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The Comic Book as Research Tool : Creative Visual Research for the Social Sciences / Stephen R. O'Sullivan.

By: Material type: TextTextPublisher: Berlin ; Boston : De Gruyter, [2023]Copyright date: ©2024Description: 1 online resource (XXII, 220 p.)Content type:
Media type:
Carrier type:
ISBN:
  • 9783110781052
  • 9783110781229
  • 9783110781137
Subject(s): DDC classification:
  • 741.5
Other classification:
  • online - DeGruyter
Online resources: Available additional physical forms:
  • Issued also in print.
Contents:
Frontmatter -- Acknowledgements -- Contents -- Welcome -- Chapter 1 Visual culture, communication, and creativity -- Chapter 2 A creative visual research agenda -- Chapter 3 Origins of the comic book -- Chapter 4 How comic books work: the anatomy of magic -- Chapter 5 The comic book and creative data generation -- Chapter 6 The comic book: a creative structure for inference -- Chapter 7 The comic book as representation: scientific story-worlds -- Chapter 8 The comic as research method: preserving Covid-19 -- Chapter 9 Research comics as translation: knowledge transfer and new audiences -- Chapter 10 Alternative shapes of knowledge -- Appendix 1: Toxic Play: Consuming Beer Pong -- Appendix 2: 10 Business Days -- Afterword: Origin story -- Index
Summary: This book contributes to a growing body of work celebrating the visual methods and tools that aid knowledge transfer and welcome new audiences to social science research. Visual research methodological milestones highlight a trajectory towards the adoption of more creative and artistic media. As such, the book is dedicated to exploring the creative potential of the comic book medium, and how it can assist the production and communication of scientific knowledge. The cultural blueprint of the comic book is examined, and the unique structure and grammar of the form deconstructed and adapted for research support. Along with two illustrated research comics, Toxic Play and 10 Business Days, the book offers readers numerous comic-based illustration activities and creative visual exercises to support data generation, foster conversational knowledge exchanges, facilitate inference, analysis, and interpretation, while nurturing the necessary skills to illustrate and create research comics. The book engages a diverse audience and is an illuminating read for visual novices, experts, and all in-betweeners.
Holdings
Item type Current library Call number URL Status Notes Barcode
eBook eBook Biblioteca "Angelicum" Pont. Univ. S.Tommaso d'Aquino Nuvola online online - DeGruyter (Browse shelf(Opens below)) Online access Not for loan (Accesso limitato) Accesso per gli utenti autorizzati / Access for authorized users (dgr)9783110781137

Frontmatter -- Acknowledgements -- Contents -- Welcome -- Chapter 1 Visual culture, communication, and creativity -- Chapter 2 A creative visual research agenda -- Chapter 3 Origins of the comic book -- Chapter 4 How comic books work: the anatomy of magic -- Chapter 5 The comic book and creative data generation -- Chapter 6 The comic book: a creative structure for inference -- Chapter 7 The comic book as representation: scientific story-worlds -- Chapter 8 The comic as research method: preserving Covid-19 -- Chapter 9 Research comics as translation: knowledge transfer and new audiences -- Chapter 10 Alternative shapes of knowledge -- Appendix 1: Toxic Play: Consuming Beer Pong -- Appendix 2: 10 Business Days -- Afterword: Origin story -- Index

restricted access online access with authorization star

http://purl.org/coar/access_right/c_16ec

This book contributes to a growing body of work celebrating the visual methods and tools that aid knowledge transfer and welcome new audiences to social science research. Visual research methodological milestones highlight a trajectory towards the adoption of more creative and artistic media. As such, the book is dedicated to exploring the creative potential of the comic book medium, and how it can assist the production and communication of scientific knowledge. The cultural blueprint of the comic book is examined, and the unique structure and grammar of the form deconstructed and adapted for research support. Along with two illustrated research comics, Toxic Play and 10 Business Days, the book offers readers numerous comic-based illustration activities and creative visual exercises to support data generation, foster conversational knowledge exchanges, facilitate inference, analysis, and interpretation, while nurturing the necessary skills to illustrate and create research comics. The book engages a diverse audience and is an illuminating read for visual novices, experts, and all in-betweeners.

Issued also in print.

Mode of access: Internet via World Wide Web.

In English.

Description based on online resource; title from PDF title page (publisher's Web site, viewed 06. Mrz 2024)