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Reinventing Comics: How Imagination and Technology Are Revolutionizing an Art Form | 
enlarge | Author: Scott Mccloud Publisher: Harper Paperbacks Category: Book
List Price: $22.95 Buy Used: $8.41 You Save: $14.54 (63%)
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Avg. Customer Rating: 34 reviews Sales Rank: 32516
Media: Paperback Edition: 1st Perennial Ed Number Of Items: 1 Pages: 256 Shipping Weight (lbs): 1 Dimensions (in): 10.2 x 6.6 x 0.7
ISBN: 0060953500 Dewey Decimal Number: 741.5 EAN: 9780060953508 ASIN: 0060953500
Publication Date: August 1, 2000 Availability: Usually ships in 1-2 business days Shipping: Expedited shipping available Shipping: International shipping available Condition: EX-LIBRARY ITEM HAS LIBRARY STAMPS ON THE SIDES AND LOOKS LIKE A LIBRARY BOOK. (may have the cover page first page inside cover removed or cut) NO MARKS INSIDE TEXT EXCELLENT CONDITION. CHOOSE EXPEDITED SERVICE FOR DELIVERY TIME BETWEEN 2 TO 5 BUSSINESS DAYS. SHIPS NEXT DAY WITH FREE DELIVERY CONFIRMATION. I WILL EMAIL YOU THE CONFIRMATION NUMBER (INTERNATIONAL ORDERS EXPEDITED 6 TO 10 DAY DELIVERY TIME! PLEASE NOTE: ITALY IS SHIPPED ON A PER ORDER BASIS PLEASE EMAIL FOR SHIPPING CHARGES.)
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| Editorial Reviews:
Amazon.com Review Scott McCloud's Reinventing Comics, the sequel to his groundbreaking work Understanding Comics, is a study of two revolutions: a failed one and a potential one. His 1993 book was not only a chronicle of the potential breakthrough of comics (which he redefined as "sequential art") into a legitimate art form but a sterling example itself of the medium's astonishing untapped potential. Now, seven years later, he chronicles the failure of the comic book industry to fulfill that promise, but also explores how the movement can be restarted, particularly by utilizing the resources of another spectacularly successful revolution, the Internet. In the first half of Reinventing Comics, an elegantly clean example of comic art in McCloud's trademark bold black-and-white style, the author outlines how hype, speculation, and artistic burnout led to the genre's decline. He then lays out 12 paths toward a new revolution of comics, including creators' rights, industry innovation, public perception, gender balance, and diversity of genre, which are then explored with such innovative intelligence that, as with his earlier work, the conclusions he comes to are fascinating for both artists and nonartists alike. Three of his paths, however, are of particular interest to anyone who wants to know how the Internet will affect both our lives and the livelihoods of future artists. Understanding Comics, with its brilliant how-to guide on marrying image and language, has become an indispensable reference for many Web designers. Now McCloud returns the favor by focusing on how the digital revolution will influence production, delivery, and the art form of comics itself. Informative without being pedantic, controversial without being argumentative, and always entertaining, this is both a worthy sequel to the author's brilliant original and a work that opens up the potential for an entirely different direction for sequential art in the realm of cyberspace. --John Longenbaugh
Product Description
In 1993, Scott McCloud tore down the wall between high and low culture with the acclaimed international hit Understanding Comics, a massive comic book that explored the inner workings of the worlds most misunderstood art form. Now, McCloud takes comics to te next leavle, charting twelve different revolutions in how comics are created, read, and preceived today, and how they're poised to conquer the new millennium. Part One of this fascinating and in-depth book includes: - The life of comics as an art form and as literture
- The battle for creators' rights
- Reinventing the business of comics
- The volatile and shifting public percptions of comics
- Sexual and ethnic representation on comics
Then in Part Two, McCloud paints a brethtaling picture of comics' digital revolutions, including: - The intricacies of digital production
- The exploding world of online delivery
- The ultimate challenges of the infinite digital canvas
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| Customer Reviews: Read 29 more reviews...
A Dated Look at Ways to Break Out of the Box That Comics Are In August 7, 2008 Reinventing Comics has one strength that makes it timeless: Scott McCloud systematically explains what was wrong with the comics that were created through the end of the 20th century. When he switches over to what's needed to overcome those issues, the book becomes more idealistic than practical in many areas. The book is particularly hobbled by a limited appreciation of how comics might blur with (and be surpassed by) electronic gaming.
His basic optimism is that the comics genre can expand to satisfy more readers' needs by:
1. Becoming more like literature. 2. Developing as an art form. 3. Providing creators with more rights. 4. Changing the industry business model to serve everyone's needs better 5. Improving public image. 6. Reducing the heavy hand of governmental overview. 7. Appeal to females. 8. Represent all kinds of people. 9. Diversify in subgenres. 10. Employing improved digital production methods. 11. Providing digital delivery. 12. Exploring the potential of digital comics.
Basically, he sees escaping the box of limited distribution by providing online, direct distribution. This method is potentially cheaper and could provide for more creators while eliminating many intermediaries.
I suspect that some of his optimism will be "over the rainbow" for quite a while yet.
It's interesting that even the blockbuster success of so many comic-based characters hasn't helped to reinvigorate the comics business more. I think that's where he doesn't realize that in a world of video, comics seem dated and static.
Will comics go the way of high art and become something primarily for older aficionados? I doubt it. Comics are like candy to boys of a certain age. Comics help them to dream. Can comics go beyond that heritage? It's possible, but is it likely? Books like this one will have to do more than point the way: Breakthrough success is needed to draw an audience and more inspired creators.
I hope Mr. McCloud is right. I still like comics.
Sequential art and the information age March 14, 2008 A fascinating look at how the comics business has changed with the advent of the internet and new media markets. Not for everyone but definitely well-written and well-illustrated. It will make you think!
Very informative, horizons-expanding book. March 30, 2007 Most of the books of Scott McCloud have been "eye-openers" to me, as they illustrate aspects of the comic storytelling that went unnoticed and that really server to improve my craft. This reinventing comics, with his fresh approach to using modern technologies applied to comic book creation is also very illustrative and gives the basis to try new visual experiences - based on current technology. Totally recommended book!
The Great McCloud Comics Trilogy- 3 of the Best-Ever December 12, 2006 2 out of 2 found this review helpful
Want 3 of the best-ever books on the general topic of comics? Here they are! (each generally sold separately)
1.*Understanding Comics- A *landmark* & bestselling examination of the medium. A comicbook on comics! While I try not to use the "genius" label *too* liberally, with Understanding Comics it really seems to fit(!). 5 Stars!
2.*Reinventing Comics- Maybe his best *looking* book (in my opinion), it's basically split into 2 sections: The 12 Revolutions in comics; and then basic Internet/Computer/Web Comics. The 12 Revolutions is a look at 12 aspects of the comicbook industry; areas that need continual development & improvement. I found this book fascinating, but it's certainly not for everyone. These areas include: comics as literature; comics as art; creator's rights; industry innovation; public perception; institutional scrutiny; gender balance; minority representation; diversity of genre; digital production; digital delivery; and digital comics. It's these last three that make up the second part of the book. Some people seem annoyed with McCloud's seemingly rapid success as a spokesperson for the industry, but I'm not. After writing Understanding Comics, I think he's earned at *least* a seat at the table of high profile industry personalities. I guess the criticism is that his actual comicbook work lacks bestseller status. But if his comicbooks *on* comics are bestsellers, his contributions seem valid enough to me. Reinventing Comics is the least popular & practical in the Trilogy, yet I still really like it! 4-1/2 Stars.
3.*Making Comics- It's like Understanding Comics refined, as well as a "hands-on" introduction to the medium. It competes with that 1st title for most popular in the Trilogy, and it's highly recommended to anyone who wants to make comics! I like it! 5 Stars.
In conclusion: His 1st & 3rd books being the most popular, Reinventing Comics is *great* for the digitally minded(!).
Fascinating November 10, 2006 1 out of 1 found this review helpful
No other word for it. Mcloud strikes again with another amazing insite to comics, specifically to comics' future. The ideas presented in this book are feasible and inspiring for comic artists and readers. The possibilities are endless and Mcloud gives a good fertile starting ground.
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