Abstract
The past ten years have seen an increased acceptance and study of the graphic novel as a literary instrument. More and more authors and designers are using the comic book platform and its shorter, serialized structure, to tell stories about race, class, and gender. In tackling these more complex issues, creators are intentionally or unintentionally making environments where readers are engaging in methods of negotiated reading—discovering an affinity with aspects of the characters and stories, and actively creating a discourse with identity and positionality. Digital annotation and reading platforms offer a unique opportunity to teachers, designers, scholars, and readers to actively examine and enhance the ways this negotiated reading is experienced, but most privilege text-based literature over graphic literature, and few actively connect the texts to real-world, contemporary experiences or evidence. This paper describes an approach for augmenting graphic novels through visual and digital annotation.
Keywords
graphic literature, negotiated reading, visual annotation, platform design
DOI
https://doi.org/10.21606/drs.2022.259
Citation
Allen, T., and Simon, M. (2022) Negotiating the page: Digital annotation and graphic literature, in Lockton, D., Lenzi, S., Hekkert, P., Oak, A., Sádaba, J., Lloyd, P. (eds.), DRS2022: Bilbao, 25 June - 3 July, Bilbao, Spain. https://doi.org/10.21606/drs.2022.259
Creative Commons License
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Conference Track
Research Paper
Included in
Negotiating the page: Digital annotation and graphic literature
The past ten years have seen an increased acceptance and study of the graphic novel as a literary instrument. More and more authors and designers are using the comic book platform and its shorter, serialized structure, to tell stories about race, class, and gender. In tackling these more complex issues, creators are intentionally or unintentionally making environments where readers are engaging in methods of negotiated reading—discovering an affinity with aspects of the characters and stories, and actively creating a discourse with identity and positionality. Digital annotation and reading platforms offer a unique opportunity to teachers, designers, scholars, and readers to actively examine and enhance the ways this negotiated reading is experienced, but most privilege text-based literature over graphic literature, and few actively connect the texts to real-world, contemporary experiences or evidence. This paper describes an approach for augmenting graphic novels through visual and digital annotation.