This site uses cookies to deliver our services, improve performance, for analytics, and (if not signed in) for advertising. By using LibraryThing you acknowledge that you have read and understand our Terms of Service and Privacy Policy. Your use of the site and services is subject to these policies and terms.
Hide this

Results from Google Books

Click on a thumbnail to go to Google Books.

Reinventing Comics: How Imagination and…

Reinventing Comics: How Imagination and Technology Are Revolutionizing an… (original 2000; edition 2000)

by Scott McCloud

MembersReviewsPopularityAverage ratingMentions
995912,849 (3.63)7
Title:Reinventing Comics: How Imagination and Technology Are Revolutionizing an Art Form
Authors:Scott McCloud
Info:Harper Paperbacks (2000), Paperback, 256 pages
Collections:Your library

Work details

Reinventing Comics by Scott McCloud (2000)

  1. 01
    Thrilling Tom the Dancing Bug Stories by Ruben Bolling (weener)
    weener: If you are interested in creatively done comics, you would enjoy this!
  2. 01
    A Momentary Diversion on the Road to the Grave by Chris Onstad (weener)
    weener: For people who enjoy awesome, hilarious comics.

Sign up for LibraryThing to find out whether you'll like this book.

No current Talk conversations about this book.

» See also 7 mentions

Showing 1-5 of 9 (next | show all)
Interesting, but dated, but interesting because of that--he was certainly ahead of many in imagining ways computers/the internet could change things. Though as deftly handled, the subject of this book wasn't nearly as compelling to me as his earlier Understanding Comics, and I would probably have survived nicely if I'd never read this one--but would really regret not having read the first.

(Note: 5 stars = amazing, wonderful, 4 = very good book, 3 = decent read, 2 = disappointing, 1 = awful, just awful. I'm fairly good at picking for myself so end up with a lot of 4s). ( )
  ashleytylerjohn | Sep 19, 2018 |
Scott McCloud's Reinventing Comics: How Imagination and Technology Are Revolutionizing an Art Form builds upon his 1993 work, Understanding Comics, to further explore the role of comics in culture and to examine what role the Internet and digital technology might play in comics. Though he wrote in 2000 and some of the ideas he describes have come to pass, the basic theories he elucidates remain useful as they encourage comics readers and makers to think beyond the limitations of print or other forms of media. McCloud identifies twelve key developments from the late 1980s through the period in which he wrote (many of which continue to develop 18 years later): Comics as Literature; Comics as Art; Creators' Rights; Industry Innovation; Public Perception; Industrial Scrutiny; Gender Balance; Minority Representation; Diversity of Genre; Digital Production; Digital Delivery; and, Digital Comics. His examination of the first nine establishes the parameters by which he explores the last three. This examination is particularly useful both for those looking to break into the comic field and those studying it within academia. ( )
  DarthDeverell | Mar 4, 2018 |
A spirited charge to reform the comics industry from the days of the year 2000 dot-com boom. Sadly is repetitive and preachy at times, and the visual storytelling is simply not as sharp as his other works. ( )
  jasonli | May 2, 2016 |
Not quite as tightly composed or as rich as his first book--and he is the first to admit so, in his introduction--this book is nevertheless a necessary and almost-equally brilliant expansion on the possibilities of graphic narrative. What is most surprising, though, is that McCloud is so aware of his medium and so quick to grasp the new directions graphic narrative can head and have gone in a digital age that recents books on this subject are still echoing his ideas--a decade after he wrote this! ( )
  Snoek-Brown | Feb 7, 2016 |
As with the first book in Scott McCloud's trilogy on comics, I read this at the same time as my teenage son. About halfway through, though, I lost interest because the computer technology discussed (the book was originally published in 2000) was out of date and while some predictions about the future of digital comics were fairly accurate, a lot of then-un-forseen, and thus un-mentioned, technology has developed such as Wi-Fi and smartphones and tablets. Perhaps I would have enjoyed it more if I was a computer geek -- and if it had been a newer, updated version (which has yet to be done, and certainly should be). ( )
  ValerieAndBooks | Jan 10, 2015 |
Showing 1-5 of 9 (next | show all)
no reviews | add a review
You must log in to edit Common Knowledge data.
For more help see the Common Knowledge help page.
Series (with order)
Canonical title
Original title
Alternative titles
Original publication date
Important places
Important events
Related movies
Awards and honors
First words
Last words
Disambiguation notice
Publisher's editors
Publisher series
Original language
Canonical DDC/MDS

References to this work on external resources.

Wikipedia in English (2)

Book description
Haiku summary

Amazon.com Amazon.com Review (ISBN 0060953500, Paperback)

Scott McCloud's Reinventing Comics, the sequel to his groundbreaking work Understanding Comics, is a study of two revolutions: a failed one and a potential one. His 1993 book was not only a chronicle of the potential breakthrough of comics (which he redefined as "sequential art") into a legitimate art form but a sterling example itself of the medium's astonishing untapped potential. Now, seven years later, he chronicles the failure of the comic book industry to fulfill that promise, but also explores how the movement can be restarted, particularly by utilizing the resources of another spectacularly successful revolution, the Internet. In the first half of Reinventing Comics, an elegantly clean example of comic art in McCloud's trademark bold black-and-white style, the author outlines how hype, speculation, and artistic burnout led to the genre's decline. He then lays out 12 paths toward a new revolution of comics, including creators' rights, industry innovation, public perception, gender balance, and diversity of genre, which are then explored with such innovative intelligence that, as with his earlier work, the conclusions he comes to are fascinating for both artists and nonartists alike.

Three of his paths, however, are of particular interest to anyone who wants to know how the Internet will affect both our lives and the livelihoods of future artists. Understanding Comics, with its brilliant how-to guide on marrying image and language, has become an indispensable reference for many Web designers. Now McCloud returns the favor by focusing on how the digital revolution will influence production, delivery, and the art form of comics itself. Informative without being pedantic, controversial without being argumentative, and always entertaining, this is both a worthy sequel to the author's brilliant original and a work that opens up the potential for an entirely different direction for sequential art in the realm of cyberspace. --John Longenbaugh

(retrieved from Amazon Thu, 12 Mar 2015 18:11:35 -0400)

(see all 2 descriptions)

"In 1993, Scott McCloud tore down the wall between high and low culture with the acclaimed international hit Understanding Comics, a massive comic book that explored the inner workings of the world's most misunderstood art form. Now, McCloud takes comics to the next level, charting twelve different revolutions in how comics are created, read, and perceived today, and how they're poised to conquer the new millennium." "Part One of this fascinating and in-depth book includes: the life of comics as an art form and as literature; the battle for creators' rights; reinventing the business of comics; the volatile and shifting public perceptions of comics; and sexual and ethnic representation in comics." "Then in Part Two, McCloud paints a picture of comics' digital revolutions, including: the intricacies of digital production; the exploding world of online delivery; and the ultimate challenges of the infinite digital canvas."--BOOK JACKET.… (more)

(summary from another edition)

» see all 2 descriptions

Quick Links

Popular covers


Average: (3.63)
1 2
2 17
2.5 4
3 45
3.5 17
4 69
4.5 7
5 26

Is this you?

Become a LibraryThing Author.


About | Contact | Privacy/Terms | Help/FAQs | Blog | Store | APIs | TinyCat | Legacy Libraries | Early Reviewers | Common Knowledge | 134,135,216 books! | Top bar: Always visible