Roads Not Taken in Hollywood’s Comic Book Movie Industry

Author(s):  
Dan Hassler-Forest

Chapter 23 approaches the phenomenon of the comic book movie as a complex and dynamic adaptation process. While superhero movies and other comics-inspired franchises now dominate the global box office, it is rare that they adapt comic books’ formal features in a meaningful way. By foregrounding three comic book movies that have largely been considered failures, the essay discusses innovative ways of adapting comics to film through a media-archaeological approach to the genre. The films Popeye (1980), Dick Tracy (1990), and Hulk (2002) can be read, each in its own way, as provocative “roads not taken” by the Hollywood film industry.

2019 ◽  
Vol 12 (2) ◽  
pp. 224-245
Author(s):  
Lee Yoong Hon ◽  
Ruth Lim Sheau Yen

This paper explores the performance of local movies at the Malaysian box-office circuit to ascertain and analyse the extent of the reported improvements of the sector – it is hoped that the findings can provide a more objective assessment of the state of local films and the policies that have been aimed at cultivating improvements in the sector. Overall, the findings indicate that the local movie industry is still a long way from establishing a strong foothold even in its own domestic market.


Movie Industry of India had many ups and downs since 19th century. Some movies succeed with high box office collection records, while some were not. Some movies takes attention with high promotions while some movies not even noticed by the viewers. Movie viewers have variety of choices on types of movie like realistic, imaginary, fiction and commercial movies. Taking all of them to movie theatre need well planned strategies. As we know like every other service, movies also need Marketing. Movie making houses need to understand the marketing strategies need to be framed and reframed in respect to the nature of movies. The present research, ‘Movie promotional strategies in Tamil film industry-the contemporary approach’, deals with promotional aspects of the Tamil Film Industry in recent times. The present study reveals that promotional strategies being followed in Tamil movies creating great impact on movie watchers. Awareness on some creative methods of promotions shall be given special attention to spread out their creative effort to the public. More creative method takes more attention from movie watchers. Road show and flash mobs, YouTube viral videos, video games, mobile apps, product placements, reality shows, audio launch, making videos also influence awareness on creative movie promotional strategies for movie watchers. The movie watchers are most aware of product placements under creative movie promotion strategies.


Author(s):  
Drew Morton

This chapter examines the process of stylistic remediation at work in the adaptation of a comic book to a film and how it is used by a media conglomerate as a means to unite its transmedia properties. It uses Edgar Wright's adaptation of Bryan Lee O'Malley's comic series, Scott Pilgrim vs. the World, as a case study and shows how the comic book's stylistic remediation became a type of transmedia style. The chapter first explains what makes film and comic books distinct media forms by identifying their ontological differences before defining the formal properties that are being remediated in Scott Pilgrim. It then considers how stylistic remediation can become a form of transmedia style through O'Malley's work in the Scott Pilgrim series. Scott Pilgrim vs. the World (2010) did poorly in the box office, which the chapter argues diminished a rich trajectory of stylistic remediation in comic book adaptations.


Author(s):  
Drew Morton

Over the past forty years, American film has entered into a formal interaction with the comic book. Such comic book adaptations as Sin City, 300, and Scott Pilgrim vs. the World have adopted components of their source materials' visual style. The screen has been fractured into panels, the photographic has given way to the graphic, and the steady rhythm of cinematic time has evolved into a far more malleable element. In other words, films have begun to look like comics. Yet, this interplay also occurs in the other direction. In order to retain cultural relevancy, comic books have begun to look like films. Frank Miller's original Sin City comics are indebted to film noir while Stephen King's The Dark Tower series could be a Sergio Leone spaghetti western translated onto paper. Film and comic books continuously lean on one another to reimagine their formal attributes and stylistic possibilities. This book examines this dialogue in its intersecting and rapidly changing cultural, technological, and industrial contexts. Early on, many questioned the prospect of a “low” art form suited for children translating into “high” art material capable of drawing colossal box office takes. Now the naysayers are as quiet as the queued crowds at Comic-Cons are massive. The book provides a nuanced account of this phenomenon by using formal analysis of the texts in a real-world context of studio budgets, grosses, and audience reception.


DeKaVe ◽  
2013 ◽  
Vol 1 (2) ◽  
Author(s):  
Terra Bajraghosa

Comic ges. Based on comprehention as a narrative media, comics in Indonesia are oftenly compared to bas-reliefs on Borobudur temple and Wayang Beber.. From many kind of stories Indonesian comic books recently offered, with the developed visual wrapping, some comics steal attentions by its unique themes. These comic books are created because of the inspiration and relation to music industry. These comic books couldn't be seen from the visual style alone, as they were created in many visual genres, but they could be seen from their relations to music industry, whether the mainstream or indie ones. These comic books are published together with the music CDs, telling fictional stories from factual bands or musicians, telling a band's factual stories, or created by one of the band members. To understand modes of creation of these music industry-related-comic books, visual narrative approach will be applied. Through visual narrative approach, the band members' or musician's necessity for telling stories via comics, beside the common practices via music and song lyrics, will be observed.Keywords : Comic book, music industry, visual narrative


2015 ◽  
Vol 2 (1) ◽  
Author(s):  
Kyle Landon Jossy

This study looked at how males and females were portrayed, based on the amount of skin shown in the clothing worn.  A Content analysis was performed on a sample of 20 randomly selected popular comics from the last 3 years.  Both male and female characters were rated on how much skin they showed in three clothing categories; neck line, sleeve length, and lower body.  Results showed that in all 3 categories, women consistently wore more revealing clothing.  The findings demonstraetd that the comic book industry is comparable to other forms of media, in the sexualization of female characters, by having them wear more revealing clothing.


2014 ◽  
Vol 7 (2) ◽  
pp. 31-63
Author(s):  
Sonia Lagerwall

This article deals with Philippe Druillet's three-volume comic adaptation (1980–1985) of Salammbô, Gustave Flaubert's historical novel from 1862, set three centuries BC. Flaubert was famous for not wanting his texts illustrated: he argued that the preciseness of images would undo the poetic vagueness of his written words. The article examines how Druillet tackles the challenge of graphically representing Flaubert's canonical work without reducing the priestess Salammbô into a given type. The analysis shows a dynamic adaptation process in which Druillet gives a kaleidoscopic form to Flaubert's text. His variation on the Salammbô character foregrounds photography, a medium historically relevant to the novel but also to Druillet's own artistic training. Featuring his character Lone Sloane in the role of Mathô, the adaptation proves to be a highly personal appropriation of the novel, where Druillet enhances an autobiographical dimension of his work previously hinted at in La Nuit and Gaïl.


Comic book studies has developed as a solid academic discipline, becoming an increasingly vibrant and field in the United States and globally. A growing number of dissertations, monographs, and edited books publish every year on the subject, while world comics represent the fastest-growing sector of publishing. The Oxford Handbook of Comic Book Studies examines the history and evolution of the visual narrative genre from a global perspective, bringing together readable, jargon-free essays written by established and emerging scholars from diverse geographic, institutional, gender, and national backgrounds. In particular, the Handbook explores how the term “global comics” has been defined, as well the major movements and trends that drive the field. Each essay will help readers understand comic books as a storytelling form grown within specific communities, and will also show how these forms exist within what can be considered a world system of comics.


2021 ◽  
Vol 9 (2) ◽  
pp. 225-243 ◽  
Author(s):  
Alfio Leotta

The release of Conan the Barbarian (1982) played a crucial role in the emergence of the sword and sorcery film, a subgenre of fantasy cinema featuring muscular heroes in violent conflict with wizards and other supernatural creatures. Italian genre filmmakers attempted to capitalize on the international popularity of sword and sorcery by quickly producing a number of low-budget films, which emulated the stylistic and narrative features of Conan. Over a period of six years, between 1982 and 1987, the Italian film industry produced almost two dozen sword and sorcery films, which achieved mixed results at the box office. Although recently an increasing number of international film scholars have focused on the critical examination of Italian genre cinema, to date, little attention has been devoted to the study of Italian sword and sorcery. By examining the aesthetic features of four Italian sword and sorcery films (Gunan il guerriero [1982], Ator l’invincibile [1982], Hercules [1983] and The Barbarians [1987]), as well as their modes of production and distribution, this article proposes the first comprehensive critical examination of this filone.


2021 ◽  
Vol 2 (5) ◽  
Author(s):  
Matthew N. O. Sadiku ◽  
Tolulope J. Ashaolu ◽  
Abayomi Ajayi-Majebi ◽  
Sarhan M. Musa

Digital refers to the practice of downloading and distributing copyrighted contents such as music, video, software, and e-book without permission. It is a fact of life for book publishing industry, entertainment industry, movie industry, television sector, film industry, etc. Piracy is regarded as a crime. Not only does piracy hurts and cause economic loss to these companies, it also inhibits incentive to keep creating. Unfortunately, there is no “silver bullet” solution to the problem of digital piracy. This paper provides an introduction to digital piracy.


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