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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.
The Cambridge Companion to the American Graphic Novel explores the important role of the graphic novel in reflecting American society and in the shaping of the American imagination. Using key examples, this volume reviews the historical development of various subgenres within the graphic novel tradition and examines how graphic novelists have created multiple and different accounts of the American experience, including that of African American, Asian American, Jewish, Latinx, and LGBTQ+ communities. Reading the American graphic novel opens a debate on how major works have changed the idea of America from that once found in the quintessential action or superhero comics to show new, different, intimate accounts of historical change as well as social and individual, personal experience. It guides readers through the theoretical text-image scholarship to explain the meaning of the complex borderlines between graphic novels, comics, newspaper strips, caricature, literature, and art.
This chapter explores scholarship on comics in education, examining the following themes: teaching with comics, teaching about comics, and teaching through creating and producing comics as a way of processing and communicating information. The chapter discusses each of these interrelated approaches in turn, examining the ways in which comics can be used in various learning contexts, demonstrating how educators, academics, and creators can work together to understand how comics might be used to encourage visual literacy and multimodal thinking for students.
Over the last twenty years, the growing diversity in content and artistic innovation in graphic novels, comic books, and web comics combined with the popularity of films based on comics material have made comic art newly attractive to curators, museums, and university galleries. More artists identified with comics are getting big budget retrospectives, collecting institutions are mounting rich historical shows, and exhibits capitalizing on the popularity of all types of comics are popping up around the world. The chapter maps out the history of influential shows of original comic art from newly rediscovered shows of the 1930s to contemporary blockbusters like High and Low: Modern Art, Popular Culture and Masters of American Comics, as well as the critical dialogue surrounding these shows, who some of the pioneers were, and how exhibition standards have developed over time.
What makes a comic a graphic novel? Is it having a long, complete narrative? Being published as a book? Having a complex storytelling technique that leads to literary awards and critical acclaim? All these criteria have been deployed at some time or another to define the graphic novel, and they recur throughout this chapter as we follow a history of the ways in which comics have been hailed as novels since the mid-nineteenth century. With an emphasis on the United States, key moments are considered such as the woodcut novels of the 1920s and 1930s, the start of the direct market in the 1970s, the first graphic novel boom of the 1980s, and the popularity of graphic novels in the twenty-first century. Notable texts, creators, and publishers are discussed, such as Art Spiegelman’s Maus and Raw Books & Graphics, and we see the changing economic contexts out of which graphic novels have emerged. This chapter ends by outlining how the Internet has transformed the production, distribution, and selling of graphic novels, with contemporary creators unshackled from the idea that a graphic novel has to be a book.
This chapter contextualizes narrative drawing, first identifying the types of drawing that are specific to comics. It proposes that the comics medium intervenes in the long history of drawing, by introducing polygraphy as a recurrent feature of comics. Referring to Bakhtin’s concept of polyphony (or multiple voices) in the novel, polygraphy accounts for the techniques of accumulating diverse graphic indices of the labor and ideas of drafters and comics producers and distributors. The chapter shows how polygraphy produces comics, considering the work of William Hogarth, Katsushika Hokusai, Rodolphe Töpffer, Marie Duval, George Herriman, Winsor McCay, and Osamu Tezuka. Through this cast of creators, the chapter also foregrounds important moments in comics history such as the boom in periodical print in the nineteenth century, the influence of acting and performance practices, and, later, movie. This chapter equips readers with the necessary tools to understand the fundamental means of visualizing stories in comics – drawing – and offers a comics history contextualized through relevant developments in popular visual and print culture.
The introduction offers an overview of recent scholarly discourse and approaches to comics and graphic novels. It provides brief close readings of panels from Rodolphe Töpffer’s L’Histoire d’Albert, the anonymous comic strip, Lucy and Sophie Say Good Bye, George Herriman’s Krazy Kat, Chris Ware’s Jimmy Corrigan, and Emil Ferris’ My Favorite Thing is Monsters, which apply comics methodologies of reading language (Hannah Miodrag) and analyzing graphic novels (Jan Baetens and Hugo Frey), among others. To further highlight the scope of comics analyses across the variety of forms of the medium, the introduction discusses the comics in the light of Rita Felski’s concepts of knowledge and enchantment.
The introduction ends with an overview of the Companion’s seventeen chapters, from the first part on Forms, to the second one on Readings, and ending with Uses.
The Introduction begins by considering two dominant critical approaches to the graphic novel. While prominent authors have denied the relevance of the concept, instead preferring the term comics, many scholars have sought to align the graphic novel with prestigious literature. The chapter identifies the practical and institutional resources that the term provides, tracing the evolution of book-length comics under this mantle. Section 1.1 considers the relevance of Ian Watt’s The Rise of the Novel for understanding the graphic novel and puts forward a new periodization of the latter. The first cycle, lasting from 1980 to 2000, centers on the book for the first time in US comics history. Starting in the early 2000s, integration into the literary marketplace initiates a second cycle that effects several important changes, from an increase in the use of color to a diversification of visual styles. Engaging with recent work in cultural sociology and political economy, Section 1.2 situates the aesthetic evolution of the graphic novel in the ongoing transformation of contemporary society.