive aspects of the postcolonial condition in twenty-first-century (con)texts. The authors demonstrate that the fields of comic-book production and circulation in various regional histories introduce new postcolonial vocabularies, reconstitute conventional "image-functions" in established social texts and political systems, and present competing narratives of resistance and rights. In this sense, postcolonial comic cultures are of particular significance in the context of a newly global and politically recomposed landscape. This volume introduces a timely intervention within current comic-book-area studies that remain firmly situated within the "U.S.-European and Japanese manga paradigms" and their reading publics. It will be of great interest to a wide variety of disciplines including postcolonial studies, comics-area studies, cultural studies, and gender studies.
Acre, 1291. The last Crusadercity in the Holy Land is about to fall. TwoKnights Templar, obeying the grandmaster's orders, manage to escape theinvading Muslim army on the order's last ship. New York City, nowadays. During the unveilingof an exhibition of some of the Vatican's treasures, four men disguised asTemplars attack the Metropolitan Museum and steal several artefacts, includinga centuries-old decoder - a loss that horrifies the Church.
Distinguishing the graphic novel from other types of comic books has presented problems due to the fuzziness of category boundaries. Against the backdrop of prototype theory, the author establishes the graphic novel as a genre whose core feature is complexity, which again is defined by seven gradable subcategories: 1) multilayered plot and narration, 2) multireferential use of color, 3) complex text-image relation, 4) meaning-enhancing panel design and layout, 5) structural performativity, 6) references to texts/media, and 7) self-referential and metafictional devices. Regarding the subcategory of narration, the existence of a narrator as known from classical narratology can no longer be assumed. In addition, conventional focalization cannot account for two crucial parameters of the comics image: what is shown (point of view, including mise en scene) and what is seen (character perception). On the basis of Francois Jost's concepts of ocularization and focalization, this book presents an analytical framework for graphic novels beyond conventional narratology and finally discusses aspects of subjectivity, a focal paradigm in the latest research. It is intended for advanced students of literature, scholars, and comics experts.
This edited collection explores how graphic art and in particular Japanese manga represent Japanese history. The articles explore the representation of history in manga from disciplines that include such diverse fields as literary studies, politics, history, cultural studies, linguistics, narratology, and semiotics. Despite this diversity of approaches all academics from these respective fields of study agree that manga pose a peculiarly contemporary appeal that transcends the limitation imposed by traditional approaches to the study and teaching of history. The representation of history via manga in Japan has a long and controversial historiographical dimension. Thereby manga and by extension graphic art in Japanese culture has become one of the world's most powerful modes of expressing contemporary historical verisimilitude. The contributors to this volume elaborate how manga and by extension graphic art rewrites, reinvents and re-imagines the historicity and dialectic of bygone epochs in postwar and contemporary Japan. Manga and the Representation of Japanese History will be of interest to students and scholars of Asian studies, Asian history, Japanese culture and society, as well as art and visual culture
Meet the zombies and all their undead friends in this new ghoulish activity book from Jason Ford. Design a zombie diner menu, learn to draw a vampire, cause chaos with scary spiders, and much more!
From bed head to battle hair, the way you style your manga character's hair can make or break their look. In this guide, discover hundreds of styles to transform your sketches into amazing illustrations. How to Draw Hairstyles for Manga includes: Detailed information on how hair influences characters and scenes, how it grows and moves, common male and female hairstyles, and more! Step-by-step instruction for sectioning and drawing hair to achieve more realistic looks. Plus, learn tips and tricks for taking styles up a notch. 600+ illustrations showing hundreds of hairstyles from multiple angles. From French braids and ponytails to defying gravity with underwater looks and epic battle scene styles, this book has it all! With step-by-step guidance and hundreds of sample illustrations, this is your must-have guide to drawing hairstyles for your manga characters. What are you waiting for? Grab your supplies and get started drawing with style!
This book examines the concepts of Post/Humanism and Transhumanism as depicted in superhero comics. Recent decades have seen mainstream audiences embrace the comic book Superhuman. Meanwhile there has been increasing concern surrounding human enhancement technologies, with the techno-scientific movement of Transhumanism arguing that it is time humans took active control of their evolution. Utilising Deleuze and Guattari's notion of the rhizome as a non-hierarchical system of knowledge to conceptualize the superhero narrative in terms of its political, social and aesthetic relations to the history of human technological enhancement, this book draws upon a diverse range of texts to explore the way in which the posthuman has been represented in superhero comics, while simultaneously highlighting its shared historical development with Post/Humanist critical theory and the material techno-scientific practices of Transhumanism.
Comics, the Holocaust and Hiroshima breaks new ground for history by exploring the relationship between comics as a cultural record, historiography, memory and trauma studies. Comics have a dual role as sources: for gauging awareness of the Holocaust and through close analysis, as testimonies and narratives of childhood emotions and experiences.
The Ages of the Avengers: Essays on Earth's Mightiest Heroes in Changing Times examines stories from one of Marvel Comic's most popular franchises in light of the contemporary cultures when those comic books originally produced. With essays that address tales from some of the very first issues of The Avengers through Avengers Arena, which concluded in 2014, five decades of comic books are analyzed by popular culture scholars. Audience expectations for entertainment have fluctuated dramatically throughout the years, and comic book creators have been forced to adapt to shifting hopes, fears, and concerns amongst readers. Like any popular culture product, issues of the Avengers are reflective of the time period when they were produced, and the comic books have adapted to changing times to avoid becoming relics of a bygone era. In this collection, essays examine Avengers storylines such as the Korvac Saga, Civil War, and Secret Invastion, scrutinize key characters including the Black Panther and Hank Pym, and explore how real world events such as the Cuban Missile Crisis, the Vietnam War, the end of the Cold War, and 9/11 influenced the popular entertainment being produced and consumed in America.
On the surface, the relationship between comics and the 'high' arts once seemed simple; comic books and strips could be mined for inspiration, but were not themselves considered legitimate art objects. Though this traditional distinction has begun to erode, the worlds of comics and art continue to occupy vastly different social spaces. Comics Versus Art examines the relationship between comics and the most important institutions of the art world; including museums, auction houses, and the art press. Bart Beaty's analysis centres around two questions: why were comics excluded from the history of art for most of the twentieth century, and what does it mean that comics production is now more closely aligned with the art world? Approaching this relationship for the first time through the lens of the sociology of culture, Beaty advances a completely novel approach to the comics form.
This historical and critical survey looks at horror comics from the Golden Age of the 40s, through the Silver Age of the 60s, up until the early 80s - the end of the Bronze Age. Included are the earliest series, like American Comics Group's Adventures into the Unknown and Prize Comics' Frankenstein, and the controversial graphic and gory comics of the 40s, such as EC's infamous and influential Tales from the Crypt. The resurgence of monster-horror titles during the 60s is explored, along with the return of horror anthologies like Dell Comics' Ghost Stories and Charlton's Ghostly Tales from the Haunted House. The explosion of Horror titles following the relaxation of the comics code in the 70s is fully documented with chapters on Marvel's prodigious output - The Tomb of Dracula, Werewolf by Night and others - DC's anthologies - Witching Hour, Ghosts - and titles such as Swamp Thing, as well as the notable contributions of firms like Gold Key and Atlas. This book examines how horror comics exploited everyday terrors, and often reflected societal attitudes toward women and people who are different.
This is a book about the comics genre and language, how these were used to create Batman, and how that character's longevity is largely due to the medium's unique formal qualities. It argues that Batman's core appeal is his mythic nature which allows him to transcend changes in reader tastes, the vicissitudes of the comics industry, and the changing media landscape. While including some historical elements, it is mostly a study of how the formal aspects of comics are able to evoke uniquely mythic qualities that have made Batman such a long-lived cultural phenomenon and how efforts to adapt these qualities into other media, particularly live-action feature films, have succeeded or failed based on the strategies employed. The book sheds light both on comics as a medium and art form with its own language, syntax and codes and on the process of adaptation - a growing area of study, given Hollywood's continuing interest in working with the comics superheroes.
This collection of 13 new essays employs ethnographic methods to investigate San Diego's Comic-Con international, the largest annual celebration of the popular arts in North America. Working from a common grounding in fan studies, these individual explorations examine a range of cultural practices at an event drawing crowds of nearly 150,000 each summer. Investigations range from the practices of fans costuming themselves to the talk of corporate marketers. The collection seeks to expand fan studies in general and to explore more deeply into Comic-Con International than any publication before it.
Embark on a foodie's journey through the world of anime and learn to recreate delicious dishes from your favourite anime series. Japanese animation has beautiful designs, fleshed out characters, and engaging storylines-and it's also overflowing with so many scrumptiously rendered meals! Do you ever watch your favorite anime series and start craving the crunch of crispy seafood or the warmth of delicious noodles and broth or the fluffiness of soft, airy cakes? Now, you can make your cravings a reality with Cook Anime! Join an otaku on her tour through anime food and find out what your favorite characters are savoring and sharing-from bento to yakisoba-and then learn to make it at home! Along with each recipe, you will discover facts behind the food, such as history, culture, tips, and more. Perfect for foodies and anime-lovers alike, Cook Anime is the all-inclusive guide to making the meals of this Japanese artform.
Turn creating anime characters and stories from a passion into your profession with this guide to drawing and painting, promoting, and selling your work. Specially commissioned step-by-step tutorials by respected professionals help you fine-tune your technique for engaging results, and define your niche as a pro artist. Projects tackle anime styles such as the dynamic Shonen and fantasy tinged Shojo, both aimed at adults, and Kodomo, created for children. Case studies explore anime sub-styles, helping you pinpoint how your innate style fits into the anime landscape, and what to focus on creatively and commercially for professional success. The book also asks: what is your brand, who is your audience, and how will you engage with it In a competitive environment, your ability to stand out, grab, and maintain attention is key. Independent professional artists who have done just that discuss this, plus the planning, work, and management that go into running you own brand. Promoting your art, growing your audience on social media, and establishing an ecommerce site to convert that audience into sales - every aspect of being a professional artist is covered. There is even advice about choosing related products and merchandise that complement your brand and provide a relevant backdrop for your art.
After being kidnapped by Vance and subsequently escaping, Tess is now officially part of the investigative team alongside Agent Reilly. But despite the constant danger of the lurking assassins who have already nearly killed her once, the young woman refuses to play a passive role. Her research will take her far from New York, under the protection of Sean Reilly-who is about to face a terrible crisis of faith.
Snippets - 52 Weeks of Diary Comics teaches the basics of writing and drawing comic strips in a diary format that provides a record of your year, your growth as an artist and storyteller, and a place to experiment and explore your creativity. For artists and non-artists alike, each week a new prompt will inspire users with suggestions of stories they can tell, or tips they can try. Extremely accessible and undemanding, the diary is designed for only one panel a day to be drawn, making it easy to fit into your life while at the same time allowing the use to establish a new hobby and skill. At the end of the week, the user has a completed comic strip to share with others, use as the basis for a bigger, longer story, or simply a private record of their life and growth as an artist.
Created in 1941 by the psychologist William Marston, Wonder Woman would go on to have one of the longest continuous run of published comic book adventures in the history of the industry. Seventy years after her debut Wonder Woman remains a popular culture icon. Throughout the intervening years many comic book creators have had a hand in guiding her story, resulting in different interpretations of the Amazon Princess. But the changes in tone, theme, or subject matter in Wonder Woman's fictional adventures are not only the result of new creators. Wars, the feminist movement, politics, and evolving social opinions and concerns can be seen influencing the stories found in Wonder Woman's comic books. In this collection, each chapter examines a specific period or storyline from Wonder Woman comic books and analyses those stories in regards to contemporary issues in American society. Tracing the evolution of Wonder Woman through seven decades of comic books not only increases our understanding of an important American icon, it illuminates the relationship between American society and the entertainment it produces and consumes.
Every week, the comic book artist Riad Sattouf has a chat with his friend's daughter, Esther. She tells him about her life, about school, her friends, her hopes, dreams and fears, and then he works it up into a comic strip. This book consists of 52 of those strips, telling between them the story of a year in the life of this sharp, spirited and funny child. The result is a moving, insightful and utterly addictive glimpse into the real lives of children growing up in today's world.
Of those things in life one finds unavoidable - death, taxes, middle-aged spread - there's at least one bright spot to look forward to: a new Little Black Book from the fevered minds of Steve Fastner and Rich Larson! Once more, these two purveyors of pulpy goodness compile new full color works that reflect the highest quality of low-brow tastes! Scantily-clad cuties running from foul-tempered monsters, aliens, interdimensional time demons... did we mention the girls are not wearing much? And in the fine tradition of the Little Black Book series, an all-new full color tale from the House of Haunted Lingerie is also included! It's a yearly showcase of paintings, projects, and pretty girls from the team of Fastner and Larson, and a must-have for anyone with a sense of humor and/or adventure!
Attempts to define what comics are and explain how they work have not always been successful because they are premised upon the idea that comic strips, comic books and graphic novels are inherently and almost exclusively visual. This book challenges that premise, and asserts that comics is not just a visual medium. The book outlines the multisensory aspects of comics: the visual, audible, tactile, olfactory and gustatory elements of the medium. It rejects a synaesthetic approach (by which all the senses are engaged through visual stimuli) and instead argues for a truly multisensory model by which the direct stimulation of the reader's physical senses can be understood. A wide range of examples demonstrates how multisensory communication systems work in both commercial and more experimental contexts. The book concludes with a case study that looks at the works of Alan Moore and indicates areas of interest that multisensory analysis can draw out, but which are overlooked by more conventional approaches.
Blockheads, Beagles, and Sweet Babboos: New Perspectives on Charles M. Schulz's "Peanuts" sheds new light on the past importance, ongoing significance, and future relevance of a comics series that millions adore: Charles M. Schulz's Peanuts. More specifically, it examines a fundamental feature of the series: its core cast of characters. In chapters devoted to Charlie Brown, Snoopy, Lucy, Franklin, Pigpen, Woodstock, and Linus, author Michelle Ann Abate explores the figures who made Schulz's strip so successful, so influential, and-above all-so beloved. In so doing, the book gives these iconic figures the in-depth critical attention that they deserve and are long overdue. Abate considers the exceedingly familiar characters from Peanuts in markedly unfamiliar ways. Drawing on a wide array of interpretive lenses, Blockheads, Beagles, and Sweet Babboos invites readers to revisit, reexamine, and rethink characters that have been household names for generations. Through this process, the chapters not only demonstrate how Schulz's work remains a subject of acute critical interest more than twenty years after the final strip appeared, but also how it embodies a rich and fertile site of social, cultural, and political meaning.
Stan Lee, who was the head writer of Marvel Comics in the early 1960s, co-created such popular heroes as Spider-Man, Hulk, the X-Men, the Fantastic Four, Iron Man, Thor, and Daredevil. This book traces the ways in which American theologians and comic books of the era were not only both saying things about what it means to be human, but, starting with Lee they were largely saying the same things. Author Anthony R. Mills argues that the shift away from individualistic ideas of human personhood and toward relational conceptions occurring within both American theology and American superhero comics and films does not occur simply on the ontological level, but is also inherent to epistemology and ethics, reflecting the comprehensive nature of human life in terms of being, knowing, and acting. This book explores the idea of the "American monomyth" that pervades American hero stories and examines its philosophical and theological origins and specific manifestations in early American superhero comics. Surveying the anthropologies of six American theologians who argue against many of the monomyth's assumptions, principally the staunch individualism taken to be the model of humanity, and who offer relationality as a more realistic and ethical alternative, this book offers a detailed argument for the intimate historical relationship between the now disparate fields of comic book/superhero film creation, on the one hand, and Christian theology, on the other, in the United States. An understanding of the early connections between theology and American conceptions of heroism helps to further make sense of their contemporary parallels, wherein superhero stories and theology are not strictly separate phenomena but have shared origins and concerns.
Tell your friends how much they mean to you with this customizable gift book, which pairs 46 endearing fill-in-the-blank prompts with humorous illustrations of the Peanuts gang. Once completed, this interactive fill-in book becomes a personalized gift full of funny, memorable, and sweet expressions of appreciation that friends and loved ones will cherish for years to come. |
You may like...
System Innovation and the Transition to…
Boelie Elzen, Frank W Geels, …
Hardcover
R3,312
Discovery Miles 33 120
Introduction To Marketing
Johan Strydom, M. Mpinganjira, …
Paperback
|