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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
61

Ugly ducklings: the construction and deconstruction of gender in Shôjo Manga

Ricard, Jennifer January 2005 (has links)
This thesis examines shojo manga (Japanese comics for girls) as a site of the subversion of gender. The focus will be on stories about cross-dressing, as the crossdressed heroine poses from the outset questions about the nature of girls within shojo manga and the girls who are supposedly reading the texts. The analysis takes place at two levels: visual language and narrative. Over the course of five chapters, focusing on a couple of series in each, this thesis will show the various ways categories of gender and sex are undermined in five different subgenres. Yet gender norms are recuperated in the end. The manga always return to the figure of the shojo , the ambiguously gendered "not-quite-female" female that must expire at adulthood and the regulatory function heterosexuality plays in this inevitable demise. Nevertheless shojo manga readers need not necessarily share this end. The various ways that the reader is positioned both visually and narratively suggests that her gender and sexuality remains ambiguous and indefinable.
62

Alter/Ego: Superhero Comic Book Readers, Gender and Identities

Covich, Anna-Maria Ruth January 2012 (has links)
The academic study of comic books - especially superhero comic books - has predominantly focused on the analysis of these books as texts, as teaching and learning resources, or on children as comic book readers. Very little has been written about adult superhero comic fans and their responses to superhero comics. This thesis explores how adult comic book readers in New Zealand engage with superhero comics. Individual interviews and group conversations, both online and face-to-face, provide insights into their responses to the comics and the characters as well as the relationships among fans. Analysis of fans’ talk about superhero comics includes their reflections on how masculinities are represented in these comics and the complex ways in which they identify with superheroes, including their alter egos. The thesis examines how superhero comic book readers present themselves in their interactions with other readers. Comics ‘geekdom’, fans’ interactions with one another and their negotiation of gendered norms of masculinity are discussed. The contrast between the fan body and the superhero body is an important theme. Readers’ discursive constitution and management of superheroes’ bodies, and their engagement with representations of superheroes are related to analyses of multiplicity in individual identities and current theories of audience reception and identification.
63

I am not Prometheus: Traditional Literacy and Multimodal Texts in Secondary Classrooms

January 2018 (has links)
abstract: This dissertation explored the literacy practices that developed around comics when two secondary teachers (one AP Science and one AP English) used comics in their classroom instruction for the first time. It also explored the ways the teachers and their students positioned comics within their specific classroom contexts. Historically, comics are a marginalized medium in educational circles—widely considered non-academic despite the recognition by scholars for their sophistication as a multimodal medium. Scholars, librarians, teachers, and comics authors have made the case for the inclusion of comics in educational contexts citing their ability to support the literacy development of struggling readers, engage reluctant readers, promote lifelong reading, and convey information visually. However, the roles comics can play in educational contexts are still under researched, and many gaps exist in the literature including a lack of real world contexts and clearly reported instructional strategies. This study aimed to fill these gaps by reporting the literacy practices that students and teachers develop around comics, as well as contextualizing these practices in the classroom contexts and students’ and teachers’ experiences. Drawing from a social semiotic view of multimodality and the view of literacy as a social practice, I conducted a qualitative case study using ethnographic methods for data collection which I analyzed using an interpretive framework for qualitative data analysis and constant comparative analysis. I found three literacy practices developed around comics in these contexts—Q&A, writing about comics, and drawing comics. I also found that teachers and students positioned comics in four primary ways within these contexts—as a tool, as entertainment, as a medium, and as a traditional form of literature. Based on my findings, I developed three assertions: 1) there is a disconnect between teachers’ goals for using comics in their instruction and the literacy practice that developed around the comics they selected; 2) there is a disconnect between the ways in which teachers position comics and the ways in which students position comics; and 3) traditional views of literature and literacy continue to dominate classrooms when multimodal texts are selected and utilized during instruction. / Dissertation/Thesis / Doctoral Dissertation Learning, Literacies and Technologies 2018
64

Ugly ducklings: the construction and deconstruction of gender in Shôjo Manga

Ricard, Jennifer January 2005 (has links)
No description available.
65

Gender-Blind and Gender-Bound: Young Adult Comics and the Postfeminist Protagonist

Brodbeck, Seth 26 July 2013 (has links)
No description available.
66

The Prism

Ellis, Darrah Melita 01 May 2023 (has links) (PDF)
"The Prism" is a magical-girl-themed fantasy light novel series about four best friends who finally graduated junior high school. Miya, Teresa, Liana, and Destiny are anxious to start their new high school lives (for better or worse) in their rough, monotone, and corrupt urban town of Quaint Village. Their plans are interrupted, however, by the opening of a brand new private school. Then, for the first time ever, all four girls end up in the same program. They're ready to make great memories together and spend much more time with each other. Unbeknownst to them, their new school is nothing like the academically inclined programs they always had. They are no longer students carrying books, homework, and planners, scribbling and speed reading. They become soldiers, traveling subconsciously to another world. Their duty is to help Vita Mundi's Vice Sovereign and her family protect their people from criminals and life-sentence-serving convicts called Umbrans. In only a month, this tight posse goes from being a quartet of normal students in Quaint Village, to lady soldiers fighting and risking themselves for a parallel world. They will train under the mentorship of the Vice Sovereign and her family, steadily growing stronger in body, mind, heart, and spirit as they face harder and more powerful enemies.
67

Multimodal Reading: A Case Study of High School Students in an After-School Graphic Novel Reading Group

Connors, Sean P. 27 September 2010 (has links)
No description available.
68

"Like Their Lives Depended On It": The Role of Comics in Subverting Anti-Arab and Islamophobic Discourse

Lawson, Daniel 20 June 2011 (has links)
This dissertation examines the role the medium of comics plays in the construction and subversion of anti-Arab and Islamophobic discourse. It seeks to address the following questions in particular: how does the medium of comics interpellate subjects regarding the Western discursive formation that conflates Arab, Muslim, and terrorist? What does the medium of comics afford creators in subverting dominant discourses that dehumanize Arabs and Muslims? I argue that as a hypermedium in which text and repeated images are in continual tension, comics challenge the sort of foundational notion of truth necessary for dominant discourse. I use a Foucauldian lens to examine several comics in relation to larger discursive formations. In Chapter 1, I explain the problem, my methods, and my theory in more detail. In Chapter 2, I apply this theory as a lens to examine the rhetorical work the medium plays in subverting dominant discourse in Palestine, a nonfiction piece of comics journalism. I use Chapter 3 to problematize the assertions made in the first two chapters by looking at an instance where comics are used to reinscribe dominant discourse. Specifically, I analyze the graphic adaptation of The 9/11 Report. Chapter 4 acts as something of a retort to Chapter 3; it examines In the Shadow of No Towers to interrogate the ways in which Art Spiegelman explicitly addresses not only the issues he grappled with as a New Yorker during and after 9/11, but the complex relations of representation that arose from the event. Chapter 5 I examine how subversion works when a hypermedium is further remediated by analyzing Didier LeFevre's The Photographer: Into War-Torn Afghanistan with Doctors without Borders. The Conclusion is devoted to discussing the implications of this study, both in terms of pedagogy and in terms of theorizing the relationship and differences between image and text. I argue that comics demonstrate the productive ideological tensions that exist between modes of signification (such as verbal and visual). An understanding of this ideological tension is key for scholars of visual rhetoric and hegemonic discourse. / Ph. D.
69

Myth in the heroic comic-book : a reading of archetypes from The number one game and its models

Birch, Robert A. C. 12 1900 (has links)
Thesis (MPhil (Visual Arts))--Stellenbosch University, 2008. / This thesis considers the author's project submission, a comic-book entitled The Number One Game, as production of a local heroic myth. The author will show how this project attempts to engage with mythic and archetypal material to produce an entertaining narrative that has relevance to contemporary Cape Town. The narrative adapts previous incarnations of the hero, with reference to theories of archetypes and mythic patterning devices that are derived from the concept of the “mono-myth”. Joseph Campbell's conception of myth as expressing internal psychic processes will be compared to Roland Barthes' reading of myth as a special inflection of speech that forms a semiotic “metalanguage”. The comic-book is a specific form of the language of comics, a combination of image and text that is highly structured and that can produce a rich graphic text. Using the Judge Dredd and Batman comic-books as models it will be shown how The Number One Game adapts traditions of representation, such as in genre references, to local perspective to create a novel interplay of archetypes. It will be shown that this interplay in the author's project work and the rich potential of the comic-book as a site for mythic speech makes the mythic a useful paradigm for considering the expression of ideology in the heroic comic-book.
70

Reading the distance : decoding the autobio(graphic) novel, Portrait in pieces

Gauche, Catherine 03 1900 (has links)
Thesis (MPhil (Visual Arts. Illustration))--University of Stellenbosch, 2009. / The aim of this thesis is to decode my autobiographic graphic novel, Portrait in Pieces (a narrative of a mother / daughter relationship), utilising a genealogical mode of analysis. This takes place, firstly, through a discussion of the themes of photography, memory and repetition which occur in the graphic novel; secondly, through a consideration of the role of language and difference within a specific mother / daughter relationship; and thirdly, through the study of autobiography and the self as performative entities. In this thesis I interrogate the autobiographic genre in a manner that questions internalised notions of femininity and (patriarchal) cultural constructs, which precede and influence the performance of our ‘life scripts’. I posit Portrait in Pieces as a transitional object between my mother and myself, and language as a medium which can both Otherise and close the distance between us. Translation is the medium by which one reads this distance, turning miscommunication into communication, and misunderstanding into understanding. The illustrations and text constituting the graphic novel have been produced through creative play, representing the ‘post talking’ required for the process of healing, empathising, and taking ownership of one’s ‘life script’.

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