{"title":"E-Graphic Novels","authors":"Benoît Crucifix, B. Dozo","doi":"10.1017/9781316759981.035","DOIUrl":null,"url":null,"abstract":"This chapter presents an overview of how the contemporary graphic novel intersects with digital culture, focusing on three dimensions: the resistance to the digital and the complex relationship to print culture, practices of digitization and their impact on the reading process, and finally born digital e-graphic novels experimenting with digital technologies.","PeriodicalId":174646,"journal":{"name":"The Cambridge History of the Graphic Novel","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"The Cambridge History of the Graphic Novel","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1017/9781316759981.035","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4
Abstract
This chapter presents an overview of how the contemporary graphic novel intersects with digital culture, focusing on three dimensions: the resistance to the digital and the complex relationship to print culture, practices of digitization and their impact on the reading process, and finally born digital e-graphic novels experimenting with digital technologies.