TY - BOOK
T1 - The comic book as research tool
T2 - Creative visual research for the social sciences
AU - O'Sullivan, Stephen R.
N1 - Publisher Copyright:
© 2024 Walter de Gruyter GmbH, Berlin/Boston. All rights reserved.
PY - 2023/11/6
Y1 - 2023/11/6
N2 - 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. Addresses gaps in the literature on research methods Provides a novel methodological tool to communicate academic research to public audiences Balances explanation and critical assessment The author is a leading figure in the field.
AB - 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. Addresses gaps in the literature on research methods Provides a novel methodological tool to communicate academic research to public audiences Balances explanation and critical assessment The author is a leading figure in the field.
KW - Comic book
KW - Communication
KW - Education media
KW - Methodology
KW - Research representation
KW - Visual research
UR - https://www.scopus.com/pages/publications/85176321924
U2 - 10.1515/9783110781137
DO - 10.1515/9783110781137
M3 - Book
AN - SCOPUS:85176321924
SN - 9783110781052
BT - The comic book as research tool
PB - de Gruyter
ER -