Graphic Novels and Digital Comics (and Literacy)
Graphic novels and digital comics are multiliterate and multimodal media. Graphic novels, simply defined, are book-length comics. Digital comics, on the other hand, are comics that are either created solely on a computer/tablet, or are released and distributed digitally.
Though the phrase âgraphic novelâ typically suggests a genre to some readers, the phrase is indicative of a form of media which spans and supports a multitude of genres. They range from novellas, original novel-length narratives, autobiographies, biographies, collections of comic strips (typically around a central theme or storyline), collections of serialized comic books around a single story-arc, collections of short stories or vignettes, and compiled anthologies featuring the work of multiple authors. The purpose of works written as graphic novels ranges from evoking pleasure to informing to satirizing.
== History ==
The idea of graphic novels originates back to the 1800s with Rodolphe Toffler's ''The Adventures of Obadiah Oldbuck'', and Richard Outcault's ''The Yellow Kid'' in 1895. ''The Yellow Kid''â originally appeared in newspapers, but in 1897, it was published as a collection in book form. What is considered to be a graphic novel today originated in 1985 with Will Eisner's ''A Contract with God'', in which he coined the term "graphic novel." At the time, Eisner used "graphic novel" as a euphemism for "comic book."
Will Eisner's ''A Contract with God'' (1978). Eisner is often credited with having popularized the term "graphic novel."
=== Frederic Werthem, ''Seduction of the Innocent'', and the Comics Code ===
Prior to the 1950s, comics were largely unregulated. They grew to depict graphic violence and sexual themes, depictions that were deemed to corrupt the innocence of children. In 1954, Frederic Werthem, a German-American psychiatrist, published ''Seduction of the Innocent'' arguing that comic books were a negative form of popular literature and a serious cause of juvenile delinquency. The book cited overt or covert depictions of violence, sex, drug use, and other adult fare within "crime comics," a term Wertham used to describe not only the popular gangster/murder oriented titles, but superhero and horror comics, as well. The book asserted that reading this material encouraged similar behaviour in children.
Around the same time, the Comics Code Authority (CCA) was formed in an attempt to create an alternative to government regulation. Their purpose was to self-regulate the comics industry by providing guidelines on the creation of comics. Comics would have to be submitted to the CCA to be reviewed for adherence to the code, and then was authorized a seal of approval. This, however, resulted in "underground" comics, comics that did not adhere to the CCA.
=== Will Eisner and ''A Contract with God'' ===
Will Eisner was born William Erwin Eisner on March 6, 1917 in Brooklyn, New York. By the time of his death on January 3, 2005, following complications from open heart surgery, Eisner was recognized internationally as one of the giants in the field of sequential art, a term he coined. n a career that spanned nearly seventy years and eight decades â from the dawn of the comic book to the advent of digital comics â he has long been considered the father of the graphic novel.
From his beginnings of the comic book to the creation of graphic novel, Eisner had evolved over time to master his craft. After many years creating comics, he sought a more mature expression of the comics' form. Eisner spent two years creating four short stories of "sequential art" that became ''A Contract With God'', first published by Baronet Books in 1978. In this book, with its 1930s Bronx tenements and slice-of-life moral tales, Eisner returned to his roots and discovered new potential for the comics form â the graphic novel.
Eisner followed ''A Contract With God'' with a series of graphic novels published by the alternative comics publisher Kitchen Sink Press. With subject matter ranging from semi-autobiographical (''The Dreamer'' and ''To the Heart of the Storm''), keen observations of modern life (''The Building'' and ''Invisible People'') and science fiction parable (''Life on Another Planet''). Eisner helped to break comics from the juvenile ghetto of superheroes and "funny books."
== Comics VS Graphic Novels VS Digital Comics==
Comics are sequential visual art, usually with text, that is often told in a series of rectangular panels. Comics tend to be periodical; narratives span several issues. The term "comic" may indicate that it is humourous, but, while that may be the case, not all comics are humourous. Comics are usually shorter in length than graphic novels. Comics are also a multimodal text that fuses art and text, combining print and visual literacy to present a multimodal literary experience.
=== Graphic Novels ===
Graphic novels are book-length comics that generally have a single narrative that does not normally last more than a few volumes. Like comics, they are a multimodal text that fuses art and text, combining print literacy and visual literacy to present a multimodal literacy experience.
Graphic novels can be classified three ways: 1) ''mainstream graphic novels'' which are genre-based and plot driven, may have multiple authors and illustrators, and are frequently compilations of serialized superhero comic books; 2) ''manga'', a Japanese comic, usually with teen characters, often science fiction, fantasy, or adventure stories involving martial arts; or 3) ''art graphic novels'' which are fiction or nonfiction in multiple genres and often written and drawn by one individual. Graphic novels are usually conceived of as a self-contained book, even if initially serialized, with the art carrying more of the story-telling and theme.
=== Digital Comics ===
Digital comics, put simply, are comics solely created on a computer or other electronic device. This allows digital comics to be easily released and distributed online through various venues, including Amazon and iTunes. digitally created comic to be published online was Eric Millikin's ''Witches and Stitches'', published on CompuServe, the first major commercial online service in the United States, in 1985.
== Features of a Graphic Novel ==
=== Panel ===
Panel refers to the framed image. It offers the reader a perspective or point of view on the subjects also known as the camera angle. Sometimes panels do not have borders, creating a unique effect where the subject seems to stand outside the storyline.
=== Splash ===
Splash is a kind of panel that spans the width of the page. If it runs off the page entirely, it is known as a âbleedâ.
=== Voice over ===
Narrators have the possibility to speak directly to the reader through a voice over. Usually this is done with a hard line separating the narratorâs speech at the top or bottom of a panel from the image within the panel.
=== Speech bubble ===
These are frames around the charactersâ language, a kind of âdirect speechâ, where the characters speak for themselves. If these appear as clouds, they represent the characterâs thoughts. If they appear in jagged lines, the character is shouting.
=== Emanata ===
This term refers to the teardrops, sweat drops, question marks, or motion lines that artists draw besides charactersâ faces to portray emotion.
=== Gutter ===
This refers to the space between panels. Readers tend to âfill in the blanksâ and imagine what happens between panels, a process known as âclosureâ.
== Examples of Graphic Novels ==
== References ==
Hammond, Heidi. "Graphic Novels and Multimodal Literacy: A High School Study with ''American Born Chinese''" in Bookbird: A Journal of International Children's Literature. Volume 50 (4). October 2012. Pp. 22-32.
InThinking. âGraphic Novel.â Accessed on October 5, 2016. http://www.thinkib.net/englishalanglit/page/13891/graphic-novel
Ipl2. âHistory and Basics.â Accessed on October 5, 2016. http://www.ipl.org/div/graphicnovels/gnsHistBasics.html
Kelley, Brian (2010) "Sequential Art, Graphic Novels, and Comics," SANE journal: Sequential Art Narrative in Education: Vol. 1: Iss. 1, Article 10.
McCloud, Scott. ''Understanding Comics: The Invisible Art.'' New York: HarperCollins Publishers, Inc. 1993.
Will Eisner Studio Inc. Accessed on October 5, 2016. http://www.willeisner.com/
--[[User:N Huebner|N Huebner]] ([[User talk:N Huebner|talk]]) 18:05, 6 October 2016 (PDT)