Gothic in Comics and Graphic Novels : A Critical Approach

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Gothic in Comics and Graphic Novels : A Critical Approach

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 268 p.
  • 言語 ENG
  • 商品コード 9780786449804
  • DDC分類 808.838729

Full Description

This book explores the connections between comics and Gothic from four different angles: historical, formal, cultural and textual. It identifies structures, styles and themes drawn from literary gothic traditions and discusses their presence in British and American comics today, with particular attention to the DC Vertigo imprint.

Part One offers an historical approach to British and American comics and Gothic, summarizing the development of both their creative content and critical models, and discussing censorship, allusion and self-awareness. Part Two brings together some of the gothic narrative strategies of comics and reinterprets critical approaches to the comics medium, arguing for an holistic model based around the symbols of the crypt, the spectre and the archive. Part Three then combines cultural and textual analysis, discussing the communities that have built up around comics and gothic artifacts and concluding with case studies of two of the most famous gothic archetypes in comics: the vampire and the zombie.

Contents

Table of Contents

Acknowledgments

Foreword by David Punter

Preface

Introduction

PART ONE : HISTORY

1—A Brief History of Gothic

2—A Brief History of British and American Comics and Criticism

Retrospective: Critical Models of Gothic and Comics

PART TWO : MEDIUM

Introduction: A Gothic Critical Model of Comics

3—Haunted Places

4—Excess, Embodiment and Artifice

5—Revenant Readers, the Crypt and the Archive

Retrospective: Putting the Monster Together

Case Study I: "The Game," House of Mystery #178

Case Study II: "House of Secrets Promo," House of Mystery #182

Case Study III: Prequel to iZombie #1

Case Study IV: "Sleep of the Just," Sandman #1

Case Study V: The New Deadwardians, #1-8

PART THREE : CULTURE AND CONTENT

Introduction

6—A Comparative Study of Goth and Comics Cultures

7—Gothic Content: Absorption and Atemporality

8—Vampires and the Penetrative Bite and Gaze

9—Zombies, Technology and Medical Magic

Reflections

Chapter Notes

References

Index

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