narration in comics by pascal lefèvre

9
Online Magazine of the Visual Narrative - ISSN 1780-678X Home Home archive Issue 1. Cognitive Narratology Narration in Comics Author: Pascal Lefèvre Published: August 2000 Abstract (E): Cognitive narratology states that the reader arrives with schemata, cognitive frames for a meaningful organisation of various interrelated concepts, based on previous experiences. However, the reader is also cued to perform a specific activity by the artwork. Reading is a dynamic and continuous process. Models, the basis of the reader's schemata, assumptions, inferences and hypotheses, are set up by both extrinsic and intrinsic norms. Comics readers use similar constructive procedures as in constructing reality from real-life perceptions, and narration should be understood as the organisation of a set of cues used in constructing a story. The close reading of a Flemish 1947-comic strip shows that even such a simple one-page gag can implement various strategies and formal organisations besides pure narration. There are many aspects and elements without any strict narrative function in comics. The whole of a narrative is far more than the sum of its events. Keywords: narration, Vandersteen, schemata 1. Introduction During the last 20 years a small but growing number of narratologists (Bordwell, 1985; Reid, 1992; Fludernik, 1996; Herman, 1997) have stressed the role of the reader and the way a 'text' engages this reader in semantic exchanges. In the same way I shall focus on the way comics cue the reader to a specific reading through their form and how readers are able to activate relevant categories of knowledge, with or without explicit textual clues to guide them (Herman, 1997). Certain concepts from cognitive psychology might help us with the description of a reader's understanding of a graphic narrative. In his interesting book Moving Pictures, Torben Grodal (1997) explained the close links between narrative and cognitive-emotional activation. He argues that mental models and image- schemata can provide more general descriptions of the cognitive and emotional role of the human body than psychoanalysis or psychosemiotics can (Grodal, 1997: 282). In this study I will try to show some of the assumptions, inferences, hypotheses, schemata the reader needs to activate a comic and how a comic can cue the reader to perform a specific activity. From this perspective comics don't differ that much from other media as film, novel, theatre... Besides, I shall also briefly analyse how comics can deviate from the proposed definition of narration, where narration begins and where it ends. My definition only describes the most essential characteristics of narration. For me, the core definition of a narrative is: 'A formal system that the reader interprets as a interesting representation of a series of logically and chronologically related events, caused or experienced by actors.' It is a formal system because it is a set of elements that depend on and affect one another. Form is the overall system of relations the reader perceives in a comic. The reader has access to the formal system of the comic through his visual sense. In comics (or other narratives) meanings are constructed by the reader's

Upload: paula-gomes

Post on 26-Dec-2015

6 views

Category:

Documents


0 download

DESCRIPTION

Narration in Comics

TRANSCRIPT

Page 1: Narration in Comics by Pascal Lefèvre

O nline Magazine of the V isual Narrative - ISSN 1780-678X

Home Home archive

Issue 1. Cognitive Narratology

Narration in ComicsAuthor: Pascal Lefèvre

Published: August 2000

Abstract (E): Cognitive narratology states that the reader arrives with

schemata, cognitive frames for a meaningful organisation of various

interrelated concepts, based on previous experiences. However, the

reader is also cued to perform a specific activity by the artwork. Reading is

a dynamic and continuous process. Models, the basis of the reader's

schemata, assumptions, inferences and hypotheses, are set up by both

extrinsic and intrinsic norms. Comics readers use similar constructive

procedures as in constructing reality from real-life perceptions, and

narration should be understood as the organisation of a set of cues used

in constructing a story. The close reading of a Flemish 1947-comic strip

shows that even such a simple one-page gag can implement various

strategies and formal organisations besides pure narration. There are

many aspects and elements without any strict narrative function in comics.

The whole of a narrative is far more than the sum of its events.

Keywords: narration, Vandersteen, schemata

1. IntroductionDuring the last 20 years a small but growing number of narratologists (Bordwell,

1985; Reid, 1992; Fludernik, 1996; Herman, 1997) have stressed the role of the

reader and the way a 'text' engages this reader in semantic exchanges. In the

same way I shall focus on the way comics cue the reader to a specific reading

through their form and how readers are able to activate relevant categories of

knowledge, with or without explicit textual clues to guide them (Herman, 1997).

Certain concepts from cognitive psychology might help us with the description of a

reader's understanding of a graphic narrative. In his interesting book Moving

Pictures, Torben Grodal (1997) explained the close links between narrative and

cognitive-emotional activation. He argues that mental models and image-

schemata can provide more general descriptions of the cognitive and emotional

role of the human body than psychoanalysis or psychosemiotics can (Grodal,

1997: 282). In this study I will try to show some of the assumptions, inferences,

hypotheses, schemata the reader needs to activate a comic and how a comic can

cue the reader to perform a specific activity. From this perspective comics don't

differ that much from other media as film, novel, theatre... Besides, I shall also

briefly analyse how comics can deviate from the proposed definition of narration,

where narration begins and where it ends.

My definition only describes the most essential characteristics of narration. For

me, the core definition of a narrative is: 'A formal system that the reader

interprets as a interesting representation of a series of logically and

chronologically related events, caused or experienced by actors.' It is a formal

system because it is a set of elements that depend on and affect one another.

Form is the overall system of relations the reader perceives in a comic. The

reader has access to the formal system of the comic through his visual sense. In

comics (or other narratives) meanings are constructed by the reader's

Page 2: Narration in Comics by Pascal Lefèvre

12/10/12 Narration in Comics by Pascal Lef èv re

2/9www.imageandnarrativ e.be/inarchiv e/narratology /pascallef ev re.htm

interpretation of the formal system (drawings and texts). His unifying or framing

act of perception and interpretation activates the comic. The events themselves

are not included in the narrative, only the way they are represented (drawn). If

the reader does not perceive the representation as interesting, he would not

continue his interpretation and reading activity. An event can we define as

something which happens or develops over a period of time. Usually the narrative

includes beginning and end of this development, but they are in any case implicitly

contained. Previous events are seen as causes for later events; what happens

first has consequences for what happens later (this implies a chronological

structure). And actors can be defined (Bal, 1997: 5) as agents who perform

actions (causing or experiencing an event). Actors are not necessarily human,

they can be animals, robots, supernatural creatures, extraterrestrials...

This definition of a narrative excludes pure constatations, descriptions, ideas,

images, reasoning, arguments, catalogues, etc. However, these could become

narrative if they included the necessary elements. Still, a comic (or another form

of narration) does not consist solely of narration (Groensteen, 1988). Narrative

comics sometimes feature sequences where the narration is of secondary

importance. Such sequences then display other, more salient characteristics, like

categorical or poetic ones. Non-narrative elements can be incorporated in the

comic and they can be of some importance for the narrative.

I will test my definition in close reading of a specific page from "De Familie Snoek"

(The Pike Family), a Flemish one-page gag comic from 1947 by Willy

Vandersteen, who later became the best-selling comics artist in the Low

Countries.

I thank Tom Pijnenborg for his help on the English translation and Jan Baetens for

his valuable comments on the first draft of this paper, which was first presented at

ICAF, September 1999.

2. Reading a comicFirstly, I will disregard the interpretation of separate panels, because I want to

focus on the sequential aspect of comics, and more specifically their narrational

qualities. However, I certainly will not neglect the fact that, since several events

can be represented in one panel, a single image can be narrative according to my

definition. In that case the sole panel consists of several virtual panels or frames

as in some photos (a.o. Marey) or in paintings (a.o. "Nude Descending a Staircase

No. 2." by Duchamps). But also in the domain of the comics there are countless

examples wherein a single panel seems to contain a representation of a cause

and an effect, of several distinct positions of a moving thing or character. But the

reader has always to divide mentally what is given as one. The readers adds

mentally frames inside the panel.

Page 3: Narration in Comics by Pascal Lefèvre

3/9www.imageandnarrativ e.be/inarchiv e/narratology /pascallef ev re.htm

The Family Snoek, "With all modern conveniences"

Secondly, I reject any notion of a strict separation between form and content; in

my opinion form is more than an empty and coded container for content (Lefèvre,

1999). Although verbal description can never grasp exactly what one sees in an

image, I will, however, for the sake of convenience, assume that one can give an

approximate verbal description.

An image can show actions or objects, and the reader usually has no difficulties

distinguishing between both. The reader also accepts the notion of the frame. He

assumes that the fictive world does not end at the border of a panel. He also

accepts the intern 'hors champ'; for instance, when the stairs leading to the

basement are not depicted a third time, the reader does not interpret this as if the

stairs disappeared, that the world of this comic is unstable and volatile.

In fact, the reader does not come unbiased or innocent. He arrives with schemata,

which are cognitive frameworks for the meaningful organisation of various

interrelated concepts based on previous experiences (Sternberg, 1996: 508). A

schema is a configuration of knowledge about objects and events, including

general information. The schema expresses typical information, not the unique

features of a specific thing, situation or event (Haberlandt, 1994: 147). A special

kind of schemas are scripts. A script is a structured representation describing a

stereotyped sequence of events in a particular context. It is a structure for a

schema involving a common understanding about the characteristic actors,

Page 4: Narration in Comics by Pascal Lefèvre

12/10/12 Narration in Comics by Pascal Lef èv re

4/9www.imageandnarrativ e.be/inarchiv e/narratology /pascallef ev re.htm

objects and sequence of actions in a stereotypical situation (Sternberg, 1996:

508). Although the exact workings of these schemata are not completely

understood, I believe there is some truth in the concept. More and more

narratologists are applying this cognitive concept to their studies of narration.

Monika Fludernik makes an important distinction between story schema (the

fictional world) and discourse schema (telling). She does not entirely reject the

story vs discourse distinction, but relegates it to those parameters which depend

on a realistic cognization of both the story-world and the narrational act (1966:

336). At the same time, we can use also Bordwell's distinction (1985: 150-153)

between external and internal schemata. Paraphrasing Bordwell, we could say

that the reader applies the external schemata to the comic, matching the

expectations appropriate to the norms with their fulfillment within the comic.

Greater or lesser deviations from these norms stand out as prominent. But at the

same time, the viewer is alert for any norms set up by the comic itself. The

intrinsic norms may coincide with or deviate from the conventions of the extrinsic

set. Finally, the reader may encounter foregrounded elements the moment the

comic diverges to some degree from intrinsic norms. "In a sort of feedback

process, these deviations may then be compared with pertinent extrinsic norms."

(Bordwell, 1985: 153) Throughout this process, both intrinsic and extrinsic norms

set up models, which form the basis of spectators' schemata, assumptions,

inferences, and hypotheses.

It seems reasonable that comics readers use similar - or even identical -

constructive procedures as they do when they construct reality from their real-life

perceptions (Grodal, 1997:29). For example, a reader has no difficulties

discerning the important actors from the background (décor and supernumerary

figures). It is quite similar to everyday life where one for example, does not

expect a house to become a character.

There are, of course, striking differences with real life. First of all, the pictures of a

comic consist only of static lines and colors on a two dimensional plane. The

artificial nature of the images strikes the viewer, but usually doesn't hinder an

easy interpretation. The various projection and denotation systems (Willats, 1997)

express different kinds of truths. The artificial nature of the images makes it

possible that fiction is not bound by the same physical laws as our reality is.

Deviations (e.g. the powers of Superman) are not problematic for the reader,

because he knows it is make-believe. There are devices to make the weirdest

things acceptable in fiction. It is the degree of coherence of the fictive world (e.g.

its own set of physical laws) which is crucial for the acceptance by the reader. Or

as Fludernik (1996: 316) confirms: "Realism is always an effect of interpretation,

but this effect can be thwarted by radical inconsistencies in the represented

fictional world." In comics some inconsistencies, for example in the representation

of space, are not even perceived or considered as troubling by the reader.

Intrinsic norms delivered by the comic can construct models which form the basis

of readers' schemata, assumptions, inferences and hypotheses (Bordwell, 1985:

153). The world of a comic needs not to be static, it can change over time.

However, if changes are too abrupt, readers will get confused and loose interest in

the story. In a traditional comic the fictive world can be incoherent as long as the

narrative concept is respected. In our example of "De Familie Snoek" the bathtub

is not drawn exactly the same. The second time it is depicted, tiles are up to the

edge, while in the other cases the tub has a border. It is a detail, which most

readers won't even notice. Even when a reader sees this change in the diegetic

world, it would not necessarily undermine his believe in a stable diegetic world.

Maybe he looks for some external reason as the author's lack of carefulness for

such details.

The reader has to accept that the arrangement of the panels on the page is not

random, but directed, and that the panels are interconnected. They form a

sequence of successive situations.

Page 5: Narration in Comics by Pascal Lefèvre

12/10/12 Narration in Comics by Pascal Lef èv re

5/9www.imageandnarrativ e.be/inarchiv e/narratology /pascallef ev re.htm

According to cognitive psychologists our interaction with the environment and with

other people consists of sequences of events: "Usually we have no difficulty

understanding and participating in events, and we know the likely consequences

of actions. We are also familiar with the objects and the roles of participants in

typical events (...)" (Haberlandt, 1994: 144-145). If we are already familiar with

sequences of events in our daily life, we probably should have no problems

understanding representations of such sequences in comics. The only problem

could be the way a sequence is represented: some representations ask more

imagination from the viewer. And there are also other differences. While

sequences seem to be continuous in daily life, this is not possible in comics.

Comics are by necessity an elliptic medium. Unlike films or stage plays, comics

can only represent fragments of events (and objects). A comic has to suggest a

whole sequence of events by representing only some single significant actions. In

our case study, we see the artist did not show all phases of simple events like

Leonard stopping his work in the cellar, climbing the stairs and walking in the hall.

Still, the reader can easily interpret the whole on the basis of its similarities to

known sequences in daily life.

A comic showing all successive phases in detail could be quite boring. The

traditional reader prefers the story to move forward, so most actions are limited

to the essential phases. Showing Leonard returning to his work in the cellar would

be redundant. The reader understands Leonard returned, even though this action

is not depicted. Several events are systematically left out: actions like going down

to the cellar, climbing the stairs and opening the bathroom door. These are

implied in the events shown. Although there is no real evidence that the 'missing'

events occured in the diegetic world, most readers just assume on the basis of

what is shown that they happened. (Experimental comics can play with such

assumptions.) Furthermore, the story itself is but a fragment, while daily life

continues until death. Because of the resolution situated in the last panel, there is

no internal need to prolong the story, even though Leonard Snoek will certainly

reappear in the next episode.

There are a lot of basic conditions (shemata) needed to read a comic. A crucial

shema to understand a comic is the elliptic and fragmented nature of the medium.

The history of comics is partly a history of the refinement of elliptic and

fragmented storytelling.

An extrinsic norm crucial to comics is the interpretation of a figure reappearing in

several panels as one and the same figure shown at different moments in time

(usually in chronological order). Still, an artist can subvert this convention: think

of the typical games with disguises, masks and doubles in detectives, or McCay's

experiments, Fred's multiplication of a single character.

Chronological order enables causal inference, the conclusion that something (an

event) causes something else (Sternberg, 1996: 498). The reader expects cause-

effect relations between successive events. Usually it is assumed that the event

represented in the second panel happens after the event represented in the first

one. In the first panel we see a character at work, complaining. In the second

panel the same character is shown walking to the right, probably in a different

room. He certainly stopped working. The caption ("I'm fed up. A nice hot bath is

what I need!") refers to his work and indicates it is done. Although we can not be

absolutely certain that this panel follows the first one chronologically (the second

panel could depict an earlier event) or that the location is still the same (the

house), we would expect deviations from these conventions to be clearly

indicated. We assume the comic respects the extrinsic norms of traditional

narration. Of course, there is a lot of trust involved in our acceptance of

conventions, and artists can play with such expectations. In Vaughn James' The

Cage there are, however, too few indications of time to be certain of any

chronological order and we can only guess at possible sequences. In that case the

traditional scripts - structured representation describing a stereotyped sequence

Page 6: Narration in Comics by Pascal Lefèvre

12/10/12 Narration in Comics by Pascal Lef èv re

6/9www.imageandnarrativ e.be/inarchiv e/narratology /pascallef ev re.htm

of events in a particular context - are of no use. There is no apparent actor in The

Cage, only buildings and objects in various situations. Since we can not

reassemble the chronological structure, causal inference is nearly impossible. The

comic urges us to adapt to a new situation and question our reading habits. It

forces us to look for parallels and rimes (Vidal, 1986: 190-193).

3. Case-study "De Familie Snoek": narrativeunderstandingRelying on basic skills and expectations, the average reader should not have any

serious problems in understanding what is going on. The images and the text give

us all the information needed. They show the most important actions in their

chronological order and with causal relations. Leonard returns to work each time

from sheer necessity, because there always is somebody using the bathroom. His

return to work, reinforcing the mounting tension, is almost the only possibility. He

is too dirty to sit on a sofa, and the gag would fail if he went to the kitchen and

relax with a glass of beer. Finally, Leonard is forced to find another solution

(boiling the water in a kettle), because the gas runs out

Since we know the different characters from previous stories, we can better

understand the underlying relations and we recognize the woman introduced in

panel 9 as Leonard's wife. From the successive frustrations we understand how

the tension is rising and why Leonard explodes emotionally in the penultimate

panel. It is not as much the objective problems (occupied bath, no gas), but the

growing determination - even obsession - of the character and the multiplying

obstacles which cue the humor.

The last panel only makes sense considering Leonard's strong determination to

take a bath with hot water. At the same time the use of the small sink as a

bathtub is ridiculous. However, any other solution would not have been funny; e.g.

Leonard boiling water in a kettle to fill the bathtub, or going out for gas. Moreover

those solutions would have taken more than one panel (or a lot of explaining

text). Using the sink is the humorous solution, demonstrating once more Leonard's

determination to have it his way.

Some of the schemata which help the reader understand this comic:

- The publication format and the caricatural style suggest a humorous content.

- The schema of a family, and more specific the schema of a middle class family

in Belgium at the end of the forties. With this background one can understand why

Leonard's wife complains and why he cares so much about what she says. It

would not make sense in another social context, where a man, in his own house,

giving in to his brother or his son (who is even poking fun at him), would be

unthinkable. Like his American equivalents of the family comic strips, Leonard is a

henpecked husband who can rarely cope with the situation. The use of this

formula is important and stresses the fact that those old roles had not altogether

disappeared in 1947. Familiarity with living conditions in Belgium in the forties

would allow even better understanding. Most families had no bathtub and still

washed themselves at the sink. In 1947 only 56% of the families had access to

the public water supply, and only 7% had a separate bathroom or shower

(Matthijs, 1988: 104). Such facilities generally belonged to the higher classes. Also

the use of an electric cooker is quite advanced for its Belgian context and time.

Although the Snoek family appears typical middle-class, they are in some aspects

quite progressive and modern. Working in his cellar, Snoek ressembles the

working class, but his house seems to belong in the (higher) middle class.

- The schema (script) of taking a bath, including a sequence of actions: heating

water (if there is no warm water), undressing, going in the water, rubbing with

water and soap, getting out of the water, drying the body with a towel. The fact

that, in the final panel, Leonard only partly conforms to the schema (script) of

taking a bath is funny. For instance, he does not actually wash himself, but just

Page 7: Narration in Comics by Pascal Lefèvre

12/10/12 Narration in Comics by Pascal Lef èv re

7/9www.imageandnarrativ e.be/inarchiv e/narratology /pascallef ev re.htm

sits in the sink, reinforcing the fact that, in spite of his attempts and creative mind,

it is no more than a ridiculous substitute, especially since he wants to act like it is

a bathtub. His position is humiliating; naked, neither covered by the tub, water,

nor any clothes. His expression of anger clearly shows how he feels about it, and

even the kettle is hissing loudly at this pitiable scene.

4. Nonnarrative aspectsTrying to understand a comic the reader can concentrate also on nonnarrative

aspects as the formal qualities of the comic. I am aware that disparate readers

may perceive quite disparate semantic and syntactic elements in the same comic,

since an unbiased and value-free approach is impossible. Signs can generate

more than one reading, because they are determined by a large number of

factors. Therefore they are called polysemic. As Nick Lacey (1998: 90)shows,

readers are at liberty to pick any reading of a text, as long as it can be justified

by that text.

Non-linear relations between the two halves of the page:

In our western culture readers are trained to read each page from left to right,

top to bottom. The arrangement of the panels on the page and the numbering of

each panel (in the upper left corner) are based on this orientation. However, we

do not simply read an ordered succession of isolated panels. Like a story, which is

more than a simple chain of consecutive events, the page as a whole (a typical

unit of a comic's conventional format) invites us to contemplate non-linear

relations between the panels. Aspects or parts of any panel can be linked to

similar aspects or parts of other panels (Baetens & Lefèvre, 1993: 72;

Groensteen, 1999: 173-174).

The formal organisation of the page is intriguing. It is divided in four tiers (strips)

of equal dimensions, and the arrangement of the panels is identical in both upper

tiers:

- The first panel shows Leonard working in the cellar. This panel has the same

position in both strips, as well as the same composition, point of view and framing,

and the character is depicted in a similar position at the same location.

- The second panel shows Leonard going to the bathroom. Again, this panel has

the same position, point of view and framing in both strips, and the character is

depicted in a similar "location" (on his way to the bathroom) and moving in the

same direction.

- The third panel shows Leonard in the bathroom, confronted with the occupied

bath, and again the panel has the same position, point of view and framing in both

strips, and the characters are placed on the same spot, in the same location.

(There is some "noise" as well; the length of the panels is not exactly the same

and the bathtub is drawn a little bit differently the second time around).

The organisation of the bottom half of the page is somewhat different, but still

partly refers to the upper half:

- The same 'orthogonal projection system' (Willats, 1997: 43) is used: all objects

are depicted perpendicular to the scene, never oblique or canted, the screen-tone

haloes are the same, ...

- The first panel of the third strip resembles that of the upper strips, with the same

position, point of view and framing. The character is even depicted in the same

location (although the stairs are not shown), but with a change of direction: his

head is still turned to the left side of the page, but his body is moving in the

opposite direction.

- The second panel of the third strip refers to the last panel of the upper strips,

with the same point of view and framing, and showing the same location. Only the

character's position has changed, from the side to the center and upside down

(flipped, literally and figuratively).

Page 8: Narration in Comics by Pascal Lefèvre

12/10/12 Narration in Comics by Pascal Lef èv re

8/9www.imageandnarrativ e.be/inarchiv e/narratology /pascallef ev re.htm

- The last strip with only two big panels contrasts to the other three strips with

three panels. Moreover, for the first time the reader could get the impression of a

split-panel (eg. the skirting board seems to continue), though there is a

suggestion of three gutters in between.

However, the last panels of the page (the last one of the third strip and the entire

fourth) are quite new and only refer to the previous ones in that the last two

feature the same character:

Halfway down the page there is a remarkable break in the structure introduced in

the first two strips. On the narrative level this formal break coincides with the end

of the repetitive part and with Leonard's decision not to return to the cellar

(obvious from the way he throws his hammer to the ground). This break is

stressed further in switching from three to two panels in the final strip.

There are also non-linear relations between background-elements. In panels 3, 6,

8 and 11, the sides of the tub in the bathroom and the wall above the sink in the

kitchen are decorated with similar tiles. In the first three panels they occupy the

lower left corner of the panel, in the last one they are placed in the upper right

corner (above the ground), and they are fewer in number. While the other

characters (or at least their heads) are placed above (or behind) the tiled

surfaces, Leonard is always positioned beside or in front of them, even in his tub

substitute. He can not hide: as opposed to the others, his whole body is visible

almost all the time. The similar tiles also act as a formal motivation of the

substitution of the kettle (on a small electric stove) for the gas-heater, and of the

small kitchen sink for the bathtub. Futhermore, while the tub has two taps (hot

and cold water), the sink only has a single tap (cold water only), stressing the

contrast between hot and cold, and the reduction of the tub.

5. ReferencesBAETENS, Jan & LEFEVRE, Pascal. 1993. Pour une lecture moderne de la bande

dessinée. Bruxelles: Centre Belge de la Bande Dessinée.

BAL, Mieke. 1997. Narratology Introduction to the Theory of Narrative. Second

Edition, University of Toronto Press.

BORDWELL, David. 1985. Narration in the Fiction Film. London: Methuen.

BORDWELL, David, & THOMPSON, Kristin. 1986. Film Art, An Introduction, Second

Edition. New York: Alfred A. Knopf.

FLUDERNIK, Monika. 1996. Towards a 'Natural' Narratology. London: Routledge.

GRODAL, Torben. 1997. Moving Pictures, A New Theory of Film Genres, Feelings,

and Cognition. Oxford: Clarendon Press.

GROENSTEEN, Thierry. 1988. "La narration comme supplément." In: Groensteen,

Thierry (ed.). 1988. Bande Dessinée, Récit et Modernité. Paris: Futuropolis &

CNBDI. pp. 45-69.

GROENSTEEN, Thierry. 1999. Système de la bande dessinée. Paris: PUF.

HABERLANDT, Karl. 1994. Cognitive Psychology. Boston: Allyn and Bacon.

HERMAN, David. 1997. "Scripts, Sequences, and Stories: Elements of a

Postclassical Narratology." In: PMLA, vol. 112, number 5, october 1997, p. 1046-

1059.

LACEY, Nick. 1998. Image and Representation, Key Concepts in Media Studies.

New York: St. Martin's Press.

LEFEVRE, Pascal. 1999. "Recovering Sensuality in Comic Theory". In:

International Journal of Comic Art. Vol. 1, No. 1, Spring/Summer 1999.

MATTHIJS, Koen. 1988. Belgoscope, De Belgen, de Vlamingen en de Walen. Wie

ze zijn. Waar ze wonen en hoe ze leven. Tielt: Lannoo/De Financieel Ekonomische

Tijd.

Page 9: Narration in Comics by Pascal Lefèvre

12/10/12 Narration in Comics by Pascal Lef èv re

9/9www.imageandnarrativ e.be/inarchiv e/narratology /pascallef ev re.htm

REID, Ian. 1992. Narrative exchanges. London: Routledge.

STERNBERG, Robert J. 1996. Cognitive Psychology. Forth Worth: Harcourt Brace

College Publishers.

VIDAL, Jean-Pierre. 1982. "La capture de l'imaginaire." In: VAUGHN-JAMES,

Martin. 1982. La Cage. Paris: Impressions Nouvelles, p. 185-199.

WILLATS, John. 1997. Art and Representation. New Principles in the Analysis of

Pictures. Princeton, New Jersey: Princeton University Press

Comics mentionedMCCAY, Winsor. 1903. "Saved". In: Life. November 5, 1903.

VANDERSTEEN, Willy. 1947. De familie Snoek. In: De Nieuwe Standaard. April

19th , 1947.

VAUGHN-JAMES, Martin. 1975. The Cage. Toronto: The Coach House Press.

This s ite is optimized for Netscape 6 and higher

site design: Sara Roegiers @ Maerlantcentrum