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"The good comic novel". La narrativa comica di Henry Fielding e l'importanza dell'esempio cervantino analyses the influence of Don Quixote on Henry Fielding's fiction, starting with a survey of the reception of the Spanish novel in England. Joseph Andrews and Tom Jones are analyzed and compared with the Spanish novel, from which Fielding overtly borrowed some characters, episodes, and Cervantes' parodic strategies. Fielding's and Cervantes's narrative proceeded from the parodic deconstruction and subsequent innovation of previous literature, with the main purpose of teaching and amusing the reader at the same time. Finally, the volume examines the role of Fielding and Cervantes in the rise of the fictional and the self-conscious novel.
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Drawing on archival research, interviews with major artists and publishers, and close readings of numerous seminal works, this book presents an intelligent and groundbreaking exploration of Russia's rich, but until now overlooked and misunderstood comics heritage.
Comic books, strips, etc. --- Cartoonists --- Comic books, strips, etc
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"In The Origins of Comics: From William Hogarth to Winsor McCay, Thierry Smolderen presents a cultural landscape whose narrative differs in many ways from those presented by other historians of the comic strip. Rather than beginning his inquiry with the popularly accepted "sequential art" definition of the comic strip, Smolderen instead wishes to engage with the historical dimensions that inform that definition. His goal is to understand the processes that led to the twentieth-century comic strip, the highly recognizable species of picture stories that he sees crystallizing around 1900 in the United States.Featuring close readings of the picture stories, caricatures, and humoristic illustrations of William Hogarth, Rodolphe Töpffer, Gustave Dore, and their many contemporaries, Smolderen establishes how these artists were immersed in a very old visual culture in which images--satirical images in particular--were deciphered in a way that was often described as hieroglyphical. Across eight chapters, he acutely points out how the effect of the printing press and the mass advent of audiovisual technologies (photography, audio recording, and cinema) at the end of the nineteenth century led to a new twentieth-century visual culture. In tracing this evolution, Smolderen distinguishes himself from other comics historians by following a methodology that explains the present state of the form of comics on the basis of its history, rather than presenting the history of the form on the basis of its present state. This study remaps the history of this influential art form"--
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La bande dessinee ce n'est pas seulement des albums et des heros, ce sont aussi des auteurs et autrices qui en font les scenarios et qui la dessinent ; des editeurs, petits ou grands, aux logiques plus ou moins experimentales ; des supports varies, de la revue au numerique en passant par l'album ; des festivals qui la celebrent, du plus connu au plus meconnu ; des libraires qui la vendent, notamment dans des boutiques specialisees ; des bibliothecaires qui la mettent en avant dans leurs mediatheques grace a des expositions ou des conferences ; des universitaires qui en font l'histoire ou la theorie ; des critiques enfin qui en parlent dans des revues papiers ou sur des sites internet.Bref, la BD, c'est tout un monde trs riche de crateurs et de mdiateurs qu'un seul livre ne peut suffire dcrire et analyser. Mais c'est une premire pierre l'difice, dont l'approche ne peut tre que pluridisciplinaire. C'est pourquoi il est bien question ici de sociologies au pluriel, qui visent comprendre concrtement ce que faire de la bande dessine veut dire et que pratique aussi bien le civilisationniste, le littraire, que l'historien du prsent et de la culture, le sociologue videmment ou le spcialiste d'information-communication qui en propose une socio-smiotique.Ce sont quelques 17 spcialistes qui offrent ainsi un large panorama de cette fabrique de la bande dessine travers trois grands axes le jeu des marges (sociologie ditoriale) le jeu des identits (sociologie professionnelle) et le jeu des passages (les processus de lgitimation et d'artification
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Starting in the mid-1980s, a talented set of comics artists changed the American comic-book industry forever by introducing adult sensibilities and aesthetic considerations into popular genres such as superhero comics and the newspaper strip. Frank MillerÃ?'s Batman: The Dark Knight Returns (1986) and Alan Moore and Dave GibbonsÃ?'s Watchmen (1987) revolutionized the former genre in particular. During this same period, underground and alternative genres began to garner critical acclaim and media attention beyond comics-specific outlets, as best represented by Art SpiegelmanÃ?'s Maus . Publishers began to collect, bind, and market comics as Ã?"graphic novels,Ã?" and these appeared in mainstream bookstores and in magazine reviews. The Rise of the American Comics Artist: Creators and Contexts brings together new scholarship surveying the production, distribution and reception of American comics from this pivotal decade to the present. The collection specifically explores the figure of the comics creatorÃ?--either as writer, as artist, or as writer and artistÃ?--in contemporary U.S. comics, using creators as focal points to evaluate changes to the industry, its aesthetics, and its critical reception. The book also includes essays on landmark creators such as Joe Sacco, Art Spiegelman, and Chris Ware, as well as insightful interviews with Jeff Smith ( Bone ), Jim Woodring ( Frank ) and Scott McCloud ( Understanding Comics ). As comics have reached new audiences, through different material and electronic forms, the publicÃ?'s broad perception of what comics are has changed. The Rise of the American Comics Artist surveys the ways in which the figure of the creator has been at the heart of these evolutions.
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Honorable Mention, 2019-2020 Research Society for American Periodicals Book Prize The term "graphic novel" was first coined in 1964, but it wouldn't be broadly used until the 1980s, when graphic novels such as Watchmen and Maus achieved commercial success and critical acclaim. What happened in the intervening years, after the graphic novel was conceptualized yet before it was widely recognized? Dreaming the Graphic Novel examines how notions of the graphic novel began to coalesce in the 1970s, a time of great change for American comics, with declining sales of mainstream periodicals, the arrival of specialty comics stores, and (at least initially) a thriving underground comix scene. Surveying the eclectic array of long comics narratives that emerged from this fertile period, Paul Williams investigates many texts that have fallen out of graphic novel history. As he demonstrates, the question of what makes a text a 'graphic novel' was the subject of fierce debate among fans, creators, and publishers, inspiring arguments about the literariness of comics that are still taking place among scholars today. Unearthing a treasure trove of fanzines, adverts, and unpublished letters, Dreaming the Graphic Novel gives readers an exciting inside look at a pivotal moment in the art form's development.
Comic Books, Strips, Etc. --- Literary Criticism --- Comic books, strips, etc. --- Literary criticism
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