Describes and lists the values of popular collectible comics and graphic novels issued from the 1950s to today, providing tips on buying, collecting, selling, grading, and caring for comics and including a section on related toys and rings.
Describes and lists the values of popular collectible comics and graphic novels issued from the 1950s to today, providing tips on buying, collecting, selling, grading, and caring for comics and including a section on related toys and rings.
This e-book presents the findings of the 2nd global, interdisciplinary conference on Villains and Villainy, which was held at Oriel College, Oxford in September 2010 as part of the research network Inter-Disciplinary.Net.
500 Essential Graphic Novels is an all-in-one guide to this exciting form of visual literature. Including more than 350 authors and 400 artists, this lush volume contains an essential mix of some of the finest visually-stunning stories of our time. From politically-charged non-fiction sagas to imaginative fantasy tales, this ultimate guide has something to satisfy everyone's taste. The first of its kind, this book focuses on each graphic novel separately, honing in on art technique, style and prose, plus an age rating system so parents will know what is suitable for their children. Chapters are divided by genre, complete with individual plot synopses and star-scaled reviews for each book, providing the reader with a concise and balanced understanding of today's best graphic novels.
This volume was first published by Inter-Disciplinary Press in 2012. The chapters assembled in this e-Book are a taste of an ongoing discussion on evil and magic which promises to last as long as ‘the only thing necessary for the triumph of evil is for good men to do nothing’ and while the realisation that ‘magic is believing in yourself: if you can do that, you can make anything happen’ does not become a global motto. The first group of chapters, collected in Part I, addresses the ethics and effects of translating magic into literary representations, as well as real-life current practices, of creativity and personal change on the one hand, and of the harmful, malevolent infliction of pain on a third party on another, thus challenging the boundaries of the cultural binary constructions of magic as either good or evil. In Part II, the second group of chapters examines several philosophical, theological, historical, literary, political and pop culture attempts towards understanding different meanings, and kinds, of evil, thus broadening our perception of what evil is and how it has been theorized from Plato to contemporary international politics. This is our time, our call, our responsibility, to undo evil by carrying the magical torch of good to the next station – so that good, as if by magic, can also become contagious among the human kind.
Packed with essential information, here is the guide collectibles fans are scrambling for, the gaming card invasion, industry highlights, and the most comprehensive price guide on back issue comics ever put into print. Includes invaluable information on building a collection, condition grading, and collector terminology. (Antiques/Collectibles)