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The unfortunates: towards a history and definition of the motion comic
8 references·2 citing·32 second hop
The unfortunates: towards a history and definition of the motion comic (2015)The unfortunates: towards a history and d…Marvel Comics: the untold story (2013)Marvel Comics: the untold sto…Digital comics – new tools and tropes (2013)Digital comics – new tools an…Comics and Narration (2013)Comics and NarrationThe Cinema Effect (2004)The Cinema EffectAnimation: Genre and Authorship (2002)Animation: Genre and Authorsh…Understanding Comics: The Invisible Art (1998)Understanding Comics: The Inv…Cartoons: one hundred years of cinema animation (1995)Cartoons: one hundred years o…Comics and Sequential Art (1985)Comics and Sequential ArtThe Effect of Digital Learning of Historical Comics on Students‘ Critical Thinking Skills (2023)The Effect of Digital Learnin…Game-Comics and Comic-Games – Against the Concept of Hybrids (2019)Game-Comics and Comic-Games –…Women, Fire, and Dangerous Things (1987)Print Is Flat, Code Is Deep: The Importance of Media-Specific Analysis (2004)A narrative theory of games (2012)Who Controls the Speech Bubbles? Reflecting on Agency in Comic-Games (2022)The relationship between mathematics preparation and conceptual learning gains in physics: A possible “hidden variable” in diagnostic pretest scores (2002)Critical Thinking: A Literature Review (2011)The use of sampling methods in advertising research: a gap between theory and practice (2017)Multimodal Discourse: The Modes and Media of Contemporary Communication (2001)Literature in the expanded field: intermediality at the crossroads of literary theory and comparative literature (2015)Facial expressions in comics: an empirical consideration of McCloud’s proposal (2018)On the track of visual style: a diachronic study of page composition in comics and its functional motivation (2019)Cultural Otherness and Global Communication in Walt Disney Films at the Turn of the Century (2003)Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry (2003)Industry Evolution and Cross-Sectoral Skill Transfers: A Comparative Analysis of the Video Game Industry in Japan, the United States, and the United Kingdom (2006)“Going to the movies”: accounting and twentieth century cinema (2009)Accounting and everyday life: towards a cultural context for accounting research (2009)Cinema 3.0: The Interactive-Image (2010)Consistency of personality in interactive characters: verbal cues, non-verbal cues, and user characteristics (2000)Autographics: The Seeing "I" of the Comics (2006)Science comics as tools for science education and communication: a brief, exploratory study (2009)Machines and Mindlessness: Social Responses to Computers (2000)Event structure in perception and conception. (2001)Anthropomorphism and the social robot (2003)Game comics: an analysis of an emergent hybrid form (2014)Physical or digital media: the mediating role of psychological ownership (2023)“Moving with the story”: the haptics of reader experience and response to digital comics (2024)Paradoxes and patriarchy: a legal reading of She-Hulk (2015)E-Graphic Novels (2018)The Cambridge History of the Graphic Novel (2018)Imperfect Media and the Poetics of Indigenous Video in Latin America (2008)Rethinking the Digital Age (2008)Animation and Automation – The Liveliness and Labours of Bodies and Machines (2012)
this work references cited by second hop

References

  • 1998Understanding Comics: The Invisible Art3,139 cited
  • 1985Comics and Sequential Art648 cited
  • 2013Comics and Narration241 cited
  • 1995Cartoons: one hundred years of cinema animation142 cited
  • 2002Animation: Genre and Authorship138 cited
  • 2004The Cinema Effect109 cited
  • 2013Marvel Comics: the untold story80 cited
  • 2013Digital comics – new tools and tropes52 cited

Cited by

  • 2019Game-Comics and Comic-Games – Against the Concept of Hybrids10 cited
  • 2023The Effect of Digital Learning of Historical Comics on Students‘ Critical Thinking Skills7 cited

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