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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.
171

Frank Miller e os quadrinhos pelo que vale a pena morrer / Frank Miller and Comics: Worth dying for

Ghirotti, Joaquim Cardia 04 July 2017 (has links)
As décadas de 1980-1990 marcam um ponto importante da história das revistas de quadrinhos de super-heróis. Mudanças no mercado, no público, na política, nos debates morais e culturais do momento ofereceram um cenário propício para novos desenvolvimentos no gênero super-herói. Esse quadro é cercado pelo pós-modernismo, a urbanização, a contracultura, mudanças nas artes e condições políticas que se desenvolvem da Guerra Fria, geograficamente centrada entre a Europa e os Estados Unidos, para a Guerra do Iraque, o que desloca atenções geopolíticas e conflitos para o Oriente Médio. Os quadrinhos de super-herói passam a oferecer maior liberdade temática para seus autores, e discussões sobre direitos autorais ganham força. Este cenário dispõe das condições para que alguns autores pudessem levar os super-heróis para discussões diferentes das décadas precedentes, permitindo o surgimento de trabalhos significativos, de autores que marcam suas obras abordando os super-heróis de forma pessoal. A presente pesquisa procura entender como o autor de histórias em quadrinhos Frank Miller se posicionou diante de uma determinada área de produção artística, utilizando-se das revistas de super-herói para discutir posicionamentos ideológicos, e reforçar seu caráter mítico e simbólico. Utilizando princípios da história cultural desenvolvidos por autores como Ginzburg, Burke, Gombrich, Schorske e Barzun, contextualiza-se a trajetória das histórias em quadrinhos até os anos 1980 e 1990, estabelecendo as condições da mídia quando do trabalho do artista. Para posicionar Miller em relação a seu mercado e suas relações de produção, são utilizadas as ferramentas analíticas de Michael Baxandall, que oferecem um modelo interpretativo das relações que se dão na produção artística. Finalmente, observam-se as abordagens temáticas e morais de sua obra, com seu contexto dentro de uma trajetória na história cultural. Para isso, traça-se um panorama que discute como a obra de Miller atualiza a jornada do herói de Joseph Campbell, utilizando-se da cultura popular para fazer um diálogo entre discussões morais, históricas e políticas, por meio de uma construção de narrativas heroicas que operam como mitos populares modernos e parâmetros civilizacionais, carregando em si princípios, valores e ideias de uma cultura. / The decades of 1980-1990 establish an important point in the history of comic books. Changes in the market, the audience, in politics and in the cultural and moral debates of the time offered a scenario which was welcoming to new developments on the super-hero genre. This moment is marked by post-modernism, urbanization, the counter-culture, changes in arts and the political conditions which develop from the Cold War, geographically centred between the United States and Europe, to the Iraq war, which moves the geopolitical attentions and conflicts to the Middle- East. Super-hero comics start offering wider thematic freedom to their authors, and discussions about creator\'s rights gain momentum. This scenario contains the conditions for some of these authors to take super-heroes to discussions which are different from the ones happening in the preceding decades, allowing the emergence of important works, made by authors which marked their work in a very personal manner. This research seeks to understand how comic-book author Frank Miller has positioned himself before an area of artistic production, using super-hero comics, and comics in general, to discuss moral positions, and to underline their mythical and symbolic character. Exercising principles of cultural history developed by authors like Ginzburg, Burke, Gombrich, Schorske and Barzun, we situate the trajectory of comics from their inception as magazines until the 1980s and 1990s, establishing which were the conditions of this medium when Miller produced the works we look at. To understand Miller in relation to his market and his production, we use the analytic tools of Michael Baxandall, which offer an interpretative model of the relationships which happen in artistic production. Finally, we observe the thematic and moral approaches of his work, with their context within a trajectory in cultural history. In order to perform this, we establish a context which discusses how Miller work updates Joseph Cambell\'s hero\'s journey, using popular culture to make connections between moral, political and historical debates, creating heroic narratives which operate as modern popular myths and as civilizational benchmarks, carrying with them the principles, values and ideas of a culture.
172

A mulher e a mulher-maravilha: uma questão de história, discurso e poder (1941 a 2002) / The woman and Wonder Woman: a matter of history, discourse and power (1941 to 2002)

Beatriz da Costa Pan Chacon 22 July 2010 (has links)
Essa dissertação de mestrado pesquisa a presença, representação e importância da mulher, da heroína, nos quadrinhos. O foco é a Mulher-Maravilha, de sua criação em 1941 a 2002. Analisando e comparando a personagem com dois outros personagens masculinos do mesmo país de origem, época e editora, Super-Homem e Batman, tentando entender os diferentes níveis de poder entre eles e os caminhos pelos quais a heroína passou. As diferenças serão analisadas dentro e fora dos quadrinhos. Além disso, consideramos a evolução da mulher dentro do mesmo recorte temporal de análise da personagem, relacionando os dois mundos e suas múltiplas influências. A intenção é alimentar e ampliar os estudos historiográficos sobre uma história das mulheres e também de resgatar a presença da mulher na história. A análise tem um especial foco sobre o tratamento aplicado à Mulher-Maravilha pela indústria cultural no Brasil, especialmente na metade dos anos cinqüenta, quando a personagem foi lançada aqui. Igualmente importante é a discussão entre globalização e mundialização, mas, mais do que isso, os sinais, fatores e a estrutura de um novo arranjo planetário na economia, política e cultura. A globalização e o resgate da mulher na história são fatos quase contemporâneos. Este trabalho vai tentar mostrar questões para compreender ambos os fenômenos, com a análise da Mulher-Maravilha que pretendemos fazer aqui. / This MA dissertation investigates the female presence, representation and significance in action comic books as heroes. The focus will be in Wonder Woman since 1941 to 2002. Analysing and comparing her character with two others big male characters from the same origin country, time and publishing company, Superman and Batman, we try to understand, the different levels of power between them and the ways that Wonder Woman to went through. These differences will be analysed inside and outside of the comics itself. Besides, this analysis is concerned on female evolution at the same period that Wonder Woman was created to the present. Our propose is to relate both worlds, the comic books and our world, and their mutual influences as well. These aspects are connected with the intention to provide and increase the historiography studies on a female history and also to rescue the female presence in history. The analysis has a special focus about the treatment applied to Wonder Woman by the cultural industry in Brazil. Equally important to this propose is the aspect about the last forty years (or near by) we have the process of global issues. A infinite discussion between global and worldwide matters but more than this, the signs, factors and structure from a new planetary arrangement in economy, politics and cultural aspects. The global process and the rescue of a female history are events almost contemporary. And in this work we will try to show questions to help us to understand both phenomenon because they are perfectly lynked with the analysis we will try to do here. Plus we could link with another significant part of this study which is the levels of the power.
173

O salto transmidiático dos super-heróis: HQ - Filme - Game

Costa, Thiago Sanches 30 October 2012 (has links)
Made available in DSpace on 2016-04-29T14:23:15Z (GMT). No. of bitstreams: 1 Thiago Sanches Costa.pdf: 25589665 bytes, checksum: 94ade514b36f694c686d617a089bfd79 (MD5) Previous issue date: 2012-10-30 / This research investigates the existent relations between digital transposition phenomenon and transmedia on a mutual influence context of comic book and game culture and its repercussions on digital storytelling structures. The methodological proposal is to read and deepen the relations between different concepts in search of its understanding process as a digital culture phenomenon, identifying as an historical action previous to transmedia storytelling: the transmediatic jump. For this, it uses superheroes, characters born in comic books at the beginning of the twentieth century, to show this path and the passage from the concept of transformation by the transmediatic jump to the transposition phenomenon and the transmedia object. It also show that the model object has philosophical, psychological, cultural and ontological features that made them leading figures on the modern entertainment industry that only exists on transmedia plurality. The research done is theoretical, as it s a study that looks forward to concept rebuilding and to enhance theoretical fundaments. The utilized method is bibliographic research, using prevailing materials about the theme, such as: Scott McCloud and Will Eisner as the main references about comic books structure and language; Gerard Jones research as the most used source about superheroes and its creators History; Joseph Campbell points the mythological way and Richard Reynolds connect it to superhero, central to comprehend storytelling that flows from a media support to other; and Janet Murray is the perfect complement to understand how this structures works at the digital game environment. This is how the superheroes transmedia jump, comics-movie-game, discussion base is formed / A pesquisa investiga a relação entre os fenômenos digitais da transposição e transmídia no contexto da mútua influência entre a cultura dos HQs e games e suas repercussões nas estruturas narrativas digitais. Metodologicamente propõe a leitura e o aprofundamento das relações entre os conceitos buscando o seu entendimento de processo enquanto fenômeno da cultura digital, identificando- os em uma ação história anterior à narrativa transmídia: o salto transmidiático. Para tanto, utiliza-se do movimento e história dos super-heróis, personagens nascidos nas histórias em quadrinhos (HQs) no início do século XX, para demonstrar este caminho e passagem do conceito de transformação do salto transmidiático para o fenômeno da transposição e o objeto transmídia. Mostra ainda que o objeto modelar (HQs) possui características filosóficas, psicológicas, culturais e ontológicas que os tornaram protagonistas da moderna indústria do entretenimento, a qual não existe senão na pluralidade transmídia. A pesquisa realizada é teórica, pois se trata de um estudo com vistas a reconstruir conceitos, para a melhoria de fundamentos teóricos. O método utilizado é a pesquisa bibliográfica, utilizando os materiais existentes acerca do tema, sendo: Scott McCloud e Will Eisner as principais referências sobre a estrutura e linguagem das HQs; os estudos de Gerard Jones a fonte mais utilizada no tocante à História dos superheróis e de seus criadores; Joseph Campbell indicando o caminho mitológico e Richard Reynolds conectando essa visão aos superheróis, fundamental para compreender as narrativas que seguem de um suporte midiático a outro; com Janet Murray sendo o complemento perfeito para o entendimento do funcionamento dessas estruturas no ambiente do game digital. Forma-se assim a base para a discussão do salto transmidiático dos super-heróis: HQ-Filme-Game
174

Queering The Clown Prince of Crime: A Look at Queer Stereotypes as Signifiers In DC Comics’ The Joker

Hutton, Zina 27 March 2018 (has links)
The goal of this thesis is to explore the way heterosexism and homophobia are present in the coding that has created an implied and monstrous queer identity for the Joker, present in many versions of the character over the past forty years. Through close readings of several of the Joker’s most iconic appearances, queer theory texts, and analytical essays on pop culture, this paper will analyze the use of queer signifiers present in the comics and the way that these portrayals of the Joker are rife with harmful and heterocentric perceptions of what comic creators have seen as necessary signifiers for queerness. Additionally, I will be using knowledge gleaned from my own preexisting work with fan and cultural studies in order to talk about the way that this portrayal of the Joker has been developed within fandom/fan communities and how it is continually replicated in superhero media.
175

"To Blaze Forever in a Blazing World": Queer Reconstruction and Cultural Memory in the Works of Alan Moore

Besozzi, Michael T 16 November 2011 (has links)
This thesis is a queer analysis of two graphic novels by writer Alan Moore: The League of Extraordinary Gentlemen series (art by Kevin O’Neill, 1999-Present) and Lost Girls (art by Melinda Gebbie, 1992-3). These two works re-contextualize familiar characters such as Dr. Jekyll and Mr. Hyde, Mina Murray, and Alice to uncover both the liberating desires and the sexist, homophobic, and imperialistic anxieties underlining historically popular fiction. Focusing on three characters utilized in Moore’s work, this thesis argues that the ideological associations with those chosen characters and the reconstructions of queerness in their narratives offer contemporary subjects resistance to limiting cultural tendencies and create an alternative space that call attention to phobic societal constructs. Both Lost Girls and the League series redefine discursively constituted identities and offer the potential to re-write normative codes of sex and sexuality.
176

Heroes of the past, readers of the present, stories of the future : continuity, cultural memory, and historical revisionism in superhero comics

Friedenthal, Andrew J. 01 July 2014 (has links)
This dissertation is a study of cultural memory, exploring how superhero comic books, and their readers and creators, look back on and make sense of the past, as well as how they use that past in the creation of community and stories today. It is my contention that the superhero comics that exist as part of a long-standing "universe," particularly those published by DC and Marvel, are inextricably linked to a sense of cultural memory which defines both the organization of their fans and the history of their stories, and that cultural memory in comics takes the twinned forms of fandom and continuity. Comic book fandom, from its very inception, has been based around memories of past stories and recollections about favorite moments, creators, characters, etc. Because of this, as many of those fans have gone on to become creators themselves, the stories they have crafted reflect that continual obsession with the histories -- loosely termed "continuity" by creators, fans, and comic book scholars -- of these fictional universes. Often, this obsession translates into an engagement with actual events from the past. In many of these cases, as with much art and ephemera that is immersed in cultural memory, these fans-turned-creators combine their interest in looking at the history of the fictional universe with a working out of actual traumatic events. My case studies focus on superhero comic books that respond to such events, particularly World War II, the Vietnam War, and 9/11. / text
177

The sociolinguistics of written Chinese in local comic booksubculture: stigmatised language varieties inHong Kong

Mok, Ka-lai, Cynthia., 莫嘉麗. January 1998 (has links)
published_or_final_version / English / Master / Master of Philosophy
178

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.
179

El Preste Juan : mito y leyenda en la literatura infantil y juvenil contemporánea /

Chimeno del Campo, Ana Belén. January 2009 (has links)
Thesis (Licentiat). / Includes bibliographical references (p. [119]-128).
180

Le phénomène Astérix

Coudouy, Josiane Duprat. January 1972 (has links)
"Memoire présenté pour l'obtention de la maîtrise d'Enseignement de lettres modernes." / Typescript (photocopy). Includes bibliographical references (leaves 104-108).

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