Graphic novel in the context of "Cartoonist"

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⭐ Core Definition: Graphic novel

A graphic novel is a self-contained, book-length form of sequential art. The term graphic novel is often applied broadly, including fiction, non-fiction, and anthologized work, though this practice is highly contested by comics scholars and industry professionals. It is, at least in the United States, typically distinct from the term comic book, which is generally used for comics periodicals and trade paperbacks. It has also been described as a marketing term for comic books.

Fan historian Richard Kyle coined the term graphic novel in an essay in the November 1964 issue of the comics fanzine Capa-Alpha. The term gained popularity in the comics community after the publication of Will Eisner's A Contract with God (1978) and the start of the Marvel Graphic Novel line (1982) and became familiar to the public in the late 1980s after the commercial successes of the first volume of Art Spiegelman's Maus in 1986, the collected editions of Frank Miller's The Dark Knight Returns in 1986 and Alan Moore and Dave Gibbons' Watchmen in 1987. The Book Industry Study Group began using graphic novel as a category in book stores in 2001.

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👉 Graphic novel in the context of Cartoonist

A cartoonist is a visual artist who specializes in both drawing and writing cartoons (individual images) or comics (sequential images). Cartoonists differ from comics writers or comics illustrators/artists in that they produce both the literary and graphic components of the work as part of their practice.

Cartoonists may work in a variety of formats, including booklets, comic strips, comic books, editorial cartoons, graphic novels, manuals, gag cartoons, storyboards, posters, shirts, books, advertisements, greeting cards, magazines, newspapers, webcomics, and video game packaging.

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Graphic novel in the context of Comics

Comics are a medium used to express ideas with images, often combined with text or other visual information. It typically takes the form of a sequence of panels of images. Textual devices such as speech balloons, captions, and onomatopoeia can indicate dialogue, narration, sound effects, or other information. There is no consensus among theorists and historians on a definition of comics; some emphasize the combination of images and text, some sequentiality or other image relations, and others historical aspects such as mass reproduction or the use of recurring characters. Cartooning and other forms of illustration are the most common means of image-making in comics. Photo comics are a form that uses photographic images. Common forms include comic strips, editorial and gag cartoons, and comic books. Since the late 20th century, bound volumes such as graphic novels and comic albums have become increasingly common, along with webcomics.

The history of comics has followed different paths in different cultures. Scholars have posited a pre-history as far back as the Lascaux cave paintings. By the mid-20th century, comics flourished, particularly in the United States, western Europe (especially France and Belgium), and Japan. The history of European comics is often traced to Rodolphe Töpffer's cartoon strips of the 1830s, while Wilhelm Busch and his Max and Moritz also had a global impact from 1865 on, and became popular following the success in the 1930s of strips and books such as The Adventures of Tintin. American comics emerged as a mass medium in the early 20th century with the advent of newspaper comic strips; magazine-style comic books followed in the 1930s, and the superhero genre became prominent after Superman appeared in 1938. Histories of Japanese comics (manga) propose origins as early as the 12th century. Japanese comics are generally held separate from the evolution of Euro-American comics, and Western comic art probably originated in 17th-century Italy. Modern Japanese comic strips emerged in the early 20th century, and the output of comic magazines and books rapidly expanded in the post-World War II era (1945–) with the popularity of cartoonists such as Osamu Tezuka. Comics has had a lowbrow reputation for much of its history, but towards the end of the 20th century, it began to find greater acceptance with the public and academics.

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Graphic novel in the context of Fantasy

Fantasy is a genre of speculative fiction that involves supernatural or magical elements, often including completely imaginary realms and creatures.

The genre's roots lie in fantasy literature and drama. From the twentieth century onward, it has expanded into various media, including film, television, graphic novels, manga, animation, and video games.

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Graphic novel in the context of Historical fiction

Historical fiction is a literary genre in which a fictional plot takes place in the setting of particular real historical events. Although the term is commonly used as a synonym for historical fiction literature, it can also be applied to other types of narrative, including theatre, opera, cinema, and television, as well as video games and graphic novels.

An essential element of historical fiction is that it is set in the past and pays attention to the manners, social conditions and other details of the depicted period. Authors also frequently choose to explore notable historical figures in these settings, allowing readers to better understand how these individuals might have responded to their environments. The historical romance usually seeks to romanticize eras of the past. Some subgenres such as alternate history and historical fantasy insert intentionally ahistorical or speculative elements into a novel.

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Graphic novel in the context of Margaret Atwood

Margaret Eleanor Atwood (born November 18, 1939) is a Canadian novelist, poet, literary critic, and inventor. Since 1961, she has published 18 books of poetry, 18 novels, 11 books of nonfiction, nine collections of short fiction, eight children's books, two graphic novels, and a number of small press editions of both poetry and fiction. Her best-known work is the 1985 dystopian novel The Handmaid's Tale. Atwood has won numerous awards and honors for her writing, including two Booker Prizes, the Arthur C. Clarke Award, the Governor General's Award, the Franz Kafka Prize, the Prince of Asturias Award for literature, and the National Book Critics and PEN Center USA Lifetime Achievement Awards. A number of her works have been adapted for film and television.

Atwood's works encompass a variety of themes including gender and identity, religion and myth, the power of language, climate change, and power politics. Many of her poems are inspired by myths and fairy tales which interested her from a very early age.

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Graphic novel in the context of Panel (comics)

A panel is an individual frame, or single drawing, in the multiple-panel sequence of a comic strip or comic book, as well as a graphic novel. A panel consists of a single drawing depicting a frozen moment. When multiple panels are present, they are often, though not always, separated by a short amount of space called a gutter.

Newspaper daily strips typically consist of either four panels (Doonesbury, For Better or For Worse) or three panels (Garfield, Dilbert). These panels may all be of the same size, but many skilled cartoonists, such as Bill Watterson, can vary the size and number of panels in each daily strip. The horizontal newspaper strip can also employ only a single panel, as sometimes seen in Wiley Miller's Non Sequitur.

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Graphic novel in the context of Webcomic

Webcomics (also known as online comics or Internet comics) are comics published on the internet, such as on a website or a mobile app. While many webcomics are published exclusively online, others are also published in magazines, newspapers, or comic books.Webcomics can be compared to self-published print comics in that anyone with an Internet connection can publish their own webcomic. Readership levels vary widely; many are read only by the creator's immediate friends and family, while some of the most widely read have audiences of well over one million readers. Webcomics range from traditional comic strips and graphic novels to avant garde comics, and cover many genres, styles, and subjects. They sometimes take on the role of a comic blog. The term web cartoonist is sometimes used to refer to someone who creates webcomics.

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Graphic novel in the context of Manga

Manga (Japanese: 漫画; IPA: [maŋga] ) are comics or graphic novels originating from Japan. Most manga conform to a style developed in Japan in the late 19th century, and the form has a long history in earlier Japanese art. The term manga is used in Japan to refer to both comics and cartooning. Outside of Japan, the word is typically used to refer to comics originally published in Japan.

In Japan, people of all ages and walks of life read manga. The medium includes works in a broad range of genres: action, adventure, business and commerce, comedy, detective, drama, historical, horror, mystery, romance, science fiction and fantasy, erotica (hentai and ecchi), sports and games, and suspense, among others. Many manga are translated into other languages.

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Graphic novel in the context of European comics

European comics are comics produced in Europe. The comic album is a very common printed medium. The typical album is printed in large format, generally with high quality paper and colouring, commonly 24 cm × 32 cm (9.4 in × 12.6 in), has around 48–60 pages, but examples with more than 100 pages are common. While sometimes referred to as graphic novels, this term is rarely used in Europe, and is not always applicable as albums often consist of separate short stories, placing them somewhere halfway between a comic book and a graphic novel. The European comic genres vary from the humorous adventure vein, such as The Adventures of Tintin and Asterix, to more adult subjects like Tex Willer, Diabolik, and Thorgal.

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