digital comics

By Amirah Mahomed, 19 September, 2018
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Abstract (in English)

This paper examines Minna Sundberg’s ongoing and award winning digital web comic Stand Still. Stay Silent as a type of e-literature increasingly found in the “gap” between digitized comics and graphic novels on the one hand and born digital e-lit on the other. While the Sunberg’s process of production will be briefly noted, the main focus explores how the comic thematizes modes of interactivity that Sundberg also encourages in her readers/followers via forms of social media. Set in a post-apocalyptic world , the comic is an ongoing tale of exploration and discovery, where a group young explorers have left the havens of plague-free safe zones in order to see what is left of the rest of the world. The supernatural elements associated with the plague, or “the illness,” are also associated with a past that somehow went wrong. Writing of “Beasts, Trolls, and Giants,” the narrator explains, “They are a shadow of our past, a distorted echo of what once there was.” Avoiding the shadow of the past and the monstrosities it has produced is a powerful theme, carrying an implied social critique that deserves examination. In an environment divided into safe areas and the Silent World, the first rule beyond safe zones is avoidance of beasts, trolls and giants: “do not run or call for help but stand still and stay silent. It might go away” (Sundberg, 2013: 68). While Christensen insists that Stand Still Stay Silent’s themes of isolation and fear of contagion fit formulaic plague narrative perfectly, my paper argues that this is only in the exposition of the story world. The governing principle of the comic, both structural and thematic, is transgression. 

While the characters often go where they are not supposed to go, a central feature of the social interaction of those on the mission is debate about what to do and how to interpret their experiences. Lingustic, cultural, and interpretive gaps are evinced throughout the comic by the language difficulties of the characters: some only speak Finnish and others only Norwegian or Swedish (this is indicated by a drawing of each country’s flag); a few are multi-lingual; in order to communicate, they must cooperate as a group. These moments in the plot invite readers to also engage in debate in the comments feature available through the comic’s platform, to offer solutions and plot suggestions in between postings of the new panel(s), a feature Sundberg herself wrote about in her undergraduate thesis. A key means of building a readership, she writes, is to create, via a comments section, a means for readers to build a personal connection with the world of the narrative and the author; social media is another (2013: 17). The capacity for, and the necessity of, interaction is emphasized by both the plot and the digital affordances of the comic, and is set against expectations that the characters (and readers )might bring concerning the safety of isolation and fear of others.

(Source: ELO 2018 Conference: Gaps in the Gavas: Digital Comics: Opening up the Silent World: Narrating Interaction in a Digital Comic)

Pull Quotes

While Christensen insists that Stand Still Stay Silent’s themes of isolation and fear of contagion fit formulaic plague narrative perfectly, my paper argues that this is only in the exposition of the story world. The governing principle of the comic, both structural and thematic, is transgression. 

By Linn Heidi Stokkedal, 5 September, 2018
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Abstract (in English)

I investigate digital horror comics as a case study in anxieties about the boundaries between fiction and reality provoked by the remediation of print media forms, such as text or comics, as digital media forms. Because the horror genre often deals with questions of transgression and boundaries, and because the frightening fictions depicted in horror media raise the stakes on questions of the boundaries between media and reality, horror it is a fruitful site for exploring assumptions and anxieties about the boundaries of media. This paper uses Noel Carroll's framework of “art horror” to examine digital horror comics by three authors: Studio Horang's Bong-Cheon-Dong Ghost (2011), Ok-su Station Ghost (2011) and Ghost in Masung Tunnel (2013), Emily Carroll's Prince And The Sea (2011), When The Darkness Presses (2012) and Margot's Room (2011), and Kazerad's Prequel (ongoing). These comics all make use of uniquely digital elements, such as “infinite canvas” pages of different sizes, animation, and sometimes sound, to subvert the reader's expectations and create horrific effects. These comics are effective because they take advantage of expectations about the boundaries of the comics medium which readers carry over from print comics, subverting these expectations by using elements which are possible in the digital comics but not in print comics. Reader's expectations based on what is and is not possible in print comics, make these exclusively digital elements in the comics seem unsettling, as if the digital comics have broken a law of reality and the boundaries between our own world and storyworlds are breaking down; the digital horror elements in these comics make many readers feel as though a monster may literally climb out of their computer screen. Using Janet Murray's framework of immersivity and interactivity for understanding digital media, discussed in Hamlet On The Holodeck, and Bolter and Grusin's theory of remediation and hypermediacy, I argue that when a new, more immersive media form with expanded affordances that allow it to appear “closer” to reality, such as digital media, is first adopted, older media forms are remediated into it and assumptions about the boundaries of those older media forms are at first carried over and taken for granted as laws of reality. However, at some point, the expanded capabilities of the new medium become apparent, upsetting expectations and provoking a period of anxiety as the vestigial boundaries of the old medium are dismantled and the broader boundaries of the new medium are encountered. These digital horror comics discussed in this paper play on the anxieties that breaking these vestigial boundaries provoke, and provide a clear illustration of the process of remediation and renegotiation of boundaries that the medium of digital comics, as well as many other digital mediums are also undergoing.

(Source: Author's description from ELO 2018 site: https://sites.grenadine.uqam.ca/sites/nt2/en/elo2018/schedule/1209/Broken+Windows+and+Slashed+Canvases%3A+Digital+Comics+and+Transgressive+Horror)

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