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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art > Comic book & cartoon art
Contributions by Michelle Ann Abate, William S. Armour, Alison Bechdel, Jennifer Camper, Tesla Cariani, Matthew Cheney, Hillary Chute, Edmond (Edo) Ernest dit Alban, Ramzi Fawaz, Margaret Galvan, Justin Hall, Lara Hedberg, Susanne Hochreiter, Sheena C. Howard, Rebecca Hutton, remus jackson, Keiko Miyajima, Chinmay Murali, Marina Rauchenbacher, Katharina Serles, Sathyaraj Venkatesan, and Lin Young The LGBTQ+ Comics Studies Reader explores the exemplary trove of LGBTQ+ comics that coalesced in the underground and alternative comix scenes of the mid-1960s and in the decades after. Through insightful essays and interviews with leading comics figures, volume contributors illuminate the critical opportunities, current interactions, and future directions of these comics. This heavily illustrated volume engages with the work of preeminent artists across the globe, such as Howard Cruse, Edie Fake, Justin Hall, Jennifer Camper, and Alison Bechdel, whose iconic artwork is reproduced within the volume. Further, it addresses and questions the possibilities of LGBTQ+ comics from various scholarly positions and multiple geographical vantages, covering a range of queer lived experience. Along the way, certain LGBTQ+ touchstones emerge organically and inevitably-pride, coming out, chosen families, sexual health, gender, risk, and liberation. Featuring comics figures across the gamut of the industry, from renowned scholars to emerging creators and webcomics artists, the reader explores a range of approaches to LGBTQ+ comics-queer history, gender and sexuality theory, memory studies, graphic medicine, genre studies, biography, and more-and speaks to the diversity of publishing forms and media that shape queer comics and their reading communities. Chapters trace the connections of LGBTQ+ comics from the panel, strip, comic book, graphic novel, anthology, and graphic memoir to their queer readership, the LGBTQ+ history they make visible, the often still quite fragile LGBTQ+ distribution networks, the coded queer intelligence they deploy, and the community-sustaining energy and optimism they conjure. Above all, The LGBTQ+ Comics Studies Reader highlights the efficacy of LGBTQ+ comics as a kind of common ground for creators and readers.
Robots in Popular Culture: Androids and Cyborgs in the American Imagination seeks to provide one go-to reference for the study of the most popular and iconic robots in American popular culture. In the last 10 years, technology and artificial intelligence (AI) have become not only a daily but a minute-by-minute part of American life-more integrated into our lives than anyone would have believed even a generation before. Americans have long known the adorable and helpful R2-D2 and the terrible possibilities of Skynet and its army of Terminators. Throughout, we have seen machines as valuable allies and horrifying enemies. Today, Americans cling to their mobile phones with the same affection that Luke Skywalker felt for the squat R2-D2. Meanwhile, our phones, personal computers, and cars have attained the ability to know and learn everything about us. This volume opens with essays about robots in popular culture, followed by 100 A-Z entries on the most famous AIs in film, comics, and more. Sidebars highlight ancillary points of interest, such as authors, creators, and tropes that illuminate the motives of various robots. The volume closes with a glossary of key terms and a bibliography providing students with resources to continue their study of what robots tell us about ourselves. Provides readers with detailed information on popular examples of robots/AI in American popular culture Provides readers with considerable Further Reading suggestions, including scholarly, pop culture, and scientific readings on each topic Places popular examples of robots/AI in pop culture in proper historical perspective Provides scholarly material that gives readers additional important historical context in five essays Gives equal coverage to a diverse array of robots, from the well-known to the obscure
Ichigo Kurosaki never asked for the ability to see ghosts--he was born with the gift. See the world of Bleach in a blast of color! This art book contains Tite Kubo's vibrant illustrations, including art from Volumes 1-19 of the series, as well as an annotated art guide and some extra character information!
"Looking for Calvin and Hobbes" is an affectionate and revealing book about uncovering the story behind this most uncommon trio - a man, a boy and his tiger. From the get-go, it was obvious that this was no ordinary comic strip. Calvin was named after the 16th-century Protestant theologian who believed in predestination, Hobbes after the philosopher a century later who once observed that life is 'nasty, brutish and short'. Watterson injected real philosophical questions into his strip and coupled his commentaries with groundbreaking artwork. His lavish half-page Sunday strips completely re-envisioned the potential of the comics, while never detracting from his poignant humor. Bill Watterson was completely different from most comic strip creators because he never wanted to see Calvin & Hobbes turn into a commercial monolith. A longtime liberal and former political cartoonist, he staunchly refused to have the characters merchandised - a decision which could have netted him millions of additional dollars in income per year - and rarely made public appearances or granted interviews. When Steven Spielberg called him to talk about making an animated Calvin & Hobbes movie, Watterson didn't take the call. As a result, dozens of bootleg items have flooded the market. There were only 3,160 strips ever produced, but Watterson has left behind an impressive legacy. Calvin & Hobbes references litter the pop culture landscape and his fans are as varied as they are numerable.
A deluxe art book showcasing Haruichi Furudate’s incredible artwork from the hit manga series Haikyu!! Ever since he saw the legendary player known as “the Little Giant” compete at the national volleyball finals, Shoyo Hinata has been aiming to be the best volleyball player ever! Who says you need to be tall to play volleyball when you can jump higher than anyone else? The Art of Haikyu!! collects the dynamic and lush color art from the hit manga series, including chapter title pages, illustrations, bonus sketches, and more from creator Haruichi Furudate!
American comics from the start have reflected the white supremacist culture out of which they arose. Superheroes and comic books in general are products of whiteness, and both signal and hide its presence. Even when comics creators and publishers sought to advance an antiracist agenda, their attempts were often undermined by a lack of awareness of their own whiteness and the ideological baggage that goes along with it. Even the most celebrated figures of the industry, such as Jerry Siegel and Joe Shuster, Jack Jackson, William Gaines, Stan Lee, Robert Crumb, Will Eisner, and Frank Miller, have not been able to distance themselves from the problematic racism embedded in their narratives despite their intentions or explanations. Bandits, Misfits, and Superheroes: Whiteness and Its Borderlands in American Comics and Graphic Novels provides a sober assessment of these creators and their role in perpetuating racism throughout the history of comics. Josef Benson and Doug Singsen identify how whiteness has been defined, transformed, and occasionally undermined over the course of eighty years in comics and in many genres, including westerns, horror, crime, funny animal, underground comix, autobiography, literary fiction, and historical fiction. This exciting and groundbreaking book assesses industry giants, highlights some of the most important episodes in American comic book history, and demonstrates how they relate to one another and form a larger pattern, in unexpected and surprising ways.
"The real war," said Walt Whitman, "will never get in the books." During World War II, the truest glimpse most Americans got of the "real war" came through the flashing black lines of twenty-two-year-old infantry sergeant Bill Mauldin. Week after week, Mauldin defied army censors, German artillery, and Patton's pledge to "throw his ass in jail" to deliver his wildly popular cartoon, "Up Front," to the pages of Stars and Stripes. "Up Front" featured the wise-cracking Willie and Joe, whose stooped shoulders, mud-soaked uniforms, and pidgin of army slang and slum dialect bore eloquent witness to the world of combat and the men who lived-and died-in it. This taut, lushly illustrated biography-the first of two-time Pulitzer Prize winner Bill Mauldin-is illustrated with more than ninety classic Mauldin cartoons and rare photographs. It traces the improbable career and tumultuous private life of a charismatic genius who rose to fame on his motto: "If it's big, hit it."
Unlocking a new and overdue model for reading comic books, this unique volume explores religious interpretations of popular comic book superheroes such as the Green Lantern and the Hulk. This superhero subgenre offers a hermeneutic for those interested in integrating mutiplicity into religious practices and considerations of the afterlife.
One of the most distinctive voices in mainstream comics since the 1970s, Howard Chaykin (b. 1950) has earned a reputation as a visionary formal innovator and a compelling storyteller whose comics offer both pulp-adventure thrills and thoughtful engagement with real-world politics and culture. His body of work is defined by the belief that comics can be a vehicle for sophisticated adult entertainment and for narratives that utilize the medium's unique properties to explore serious themes with intelligence and wit. Beginning with early interviews in fanzines and concluding with a new interview conducted in 2010 with the volume's editor, "Howard Chaykin: Conversations" collects widely ranging discussions from Chaykin's earliest days as an assistant for such legends as Gil Kane and Wallace Wood to his recent work on titles including "Dominic Fortune," "Challengers of the Unknown," and "American Century." The book includes 35 line illustrations selected from Chaykin, as well. As a writer/artist for outlets such as DC Comics, Marvel Comics, and "Heavy Metal," he has participated in and influenced many of the major developments in mainstream comics over the past four decades. He was an early pioneer in the graphic novel format in the 1970s, and his groundbreaking sci-fi satire "American Flagg " was an essential contribution to the maturation of the comic book as a vehicle for social commentary in the 1980s.
Conflict and trauma remain among the most prevalent themes in film and literature. Comics has never avoided such narratives, and comics artists are writing them in waysthat are both different from and complementary to literature and film. In Comics, Trauma, and the New Art of War, Harriet E. H. Earle brings together two distinct areas of research-trauma studies and comics studies-to provide a new interpretation of a long-standing theme. Focusing on representations of conflict in post-Vietnam War American comics, Earle claims that the comics form is uniquely able to show traumatic experience by representing events as viscerally as possible. Using texts from across the form and placing mainstream superhero comics alongside alternative and art comics, Earle suggests that comics are the ideal artistic representation of trauma.Because comics bridge the gap between the visual and the written, they represent such complicated narratives as loss and trauma in unique ways, particularly through the manipulation of time and experience. Comics can fold time and confront traumatic events, be they personal or shared, through a myriad of both literary andvisual devices. As a result, comics can represent trauma in ways that are unavailable to other narrative and artistic forms. With themes such as dreams and mourning, Earle concentrates on trauma in American comics after the Vietnam War. These works include Alissa Torres's American Widow, Doug Murray's The'Nam, and Art Spiegelman's much lauded Maus. These works pair with ideas from a wide range of thinkers, including Sigmund Freud, Mikhail Bakhtin, and Fredric Jameson, as well as contemporary trauma theory and clinical psychology. Through these examples and others, Comics, Trauma, and the New Art of War proves that comics open up new avenues to explore personal and public trauma in extraordinary, necessary ways.
This anthology hosts a collection of essays examining the role of comics as portals for historical and academic content, while keeping the approach on an international market verses the American one. Few resources currently exist showing the cross-disciplinary aspects of comics. Some of the chapters examine the use of Wonder Woman during World War II, the development and culture of French comics, and theories of Locke and Hobbs in regards to the state of nature and the bonds of community. More so, the continual use of comics for the retelling of classic tales and current events demonstrates that the genre has long passed the phase of for children's eyes only. Additionally, this anthology also weaves graphic novels into the dialogue with comics.
Ed Brubaker (b. 1966) has emerged as one of the most popular, significant figures in art comics since the 1990s. Most famous as the man who killed Captain America in 2007, Brubaker's work on company-owned properties such as Batman and Captain America and creator-owned series like Criminal and Fatale live up to the usual expectations for the superhero and crime genres. And yet, Brubaker layers his stories with a keen self-awareness, applying his expansive knowledge of American comic book history to invigorate his work and challenge the dividing line between popular entertainment and high art. This collection of interviews explores the sophisticated artist's work, drawing upon the entire length of the award-winning Brubaker's career. With his stints writing Catwoman, Gotham Central, and Daredevil, Brubaker advanced the work of crime comic book writers through superhero stories informed by hard-boiled detective fiction and film noir. During his time on Captain America and his series Sleeper and Incognito, Brubaker revisited the conventions of the espionage thriller. With double agents who lose themselves in their jobs, the stories expose the arbitrary superhero standards of good and evil. In his series Criminal, Brubaker offered complex crime stories and, with a clear sense of the complicated lost world before the Comics Code, rejected crusading critic Fredric Wertham's myth of the innocence of early comics. Overall, Brubaker demonstrates his self-conscious methodology in these often little-known and hard-to-find interviews, worthwhile conversations in their own right as well as objects of study for both scholars and researchers.
Celebrate Spidey's 60th anniversary by discovering the wonderful world of webs in this epic official Marvel Spider-Man colouring book! Colour your way through the spider-verse and bring all of the different iterations of Spider-Man to life, including Miles Morales, Spider-girl, Scarlet Spider and many more. With original artwork and illustrations from giants like Steve Ditko and Jack Kirby all the way to John Romita Jr. and Todd McFarlane, this epic colouring book will keep you glued to the page for hours! Also available: - Spider-Man Museum: The Story of a Comic Book Icon - Marvel Museum - Marvel Heroes & Villains - Marvel Universe: An Atlas of Marvel - What Would Spider-Man Do? - What Would Hulk Do? - What Would The Mighty Thor Do? (c) 2022 MARVEL
Superheroes are enjoying a cultural resurgence, dominating the box office and breaking out of specialty comics stores onto the shelves of mainstream retailers. A leading figure behind the superhero Renaissance is Grant Morrison, long-time architect of the DC Comics' universe and author of many of the most successful comic books in recent years. Known for his anarchic original creations - Zenith, The Invisibles, The Filth, We3 - as well as for his acclaimed serialized comics - JLA, Superman, Batman, New X-Men - Morrison has radically redefined the superhero archetype. Known for his eccentric lifestyle and as a practitioner of ""pop magic,"" Morrison sees the superhero as not merely fantasy but a medium for imagining a better humanity. Drawing on a variety of analytical approaches, this first-ever collection of critical essays on his work explores his rejuvenation of the figure of the superhero as a means to address the challenges of modern life.
One of four volumes dealing with the world of comic art, this volume is a comprehensive, international bibliography dealing with animation, caricature, gag, illustrative, magazine, and political cartoons in the United States and Canada. Reflecting the substantial growth of comic art literature in recent years, it is representative of various types of publications, writing formats and styles, and languages from all over the world. The four volumes attempt for the first time to pull together the massive amount of comic art literature worldwide. Organized with meticulous detail, the work consists of numerous resources, including an annotated directory of 66 comic art-related periodicals; a section of comic art functions, activities, and relationships with various socio-cultural phenomena, such as education, eroticism, ethnicity, race, social consciousness, and violence; as well as historical and contemporary parts on animation, caricature, gag cartoons, and political cartoons. At least 224 animators, caricaturists, and cartoonists are singled out for special prominence. Business, legal, and technical aspects of each genre make up other categories. The book is enhanced by Maurice Horn's foreword, retracing the pioneer work he and others did in the field of comic art studies. To further help the user, the indices are systematically broken down by authors, cartoonists, characters and titles, periodicals, and subjects.
A comprehensive history of a small, but important, comic book publisher, this work reflects the reading tastes of tens of millions of Americans during the Golden and Silver ages of comics (1934-1970). The earlier Sangor "Shop" reinvented itself as the American Comics Group and by 1967 had published over one thousand issues. ACG was a microcosm of the larger industry, publishing magazines in every major comic book genre. Best known titles include "Herbie" and "Forbidden Worlds." It was ACG's "Adventures into the Unknown" that sparked a new genre--horror--which led to the Comics Code Authority, and industry-wide "self" censorship.
Chris Murray reveals the largely unknown and rather surprising history of the British superhero. It is often thought that Britain did not have its own superheroes, yet Murray demonstrates that there were a great many in Britain and that they were often used as a way to comment on the relationship between Britain and America. Sometimes they emulated the style of American comics, but they also frequently became sites of resistance to perceived American political and cultural hegemony, drawing upon satire and parody as a means of critique. Murray illustrates that the superhero genre is a blend of several influences, and that in British comics these influences were quite different from those in America, resulting in some contrasting approaches to the figure of the superhero. He identifies the origins of the superhero and supervillain in nineteenth-century popular culture such as the penny dreadfuls and boys' weeklies and in science fiction writing of the 1920s and 1930s. He traces the emergence of British superheroes in the 1940s, the advent of ""fake"" American comics, and the reformatting of reprinted material. Murray then chronicles the British Invasion of the 1980s and the pivotal roles in American superhero comics and film production held by British artists today. This book will challenge views about British superheroes and the comics creators who fashioned them. Murray brings to light a gallery of such comics heroes as the Amazing Mr X, Powerman, Streamline, Captain Zenith, Electroman, Mr Apollo, Masterman, Captain Universe, Marvelman, Kelly's Eye, Steel Claw, the Purple Hood, Captain Britain, Supercats, Bananaman, Paradax, Jack Staff, and SuperBob. He reminds us of the significance of many such creators and artists as Len Fullerton, Jock McCail, Jack Glass, Denis Gifford, Bob Monkhouse, Dennis M. Reader, Mick Anglo, Brendan McCarthy, Alan Moore, Grant Morrison, Dave Gibbons, and Mark Millar.
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. |
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