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Comics
The traditional comic book consists of narratives told in text placed within a series of brightly colored panels the sequentially depict the plot's action. Traditionally, these narratives have been printed on cheap newsprint sandwiched between glossy covers published in magazine format. Historically, comic books have been produced and consumed primarily by males. Consequently, the narratives featured in comics and the characters that populate them reflect mainstream masculine tastes. This gender bias is significant, given that the sociocultural influence of comic books extends far beyond the printed page to include books, films, and television series, as well as lunch boxes, toys, video games, and other merchandise.
The comic book medium can be traced to the Great Depression as the brainchild of entrepreneur Max Gaines, who saw the social need for, and the commercial potential of, inexpensive escapist entertainment. Initially, “the comics” were cheaply reproduced collections of “funnies” that had first appeared in newspapers. These were popular enough to warrant the development of original material, as there were not enough recyclable funnies to satisfy demand. Initially, new material consisted of stories conforming to the conventions of popular genres, such as hardboiled detective mysteries and “shoot ‘em up” westerns, adapted to the comic book format. In February 1935, Malcolm Wheeler-Nicholson published the first comic book to contain all-new material, New Fun. This venture proved successful enough to prompt him to publish others, including Detective Comics, which was launched in 1937. Although financial difficulties forced Wheeler-Nicholson out of the comic book business, Detective Comics continued to be published, with its publisher adopting the name Detective Comics, Inc. (which became DC Comics). This publisher went on to become one of the giants in the industry.
Rise of the Superhero
In June 1938, a new genre, one especially suited to the possibilities and limitations of the comic book format, was introduced when DC Comics published the first Superman story in Action Comics #1, written by Jerry Siegel and drawn by Joe Shuster. That story created an enduring sensation and a mythic character that has spawned numerous imitations. Following up on Superman's surprising commercial success, DC Comics introduced Batman in Detective Comics #27 (May 1939). Soon, other comic book publishers were rushing to produce their own versions of the costumed superhero, and the superhero genre came to dominate the medium.
During this early period in the history of comics (late 1930s to mid-1950s), called the Golden Age by comic book enthusiasts, the key conventions that now define the superhero were developed:
By definition, superheroes must possess inhuman powers that set them apart from the average person, such as super speed or strength; elemental, magical, psychic, or supernatural powers; the ability to fly; X-ray vision; elasticity; invisibility; and invulnerability. In the case of some superheroes, their powers are not inhuman per se but rather exceptionally well developed: for example, Green Arrow's archery skills or Batman's acrobatic talents and martial arts prowess. Other powers are the result of gadgets or technological enhancements, such as Iron Man's suit of armor. By definition, therefore, superheroes must be heroic. They should fight for good and against evil, protect the powerless and defend the oppressed, promote justice and remedy injustices.
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- Barthes, Roland
- Berger, John
- Bordo, Susan
- Boyd, Danah
- Doane, Mary Ann
- Douglas, Susan J.
- Ellul, Jacques
- Fiske, John
- Gamson, Joshua
- Giroux, Henry
- Guerrilla Girls
- Hall, Stuart
- Hanna, Kathleen
- hooks, bell
- Jenkins, Henry
- Jervis, Lisa
- Jhally, Sut
- Kellner, Douglas
- Kilbourne, Jean
- Kruger, Barbara
- Lasn, Kalle
- McChesney, Robert
- McLuhan, Marshall
- Miller, Mark Crispin
- Moyers, Bill
- Mulvey, Laura
- Radway, Janice
- Rushkoff, Douglas
- Steinem, Gloria
- Cognitive Script Theory
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- Discourse Analysis
- Encoding and Decoding
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- Children's Programming: Cartoons
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- Comics
- E-Zines: Riot Grrrl
- Film: Hollywood
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- Graphic Novels
- Men's Magazines: Lad Magazines
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- Toys and Games: Gender Socialization
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- Tropes
- Tween Magazines
- Video Gaming: Representations of Femininity
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- Women's Magazines: Fashion
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- Gay and Lesbian Portrayals on Television
- Gender and Femininity: Motherhood
- Gender and Femininity: Single/Independent Girl
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- Gender and Masculinity: Metrosexual Male
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- Gender Embodiment
- Heroes: Action and Super Heroes
- Television
- Affirmative Action
- Cultural Politics
- Culture Jamming
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- Equal Employment Opportunity Commission
- Gender Media Monitoring
- Media Literacy
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