• Title/Summary/Keyword: Identity of Comics

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The development of the comics studies in Korea (우리나라 만화 연구 경향 분석과 향후 과제)

  • Lee, Sang-Min;Yim, Hak-Soon
    • Cartoon and Animation Studies
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    • s.16
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    • pp.1-20
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    • 2009
  • This paper explores the research trends in the area of the comics studies in Korea. In this article, the 664 academic articles are examined in terms of the characteristics of the researchers, the field of comics studies, the research theme and the research methodology. This study is on the basis of the recognition that there have been no consensus on what the core essence of comics studies is. As a result, there are a few articles on the academic identity of the comics studies. The comics studies have not consider the distinctive characteristics of the Korean comics significantly. In Korea, over 50% of the academic articles on the comics have been published by comics scholarships in the field of pedagogy and human sciences. Since the 1990's, comics studies have started to consider the value of the comics positively. The comics text studies also have increased since the 1990's in Korea. The comics studies on the comics policy and comics industries have been increased since 2000. The rise of comics studies is concomitant with the increased awareness of comics in Korea. The article concludes that the comics studies need to become an independent academic discipline in the future. The interdisciplinary studies on the comics is necessary to study the diverse aspects of the comics. In addition, the infrastructure for the comics studies should be established in order to improve the comics studies.

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Study on homosexual comics in Korea : about B.L (Boys Love) comics (국내 동성애 만화에 대한 현황 연구 : B.L(Boys Love) 만화를 중심으로)

  • Ahn, Eun-Sun
    • Cartoon and Animation Studies
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    • s.24
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    • pp.83-105
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    • 2011
  • The term "ya-o-ii" which is referred as a homosexual comics in Korea came from Japan and it became one of popular genres in both Japan and Korea's comics market. People create yo-o-ii with their own idea or borrow male characters from the pre-existed comics or animation and create a whole new story. Homosexual comics which is based on teenage readers deals with sex and focuses on homosexuality. For that reason it reflects social phenomenon than general material for comics. Before we focus on influence of homosexual comics on teenagers and social phenomenon, this study is for fundamental understanding on homosexual comics itself. In order to look into current state of homosexual comics, the survey was conducted at "Comic World" which is well known as the biggest offline comic event in Korea. This study analyzes range of age and awareness of readers of homosexual comics on the basis of the survey. Hopefully, this study helps better understand an influence of homosexual comics on teenage readers with problem of sex identity and contribute to the study of market segmentations of homosexual comics.

Girls' Technoscience Story: Reflexivity on Technoscience in Girls' Comics (소녀들의 감성으로 본 과학: 소녀만화에 나타난 과학에 대한 성찰성)

  • Yun, Seon-Hui
    • Journal of Science and Technology Studies
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    • v.14 no.2
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    • pp.281-318
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    • 2014
  • This paper aims to examine women's understanding of technoscience by analyzing girls' comics(少女漫畵, Sonyeo Manhwa). The idea that women were not interested in science was a socially accepted. But this paper reveals that women are interested in science in a different way by analyzing Korean SF girls' comics. By examining an image of science in SF girls' comics in comparison to SF boys' comics(少年漫畵, Sonyeon Manhwa), this paper shows that women look technoscience through 'reflexivity' focused on 'human' and that this special character is derived from the feature of women's culture. SF girls comics have two features. First, girls comics reflect on power made by technoscience rather than describe it elaborately. And the reflexivity is expressed through a mental state, an emotion, and relations between human beings focused on a human nature, an ego, and an identity. It is different from boys comics that give weight to the mechanics and that show simple plot such as utopia or distopia, or a battle of good versus evil. Second, girls comics express technoscience as daily practices. In girls comics, some technosciences are linked to our daily lives and cartoonists and readers consider an 'essence of knowledge' together. It is different from men's view that regards knowledge as power or means.

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A Study on Brand Recognition of BICOF : Comparative Analysis on the Visitor and Non-Visitor (부천 국제만화축제 브랜드 인식에 관한 연구: 참관자와 비참관자 비교분석을 중심으로)

  • Yoon, Ji-Young;Yim, Hak-Soon
    • Cartoon and Animation Studies
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    • s.26
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    • pp.131-156
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    • 2012
  • As the Global Age has arrived, the domain of festivals has expanded to fulfill the role of being not only a tourist attraction but of being a factor that determines the image and identity of cities, and the factor of enhancing the brand value of a particular city is being focused upon. The city of Bucheon, which aims to be a culture oriented city, is attempting to utilize the Bucheon International Comics Festival as a cultural asset for the revitalization of the city. This study has as its purpose the development of an evaluation index model on the brand value of the Bucheon International Comics Festival and research being conducted based on the developed evaluation index model on the awareness level of the citizens of Bucheon of the festival. In regards to this, the theoretical background was examined and the index model was developed based on precedent research. Based on this, a survey of 1,000 citizens of Bucheon was conducted in this study. This study conducted a survey targeting 500 persons, dividing them into 2 groups according to whether they participated in the festival. The survey of this study established 9 evaluation categories for the International Comics Festival evaluation index model which consists of demographic research and participation motivation, value of comics, festival brand awareness and association image, perceived product quality and loyalty for the festival, internationality of the festival and urban activation. Each survey question is composed of 5 points scale measurement. As a result of the survey, 'for an education of children' was the highest for the participation motivation, and 'not knowing of the festival information' was the highest for the reason of not having participated. The industrial value was evaluated as the highest among the value of comics by the both two groups, and it was studied that there was perception gap for the festival according to whether they participated in the festival for each survey question. It was revealed that the level of awareness of the Bucheon International Comics Festival was "normal," the "city revitalization" index and the "value of comics" index were relatively high and the "international character of the festival" index was the lowest. Furthermore, it was shown that there were differences in the awareness of the established categories of the developed evaluation index model based on whether or not there was participation in the festival. This study comprehensively organizes these analytical results and derives implications which can be used as data for the criteria of the development of future strategy for the Bucheon International Comics Festival.

A Study on Repetition and Multiplicite of Superhero Comics (슈퍼히어로 코믹의 반복과 다양체적 형식에 관한 연구)

  • Park, Seh-Hyuck
    • Cartoon and Animation Studies
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    • s.28
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    • pp.27-53
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    • 2012
  • American superhero comics are being produced in numerous different forms for multiple, and cross-platform media. In cinema, films based on superhero comics top the list of all time box office records. The same phenomenon of the 'Invasion of Superhero' is duplicated in Korean box office 2012, however, the korean fans are not familiar with the superheroes from the publication which provides the original source of characters and stories for other superhero related media products. Based on observing the multiple and vastness of world building characteristics of superhero comic, this paper attempts to associate the continuous creative nature and the infinite repetition of superheroes and comic texts with the identity of superhero on ontological level. First, chapter 2 examines how one superhero exists in multiple and different worlds individually by utilizing the concept of 'multi-universe' or 'multiverse' in comic texts. Initially, duplicating a superhero on multiple settings and series destroyed continuity and allowed contradiction and paradox confused narrative as a whole, but it also gave chances for comics to be more vibrant and experimental with their stories and characters. Chapter 3 analyzes the superhero comic texts in the light of repetition, concept developed by french philosopher Gilles Deleuze, and make the argument that the superheroes and texts are not repeated to generate surplus of source for economic utilitarian purposes, but it is, first and foremost, a repetition of creativeness and capability. Many concepts introduced by Deleuze in his early masterpiece, $\acute{e}$rence et R$\acute{e}$p$\acute{e}$tition> are taken to support this argument. Mainly, his critical views on generality of the identity and his effort to replace the Plato's system of representation with vibrant creative, and renewal energy of r$\acute{e}$p$\acute{e}$tition. According to Deleuze, repetition is similar concept, if not identical, to what Nietzsche called the 'eternal return' which allows the return of the Overhuman or the Superhuman, and he extends his idea that the returning Overhuman is the singular simulacre which opposes the generalization of identity, in the likes of Plato's Idea. Thus, the superhero's identity is ever changing, ever returning, and ever renewing Overhuman. The superhero must be repeated to fully actualize his/her existence. Also, based on Deleuze's reading of Bergson's texts on the Virtual, the superhero, for example Superman, is actualization of his/her multiplisit$\acute{e}$, the internally multiple, and differentiated variations from itself. These every Supermans' multiplisit$\acute{e}$ shares common memory, past, and duration, thus the Virtual of Superman. Superman becomes himself only by actualizing the movement and differentiation from these multiplisit$\acute{e}$ in his virtual on the surface of reality. On chapter 4, a popular Korean comic book character Oh, Hae-Sung's r$\acute{e}$p$\acute{e}$tition and multiplist$\acute{e}$ are analyzed, and makes comparison to that of Superman to distinguish the repetition from r$\acute{e}$p$\acute{e}$tition, and multiplicit$\acute{e}$ from diversity.

A Study of the Relationship between Realistic Expression of Objects and Graphic Novel in Korean Comics - Focused on the work by Kwon, Ga-Ya - (한국만화에 있어 대상의 사실적 표현과 그래픽 노블의 연관관계에 대한 연구 - 권가야의 <남한산성>작품을 중심으로 -)

  • Park, Hee-Bok;Kim, Kwang-Su
    • Cartoon and Animation Studies
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    • s.37
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    • pp.361-392
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    • 2014
  • Regarding works that express objects realistically in painting, Gustave Courbet advocated realism in the mid-19th century, France, resisting the then academist style of painting, and works in realist style were produced in earnest by painters such as H. Daumier or Jean F. Millet, who went along with him. Later, realism has expanded into the realm of general literature, including fine art, which has had profound impacts on works of art and literary works. In comics, too, in the same historical context as a form of painting, realistic comics began to be produced by painters or cartoonists at the time. These realism comics are those dealing with stories based on facts, and in terms of contents, objective description and representation of the social realities of the times is one of the most important objectives, but it could not be concluded that in their visual aspect, that is, that of expressing the objects, they were realistic. In the meantime, a graphic novel was born, which was the intermediate form between comics and novels around the United States and Europe since the 1980s. Graphic novels appeared in forms and styles with strong literary and artistic values in the comics market in the U.S. which was full of the superhero genre (comics around heroes), and their major characteristics are very realistic expressions in terms of contents and visual aspect. They are complex and delicate and even have artistic, literary values as if readers read a fiction or literary work of which its narrative structures or pictures are produced with graphics. The characteristics of realistic expressions shown in graphic novels are very different from the previous works of comics. It is noteworthy that they began to be acknowledged as works of art like painting or illustration, thanks to their features of strongly individual auteurist painting style, a fairly high degree of completion of the works, and creative and experimental expression techniques or methods, instead of following the fashion of the times. In recent years, in South Korea, Hollywood blockbuster films have been released one after another and become box office hits, there are increasing interest and demand for the original graphic novels. Accordingly, many original graphic novels have been translated and started to be sold, and keeping pace with this global flow of fashion, some writers in Korea began to produce works of graphic novels. However, to look into the domestic works produced claiming to be graphic novels, there are various opinions on their format and authenticity. In this sense, this study focused on Ga-ya Kwon's Namhansanseong, one the representative works of Korean style graphic novels, and in particular, it attempted to analyze their characteristics and commonalities focusing on the visual aspect of realistic expressions of objects. It is expected that there would be an opportunity to seek for ways so that Korean style graphic novel can be further developed as a genre of comics, with competitiveness by looking back on the identity and present state of domestic graphic novels and developing and applying Korea's original subject matters differentiated from those of graphic novels in the U.S., Europe or Japan through this study. In addition, it is desired that they will be a new energizer for the stagnant domestic comics market.

Research on Korea Mythology in Korea Subculture Contents (한국 서브컬처 콘텐츠에서 한국 신화에 대한 연구)

  • Yun, Young-Seok
    • Cartoon and Animation Studies
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    • s.41
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    • pp.553-578
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    • 2015
  • The Korean society was forcefully merged with the invasion of Japan in 20th century, and traditional culture of Korea was damaged severely by colonization from Japan. After liberation, Korean society experienced drastic social change with Korean War, and industrial economy and democratic system developed as modernization and democratization occurred. However, Korean traditional culture dissolved more severely as Korean society developed industrial economy and democracy. As criticism of existing Western center of society and the emphasis of cultural identity of non-western regions and third-world, world society preferred exchange of culture of diverse nations and people with each other in advent of postmodernism thoughts in mid-late 20th century. If the cultural identity of Korea was dissolving meanwhile, it was needed to be recovered again. Despite the research in Korean history, language, art, architecture was performed to recover cultural identity of Korea, it did not go in-depth with Korean mythology, for Korean mythology is considered as superstition or savage. Mythology shows subconscious group psychology of people who live in certain specific region. Studying Korean mythology is one of the ways to rediscover cultural identity of Korea. In order for Korean mythology to be known to many people, its stories should be told by media. There were movies, plays, drama, and novels produced based on existing Korean mythology as introduction, then these mythical stories are appear in subculture contents such as recent comics, animation, webtoon, games, and light novels. Then population of game players and webtoon readers increased as dissemination of PC and smart phones, and increasing market scale of subculture contents increased a population of consumers of comics, animation, and light novel. Consumers of sub-culture contents were interested as many of these contents were created, base on Korean mythology. Therefore, this paper is written as research on Korean mythology and its signification in sub-cultural contents which were produced base on Korean mythology.

The Effects of Comic Book Reading Program on Korean Proficiency and Acculturation of Youth with Immigration Background (만화 독서 프로그램이 이주배경 청소년의 한국어 능력과 문화 적응력 향상에 미치는 영향)

  • Lim, Yeojoo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.30 no.1
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    • pp.5-27
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    • 2019
  • This study analyzed the effects of comic book reading program on Korean proficiency and acculturation of youth with immigration background, by conducting a six-month reading program with five teenagers with immigration background. Ten comic books were selected from published by School Library Journal, based on the themes - that are related to the lives of youth with immigration background - and interests of participating teens. According to the literacy skills test conducted before and after the reading program, the participating teens' Korean proficiency has generally improved, particularly in the areas of interpretation and vocabulary. In terms of writing, grammatically incorrect sentences, phrases, and expressions have declined. Most participants showed stable adjustment to Korean culture, but one participant who felt still insecure of her ethnic identity deeply empathized with one of the characters of the books, and shared the difficulties of living as an outsider of a society. The participants of this research learned or rediscovered the joy of reading through this comic book reading program; at the end of the program, many of them expanded their interest in reading novels, books without any illustrations.