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The role of laughter and humour in the postmedieval citation, interpretation or recreation of the middle ages has hitherto received little attention, a gap in scholarship which this book aims to fill. Examining a wide range of comic texts and practices across several centuries, from Don Quixote and early Chaucerian modernisation through to Victorian theatre, the Monty Python films, television and the experience of visiting sites of "heritage tourism" such as the Jorvik Viking Museum at York, it identifies what has been perceived as uniquely funny about the Middle Ages in different times and places, and how this has influenced ideas not just about the medieval but also about modernity. Tracing the development and permutations of its various registers, including satire, parody, irony, camp, wit, jokes, and farce, the author offers fresh and amusing insight into comic medievalism as a vehicle for critical commentary on the present as well as the past, and shows that for as long as there has been medievalism, people have laughed at and with the middle ages. Louise D'Arcens is Associate Professor in English Literatures at the University of Wollongong.
"Spawn created by Todd McFarlane; Witchblade created by Marc Silvestri, David Wohl, Michael Turner, Brian Haberlin."
The comic book has become an essential icon of the American Century, an era defined by optimism in the face of change and by recognition of the intrinsic value of democracy and modernization. For many, the Middle Ages stand as an antithesis to these ideals, and yet medievalist comics have emerged and endured, even thrived alongside their superhero counterparts. Chris Bishop presents a reception history of medievalist comics, setting them against a greater backdrop of modern American history. From its genesis in the 1930s to the present, Bishop surveys the medievalist comic, its stories, characters, settings, and themes drawn from the European Middle Ages. Hal Foster's Prince Valiant emerged from an America at odds with monarchy, but still in love with King Arthur. Green Arrow remains the continuation of a long fascination with Robin Hood that has become as central to the American identity as it was to the British. The Mighty Thor reflects the legacy of Germanic migration into the United States. The rugged individualism of Conan the Barbarian owes more to the western cowboy than it does to the continental knight-errant. In the narrative of Red Sonja, we can trace a parallel history of feminism. Bishop regards these comics as not merely happenchance, but each success (Prince Valiant and The Mighty Thor) or failure (Beowulf: Dragon Slayer) as a result and an indicator of certain American preoccupations amid a larger cultural context. Intrinsically modernist paragons of pop-culture ephemera, American comics have ironically continued to engage with the European Middle Ages. Bishop illuminates some of the ways in which we use an imagined past to navigate the present and plots some possible futures as we valiantly shape a new century.
A unique, illustrated book that will change the way you see medieval history The Middle Ages: A Graphic History busts the myth of the 'Dark Ages', shedding light on the medieval period's present-day relevance in a unique illustrated style. This history takes us through the rise and fall of empires, papacies, caliphates and kingdoms; through the violence and death of the Crusades, Viking raids, the Hundred Years War and the Plague; to the curious practices of monks, martyrs and iconoclasts. We'll see how the foundations of the modern West were established, influencing our art, cultures, religious practices and ways of thinking. And we'll explore the lives of those seen as 'Other' - women, Jews, homosexuals, lepers, sex workers and heretics. Join historian Eleanor Janega and illustrator Neil Max Emmanuel on a romp across continents and kingdoms as we discover the Middle Ages to be a time of huge change, inquiry and development - not unlike our own.
Essays on the modern reception of the Middle Ages, built round the central theme of the ethics of medievalism.
An introductory guide to comedy in English literature that systematically applies comic theory to a wide range of texts from Chaucer to Bridget Jones's Diary.
This fascinating collection explores America's appropriations and fabrications of the Middle Ages, revealing the nation's complicated love affair with a past it never had, but has created from history and imagination.
Combining elements of medievalism, the historical novel and the detective narrative, medieval crime fiction capitalizes upon the appeal of all three--the most famous examples being Umberto Eco's The Name of the Rose (one of the best-selling books ever published) and Ellis Peters' endearing Brother Cadfael series. Hundreds of other novels and series fill out the genre, in settings ranging from the so-called Celtic Enlightenment in seventh-century Ireland to the ruthless Inquisition in fourteenth-century France to the mean streets of medieval London. The detectives are an eclectic group, including weary ex-crusaders, former Knights Templar, enterprising monks and nuns, and historical poets such as Geoffrey Chaucer. This book investigates the enduring popularity of the largely unexamined genre and explores its social, cultural and political contexts.
This fascinating study places multiple genres in dialogue and considers both medievalism and genre to be frameworks from which meaning can be produced. It explores works from a wide range of genres-children's and young adult, historical, cyberpunk, fantasy, science fiction, romance, and crime-and across multiple media-fiction, film, television, video games, and music. The range of media types and genres enable comparison, and the identification of overarching trends, while also allowing comparison of contrasting phenomena. As the first volume to explore the nexus of medievalism and genre across such a wide range of texts, this collection illustrates the fractured ideologies of contemporary popular culture. The Middle Ages are more usually, and often more prominently, aligned with conservative ideologies, for example around gender roles, but the Middle Ages can also be the site of resistance and progressive politics. Exploring the interplay of past and present, and the ways writers and readers work engage with them demonstrates the conscious processes of identity construction at work throughout Western popular culture. The collection also demonstrates that while scholars may have by-and-large abandoned the concept of accuracy when considering contemporary medievalisms, the Middle Ages are widely associated with authenticity, and the authenticity of identity, in the popular imagination; the idea of the real Middle Ages matters, even when historical realities do not. This book will be of interest to scholars of medievalism, popular culture, and genre.
Winner of the Popular Culture Association's Ray and Pat Browne Award for Best Book in Popular or American Culture In the 1940s and ’50s, comic books were some of the most popular—and most unfiltered—entertainment in the United States. Publishers sold hundreds of millions of copies a year of violent, racist, and luridly sexual comics to Americans of all ages until a 1954 Senate investigation led to a censorship code that nearly destroyed the industry. But this was far from the first time the US government actively involved itself with comics—it was simply the most dramatic manifestation of a long, strange relationship between high-level policy makers and a medium that even artists and writers often dismissed as a creative sewer. In Pulp Empire, Paul S. Hirsch uncovers the gripping untold story of how the US government both attacked and appropriated comic books to help wage World War II and the Cold War, promote official—and clandestine—foreign policy and deflect global critiques of American racism. As Hirsch details, during World War II—and the concurrent golden age of comic books—government agencies worked directly with comic book publishers to stoke hatred for the Axis powers while simultaneously attempting to dispel racial tensions at home. Later, as the Cold War defense industry ballooned—and as comic book sales reached historic heights—the government again turned to the medium, this time trying to win hearts and minds in the decolonizing world through cartoon propaganda. Hirsch’s groundbreaking research weaves together a wealth of previously classified material, including secret wartime records, official legislative documents, and caches of personal papers. His book explores the uneasy contradiction of how comics were both vital expressions of American freedom and unsettling glimpses into the national id—scourged and repressed on the one hand and deployed as official propaganda on the other. Pulp Empire is a riveting illumination of underexplored chapters in the histories of comic books, foreign policy, and race.