Award-winning business journalist Dan Gearino leads a tour through the world of comic shops, telling the story of the direct market from its 1970s origins to today. Includes profiles of forty notable shops in the U.S. and Canada, and a close look at The Laughing Ogre in Columbus.
Comic Agilé depicts the magical, depressing, funny and potentially educational moments that occur when agility meets reality. Through the form of short comic strips, Comic Agilé brings to a head the challenges, misunderstandings and ill-intentioned behavior that makes it so difficult to put the agile mindset into practice. Besides its tragicomic storytelling, the agile comic describes how to avoid, manage or improve the illustrated situations, so the readers are left with a burning desire to go back to their context and improve their agile practices. For the sake of humanity.
The first collected edition of Aw Yeah Comic Store's own characters, Action Cat and Adventure Bug, is colourful fun at its very best, and will remind readers of The Powerpuff Girls (Nickelodeon). Aw Yeah Comics! is a rapidly growing comic store in Skokie, Illinois, with an established fan-base and an all-ages-welcome ethos. Their first in-house series features the antics of Action Cat and Adventure Bug, who work in the store by day and fight crime by night!
ESSENTIAL COMICS VALUES ALL IN COLOR! COMICS SHOP is the reliable reference for collectors, dealers, and everyone passionate about comic books! THIS FULL-COLOR, INDISPENSABLE GUIDE FEATURES: • Alphabetical organization by comic book title • More than 3,000 color photos • Hundreds of introductory essays • Analysis of multi-million dollar comics' sales • How covers and splash pages have evolved • An exclusive photo to grading guide to help you determine your comics' conditions accurately • Current values for more than 150,000 comics From the authoritative staff at Comics Buyer's Guide, the world's longest running magazine about comics, Comics Shop is the only guide on the market to give you extensive coverage of more than 150,000 comics from the Golden Age of the 1930s to current releases and all in color! In addition to the thousands of comic books from such publishers as Marvel, DC, Dark Horse, and Image, this collector-friendly reference includes listings for comic books from independent publishers, underground publishers, and more!
AMERICAN TV COMIC BOOKS (1940s-1980s) takes you from the small screen to the printed page, offering a fascinating and detailed year-by-year history of over 300 television shows and their 2000+ comic book adaptations across five decades. Author PETER BOSCH has spent years researching and documenting this amazing area of comics history, tracking down the well-known series (Star Trek, The Munsters) and the lesser-known shows (Captain Gallant, Pinky Lee) to present the finest look ever taken at this unique genre of comic books. Included are hundreds of full-color covers and images, plus profiles of the artists who drew TV comics: GENE COLAN, ALEX TOTH, DAN SPIEGLE, RUSS MANNING, JOHN BUSCEMA, RUSS HEATH, and many more giants of the comic book world. Whether you loved watching The Lone Ranger, Rawhide, and Zorro from the 1950s--The Andy Griffith Show, The Monkees, and The Mod Squad in the 1960s--Adam-12, Battlestar Galactica, and The Bionic Woman in the 1970s--or Alf, Fraggle Rock, and "V" in the 1980s--there's something here for fans of TV and comics alike.
For the first time in comic book history, two of the greatest teams of all time - the Justice League of America and The Avengers - join forces in a galaxy-crossing quest to battle Krona, the god-like being whose destructive quest for the Ultimate Truth threatens all creation with annihilation.
The modern comic book shop was born in the early 1970s. Its rise was due in large part to Phil Seuling, the entrepreneur whose direct market model allowed shops to get comics straight from the publishers. Stores could then better customize their offerings and independent publishers could access national distribution. Shops opened up a space for quirky ideas to gain an audience and helped transform small-press series, from Teenage Mutant Ninja Turtles to Bone, into media giants. Comic Shop is the first book to trace the history of these cultural icons. Dan Gearino brings us from their origins to the present-day, when the rise of digital platforms and a changing retail landscape have the industry at a crossroads. When the book was first published in 2017, Gearino had spent a year with stores around the country, following how they navigated the business. For this updated and expanded paperback edition, he covers the wild retail landscape of 2017 and 2018, a time that was brutal for stores and rich for comics as an art form. Along the way he interviews pioneers of comics retailing and other important players, including many women; top creators; and those who continue to push the business in new directions. A revised guide to dozens of the most interesting shops around the United States and Canada is a bonus for fans.
This book is an insider's guide to how the comic book industry works. You'll learn how comic book superheroes are created and the deeper meanings they represent. You'll follow the development of sequential art storytelling - from caveman wall paintings to modern manga and cinematic techniques. Here you will explore comics in all forms: those flimsy pamphlets we call comic books; thick graphic novels; Japanese manga; and blockbuster movies featuring epic battles between good and evil. But behind it all, you'll discover how comics are an intellectual property business, the real money found in licensed bedsheets and fast-food merchandise, heart-pounding theme park rides and collectible toys, video games, and Hollywood extravaganza featuring such popular superheroes as Spider-Man, Superman, X-Men, and Batman.
Despite the boom in scholarship in both Comics Studies and Memory Studies, the two fields rarely interact—especially with issues beyond the representation of traumatic and autobiographical memories in comics. With a focus on the roles played by styles and archives—in their physical and metaphorical manifestations—this edited volume offers an original intervention, highlighting several novel ways of thinking about comics and memory as comics memory. Bringing together scholars as well as cultural actors, the contributions combine studies on European and North American comics and offer a representative overview of the main comics genres and forms, including superheroes, Westerns, newspaper comics, diary comics, comics reportage and alternative comics. In considering the many manifestations of memory in comics as well as the functioning and influence of institutions, public and private practices, the book exemplifies new possibilities for understanding the complex entanglements of memory and comics.
Comic Book Collections and Programming will help librarians build a collection that’s right for their library, including specialty collections for kids, teens, and adults. It covers the practical realities of this non-traditional format, like binding, weeding, and budgeting. It also address advanced topics like comics and pedagogy, bringing comics artists and authors into the library, and using comics as a community outreach tool – even hosting comic conventions in libraries. The guide covers: Comics for kids, teens, and adults. Comics genres from superheroes to fantasy to Manga; from memoirs and biographies to science texts to Pulitzer Prize winning literature. Comics publishers and distributors. Comics history and influential contemporary creators. Online resources and communities. After reading the guide, librarians will be able to: Organize creator visits and events. Plan and produce community anthologies. Host drawing parties and comic discussion groups. Preserve comics in a library environment Develop, run, and grow a library-based comic convention. This is an essential reference for collections librarians, children’s librarians, and teen librarians, whether they are comics-lovers or have never read an issue. The guide is aimed at public, academic, and school libraries.