New Choices of the Comics Creator

IF 0.5 0 HUMANITIES, MULTIDISCIPLINARY Comics Grid-Journal of Comics Scholarship Pub Date : 2019-02-19 DOI:10.16995/CG.153
P. Davies
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引用次数: 5

Abstract

Theorisations of comics and graphic narrative have tended to focus on readership rather than creation. Even McCloud’s seminal Understanding Comics (1993) focuses on interpretation, though the later Making Comics (2006) pays more attention to the work of the creator. McCloud incorporates into his theory five ‘choices of the comic creator’: choices of Moment, Frame, Image, Word and Flow. However, these may not be the most salient choices for a creator to take; nor do they necessarily occur in that order. Using these alongside McCloud’s other notions (notably ‘transitions’) with a group of sixth form comics creators led me to reconsider approaches to comics creation, as well as reading, in my PhD research ‘Making Meanings with Comics: A Functional Approach to Graphic Narrative’. In this work, I take models of meaning-making from the functional linguistics of M.A.K. Halliday, and adapt that framework to specify how comics make meaning. As a linguistics-inspired approach, this takes seriously the production of meaning as well as the reception. In this graphic article, I give a brief illustrated overview of this view of comics meaning making, and present a set of new ‘choices for the comics creator’ which arose from it. These new choices include: Choice of Character Design, Choice of ‘Verb Style’, Choice of Framing, Choice of Density, Choice of Metonymy. I offer a critique of McCloud’s choices, and account for the proposed alternatives, indicating the theory that led to them with illustrative examples, drawn in the main from my own comics created in that sixth form workshop alongside students. The article is drawn digitally and incorporates extracts of comics pages as well as diagrams to illustrate the approach to comics that informs the five ‘choices’ described.
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漫画创作者的新选择
漫画和图形叙事的理论化倾向于关注读者而不是创作。即使是麦克劳德开创性的《理解漫画》(1993)也侧重于解释,尽管后来的《制作漫画》(2006)更关注创作者的作品。麦克劳德在他的理论中加入了五种“漫画创作者的选择”:时刻的选择、框架的选择、图像的选择、文字的选择和流程的选择。然而,对于创造者来说,这些可能并不是最突出的选择;它们也不一定按这个顺序发生。将这些与McCloud的其他概念(特别是“过渡”)一起与一群六年级漫画创作者一起使用,使我在博士研究“用漫画制作意义:图形叙事的功能方法”中重新考虑漫画创作和阅读的方法。在这项工作中,我从M.A.K.韩礼德的功能语言学中提取意义生成模型,并采用该框架来具体说明漫画是如何产生意义的。作为一种受语言学启发的方法,它既重视意义的产生,也重视接受。在这篇图文文章中,我对这种漫画意义制作的观点进行了简要的说明,并提出了一组由此产生的新的“漫画创作者的选择”。这些新选择包括:角色设计的选择,“动词风格”的选择,框架的选择,密度的选择,转喻的选择。我对麦克劳德的选择提出了批评,并解释了提出的替代方案,用说明性的例子说明了导致这些选择的理论,这些例子主要来自我自己在六年级研讨会上与学生一起创作的漫画。这篇文章是数字绘制的,并结合了漫画页面的摘录以及图表来说明漫画的方法,并告知所描述的五个“选择”。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Comics Grid-Journal of Comics Scholarship
Comics Grid-Journal of Comics Scholarship HUMANITIES, MULTIDISCIPLINARY-
CiteScore
0.60
自引率
0.00%
发文量
4
审稿时长
20 weeks
期刊最新文献
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