Graphic Novel : A Study
Graphical Novel Definition
A Graphical
Novel is a full-length story with comic content represented in an
illustrated or graphical style. Oxford English Dictionary defines the term as “a full-length (esp. science fiction or
fantasy) story published as a book in comic-strip format.” Graphic Novels must
have a proper beginning, middle and an end. Graphic novels combine text and pictures equally in order to convey a narrative.
A renowned comic book writer, Will Eisner first linked the words
‘graphic’ and ‘novel’ in 1978.
Graphic Novel Characteristics
Some fundamental characteristics of graphic novel are:
·
A
perfect beginning, middle, and end
·
A
central narrative (or A-story) supplemented by optional B-stories
·
Character
development and personal journeys
·
Thematic
messaging
·
Precise,
carefully considered dialogue and narration
Graphic Novel Vs Comic
A
graphic novel is a more extended, more intricate bit of text that typically
covers the storyline in one book, though a comic
book is significantly shorter and recounts to the story over numerous
issues as well as volumes. Here are a few major differences between graphic
novel and comic.
·
Graphic books are longer than comic books. They
connect all the more intimately with full-length books while comic books
associate all the more intimately with short stories.
·
Graphic novels deal with complete narratives. Whether or not they are
part of a larger series, an individual graphic novel stands alone as a story.
Individual comic books are pieces of a larger whole.
·
Comic books contain excerpts of serialized
narratives. It
can be difficult to read a comic book if you haven’t read the comic that comes
directly before it in series. Consequently, comics will sometimes be reissued
as a trade paperback, where many issues are bound together in a single book. In
this sense, short-form comics suddenly become long-form.
·
Both comics and graphic novels can contain complex
characters.
These characters have detailed back-stories and inner conflict.
Graphic Novel Types
We
can categorize graphic novels into five specific types:
1. Superhero stories: Graphic novels highlighted
on protagonists with superhuman, paranormal, or magical or technological powers
(like Spider-Man, or Batman)
2. Non-superhero stories: Graphic novels based on
the realities of the real world
3. Personal narratives: Graphic novels that tell a
story from their author’s life, ranging from focused memoir to full
autobiography
4. Manga: Graphic novels conforming
to the aesthetics of Japanese comic culture
5. Non-fiction: Graphic novels that tell
real events in history and are rooted in provable fact
First Graphic Novel
The first graphic novel believed to have
been published was an adaptation of a German stage play called Lenardo
and Blantine in 1783.
Graphic
Novel Examples
10 Awesome Graphic Novel for Kids
- 1. Abigail and the Snowman by Roger Langridge
- 2. The Hidden Witch by Molly Knox Ostertag
- 3. Epic Zero: Tales of a Not-So-Super 6th Grader by R. L. Ullman
- 4. Nimona by Noelle Stevenson
- 5. The Adventure Zone by Clint McElroy
- 6. Minecraft by R Ste Monster
- 7. Sonic the Hedgehog by Ian Flynn
- 8. Tiny Titans by Art Baltazar
- 9. Catstronauts: Mission Moon by Drew Brockington
- 10. Smile by Raina Telgemeier
5 Top Graphic Novel for Teens
1.
Boxers & Saints By Gene Luen Yang
2.
Pumpkinheads By Rainbow Rowell And Faith
Erin Hicks
3.
Speak: The Graphic Novel By Laurie Halse
Anderson And Emily Carroll
4.
Hey, Kiddo By Jarrett Krosoczka
5. Honor Girl By Maggie Thrash
15 Best Graphic Novel for Adults
1. Maus by Art Spiegelman
(which won the Pulitzer Prize)
2. Persepolis by Marjane Satrapi
3. Watchmen by Alan Moore and Dave
Gibbons
4. Ghost World by Daniel Clowes
5. Ice Haven by Daniel Clowes
6. Daddy's Girl by Debbie Drechsler
7. The Diary of a Teenage Girl by Phoebe Gloeckner
8. 100 Bullets by Brian Azzarello and
Eduardo Risso
9. Locke & Key by Joe Hill and
Gabriel Rodriguez
10.
Batman: The Dark Knight Returns by Frank Miller
11.
Violent Cases by Neil Gaiman
12.
The Sculptor by Scott McCloud
13.
Jimmy Corrigan: The Smartest Kid on Earth by Chris Ware
14.
S.H.I.E.L.D by Jonathan
Hickman and Dustin Weaver
15.
Square Eyes by Luke Jones, Anna Mill
Graphic Novel Writers
1. Alan Moore
2. Art Spiegelman
3. Will Eisner
4. Marjane Satrapi
5. Neil Gaiman
6. Frank Miller
7. Daniel Clowes
8. Stan Lee
9. Grant Morrison
13 Most-viewed Graphic Novel Movies
1. Batman Series by Bob Kane
and Bill Finger
2. Spiderman Series by Stan Lee
3. Captain America
4. Avengers Series by Stan Lee
5. Thor
6. 300 by Frank Miller
7. Blade by David S. Goyer
8. Harry Potter Series by J. K.
Rowling
9. Hulk by Stan Lee
10.
Iron
Man by Stan Lee
11.
The
Men in Black by Lowell Cunningham
12.
Superman
by Jerry Siegel
Graphic Novel History
Graphic novels grew out of the comic book movement in
the 1960s and came into existence at the hands of writers who were looking to
use the comic book format to address more mainstream or adult topics. There is
some debate about who coined the phrase, but one of the first graphic novels,
if not the first, was Will Eisner's Contract
with God and Other Tenement Stories, published in 1978. Eisner, who
began working in comics in 1936, has stated that he devised the term as a
marketing technique to increase the chances that his illustrated series of
interlinked short stories about working-class Jewish families during the Great
Depression might be published.
Graphic Novel : An Essay
The format has gained
popularity over the past 25 years in a variety of geographic and topical areas,
including the expected superhero stories and adaptations, but also works of
satire, non-fiction, memoirs, historical fiction, and a Japanese form called
manga. Some graphic novels are the product of a single writer, or a writer and
illustrator team, but there are examples of collaborative works, such as the
graphic novel series created by a collective of women called CLAMP. As Steven
Weiner notes, 1986 was a “turning point," although not the revolutionary
year many had hoped it would be. In that year, DC Comics launched two series
for adult readers, Watchmen and Batman: The Dark Knight Returns. Also, Art
Spiegelman's Maus, a Pulitzer Prize-winning Holocaust memoir that casts
the Germans and Jews as cats and mice, was published.
Maus is just one example of a historical graphic novel. Graphic novels are proving to be an
effective vehicle for historical writings, both fictional and not. Consider
Still I Rise by Roland Owen Laird and Elihu Bey, which tells the history of
African Americans in the United States, beginning in 1619. The book includes
extensive historical information and chronicles the accomplishments and
struggles of African Americans. Novelist Charles Johnson contributed the
introduction, which includes information about African Americans' little known
contributions to the field of cartoons and comics. Also of note are Ho Che
Anderson's three volumes about the life of Martin Luther King, Jr. and the
civil rights movement. Other examples of historical graphic novels are Keiji
Nakazawa's Barefoot Gen series, which tells of Japan before and after
Hiroshima, and Joe Kubert's Fax from Sarajevo, which depicts the war in Bosnia
and Hercegovina in the 1990s. Many graphic novels go beyond representing
historical facts and offer portraits of a culture. One example is Marjane
Satrapi's Persepolis series,
which is an autobiographical account of her life, including her childhood in
Iran during the Islamic revolution.
Increasing popularity may be linked to several graphic
novels which have been adapted into feature films, including Daniel Clowes' Ghost World, Max Allan Collins
and Richard Piers Raynner's Road to
Perdition, Jamie Delano and Garth Ennis's Hellblazer, Harvey Pekar's American Splendor and Frank Miller's Sin City. These exemplify several genres of graphic novels,
including memoir, crime fiction, coming of age stories, and action stories. The
fact that an increasing number of graphic novels are being used as the basis
for films is not surprising. Graphic novels, with their texts created within a
visual context, are a natural fit for film adaptation, providing a ready-made
storyboard.
Given the wide array of
styles and topics described above, one may ask whether graphic novels are
really novels or how they can be considered together as one genre. Although
they vary widely, and some of them may be better characterized as "graphic
short stories" or "graphic memoirs," they can be legitimately
considered as works of literary fiction. The term graphic novel" may be
better viewed as a label for a particular format rather than representative of a single specific genre.
The fact that they include visual images may make them
stronger contenders for use in the classroom. Rocco Versaci notes that many of
his students see literature defined too narrowly and expect painful, boring
experiences. He urges literature instructors to not "strive to get
students to accept without question our own judgments of what constitutes
literary merit" but to "encourage students to see themselves as
having a voice" in that matter. Versaci discusses using graphic novels in
his courses at Palomar College. Versaci details his use of John Callahan's
"I Think I Was an Alcoholic," an adult-themed short comic that tells
the story of a man whose drunken driving leaves him a quadriplegic. Students
were surprised by the themes in the comic, and discussed it as they had
discussed other literary works, exploring the tone of the narrator, irony and
character development; the three page story fueled discussions for two class
periods. Versaci also notes the use of other graphic novels, including Judd
Winick's Pedro and Me: Friendship,
Loss and What I cared, Katherine Arnoldi's The Amazing True Story of a Teenage Single Mom, Neil
Gaiman's Sandman series, and
Debbie Drechsler's Daddy's Girl,
which deals with Sexual abuse.
At Washington State University (WSU), at least one
faculty member in the English department uses graphic novels as texts. One
course, Science Fiction Film, looks at science fiction writing and film
adaptations. In the spring of 2005, the course also used graphic novels that
influenced the films or represent the novels. For example, the class looked at
Philip K. Dick's Do Androids Dream of
Electric Sheep? and the movie "Blade
Runner” and also has considered Jean Giraud's "The Airtight Garage,” one of the stories in Long Tomorrow and Other Science Fiction
Stories, which influenced director Ridley Scott's vision in "Blade
Runner." The class also explored the visual and thematic connections
between Fritz Lane's film "Metropolis"
and a Japanese anime film version of "Metropolis”
which was based on a manga by Osamu Tezuka.
In addition to being taken
seriously by educators and librarians, scholars have also begun to write and
present more frequently about graphic novels. Two key conferences were held in
1998 and in 2000 the 1st International
Conference on the Graphic Novel was held the in November 1998 at the University
of Massachusetts, Amherst, and two years later, another international
conference was held in Belgium. Proceedings for this second conference are
available in print. In 2002, the University of Florida hosted a conference on
comics and graphic novels called "The Will Eisner Symposium," which
featured Eisner as a keynote speaker, invited other artists and writers, and
offered twenty presentations by various scholars.
Academic literature journals have also begun
publishing these works of literary criticism. Until recently very few scholarly
analyses had been published, with most appearing in science fiction journals
and the International Journal of Comic Art, but it is important to note that
more traditional English literature journals are beginning to cover graphic
novels. Two recent articles both have looked at connections between Neil Gaiman
and Shakespeare. Annalisa Castaldo's essay in College Literature explores
Gaiman's use of Shakespearean motifs in several of his Sandman works, Kurt
Lancaster explored the links between A
Midsummer's Night Dream and the Sandman
series in an essay appearing in the Journal of American and Comparative
Cultures in 2000.
Another notable contribution
to the scholarly study of graphic novels is Joseph Witek's Comic Books as
History, published in 1989. Witck noted in his introduction that a
critical analysis was "especially necessary
now, when a growing number of contemporary American comic books are being
written as literature aimed at a general readership of adults and concerned,
not with the traditionally escapist themes of comics" but with
culture clashes, dysfunctional families, and working class life. In his work,
Witek discusses Pekar's American Splendor and Spiegelman's Maus,
both mentioned above, as well as the work of Jack Jackson, who writes about
historical events involving Native Americans, exploring the works as literary
texts and historical narratives.
Most young adult librarians and teachers would agree
that anything that gets students reading is a good thing. Gretchen E. Schwarz
argues that graphic novels can promote literacy. According to Michael R. Lavin,
reading graphic novels "may require more complex cognitive skills than
reading text alone." Schwarz also points out that the graphic novel format
is being used for other subject areas beyond fiction and history.
Examples include Gonick and Smith's The Cartoon Guide to Statistics Gordon
and Willmarth's McLuhan for Beginners,
and Sardar and Van Loon's Introducing
Cultural Studies. All of these are introductory guides for serious
topics, are geared toward adult readers, but are presented in illustrated panels.
At WSU, graphic
novels have become a focus of collection development in the past year, and
it appears that other academic libraries are also paying attention to the
genre. Librarians active in the Association for College and Research Libraries'
(ACRL) Literatures in English Section (LES) recently addressed the collection
of graphic novels at a conference meeting. An informal poll of the LES listserv
members showed that a number of universities, including Duke, MIT, Michigan
State, Chicago, UC Berkeley and Rutgers are collecting graphic novels fairly
extensively, with recreational reading in mind. WSU holds an extensive
collection of underground comics or comix that was begun in the 1970s, and
interest in the graphical genres is keen among many faculty and students.
Collecting in the burgeoning field of graphic novels is an appropriate choice
for our collections.
Academic library interest in these items is also
supported by the growing interest in graphic novels and the comic form in both
popular culture and the media. Teachers and academics have not been the only
ones to reassess the value and use of graphic novels. Recent coverage of
graphic novels in widely read publications such as the New York Times and the
Christian Science Monitor shows that graphic novels are becoming part of the
cultural landscape. A recent article in the New York Times Magazine suggests
that graphic novels and comic books may be transitioning into a new literary
form and provides an extensive critical analysis of graphic novels as literary,
visual, historical, political and cultural artifacts. Another article in the
New York Times suggests that visual media is becoming a more effective way to
push a message; even asking if film studies now serves as the "new
MBA." Graphic novels share that visual image-plus-text sensibility,
including the capacity to emotionally connect with readers. Elizabeth Daley,
dean of the University of Southern California School of Cinema-Television,
suggests that the greatest digital divide is between who can read and write
with media and those who can't...Our core knowledge needs to belong to
everybody." Print format graphic novels and the increasingly popular
web-based comics and graphic storytelling provide a natural meeting of the
image and the word in sequential art; a sophisticated partner to film and other
electronic media.
Beyond the value of graphic novels as scholarly and
cultural resources, an academic library that collects graphic novels is also
continuing in a tradition of providing resources for students and others in the
academic community who are looking for reading material not only to enhance
their scholarship or teaching, but also to enjoy for personal pleasure and
recreation
In the past academic libraries often had browsing
collections to provide easily accessible pleasure reading opportunities to
their academic community and campus libraries "vigorously
promoted recreational reading interests of students." Today, while
physical browsing collections may be gone, technology has provided a number of
tools that academic librarians can use to connect readers with books, including
subject heading and keyword searches, electronic pathfinders, and online book
review databases such as Amazon and Barnes and Noble.
In 2004, a report by the
National Endowment for the Arts, Reading at Risk: A Survey of Literary Reading
in America noted, "Over the past 20 years,
young adults have declined from being those most likely to read literature to
those cast likely." Lara Saunders and Karen Bauer suggest that
high-tech interests and activities may be replacing reading, especially of
non-required textbooks, and note that students have competing forces in their
lives, including part-time employment.
In such an environment,
librarians must look for opportunities to encourage students to take advantage
of pleasure reading opportunities in their library collection, including
fiction, magazines, and graphic novels. The common view of the academic library
is that its purpose is to support the academic program of the institution, but
libraries have always had a reading agenda as well. Amanda Cain wrote in 2002
of the need to incorporate thoughtful or "deep” reading into library
instruction, but academic librarians can also enrich the student experience and
lifelong learning preparation by building collections that support academic
departments and provide opportunities for reading for enjoyment, becoming advocates for reading in all its forms and
formats.
The key to reading is often access, both bibliographic
and physical, graphic novels bring their own complications to both of these
dimensions, within the context of the decisions a library makes about how such
works will be catalogued.
Graphic novels have a place
in academic library collections, but a library intending to start such a
collection would do well to consider how to promote their use and availability,
both within and outside the library. Library staff may need to be convinced of
the appropriateness of a graphic novel collection, while faculty, students and
non-academic campus units may need to be made aware of the scholarly, creative,
entertainment, and marketing opportunities that can arise.
Within the academic library,
opposition to graphic novels often can take the form of concerns about
cataloging, selection issues, and increased theft potential. Cataloging is
discussed above, and although there may be questions of collection scope to
address, selection issues are by for less significant for academic libraries
than they are for public or school libraries that must consider issues of
age-appropriate content. Theft, however, is a potentially significant issue,
Graphic novels, like magazines, newspapers, and world civilization monographs,
are potential targets. Libraries with graphic novel collections should consider
library binding their covers in addition to the usual tattle-taping and making.
Although that may lessen immediate appeal, the covers can be glued to buckram
lo retain visual interest, and there is the side benefit of increased durability,
These strategies can help ease concerns, but in the end the library may have to
plan for replacements, consoled by the fact that graphic novels are
considerably less expensive than many other materials that are added into the
collection.
Graphic novels are growing
in academic stature; in addition to their appeal as recreational reading, their
perceived relevance may also lead to increased collection emphasis. Once the
decision to purchase then at all or more aggressively is made, local decisions will
need to made about their circulation and security.
Beyond the intrigue and
allure of the works themselves lies a cataloging and classification puzzle that
may, finally, hold a key to one of the
reasons why these items have not seen wider use in academic libraries.
Traditionally limited to a specific location on the library shell, graphic
novels have been separated from other literary and artistic works, and have not
been as widely available to students who browse the stacks in search of
specific authors, literary traditions and themes, or criticism.
Graphic
novels can support the literature
curriculum and will certainly support the mission of the academic library to
provide recreational reading. Myriad opportunities for promotion and marketing
exist. Graphic novels can perhaps be a mechanism for the return to the
humanistic ideal that reading should both educate and delight.
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