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Round, Julia. Gothic in Comics and Graphic Novels: A Critical Approach. Jefferson, London: McFarland, 2014. 
Added by: joachim (9/9/13, 9:53 PM)   Last edited by: joachim (12/2/14, 9:47 AM)
Resource type: Book
Language: en: English
ID no. (ISBN etc.): 978-0-7864-4980-4
BibTeX citation key: Round2014
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Categories: General
Keywords: "House of Mystery", "iZombie", "The New Deadwardians", "The Sandman", Allred. Mike, Culbard. I.N.J., Gaiman. Neil, Horror, Roberson. Chris, United Kingdom, USA, Vertigo
Creators: Round
Publisher: McFarland (Jefferson, London)
Views: 5/1136
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Abstract
This book explores the connections between comics and the 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 the 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 archetypes in comics: the vampire and the zombie.

Table of Contents

Acknowledgments (vi)
David Punter: Foreword (1)
Preface (5)
Introduction (7)

PART ONE: HISTORY
1. A Brief History of Gothic (11)
2. A Brief History of British and American Comics and Criticism (24)
Retrospective: Critical Models of Gothic and Comics (55)

PART TWO: MEDIUM
Introduction: A Gothic Critical Model of Comics (57)
3. Haunted Places (60)
4. Exess, Embodiment and Artifice (75)
5. Revenant Readers, the Crypt and the Archive (96)
Retrospective: Putting the Monster Together (112)
Case Study I: “The Game,” House of Mystery #178 (114)
Case Study II: “House of Secrets Promo,” House of Mystery #182 (117)
Case Study III: Prequel to iZombie #1 (119)
Case Study IV: “Sleep of the Just,” Sandman #1 (122)
Case Study V: The New Deadwardians, #1-8 (127)

PART THREE: CULTURE AND CONTENT
Introduction (131)
6. A Comparative Study of Goth and Comics Cultures (133)
7. Gothic Content: Absorption and Atemporality (155)
8. Vampires and the Penetrative Bite and Gaze (168)
9. Zombies, Technology and Medical Magic (199)
Reflections (229)

Chapter Notes (231)
References (233)
Index (247)


  
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