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Books > Arts & Architecture > Industrial / commercial art & design > Illustration & commercial art
Contributions by Paul Fisher Davies, Lisa DeTora, Yasemin J. Erden, Adam Gearey, Thomas Giddens, Peter Goodrich, Maggie Gray, Matthew J. A. Green, Vladislav Maksimov, Timothy D. Peters, Christopher Pizzino, Nicola Streeten, and Lydia Wysocki. Recent decades have seen comics studies blossom, but within the ecosystems of this growth, dominant assumptions have taken root - assumptions around the particular methods used to approach the comics form, the ways we should read comics, how its ""system"" works, and the disciplinary relationships that surround this evolving area of study. But other perspectives have also begun to flourish. These approaches question the reliance on structural linguistics and the tools of English and cultural studies in the examination and understanding of comics. In this edited collection, scholars from a variety of disciplines examine comics by addressing materiality and form as well as the wider economic and political contexts of comics' creation and reception. Through this lens, influenced by poststructuralist theories, contributors explore and elaborate other possibilities for working with comics as a critical resource, consolidating the emergence of these alternative modes of engagement in a single text. This opens comics studies to a wider array of resources, perspectives, and modes of engagement. Included in this volume are essays on a range of comics and illustrations as well as considerations of such popular comics as Deadpool, Daredevil, and V for Vendetta, and analyses of comics production, medical illustrations, and original comics. Some contributions even unfold in the form of comics panels.
Peter David, award-winning writer of comic books, novels, television, films and video games, has boatloads of stories to tell about his 30-year career. Whether it was attending George Takei's wedding, being described as Will Smith's bodyguard, or wandering around on the set of Babylon 5, David has been telling anecdotes of his life for years. Here they are all in one place, along with the story of a career that has taken him from writing Marvel Comics' Incredible Hulk for twelve years to adventures in the Star Trek universe to the New York Times bestseller list.
Comics and cartoons from Japan, or manga and anime, are an increasingly common feature of visual and popular culture around the world. While it is often observed that these media forms appeal to broad and diverse demographics, including many adults, eroticism continues to unsettle critics and has even triggered legal action in some jurisdictions. It is more urgent than ever to engage in productive discussion, which begins with being informed about content that is still scarcely understood outside small industry and fan circles. Erotic Comics in Japan: An Introduction to Eromanga is the most comprehensive introduction in English to erotic comics in Japan, or eromanga. Divided into three parts, it provides a history of eroticism in Japanese comics and cartoons generally leading to the emergence of eromanga specifically, an overview of seven themes running across works with close analysis of outstanding examples and a window onto ongoing debates surrounding regulation and freedom of expression in Japan.
Wonder Woman, Harley Quinn, Shuri, and Black Widow. These four characters portray very different versions of women: the superheroine, the abuse victim, the fourth wave princess, and the spy, respectively. In this in-depth analysis of female characters in superhero media, the authors begin by identifying ten eras of superhero media defined by the way they portray women. Following this, the various archetypes of superheroines are classified into four categories: boundary crossers, good girls, outcasts, and those that reclaim power. Modern superheroines fall under any of the categories and with the push from the feminist movement, superheroines are becoming more powerful and independent.
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.
This book is dedicated to the Soviet Space Dogs, who played a crucial part in the Soviet Space program. These homeless dogs, plucked from the streets of Moscow, were selected because they fitted the program's criteria: female, weighing no more than 15 pounds, measuring no more than 14 inches in length, robust, photogenic and with a calm temperament. These characteristics enabled the dogs to withstand the extensive training that was needed to prepare them for suborbital, then for orbital, space fights. On 3 November 1957, the dog Laika was the first Earth-born creature to enter space, making her instantly famous around the world. She did not return. Her death, a few hours after launching, transformed her into a legendary symbol of sacrifice. Two further strays, Belka and Strelka, were the first beings to make it back from space, and were swiftly immortalized in children's books and cartoons. Images of the Space Dogs proliferated, reproduced on everyday goods across the Soviet Union: cigarette packets, tins of sweets, badges, stamps and postcards all bore their likenesses. "Soviet Space Dogs" uses these unique items to illustrate the story (in fact and fiction) of how they became fairytale heroines. The first book to document these items, it contains more than 350 images, almost all of which are previously unpublished, and many of which have never been seen before outside Russia. The rich and varied ephemera (from cigarette packets to sweet wrappers and children's toys) of Soviet graphics will have immense appeal to the art and design market, as well as appealing to dog-lovers everywhere.
In America, comics and comic books have often been associated with adolescent male fantasy-muscle-bound superheroes and scantily clad women. Nonetheless, comics have also been read and enjoyed by girls. While there have been many strong representations of women throughout their history, the comics of today have evolved and matured, becoming a potent medium in which to explore the female experience, particularly that of girlhood and adolescence. In Girls and Their Comics: Finding a Female Voice in Comic Book Narrative, Jacqueline Danziger-Russell contends that comics have a unique place in the representation of female characters. She discusses the overall history of the comic book, paying special attention to girls' comics, showing how such works relate to a female point of view. While examining the concept of visual literacy, Danziger-Russell asserts that comics are an excellent space in which the marginalized voices of girls may be expressed. This volume also includes a chapter on manga (Japanese comics), which explains the genesis of girls' comics in Japan and their popularity with girls in the United States. Including interviews with librarians, comic creators, and girls who read comics and manga, Girls and Their Comics is an important examination of the growing interest in comic books among young females and will appeal to a wide audience, including literary theorists, teachers, librarians, popular culture and women's studies scholars, and comic book historians.
Boys Love Manga and Beyond looks at a range of literary, artistic and other cultural products that celebrate the beauty of adolescent boys and young men. In Japan, depiction of the ""beautiful boy"" has long been a romantic and sexualized trope for both sexes and commands a high degree of cultural visibility today across a range of genres from pop music to animation. In recent decades, ""Boys Love"" (or simply BL) has emerged as a mainstream genre in manga, anime, and games for girls and young women. This genre was first developed in Japan in the early 1970s by a group of female artists who went on to establish themselves as major figures in Japan's manga industry. By the late 1970s many amateur women fans were getting involved in the BL phenomenon by creating and self-publishing homoerotic parodies of established male manga characters and popular media figures. The popularity of these fan-made products, sold and circulated at huge conventions, has led to an increase in the number of commercial titles available. Today, a wide range of products produced both by professionals and amateurs are brought together under the general rubric of ""boys love,"" and are rapidly gaining an audience throughout Asia and globally. This collection provides the first comprehensive overview in English of the BL phenomenon in Japan, its history and various subgenres and introduces translations of some key Japanese scholarship not otherwise available. Some chapters detail the historical and cultural contexts that helped BL emerge as a significant part of girls' culture in Japan. Others offer important case studies of BL production, consumption, and circulation and explain why BL has become a controversial topic in contemporary Japan.
Graphic novels (kurimchaek) are a major art form in North Korea, produced by agents of the regime to set out its vision in a range of important areas. This book provides an analysis of North Korean graphic novels, discussing the ideals they promote and the tensions within those ideals, and examining the reception of graphic novels in North Korea and by North Korean refugees in South Korea. Particular themes considered include the ideal family and how the regime promotes this; patriotism, and its conflict with class identities; and the portrayal of the Korean War - "The Fatherland Liberation War", as it is known in North Korea - and the subsequent, continuing stand-off. Overall, the book demonstrates the importance of graphic novels in North Korea as a tool for bringing up children and for promoting North Korean ideals. In addition, however, the book also shows that although the regime sees the imaginative power of graphic novels as a necessity for effective communication, graphic novels are also viewed with caution in that they exist in everyday social life in ways that the regime may be aware of, and seeks to control, but cannot dominate completely.
Never before have comics seemed so popular or diversified, proliferating across a broad spectrum of genres, experimenting with a variety of techniques, and gaining recognition as a legitimate, rich form of art. Maaheen Ahmed examines this trend by taking up philosopher Umberto Eco's notion of the open work of art, whereby the reader-or listener or viewer, as the case may be-is offered several possibilities of interpretation in a cohesive narrative and aesthetic structure. Ahmed delineates the visual, literary, and other medium-specific features used by comics to form open rather than closed works, methods by which comics generate or limit meaning as well as increase and structure the scope of reading into a work. Ahmed analyzes a diverse group of British, American, and European (Franco-Belgian, German, Finnish) comics. She treats examples from the key genre categories of fictionalized memoirs and biographies, adventure and superhero, noir, black comedy and crime, science fiction and fantasy. Her analyses demonstrate the ways in which comics generate openness by concentrating on the gaps essential to the very medium of comics, the range of meaning ensconced within words and images as well as their interaction with each other. The analyzed comics, extending from famous to lesser known works, include Will Eisner's The Contract with God Trilogy, Jacques Tardi's It Was the War of the Trenches, Hugo Pratt's The Ballad of the Salty Sea, Edmond Baudoin's The Voyage, Grant Morrison and Dave McKean's Arkham Asylum, Neil Gaiman's Sandman series, Alan Moore and Eddie Campbell's From Hell, Moebius's Arzach, Yslaire's Cloud 99 series, and Jarmo Makila's Taxi Ride to Van Gogh's Ear.
Engaging some of the most ground-breaking and thought-provoking anime, manga, and science fiction films, "Tokyo Cyberpunk" offers insightful analysis of Japanese visual culture. Steven T. Brown draws new conclusions about electronically mediated forms of social interaction, as well as specific Japanese socioeconomic issues, all in the context of globalization and advanced capitalism. Penetrating and nuanced, this book makes a major contribution to the debate about what it means to be human in a posthuman world.
Ever since the first appearances of Superman and Batman in comic books of the late 1930s, superheroes have been a staple of the popular culture landscape. Though initially created for younger audiences, superhero characters have evolved over the years, becoming complex figures that appeal to more sophisticated readers. While superhero stories have grown ever more popular within broader society, however, comics and graphic novels have been largely ignored by the world of academia. In Enter the Superheroes: American Values, Culture, and the Canon of Superhero Literature, Alex S. Romagnoli and Gian S. Pagnucci argue that superheroes merit serious study, both within the academy and beyond. By examining the kinds of graphic novels that are embraced by the academy, this book explains how superhero stories are just as significant. Structured around key themes within superhero literature, the book delves into the features that make superhero stories a unique genre. The book also draws upon examples in comics and other media to illustrate the sociohistorical importance of superheroes-from the interplay of fans and creators to unique narrative elements that are brought to their richest fulfillment within the world of superheroes. A list of noteworthy superhero texts that readers can look to for future study is also provided. In addition to exploring the important roles that superheroes play in children's learning, the book also offers an excellent starting point for discussions of how literature is evolving and why it is necessary to expand the traditional realms of literary study. Enter the Superheroes will be of particular interest to English and composition teachers but also to scholars of popular culture and fans of superhero and comic book literature.
Monsters seem inevitably linked to humans and not always as mere opposites. Maaheen Ahmed examines good monsters in comics to show how Romantic themes from the eighteenth and the nineteenth centuries persist in today's popular culture. Comics monsters, questioning the distinction between human and monster, self and other, are valuable conduits of Romantic inclinations. Engaging with Romanticism and the many monsters created by Romantic writers and artists such as Mary Shelley, Victor Hugo, and Goya, Ahmed maps the heritage, functions, and effects of monsters in contemporary comics and graphic novels. She highlights the persistence of recurrent Romantic features through monstrous protagonists in English- and French-Language comics and draws out their implications. Aspects covered include the dark Romantic predilection for ruins and the sordid, the solitary protagonist and his quest, nostalgia, the prominence of the spectacle as well as excessive emotions, and above all, the monster's ambiguity and rebelliousness. Ahmed highlights each Romantic theme through close readings of well-known but often overlooked comics, including Enki Bilal's Monstre tetralogy, Jim O'Barr's The Crow, and Emil Ferris's My Favorite Thing Is Monsters, as well as the iconic comics Series Alan Moore's Swamp Thing and Mike Mignola's Hellboy. In blurring the otherness of the monster, these protagonists retain the exaggeration and uncontrollability of all monsters while incorporating Romantic characteristics.
The sagas and stories that shook the DC Multiverse. Explore the main events that have shaped and reshaped the DC Multiverse. From the groundbreaking debuts of Superman, Batman, and Wonder Woman to "The Flash of Two Worlds," from Crisis on Infinite Earths to The Death and Return of Superman, and from DC Comics: The New 52 to Infinite Frontier, DC Greatest Events delves into the epic crises, iconic battles, and unforgettable milestones that have reinvented and refreshed DC Comics. Expert essays reveal the context, connections, and consequences of more than 80 pivotal events, showcasing crossover series and key issues, brought to vivid life through stunning artwork and presented in a sumptuous coffee-table format. Across DC Comics' celebrated 80-year history, these are the moments that matter, the stories that made a difference.
A unique, illustrated book that will change the way you see medieval history The Middle Ages: A Graphic History busts the myth of the 'Dark Ages', shedding light on the medieval period's present-day relevance in a unique illustrated style. This history takes us through the rise and fall of empires, papacies, caliphates and kingdoms; through the violence and death of the Crusades, Viking raids, the Hundred Years War and the Plague; to the curious practices of monks, martyrs and iconoclasts. We'll see how the foundations of the modern West were established, influencing our art, cultures, religious practices and ways of thinking. And we'll explore the lives of those seen as 'Other' - women, Jews, homosexuals, lepers, sex workers and heretics. Join historian Eleanor Janega and illustrator Neil Max Emmanuel on a romp across continents and kingdoms as we discover the Middle Ages to be a time of huge change, inquiry and development - not unlike our own.
Iwao Takamoto (1925-2007) spent a lifetime in the animation industry and was influential in the creation of some of the most beloved characters in the medium's history, including Scooby-Doo, Atom Ant, "The Jetsons'" Astro, "The Flintstones'" Great Gazoo, and "The Wacky Races'" Penelope Pittstop and Muttley, all of whom he designed. "Iwao Takamoto: My Life with a Thousand Characters" is the story of this legendary American artist, told in his own words. Takamoto records his experiences growing up in the heart of Los Angeles as a self-described "street kid" and his wartime ordeal of being sent to a government internment camp for Japanese Americans. He recalls stories of how he and his teenaged friends still managed to function as normal teens despite the confinement of Manzanar. The book chronicles his career, first with the Walt Disney Studios, where he worked directly with the famous "Nine Old Men," and later for Hanna-Barbera, where he was a key artistic force. Packed with memorable stories of working in the trenches of two of Hollywood's most notable animation studios and filled with photographs and artwork, much of which has never before been published, this book is essential for any fan of animation and twentieth-century popular culture.
Creator of the famous pear as a symbol for King Louis-Philippe, Charles Philipon was also the most influential editor of illustrated newspapers in nineteenth-century France. This book examines the role and influence of political caricature under the July Monarchy through a study of his two principal newspapers, La Caricature and Le Charivari.
As the creator of Tintin, Herge (1907-1983) remains one of the most important and influential figures in the history of comics. When Herge, born Georges Prosper Remi in Belgium, emerged from the controversy surrounding his actions after World War II, his most famous work leapt to international fame and set the standard for European comics. While his style popularized what became known as the ""clear line"" in cartooning, this edited volume shows how his life and art turned out much more complicated than his method. The book opens with Herge's aesthetic techniques, including analyses of his efforts to comprehend and represent absence and the rhythm of mundaneness between panels of action. Broad views of his career describe how Herge navigated changing ideas of air travel, while precise accounts of his life during Nazi occupation explain how the demands of the occupied press transformed his understanding of what a comics page could do. The next section considers a subject with which Herge was himself consumed: the fraught lines between high and low art. By reading the late masterpieces of the Tintin series, these chapters situate his artistic legacy. A final section considers how the clear line style has been reinterpreted around the world, from contemporary Francophone writers to a Chinese American cartoonist and on to Turkey, where Tintin has been reinvented into something meaningful to an audience Herge probably never anticipated. Despite the attention already devoted to Herge, no multi-author critical treatment of his work exists in English, the majority of the scholarship being in French. With contributors from five continents drawing on a variety of critical methods, this volume's range will shape the study of Herge for many years to come.
Hungry for a new drawing challenge? Well, get ready to enter planet cute! In her new collection, artist-author Angela Nguyen turns even the most mundane foods into living, breathing, adorable characters that you will want to draw yourself. As well as cute food-creature fusions such as blueberry kittens and sausage dog hotdogs, in Angela's captivating world, sleeping cats lounge atop sushi, curl inside donuts, or peek out from pizza crusts. Including beautifully clear and straightforward step-by-step instructions and minimal text, How to Draw Really Cute Food is great for both visual learners and those interested in learning the essential techniques of kawaii. With chapters on appetizers, entrees, desserts, snacks and drinks, these inventive designs are sure to delight and amuse.
Contributions by Jordan Bolay, Ian Brodie, Jocelyn Sakal Froese, Dominick Grace, Eric Hoffman, Paddy Johnston, Ivan Kocmarek, Jessica Langston, Judith Leggatt, Daniel Marrone, Mark J. McLaughlin, Joan Ormrod, Laura A. Pearson, Annick Pellegrin, Mihaela Precup, Jason Sacks, and Ruth-Ellen St. Onge This overview of the history of Canadian comics explores acclaimed as well as unfamiliar artists. Contributors look at the myriad ways that English-language, Francophone, Indigenous, and queer Canadian comics and cartoonists pose alternatives to American comics, to dominant perceptions, even to gender and racial categories. In contrast to the United States' melting pot, Canada has been understood to comprise a social, cultural, and ethnic mosaic, with distinct cultural variation as part of its identity. This volume reveals differences that often reflect in highly regional and localized comics such as Paul MacKinnon's Cape Breton-specific Old Trout Funnies, Michel Rabagliati's Montreal-based Paul comics, and Kurt Martell and Christopher Merkley's Thunder Bay-specific zombie apocalypse. The collection also considers some of the conventionally ""alternative"" cartoonists, namely Seth, Dave Sim, and Chester Brown. It offers alternate views of the diverse and engaging work of two very different Canadian cartoonists who bring their own alternatives into play: Jeff Lemire in his bridging of Canadian/US and mainstream/alternative sensibilities and Nina Bunjevac in her own blending of realism and fantasy as well as of insider/outsider status. Despite an upsurge in research on Canadian comics, there is still remarkably little written about most major and all minor Canadian cartoonists. This volume provides insight into some of the lesser-known Canadian alternatives still awaiting full exploration.
The end of the twentieth century and the turn of the new millennium witnessed an unprecedented flood of traumatic narratives and testimonies of suffering in literature and the arts. Graphic novels, free at last from long decades of stern censorship, helped explore these topics by developing a new subgenre: the trauma graphic novel. This book seeks to analyze this trend through the consideration of five influential graphic novels in English. Works by Paul Hornschemeier, Joe Sacco, Art Spiegelman, Alan Moore and Dave Gibbons will be considered as illustrative examples of the representation of individual, collective, and political traumas. This book provides a link between the contemporary criticism of Trauma Studies and the increasingly important world of comic books and graphic novels.
Steve Gerber (1947-2008) is among the most significant comics writers of the modern era. Best known for his magnum opus Howard the Duck, he also wrote influential series such as Man-Thing, Omega the Unknown, The Phantom Zone, and Hard Time, expressing a combination of intelligence and empathy rare in American comics. Gerber rose to prominence during the 1970s. His work for Marvel Comics during that era helped revitalize several increasingly cliched generic conventions of superhero, horror, and funny animal comics by inserting satire, psychological complexity, and existential absurdism. Gerber's scripts were also often socially conscious, confronting, among other things, capitalism, environmentalism, political corruption, and censorship. His critique also extended into the personal sphere, addressing such taboo topics as domestic violence, racism, inequality, and poverty. This volume follows Gerber's career through a range of interviews, beginning with his height during the 1970s and ending with an interview with Michael Eury just before Gerber's death in 2008. Among the pieces featured is a 1976 interview with Mark Lerer, originally published in the low-circulation fanzine Pittsburgh Fan Forum, where Gerber looks back on his work for Marvel during the early to mid-1970s, his most prolific period. This volume concludes with selections from Gerber's dialogue with his readers and admirers in online forums and a Gerber-based Yahoo Group, wherein he candidly discusses his many projects over the years. Gerber's unique voice in comics has established his legacy. Indeed, his contribution earned him a posthumous induction into the Will Eisner Comic Book Hall of Fame.
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.
I think that if you're an editor, and you do what's right, you occasionally have to say 'no' to people. To the good people, the professionals, that's fine. But the people who are 'hacks,' they won't like that."" As an American comic book writer, editor, and businessman, Jim Shooter (b. 1951) remains among the most important figures in the history of the medium. Starting in 1966 at the age of fourteen, Shooter, as the young protege of verbally abusive DC editor Mort Weisinger, helped introduce themes and character development more commonly associated with DC competitor Marvel Comics. Shooter created several characters for the Legion of Super-Heroes, introduced Superman's villain the Parasite, and jointly devised the first race between the Flash and Superman. When he later ascended to editor-in-chief at Marvel Comics, the company, indeed the medium as a whole, was moribund. Yet by the time Shooter left the company a mere decade later, the industry had again achieved considerable commercial viability, with Marvel dominating the market. Shooter enjoyed many successes during his tenure, such as Chris Claremont and John Byrne's run on the Uncanny X-Men, Byrne's work on the Fantastic Four, Frank Miller's Daredevil stories, Walt Simonson's crafting of Norse mythology in Thor, and Roger Stern's runs on Avengers and The Amazing Spider-Man, as well as his own successes writing Secret Wars and Secret Wars II. After a rift at Marvel, Shooter then helped lead Valiant Comics into one of the most iconic comic book companies of the 1990s, before moving to start-up companies Defiant and Broadway Comics. Interviews collected in this book span Shooter's career. Included here is a 1969 interview that shows a restless teenager; the 1973 interview that returned Shooter to comics; a discussion from 1980 during his pinnacle at Marvel; and two conversations from his time at Valiant and Defiant Comics. At the close, an extensive, original interview encompasses Shooter's full career.
Author Michael Chabon described Ben Katchor (b. 1951) as "the creator of the last great American comic strip." Katchor's comic strip Julius Knipl, Real Estate Photographer, which began in 1988, brought him to the attention of the readers of alternative weekly newspapers along with a coterie of artists who have gone on to public acclaim. In the mid-1990s, NPR ran audio versions of several Julius Knipl stories, narrated by Katchor and starring Jerry Stiller in the title role. An early contributor to RAW, Katchor also contributed to Forward, the New Yorker, Slate, and weekly newspapers. He edited and published two issues of Picture Story, which featured his own work, with articles and stories by Peter Blegvad, Jerry Moriarty, and Mark Beyer. In addition to being a dramatist, Katchor has been the subject of profiles in the New Yorker, a recipient of a MacArthur "Genius Grant" and a Guggenheim Fellowship, and a fellow at both the American Academy in Berlin and the New York Public Library. Katchor's work is often described as zany or bizarre, and author Douglas Wolk has characterized his work as "one or two notches too far" beyond an absurdist reality. And yet the work resonates with its audience because, as was the case with Knipl's journey through the wilderness of a decaying city, absurdity was only what was usefully available; absurdity was the reality. Julius Knipl, Real Estate Photographer presaged the themes of Katchor's work: a concern with the past, an interest in the intersection of Jewish identity and a secular commercial culture, and the limits and possibilities of urban life. |
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