In the years between the end of World War II and the mid-1950s, the popular culture of today was invented in the pulpy, boldly illustrated pages of comic books. But no sooner had comics emerged than they were beaten down by mass bonfires, congressional hearings, and a McCarthyish panic over their unmonitored and uncensored content. Esteemed critic David Hajdu vividly evokes the rise, fall, and rise again of comics in this engrossing history. "Marvelous . . . a staggeringly well-reported account of the men and women who created the comic book, and the backlash of the 1950s that nearly destroyed it....Hajdu’s important book dramatizes an early, long-forgotten skirmish in the culture wars that, half a century later, continues to roil."--Jennifer Reese,Entertainment Weekly(Grade: A-) "Incisive and entertaining . . . This book tells an amazing story, with thrills and chills more extreme than the workings of a comic book’s imagination."--Janet Maslin,The New York Times "A well-written, detailed book . . . Hajdu’s research is impressive."--Bob Minzesheimer,USA Today "Crammed with interviews and original research, Hajdu’s book is a sprawling cultural history of comic books."--Matthew Price,Newsday "To those who think rock 'n' roll created the postwar generation gap, David Hajdu says: Think again. Every page ofThe Ten-Cent Plagueevinces [Hajdu’s] zest for the 'aesthetic lawlessness' of comic books and his sympathetic respect for the people who made them. Comic books have grown up, but Hajdu’s affectionate portrait of their rowdy adolescence will make readers hope they never lose their impudent edge."--Wendy Smith, Chicago Tribune "A vivid and engaging book."--Louis Menand,The New Yorker "David Hajdu, who perfectly detailed the Dylan-era Greenwhich Village scene in Positively 4th Street, does the same for the birth and near death (McCarthyism!) of comic books inThe Ten-Cent Plague." --GQ "Sharp . . . lively . . . entertaining and erudite . . . David Hajdu offers captivating insights into America’s early bluestocking-versus-blue-collar culture wars, and the later tensions between wary parents and the first generation of kids with buying power to mold mass entertainment."--R. C. Baker,The Village Voice "Hajdu doggedly documents a long national saga of comic creators testing the limits of content while facing down an ever-changing bonfire brigade. That brigade was made up, at varying times, of politicians, lawmen, preachers, medical minds, and academics. Sometimes, their regulatory bids recalled the Hays Code; at others, it was a bottled-up version of McCarthyism. Most of all, the hysteria over comics foreshadowed the looming rock 'n' roll era."--Geoff Boucher, Los Angeles Times "A compelling story of the pride, prejudice, and paranoia that marred the reception of mass entertainment in the first half of the century."--Michael Saler,The Times Literary Supplement(London) David Hajdu is the author ofLush Life: A Biography of Billy StrayhornandPositively 4th Street: The Lives and Times of Joan Baez, Bob Dylan, Mimi Baez Fariña and Richard Fariña.
A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.
Provides step-by-step instructions on drawing the main character of a graphic novel or comic, providing examples of heroes, including a caped superhero and good cop.
Written in straightforward, jargon-free language, A Concise Dictionary of Comics guides students, researchers, readers, and educators of all ages and at all levels of comics expertise. It provides them with a dictionary that doubles as a compendium of comics scholarship. A Concise Dictionary of Comics provides clear and informative definitions for each term. It includes twenty-five witty illustrations and pairs most defined terms with references to books, articles, book chapters, and other relevant critical sources. All references are dated and listed in an extensive, up-to-date bibliography of comics scholarship. Each term is also categorized according to type in an index of thematic groupings. This organization serves as a pedagogical aid for teachers and students learning about a specific facet of comics studies and as a research tool for scholars who are unfamiliar with a particular term but know what category it falls into. These features make A Concise Dictionary of Comics especially useful for critics, students, teachers, and researchers, and a vital reference to anyone else who wants to learn more about comics.
A hero is only as good as his arch nemesis, and no graphic novel is complete without an evil villain. Using this wonderful guide, readers and aspiring artists will learn the steps to creating the perfect antagonist. Easy-to-follow instructions take readers through the steps of designing their ideal evil mastermind.
While the drawings sometimes take center stage, you cant have a good graphic novel without an enthralling story. This essential guide teaches aspiring comic book writers how to construct an interesting and action-packed plot. Helpful examples and easy-to-follow instruction will allow readers to turn their imaginations into a fantastic comic book.