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The world of comic books is escapism and entertainment. The good guys always win and the bad guys always lose. They are filled with colorful images and expressions. We can see ourselves in the pages even. There’s now an entire market for the comic book universe with movies, movie studios, games, TV shows, video games, they are not going anywhere anytime soon.

But are comic books as wholesome and fun as some would like?

The explosive popularity of San Diego’s Comic-Con, Star Wars: The Force Awakens and Rogue One, and Netflix’s Jessica Jones and Luke Cage all signal the tidal change in superhero narratives and mainstreaming of what were once considered niche interests.

Yet, just as these areas have become more openly inclusive to an audience beyond heterosexual white men, there has also been an intense backlash, most famously in 2015’s Gamergate controversy, when the tension between feminist bloggers, misogynistic gamers, and internet journalisms came to a head. The place for gender in superhero narratives now represents a sort of battleground, with important changes in the industry at stake.

Gender and the Superhero Narrative launches ten essays that explore the point where social justice meets the Justice League. Ranging from comics such as Ms. Marvel, Batwoman: Elegy, and Bitch Planet to video games, Netflix, and cosplay, this volume builds a platform for important voices in comics research, engaging with controversy and community to provide deeper insight and thus inspire change.

EC Comics examines a selection of their works—sensationally-title comics such as “Hate!,” “The Guilty!,” and “Judgement Day!”—and explores how they grappled with the civil rights struggle, antisemitism, and other forms of prejudice in America. Putting these socially aware stories into conversation with EC’s better-known horror stories, Qiana Whitted discovers surprising similarities between their narrative, aesthetic, and marketing strategies. She also recounts the controversy that these stories inspired and the central role they played in congressional hearings about offensive content in comics. The first serious critical study of EC’s social issues comics, this book will give readers a greater appreciation of their legacy.

Comic studies has reached a crossroads. Graphic novels have never received more attention and legitimation from scholars, but new canons and new critical discourses have created tensions within a field build on the populist rhetoric of cultural studies. As a result, comics studies have begun to cleave into distinct camps—based primarily in cultural or literary studies—that attempt to dictate the boundaries of the discipline or else resist disciplinary itself. The consequence is a growing disconnect in the ways that comics scholars talk to each other—or, more frequently, do not talk to each other or even acknowledge each other’s work.

Breaking the Frames: Populism and Prestige in Comics Studies surveys the current state of comics scholarship, interrogating its dominant schools, questioning their mutual estrangement, and challenging their propensity to champion the comics they study. Marc Singer advocates for greater disciplinary diversity and methodological rigor in comics studies, making the case for a field that can embrace more critical and oppositional perspectives. Working through extended readings of some of the most acclaimed comics creators, Singer demonstrates how comics studies can break out of the celebratory frameworks and restrictive canons that currently define the field to produce new scholarship that expands our understanding of comics and their critics.

The Wide Variety of Video Game Studies

Video games are an interesting field of study in today’s academic world. For a while, they were thought of as mindless garbage (okay, to be honest, there are probably tons of people who still think this i.e. my grandparents), yet the recent developments of video games have garnered more attraction from all walks of life and scholarly research into these games. Andrew Ervin even sets out to understand the explosive popularity of video games. No longer are they simplistic ideas of trying to get a frog across a highway or a yellow circle earing up dots. Theses games have stories as compelling as books.

Now that these games are more accepted they allow scholars to analyze and explore how these games affect our understanding of the wider world. In Gaming the System, Gunkel explores how philosophical traditions, put forth by thinkers like Plato, Descartes, Kant, etc., can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Surprisingly, these games cross disciplines as well. Serious Games in Physical Rehabilitation demonstrates how videogames can be a valuable tool in clinics and how clinicians can use them in physical rehabilitation for various pathologies. And The Rhetoric of Videogames as Embodied Practice offers a critical reassessment of embodiment and materiality in rhetorical considerations of videogames.

No longer are games thought of in a vacuum, if they ever were. Not only has the ivory tower of universities started to realize that video games are a worthwhile field of study, but this field is also one that is crossing into other subjects and areas of thought. It truly shows you can’t judge a book…or a game…by its cover.

What is Game Writing?

“An actual serious question. For many years, even decades, it was virtually an oxymoron. Games. Writing. Some game companies dabble with writers, others used people drafted from their development team who may have seemed to have a “flair” for writing, or story, or dialogue. But a few games’ success and critical acclaim showed that a game that used a professional writer could not only elevate the story, not to mention the dialogue but also lead to something even more important. Nothing less than the integration of gameplay and story into a new narrative entity. And not just a new narrative entity, but a new art form. Writers have come along to not only write the games but to build interactive experiences in a dramatic and exciting way” (Costello, xx).

This insightful, revised book explores the challenging and evolving world of the games writer. Especially useful reading for novice game writers, its chapters cover a broad range of topics including contracts, NDAs, creative collaboration, narrative design, editing, adaptations, and environmental storytelling. Packed with practical samples, case studies, and exercises, this book is essential reading for anyone interested in the world of games writing.

Call Number: 794.8 S942V 2017

May the Stories Never End

When it comes to academic analysis, mainstream humanities research seems confused about what to do with videogames. The problem is one of the classifications, in the first instance: ‘is it a story, is it a game, or is it a machine?’ After weathering many controversies with regards to their cultural status, video games are now widely accepted as a new textual form that requires its own media-specific analysis. Despite the rapid rise in research and academic recognition, video game studies have seldom attempted to connect with older media and to locate itself within broader substantive discourses of the earlier and more established disciplines, especially those in the humanities. Video games and Storytelling aims to re-address this gap and to bring video games to mainstream humanities research and teaching.

Call Number: 794.8 M953V