On the Graphic Novel


Book Description

A noted comics artist himself, Santiago García follows the history of the graphic novel from early nineteenth-century European sequential art, through the development of newspaper strips in the United States, to the development of the twentieth-century comic book and its subsequent crisis. He considers the aesthetic and entrepreneurial innovations that established the conditions for the rise of the graphic novel all over the world. García not only treats the formal components of the art, but also examines the cultural position of comics in various formats as a popular medium. Typically associated with children, often viewed as unedifying and even at times as a threat to moral character, comics art has come a long way. With such examples from around the world as Spain, France, Germany, and Japan, García illustrates how the graphic novel, with its increasingly global and aesthetically sophisticated profile, represents a new model for graphic narrative production that empowers authors and challenges longstanding social prejudices against comics and what they can achieve.




The Jewish Graphic Novel


Book Description

The graphic novel is a vital and emerging genre, and this is the only book that focuses on its relation to Jewish culture, literature, and history. A highly readable and informative collection that will be of great interest to readers across a wide range of disciplines.--Deborah R. Geis, editor of "Considering MAUS: Approaches to Art Spiegelman's "Survivor's Tale" of the Holocaust."




The Graphic Novel Classroom


Book Description

Every teacher knows that keeping adolescents interested in learning can be challenging—The Graphic Novel Classroom overcomes that challenge. In these pages, you will learn how to create your own graphic novel in order to inspire students and make them love reading. Create your own superhero to teach reading, writing, critical thinking, and problem solving! Secondary language arts teacher Maureen Bakis discovered this powerful pedagogy in her own search to engage her students. Amazingly successful results encouraged Bakis to provide this learning tool to other middle and high school teachers so that they might also use this foolproof method to inspire their students. Readers will learn how to incorporate graphic novels into their classrooms in order to: Teach twenty-first-century skills such as interpretation of content and form Improve students’ writing and visual comprehension Captivate both struggling and proficient students in reading Promote authentic literacy learning Develop students’ ability to create in multiple formats This all-encompassing resource includes teaching and learning models, text-specific detailed lesson units, and examples of student work. An effective, contemporary way to improve learning and inspire students to love reading, The Graphic Novel Classroom is the perfect superpower for every teacher of adolescent students!




Walk-In, Graphic Novel Volume 1


Book Description

Created by acclaimed musician Dave Stewart (Eurythmics). Written by Jeff Parker with artwork by Ashish Padlekar. Do you experience missing time? Predict strangers' dreams? Do twins seem to follow you wherever you go? And do you sometimes see cephalopods attached to other people without their knowledge? Don't worry, you're not going mad... yet. You're simply a Walk-In. Ian Dormouse is losing time - literally. He wakes up in cities across the world, and has no recollection of how he got there or what occurred in the preceding weeks and months. Awaking from one of these blackouts, Ian finds himself in Moscow and stumbles into the burlesque club Deja Vu, bluffing his way into a job as a dream interpreter. It wasn't all bull, Ian actually does have visions - octopuses on people's shoulders, auras emanating around strangers, to name a few. Ian doesn't know it yet, but he has some crazy mental abilities and it's about to make life a whole lot weirder... "Whatever else may be said about it, Dave Stewart, Jeff Parker and Ashish Padlekar have produced a book that can emphatically be claimed thus: one damn fine comic¡­. Walk-In was the best damn debut and the best damn inaugural issue to a comic I'd read in years. I'm excited about this book. If you read it, I guarantee that you will be too." - Broken Frontier "Damn. This is GOOD." - Silver Bullet Comics "It should make for a very interesting comic. Grab this one and keep up. (Review: A-)" - Paperback Reader




Encyclopedia of Comic Books and Graphic Novels [2 volumes]


Book Description

The most comprehensive reference ever compiled about the rich and enduring genre of comic books and graphic novels, from their emergence in the 1930s to their late-century breakout into the mainstream. At a time when graphic novels have expanded beyond their fan cults to become mainstream bestsellers and sources for Hollywood entertainment, Encyclopedia of Comic Books and Graphic Novels serves as an exhaustive exploration of the genre's history, its landmark creators and creations, and its profound influence on American life and culture. Encyclopedia of Comic Books and Graphic Novels focuses on English-language comics—plus a small selection of influential Japanese and European works available in English—with special emphasis on the new graphic novel format that emerged in the 1970s. Entries cover influential comic artists and writers such as Will Eisner, Alan Moore, and Grant Morrison, major genres and themes, and specific characters, comic book imprints, and landmark titles, including the pulp noir 100 Bullets, the post-apocalyptic Y: The Last Man, the revisionist superhero drama, Identity Crisis, and more. Key franchises such as Superman and Batman are the center of a constellation of related entries that include graphic novels and other imprints featuring the same characters or material.




The Representation of Genocide in Graphic Novels


Book Description

This book mobilises the concept of kitsch to investigate the tensions around the representation of genocide in international graphic novels that focus on the Holocaust and the genocides in Armenia, Rwanda, and Bosnia. In response to the predominantly negative readings of kitsch as meaningless or inappropriate, this book offers a fresh approach that considers how some of the kitsch strategies employed in these works facilitate an affective interaction with the genocide narrative. These productive strategies include the use of the visual metaphors of the animal and the doll figure and the explicit and excessive depictions of mass violence. The book also analyses where kitsch still produces problems as it critically examines depictions of perpetrators and the visual and verbal representations of sexual violence. Furthermore, it explores how graphic novels employ anti-kitsch strategies to avoid the dangers of excess in dealing with genocide. The Representation of Genocide in Graphic Novels will appeal to those working in comics-graphic novel studies, popular culture studies, and Holocaust and genocide studies.




Write a Graphic Novel in 5 Simple Steps


Book Description

Comic books, also called "sequential art" or "graphic storytelling," are currently a billion-dollar industry. Books of sequential art, popularly known as graphic novels, fill bookstores and libraries all over the world. Author Jeffrey Edward Peters shows young, aspiring writers how to create new universes of their own through the unique combination of words and pictures that make a graphic novel.




The Librarian of Auschwitz: The Graphic Novel


Book Description

Based on the experience of real-life Auschwitz prisoner Dita Kraus, this graphic novel tells the incredible story of a girl who risked her life to keep the magic of books alive during the Holocaust. Fourteen-year-old Dita is one of the many imprisoned by the Nazis at Auschwitz. Taken, along with her mother and father, from the Terezín ghetto in Prague, Dita is adjusting to the constant terror that is life in the camp. When Jewish leader Freddy Hirsch asks Dita to take charge of the eight precious volumes the prisoners have managed to sneak past the guards, she agrees. And so Dita becomes the librarian of Auschwitz. Out of one of the darkest chapters of human history comes this extraordinary story of courage and hope.




Using Graphic Novels in the Classroom


Book Description

Since todays young readers live in a highly visual world, its no surprise that graphic novels are growing in popularity. With this book, teachers can lead students in literary analysis of this unique genre, introduce them to good quality graphic novels, and encourage them to write and illustrate a graphic short story. Each lesson in the book is based on standards.




I Survived the Destruction of Pompeii, AD 79 (I Survived Graphic Novel #10)


Book Description

A bold graphic novel adaptation of Lauren Tarshis's bestselling I Survived the Destruction of Pompeii, AD 79, with text adapted by Georgia Ball and art by Dave Shephard. The beast beneath the mountain is restless... No one in the bustling city of Pompeii worries when the ground trembles beneath their feet. The beast under the mountain Vesuvius, high above the city, wakes up angry sometimes -- and always goes back to sleep. But Marcus is afraid. He knows something is terribly wrong -- and his father, who trusts science more than mythical beasts, agrees. When Vesuvius explodes into a huge cloud of ash and rocks that fall from the sky like rain, will they have time to escape -- and survive the epic destruction of Pompeii? Lauren Tarshis's New York Times bestselling I Survived series comes to vivid life in graphic novel editions. Perfect for readers who prefer the graphic novel format, or for existing fans of the I Survived chapter book series, these graphic novels combine historical facts with high-action storytelling that's sure to keep any reader turning the pages. Includes a nonfiction section at the back with facts and photos about the real-life event.