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Tarfumes.com - Reinventing Comics: How Imagination and Technology Are Revolutionizing an Art Form

Reinventing Comics: How Imagination and Technology Are Revolutionizing an Art Form
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Manufacturer: Harper Paperbacks
Average Customer Rating: Average rating of 4.0/5Average rating of 4.0/5Average rating of 4.0/5Average rating of 4.0/5Average rating of 4.0/5

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Binding: Paperback
Dewey Decimal Number: 741.5
EAN: 9780060953508
ISBN: 0060953500
Label: Harper Paperbacks
Manufacturer: Harper Paperbacks
Number Of Items: 1
Number Of Pages: 256
Publication Date: 2000-08-01
Publisher: Harper Paperbacks
Release Date: 2000-07-25
Studio: Harper Paperbacks

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Editorial Reviews:

In 1993, Scott McCloud tore down the wall between high and low culture with the acclaimed international hit Understanding Comics, a massive comic book that explored the inner workings of the worlds most misunderstood art form. Now, McCloud takes comics to te next leavle, charting twelve different revolutions in how comics are created, read, and preceived today, and how they're poised to conquer the new millennium.

Part One of this fascinating and in-depth book includes:

  • The life of comics as an art form and as literture
  • The battle for creators' rights
  • Reinventing the business of comics
  • The volatile and shifting public percptions of comics
  • Sexual and ethnic representation on comics

    Then in Part Two, McCloud paints a brethtaling picture of comics' digital revolutions, including:

  • The intricacies of digital production
  • The exploding world of online delivery
  • The ultimate challenges of the infinite digital canvas




  • Spotlight customer reviews:

    Customer Rating: Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5
    Summary: A Dated Look at Ways to Break Out of the Box That Comics Are In
    Comment: Reinventing Comics has one strength that makes it timeless: Scott McCloud systematically explains what was wrong with the comics that were created through the end of the 20th century. When he switches over to what's needed to overcome those issues, the book becomes more idealistic than practical in many areas. The book is particularly hobbled by a limited appreciation of how comics might blur with (and be surpassed by) electronic gaming.

    His basic optimism is that the comics genre can expand to satisfy more readers' needs by:

    1. Becoming more like literature.
    2. Developing as an art form.
    3. Providing creators with more rights.
    4. Changing the industry business model to serve everyone's needs better
    5. Improving public image.
    6. Reducing the heavy hand of governmental overview.
    7. Appeal to females.
    8. Represent all kinds of people.
    9. Diversify in subgenres.
    10. Employing improved digital production methods.
    11. Providing digital delivery.
    12. Exploring the potential of digital comics.

    Basically, he sees escaping the box of limited distribution by providing online, direct distribution. This method is potentially cheaper and could provide for more creators while eliminating many intermediaries.

    I suspect that some of his optimism will be "over the rainbow" for quite a while yet.

    It's interesting that even the blockbuster success of so many comic-based characters hasn't helped to reinvigorate the comics business more. I think that's where he doesn't realize that in a world of video, comics seem dated and static.

    Will comics go the way of high art and become something primarily for older aficionados? I doubt it. Comics are like candy to boys of a certain age. Comics help them to dream. Can comics go beyond that heritage? It's possible, but is it likely? Books like this one will have to do more than point the way: Breakthrough success is needed to draw an audience and more inspired creators.

    I hope Mr. McCloud is right. I still like comics.


    Customer Rating: Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5
    Summary: Very informative, horizons-expanding book.
    Comment: Most of the books of Scott McCloud have been "eye-openers" to me, as they illustrate aspects of the comic storytelling that went unnoticed and that really server to improve my craft.
    This reinventing comics, with his fresh approach to using modern technologies applied to comic book creation is also very illustrative and gives the basis to try new visual experiences - based on current technology.
    Totally recommended book!

    Customer Rating: Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5
    Summary: The Great McCloud Comics Trilogy- 3 of the Best-Ever
    Comment: Want 3 of the best-ever books on the general topic of comics? Here they are! (each generally sold separately)

    1.*Understanding Comics- A *landmark* & bestselling examination of the medium. A comicbook on comics! While I try not to use the "genius" label *too* liberally, with Understanding Comics it really seems to fit(!). 5 Stars!

    2.*Reinventing Comics- Maybe his best *looking* book (in my opinion), it's basically split into 2 sections: The 12 Revolutions in comics; and then basic Internet/Computer/Web Comics. The 12 Revolutions is a look at 12 aspects of the comicbook industry; areas that need continual development & improvement. I found this book fascinating, but it's certainly not for everyone. These areas include: comics as literature; comics as art; creator's rights; industry innovation; public perception; institutional scrutiny; gender balance; minority representation; diversity of genre; digital production; digital delivery; and digital comics. It's these last three that make up the second part of the book. Some people seem annoyed with McCloud's seemingly rapid success as a spokesperson for the industry, but I'm not. After writing Understanding Comics, I think he's earned at *least* a seat at the table of high profile industry personalities. I guess the criticism is that his actual comicbook work lacks bestseller status. But if his comicbooks *on* comics are bestsellers, his contributions seem valid enough to me. Reinventing Comics is the least popular & practical in the Trilogy, yet I still really like it! 4-1/2 Stars.

    3.*Making Comics- It's like Understanding Comics refined, as well as a "hands-on" introduction to the medium. It competes with that 1st title for most popular in the Trilogy, and it's highly recommended to anyone who wants to make comics! I like it! 5 Stars.

    In conclusion: His 1st & 3rd books being the most popular, Reinventing Comics is *great* for the digitally minded(!).

    Customer Rating: Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5
    Summary: Fascinating
    Comment: No other word for it. Mcloud strikes again with another amazing insite to comics, specifically to comics' future. The ideas presented in this book are feasible and inspiring for comic artists and readers. The possibilities are endless and Mcloud gives a good fertile starting ground.

    Customer Rating: Average rating of 1/5Average rating of 1/5Average rating of 1/5Average rating of 1/5Average rating of 1/5
    Summary: Randcek
    Comment: In the 1950s, television filled the void left by the Senate inquiries and the imposition of the comics code. A new resurgence in the 60s, comic books were exciting again, carrying into the 70s spurred by superhero AND horror/mystery comics. Bottoming out again in the eighties, this time the culprit- video games.
    Today the enemies, television and gaming, are still with us vieing for our time. Comics are not truly accessable to the buying public. They've become the property of an exclusive club that seems to revel mostly in some artist's wet dreams. How nice to know they can excercise his or her artistic rights and freedom. But no one is buying it! It's dead for all intents and purposes. Comic shops have to fill their shelves with collectible toys to make it.
    The comics I buy are at liest more than 30 years old. The new ones just are not interesting and even with all of this self-examination and navel probing, the quality just isn't there. It's my opinion that it doesn't have to read like Shakespear and look like Rembrant to be a good comic. But it must entertain.
    The effort has been underway for years to leave the lowly comic book in the dust, replaced by the Graphic Novel. All in the name of impoving (the perception anyway) of the comic book market! Even HBOs Tales From the Crypt" opening credits state 'Adapted from the comic MAGAZINE...'
    The internet will not save comic books. It isn't a 'book' in the first place. Illegal downloading will kill it. Scanning comic books is already a problem. The salvation of the medium is in the hands of something that is not real? If you cannot hold it and carress it in your hands like a lover then it will not satisfy (oops, better watch my own dreaming!). I do have a love affair with comic books.
    The only salvation I believe are two things:
    1) Comic books must be put back into the public eye through stores or what have you. Recruitment to comic books through casual 'walk by' customers who are not necessarily seeking out comics, they just happen upon them out in public stores. Yes, the great unwashed and 'unenlightend' masses parting with their three bucks is the only thing that will help save the comicbooks!
    2) The superhero must die! And artists and writers must excercise self control or face the imposition of a new comics code!


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