{"title":"E-Graphic小说","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":"{\"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}","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}
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.