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1. INTRODUCTION
Graphic
novels are not a genre in and of
themselves (a common misconception), but rather represent a form of the
‘non-book print material’ format,
which includes comic books, graphic novels (including ‘manga’), newspapers and
magazines, and other miscellaneous items such as how-to-draw books. The increasing need for students to
develop multiple literacies (including through the use of graphic novels) is
mandated in the current NSW Australian Curriculum Draft (Board of Studies NSW,
2012), yet the format continues to be marginalised. While their presence in a school library may be unappealing
to some, the benefits of their inclusion far outweigh any objections. Rather than address specific
objections, this paper will focus on the practical issues surrounding the
acquisition, promotion, and use of graphic novels in school libraries,
including examples, resources, and further information for school librarians
and teachers.
2. REACTIONS
Student
requests for graphic novels should be met with nothing less than enthusiasm. What librarian (or indeed, anyone
working with children) wouldn’t be eager to fulfil a desire for reading
material in any form, particularly if coming from a client known to be a
reluctant reader? Herald (1997, p.
4) states that “if a book is frequently requested…it is an indication that it
probably should be purchased”; a sentiment echoed by various Collection
Development Policies (CDPs) as well as the Australian School Library
Association (ASLA, 2004), and which I am confident applies to formats beyond
the traditional ‘book’.
Multiple sources (including Crawford,
2004; Fountain, 2007; Laycock, 2011; Samet, 2010; Schwarz, 2002, 2007; Tonks,
2003) acknowledge the visual culture in which we live and affirm the graphic
novel as a valid form of literature.
While it is often not possible to purchase every request (and not every
request is appropriate for inclusion), careful consideration of the issues
surrounding the purchase and inclusion of graphic novels in the school library
will ensure the success of their acquisition and usage.
3. ISSUES
The
issues involved in any library purchase are usually addressed in the library’s
CDP. Some CDPs specifically
address the acquisition of graphic novels, while others make no mention of this
particular form (Groves, 2004) but presumably include them under the more
general acquisition policies regarding ‘other print material’. In any case, the main issues for
consideration include: budget, maintenance, selection, shelving, promotion, and
use.
3.1 BUDGET and MAINTENANCE
When
considering any library acquisition, the budget is one of the most important
factors (although ‘constraining’ might be a better term). Future expense must also be considered:
Will the acquisition lead to on-going expenses of purchasing further
publications in a series, and what are the costs of maintenance, repair, or
replacement? Samet (2010)
recommends purchasing only a few titles in a series and evaluating the response
and demand before committing to the purchase of further volumes.
While there may be concerns about the
durability of the graphic novel format (typically paperback), this should not
deter purchase; Tonks (2003) found these concerns groundless. Graphic novels are easily covered with
plastic contact for preservation, bought as hardcover volumes, or the library
can reinforce spines and covers (Laycock, 2005; Samet, 2010). In some cases, the cost to periodically
replace the comic may be less than the cost of rebinding or purchasing a
hardcover copy (Samet, 2010).
The rise of electronic platforms (iPad,
Kindle) may play a role in addressing budgeting and maintenance concerns in the
near future.
3.2 SELECTION
Once the
budget has been determined, the librarian must select quality materials that
fall within the guidelines set by the library’s CDP. The idea of ‘quality’ in relation to graphic novels as
discussed by multiple sources (including Crawford, 2004; Laycock, 2005; Samet,
2010; Tonks, 2003) and the selection criteria and guidelines detailed in most
CDPs are beyond the scope of this paper.
The general consensus is that a librarian should consider multiple
features of the format including: characters, reputability of the author and
information, illustrations, reading level and style of language, inclusion of
controversial content, suitability for the intended user and wider school
community, and how the graphic novel connects to other media and contributes to
other curriculum areas.
Consideration of the reputability and
expertise of the publisher may also assist in selecting high-quality graphic
novels for a school library collection.
Some publishers (such as Self Made Hero, Dark Horse, and Marvel) are
solely devoted to graphic novels; others have specific departments devoted to producing
graphic novels (such as Capstone’s Graphic
Library and Learner Books’ Graphic
Universe); while still others (such as Puffin) produce graphic novels but
by no means focus on them.
When selecting titles for inclusion in a
collection, it is helpful to read reviews in current literature, note award
winners, and peruse ‘best of’ lists and other professional literature (see
Appendix C, D, E) as one would for other acquisitions. In addition, it can be informative to
read reviews of graphic novels that HAVEN’T made the cut and the explanations
for such decisions. Examples of
such reviews can be found at http://www.rationalmagic.com/Comics/Worst.html.
3.3 USE IN THE CLASSROOM
Laycock
(2011) strongly asserts that the graphic novel is an ideal medium for
developing multi-literate students, in particular catering for different
learning styles and reading abilities.
Many graphic novels use quite advanced language; typically from a 4th
grade reading level (Crawford, 2004) right up to upper high school or college
levels (Gruber, 2010). Schwarz
(2007) sings the praises of graphic novels as a complex form of literature,
pointing out the use of rhetoric, synecdoche, and sentence structure to convey
meaning and make a point. Even
typeface and spatiality play a role in telling the story, which make graphic
novels an ideal medium for teaching visual and media literacy.
As Fountain (2007) notes: “A modern comic
may be illustrated in pen and ink, watercolour, oil, collage, gouache or any
other method that can be used to enhance the story” (p. 37). Since the illustrations and icons in graphic novels are used
deliberately,
Students can explore such
questions as how color affects emotions, how pictures can stereotype people,
how angles of viewing affect perception, and how realism or the lack of it
plays into the message of a work (Schwarz, 2002, p. 262).
Graphic novels are applicable in all
curriculum subjects. One doesn’t
have to search far to find multiple graphic novel adaptations of ‘classic’
works such as The Hobbit, Black Beauty, and even Shakespeare (see
Appendix B). Some adaptations,
being exceptionally simplified (such as the Graphic
Revlove series published by Capstone), are aimed at the very young, and can
introduce junior primary students to works that they would not otherwise
encounter for years (if ever).
Graphic novels can provide introductions
and commentary to historical events and people, mythology, and even religion
and science (see Appendix B). They
present a variety of viewpoints from (and about) different cultures and
minorities, and can also foster higher-order thinking skills in the critique of any bibliography and the
author’s website (Schwarz, 2002).
Children can even create their own
comics online (the opportunity to ‘compose texts’ as directed by Board of
Studies NSW, 2012, p. 131). At www.makebeliefscomix.com children choose from a variety of
layouts, characters (complete with different facial expressions to express
emotion), thought and speech bubbles, additional accessories, and can
experiment with aspects of colour and perspective.
3.4 SHELVING and PROMOTION
The above
discussion on the benefits of graphic novel use in the classroom is focused on
promoting them to teachers and other professionals, but what about the target
client, the child? While those who
object to graphic novels as a valid form of literature in schools may be
appeased by the above arguments, the importance of simply reading for pleasure
should never be too far out of the spotlight for the school librarian.
The promotion of graphic novels to
students may entail little more than simply advertising their existence. There is strong support for displaying
graphic novels ‘face out’ (Laycock, 2005; Tonks, 2003); their covers are almost
self-promoting. They can also be
advertised with the use of posters around the library and on bulletin boards.
A big drawcard for graphic novels is that
many of them connect with other media such as TV, film, and novels (see
Appendix A). Popular authors such
as Anthony Horowitz and James Patterson, previously known for novel-length
fiction works, are expanding into the world of graphic novels, recognising the
growing popularity of the format.
Not only do they see expansion into this format as a way to reach a
wider range of readers, but also as a way to bring different aspects of a story
into established works and characters, or to provide new stories and formats to
their current fan base (Geddes, 2010; Price, 2010). Graphic novel publishers such as Dark Horse (graphic novel
publisher to James Patterson) are delighted with this emerging trend (Geddes,
2010). An increasing number of
fiction books (especially series) now have graphic novel counterparts, which
can promote readership and hook new fans.
Crawford (2004) hits the nail on the head when he asserts that “Adding
graphic novels to a school’s library collection is an effective way to foster
students’ love of reading” (p. 26).
A classic example of media cross-over is
Anthony Horowitz’s Alex Rider
franchise. The media featuring
this character not only include graphic novel adaptations of each book in the
8-book series, but also short stories and supplementary books, a movie,
videogame, and website. Even
reluctant and under-performing readers are easily drawn into this mix, moving
from the graphic novels to the 240-400+ page novels. Some readers will expand to other books written by Anthony
Horowitz or by other authors in the same genre, and from there a child’s
interest in reading might be endless.
It is the librarian’s responsibility to foster this love of reading.
4. CONCLUSION
There is
ample evidence that graphic novels are valid acquisitions in a school library,
both for use in the curriculum and for children’s leisure. The support in professional literature
is almost overwhelming. As with
any purchase graphic novel acquisition needs to be done thoughtfully, but by
following guidelines and considering a well-written CDP, bringing graphic
novels into the library’s collection can only have positive and beneficial
outcomes.
5. REFERENCES
Crawford, P. 2004, ‘A Novel Approach:
Using Graphic Novels to Attract Reluctant Readers and Promote Literarcy’, Library Media Connection, February,
vol.22, no.5, pp.26-28.
Fountain, I. 2004, ‘The emergence of
graphic novels’, Synergy, vol.2,
no.2, pp.35-38.
Herald,
D.T. 1997, ‘Teens, Books, Libraries, Publishing, and Booksellers’, Ch 1 pp.1-11
in Teen Genreflecting, Libraries
Unlimited, Englewood, CO.
Samet, R. 2010, ‘Get Graphic Novels into
your Elementary Collection’, School
Library Monthly, January, vol.26, no.5, pp.12-13.
Schwarz,
G.E. 2007, ‘Media Literacy, Graphic Novels and Social Issues’, SIMILE: Studies In Media & Information
Literacy Education, November, vol.7, no.4, pp.1-11.
6. APPENDICES
APPENDIX A: GRAPHIC
NOVELS THAT CROSS OVER MEDIA
TV
·
The Simpsons (eg.
The Simpsons Comics Royale, Matt
Groening, Harper Collins Publishers, USA, 2001).
·
Futurama (eg. Futurama-o-rama, Matt Groening, Bongo
Entertainment Inc (Harper Collins Inc) USA, 2002).
·
CSI (CSI Omnibus), created
by Anthony E. Zuiker, written by Max Allan Collins, IDW Publishing, USA, 2009.
·
24 (24 Omnibus), based on
series by Joel Surnow and Robert Cochran, adapted by various authors (incl. JC
Vaughn, Mark L Haynes, Beau Smith), IDW Publishing, 2009.
·
Buffy the Vampire Slayer
Graphic Novel series, Brian K. Vaughan with George Jeanty and Joss Whedon, Dark
Horse Books, Canada, c2008.
FILM
FICTION NOVELS
·
Stormbreaker: The Graphic Novel (Alex Rider series), Anthony Horowitz, adapted by Antony
Johnston, Walker Books, 2006 (original novel first published 2000, movie
released 2006).
·
Twilight: The Graphic Novel, Stephanie Meyer and Young Kim, Yen Press, 2010 (original
novel published 2005, movie released 2008).
·
Nancy Drew
graphic novels, Carolyn Keene, Stefan Petrucha, drawn by Sho Murase, Papercutz,
2005+. All are new stories
featuring the character, not adaptations of previously published novels.
·
Artemis Fowl: graphic novel series. Eoin Colfer & Andrew Donkin, Puffin Books, UK, 2009+.
·
Goosebumps Graphix, RL
Stine, adapted by various authors (eg. Gabriele Hernandez, Greg Ruth, Scott
Morse), Scholastic Books, c2006+.
·
Guards! Guards!
Terry Pratchett with Graham Higgins, adapted by Stephen Briggs, Gollancz (Orion
Books Ltd) UK, 2000. Graphic novel
related to his Discworld series.
APPENDIX B: GRAPHIC NOVELS FOR CROSS-CURRICULAR USE
ENGLISH
(Classics)
·
The Hobbit,
adapted by C. Dixon & S. Deming, New York: Ballantine Books, 1990 (original
work by R.R. Tolkien published in 1965).
·
Campfire “Classics”
series, adapted by various authors. Illustrations are of high-quality and the
story holds to original (e.g. The
Merchant of Venice, retold by John F Macdonald, illustrated by Vinod Kumar,
2010). Based in India. http://campfire.co.in/classics-c-67.html.
·
Classical Comics, a
U.K. publisher (also published in the U.S.) of adaptations of literary classics
(e.g. Great Expectations, adapted by
Jen Green, art by John Stokes, 2009). http://www.classicalcomics.com/.
·
Marvel “Illustrated”
series. Modern adaptations of
various literary works by various authors to update language and portray
classics in a visually appealing way.
More sophisticated than Capstone’s “Graphic Revolve”. http://en.wikipedia.org/wiki/Marvel_Illustrated.
·
Capstone Classic Fiction
“Graphic Revolve” series, adapted by various authors, 2007+. This series includes simple re-tellings
of classic works (e.g. Anna Sewell’s Black
Beauty, retold by LL Owens, 2007).
http://www.capstonepub.com/product/9781434226570.
·
SelfMadeHero publishes
several series devoted to literary adaptations:
HISTORY/SOCIAL STUDIES/BIOGRAPHIES
·
The Cartoon History of the Universe I-III, Larry Gonick, W.W. Norton, 1990-2002. Covers history from the Big Bang to the
Renaissance.
·
Maus: A Survivor’s Tale,
Art Spiegelman, Pantheon Books, USA, 1997. An award-winning graphic novel about the holocaust.
·
A Contract with God and Other Tenement Stories, Will Eisner (original: Baronet Books, 1978; reprint: DC
Comics, 2001). Stories of European
immigrants to the U.S. in the 1930s.
RELIGION and MYTHOLOGY
·
The Manga Bible: From Genesis to Revelation, Siku, Double Day Publishers, UK, 2007.
·
The Chronicles of Wormwood,
Garth Ennis, drawn by Jacen
Burrows, Avatar Press, 2007.
·
ZGraphicNovels “Christian”
series by Zondervan, including The Manga
Bible (series), by Young Shin Lee (2000+) www.zgraphicnovels.com.
SCIENCE
·
Capstone “Graphic Library:
Graphic Science” featuring the character Max Axiom, who makes science concepts
(such as cell function, magnetism, and the digestive system) fun, interesting,
and accessible. Written by various
authors 2007+ http://www.capstonepub.com/product/9781429647748.
APPENDIX C: GRAPHIC NOVEL AWARDS
·
The Discovery Prize at
the Angouleme International Comics Festival (European equivalent of the
American Eisner Awards) http://bdangouleme.com/english/ (original website in French). Example of winner: 2007: Lions,
Tigers and Bears, Mike Bullock with Jack Lawrence, Image Comics.
APPENDIX D: GRAPHIC NOVEL REVIEWS/RECCOMENDED TITLES LISTS
·
Weiner. S 2003, 101 Best Graphic Novels. NB Publishing,
Inc.
APPENDIX E: SELECTION GUIDELINES/INFORMATION FOR LIBRARIANS
·
Hill, RA (ed) 2006, The Origin of Good Readers: A Resource Book
available as a (large) PDF file from http://www.night-flight.com/secretorigin/ updated 2006. Details the use of graphic novels across the
curriculum including Art, ESL, English, Maths, Science, Social Studies.
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