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Simon Grennan
There is a noticeable, though imperfect, historic parallel between the increase in the readership
of Anglophone manga since the early 1990s and the maturation of concepts of the graphic
approaches, this historic parallel offers opportunities to scrutinize relationships between the
development of the two genres (Couch 2010, Hatfield 2005).In particular, this parallel offers
the opportunity to historicize descriptions of the complex ways in which these emerging
relationships revised diverse practices of visioning, producing and reading comics, in order
either to entrench or transform specific markets and cultures, precipitating new types of product
This chapter will summarize distinctions between the traditions of manga and the graphic
novel, according to a list of key discursive characteristics. It will focus on a number of case
studies that exemplify some foundational activities for the genre of the graphic novel
“domestication,” it will discuss ways in which manga practices have been adopted and
transformed by Anglophone markets and readers, relative to the maturation of the graphic
novel. Specifically, the chapter will consider foreignization strategies in Miller’s Ronin,
Anglophone translations of Koike and Kojima’s Kozure Ōkami (Lone Wolf and Cub),
Nakazawa’s Hadoshi no Gen (Barefoot Gen) and in Spiegelman’s Maus, touching upon the
significance of experiences of Anglophone anime for the adoption of manga practices by the
Gandamu Shirīzu (The Gundam Series) and Doragon Bōru (Dragon Ball), relative to the
recent incorporation of the graphic novel into the original English language transmedia project
broadest aspects of the experience of producing, distributing and reading. Without such
historic influences––adoptions of practices from one genre to another, in the case of manga and
following aspects is key: historic contingency (reader and market relationships with culture and
economy); functions (why a comic is made, bought and read); where and when the comic is
made, bought and read; who is making, selling and reading the comic; the sub-genres of the
comic’s story-worlds (expected by readers) and the forms of the comic (from it’s size and
shape to the style of its drawing, colour palette, lettering and language).
According to these aspects, differences in the experiences of manga and graphic novels become
vivid, whilst it also becomes self-evident that the expected contents and stylistic forms of the
two genres always emerge relative to the differences between the situations in which they are
experienced. For example, Japanese manga are not expected to be read by Anglophone readers,
solely on the basis that they utilize the Japanese language. Fluency in Japanese is an historic
graphic novel. A great deal depends upon the exigencies of historic contingencies such as this,
of which verbal language is only one among many. Fortunately, this approach to making
distinctions between manga and graphic novels enriches, focuses and intensifies the genres,
rather than overwhelming and dissipating them. In fact, this approach makes characterization
relatively simple.
Korea/Korean (manhwa) and, more recently, English (“’manga’, ’ ‘manhwa,’ and ‘manhua’ are
( … ) different language readings of the same Chinese characters ( … ) [ Brienza 2009, 161).
compilations (“tankobon”) function to alleviate the boredom of the daily long commute to and
from work, undertaken by thousands of Japanese employees. True or not, manga provides a
cheap form of fiction, generating demand for new products on a daily and weekly basis. The
Japanese manga industry has established and nurtured a huge domestic (and, more recently,
Anglophone) market for regular, frequent, disposable graphic stories, and the production chains
that support it. This market is supplied by systematized, collaborative transmedia corporations,
explicitly targeting tightly defined demographics and interest groups, whose products are sold
in every possible context, often mutually promoting productions in other media, such as novels,
television animation, animated movies, theatre shows, games, toys and other merchandise.
Japanese manga’s demographics and interest groups now determine the sub-genres of manga
story-worlds. Not only are these audiences/genres distinguished by age and gender, but
increasingly by the interface between these and specific interests. For example, “shojo” manga
(for younger girls) now encompasses sports-focused products, whilst the “shonen ai” sub-genre
(male homosexual romance stories) identifies an audience of adult women. Manga sub-genres
overwhelmingly involve recurring characters and situations. Their specific storylines most
frequently derive from named artist’s studios. Manga appear in weekly magazines quickly
stylistic identities accompany the sub-genres of manga story telling, providing visual logotypes
since the 1980s, maturing rapidly through the more-or-less successful speculative co-option, by
producers, of some of the major existing systems for producing and marketing literary novels
(Baetens and Frey 2015).Fundamentally, the graphic novel is a socially aspirational literature,
seeking status parity between the named graphic author and named literary novelists, movie
“auteurs” and fine artists. The genre both melds the visionary, socially engaged and avant-
garde counter-cultural tradition of Anglophone comix, with which “auteurism” agrees, and
acknowledges the cultural histories and mass audience experiences of popular Anglophone
newsstand comics (Sabin 2001). Although Anglophone in derivation, graphic novels occupy
small niche markets within a range of established language cultures of the literary novel. They
are sold by book retailers to adult readers, most frequently as a type of novel. In this important
sense, the graphic novel can be described as a sub-genre of the literary novel as much as a
genre of (visual) comics. Graphic novels are published and marketed either by publishers (of
comics, bande dessinée or manga), with sales routes to established comics readers, or book
publishers with established literary novel markets, or both. Serialization in comic book form
remains an effective route to funding the publication of a compilation graphic novel (Couch
2010, 2010). It is rare for a graphic novel to seek audiences for related products in other media.
Following the development of market congruences between comics readers and literary novel
readers, the graphic novel is exemplified by a small number of those story-world sub-genres
that characterize this overlap. For example, the appearance of such congruent qualities
constituted the development of a new style of mainstream American comic in the mid 1980s,
whose protagonists, such as Alan Moore and Neil Gaiman, self-consciously adopted existing
and historic literary tropes. There is a focus upon witnessing, self-confession, health and social
issues and commentary, often by graphic novels upon the history of Anglophone comics. 1 This
focus is congruent with the genre’s aspirational character. Literary novels in all but the last of
these sub-genres also continue to engender expectations of contents with high cultural status, as
Mark McGurl (2011) notes. Graphic novels are comparatively costly stand-alone volumes, sold
to adult readers by book retailers. Readers, closely associate the visual, stylistic identity of each
graphic novel, with the visual author of the book, to the point that conflating author biography
These two descriptions, of manga and the graphic novel, appear commonplace, apart from the
fact that they have both been organized entirely according to descriptions of the key aspects
listed above, and it is the relationships between the aspects on this list that we must keep in
mind, when approaching a discussion of the historic influences of manga on the graphic novel.
As normative traditions contributing to the identity of the whole comics strip register, the
genres of manga and the graphic novel are characterized by distinctions between the interaction
of forms and types of use that constitute “comics” itself, such that is possible to claim that, not
only is there “apparent convergence of publication formats: the graphic novel, [Francophone]
album and tankobon,” but that this convergence constitutes a congruous, if continually
developing, group identity amongst other forms of comics (Couch 2010, 204, italics in
original).Christopher Couch suggests that the “fact that extended stories were collected in
book-length format in other national sequential art literatures [sic] made it easy to import and
sell them alongside domestic productions using the American-made rubric graphic novel.”
(2010, 216, italics in original)More than this, however, forms of media interact with situations
and uses in the international history of the comic, resulting in widely different identities, sales
1
For example, Sacco’s Palestine (2001), Bechdel’s Fun Home: A Family Tragicomic (2006),
Streeten’s Billy, You and Me: A Memoir of Grief and Recovery (2011), Una’s Becoming,
seeking to replicate the contingencies and styles of manga (such as the German-made/sold
volumes titled Euromanga, produced since 1997), translated and Original English Language
(OEL) manga, for example, as Casey Brienza argues: “( … ) while manga was not successful as
a comic [in America] and comics were not usually successful as books, by carefully
constructing the [genre] as something distinct from American comics, manga was able to
According to this principle, considering the influence of established manga practices upon the
maturing genre of the graphic novel in the last thirty years, it would be an error to overlook the
significance of the Anglophone market for Japanese animation (“anime”), in also characterizing
Anglophone television serials, series and movies imports. Relative to Anglophone experiences
of manga, the historical contingency of the Anglophone experience of Japanese anime follows
two distinct routes. First, television animation for Anglophone child audiences was an early
part of the establishment of a model for transmedia co-production and marketing of Japanese
narrative drawing, for Anglophone children. The work of Osamu Tezuka (1928–1989)
exemplifies this significance. Tezuka, famously excited by the experience of imported post-war
American comics and animation, modeled not only his visual style upon Disney Studio, but
also an entire corporate transmedia practice. By the mid 1960s, Tezuka envisaged and then co-
animated television programs, movies and merchandise (Ban 2016). Tezuka’s most famous
creation, Tetsuwan Atomu (Mighty Atom) or, in English, Astro Boy (Tezuka 1987-89), first
appeared as a Japanese manga in 1952, as a Japanese television anime and, crucially, on the
American NBC Television network in a dubbed version, in 1963. It became one of the
foundational models for all subsequent transmedia ventures in children’s entertainment (such as
the Dragon Ball animation, manga, games and merchandise franchise (Toriyama 1989,
continuing) and the OEL Avatar: the last Airbender franchises (Yang, DiMartino and
Konietzko, 2012–2017).
Second, animation for Anglophone adult movie audiences only began to appear as a distinct
type of experience, unrelated to anime television programmes, in the late 1980s and 1990s
(with Otomo’s Akira [1988], Oshii’s Ghost in the Shell [1995] and Miyazaki’s Princess
Mononoke [1997], for example), despite the existence of a wealth of successful Japanese movie
releases of television and manga-related animations for adults appearing decades earlier. The
Anglophone adult movie experience of dubbed and subtitled Japanese animations provides an
historical contingency for the adoption of manga practices by producers and readers of the
These distinct routes in the formation of the historical contingency of the Anglophone
experience of Japanese anime are reflected in Laurence Venuti’s detailed theory of the
ways in which readers come to orient their reading by producing new identities for texts. The
process of ensuring the conformity of the properties of a product to the expectations and habits
establishes dissonances between the properties of a product and the expectations and habits of
use of a target culture, such that “foreignization overtly stresses the products exoticness by
retaining cultural differences requiring knowledge from the reader.” (Rampant 2010, 221).
Tetsuwan Atomu according to the perceived expectations of audiences for NBC Television
children’s programmes in 1963, for example (Schodt 2013, 3).On the other hand, the
has been a process of foreignization, utilising fragmentary knowledge of the source culture on
the part of viewers to inculcate interesting and exciting concepts of the exotic (that is, foreign),
including ideas of the domestic high status of the experience of “foreignness” itself. These two
contingencies upon a similarly bifurcated, though not monolithic, production of comics series
and then graphic novels adopting manga practices, as well as Japanese manga in types of
English translation.
Consider Frank Miller’s Anglophone comic book series Ronin (1983–1984). The series, niche
marketed (that is, sold in comic book shops), was compiled as a single volume in 1987. Further
delux single volume editions were released in 2008 (Absolute Ronin) and 2014 (Ronin Delux),
by which time the product had followed the emerged path of the comics serial to graphic novel,
from comic book shop to book shop and from comics readers to adult literature readers. This
transition was aided in part by the success of Miller’s Dark Knight Returns (1986) in
establishing the beginnings of a canon of graphic novels in the public imagination and the
visibility of the movie franchises of his comics serials to graphic novels Sin City (1991-2000)
and 300 (1998), which appeared on general release within the mainstream systems of adult
movie distribution for Anglophone productions, rated PG18 and PG15 in the UK.
The plot of Ronin is a fantasy adventure in which a masterless swordsman (“ronin”) and a
demon are transported from 11th century Japan to the New York City of a near future, post
1984, undertaking a supernatural struggle for a new technology. It’s significance lies in the
ways in which it historically mediated and transformed both the Anglophone comic book
fantasy adventure sub-genre and the comics register through foreignization of aspects of its
story-world and of its visual style. First, Ronin exemplifies a direct foreignization of Japanese
history and culture in its story-world. In the plot, a range of ideas and images of 11th century
Japan are literally imported to near contemporary New York, in the form of the ronin, demon
and a supernatural sword, catalysing for Anglophone readers a train of less definable but easily
enumerated cultural concepts more vaguely identified as part of a foreign national culture,
some of which Miller has discussed himself (Kraft and Salicup 1983).
Key to the character of this importation is the foreignization of the historic Japanese elements.
Miller’s treatment in the plot, of the ronin, demon and magic sword, demarcates them
literally exotic (foreign-derived), in the sense of being unavailable to the governing rationales
of contemporary American comics readers. The interest and excitement of Ronin, for Miller
and for his readers, exactly derived from the incompatibility of these two environments (a
fantasy of old Japan and near-contemporary New York). As Venuti proposes, this is the self-
Second, Ronin explicitly visualized this foreignization of a historic Japan in New York through
the foreignization of the visual stylistic practices of the Japanese manga genre and sub-genres,
which were, in 1985, almost entirely unavailable and unknown to its Anglophone readers. The
foreignization of ideas of historic Japan in the plot of Ronin is paralleled and amplified by the
foreignization of visual manga practices in Miller’s visual style. In the case of the visual style
of Ronin, the interest and excitement of this foreignization derives from the perceived
differences between the idea of a generalized Anglophone comic book style and Miller’s
adoption of visual manga practices that both were comprehensively expounded, stylistically
Miller has been explicit about his attempts to adopt, in Ronin, the visual stylistic manga
practice of Kazuo and Goseki’s Kozure Ōkami (Lone Wolf and Cub), a manga magazine series
begun in 1970 and finally comprising 28 tankobon of up to 300 pages each, six live action
films, four theatre plays and a television series in Japanese. A largely incomplete Kozure
Ōkami was only translated into English as Lone Wolf and Cub between 1987 and 1991, with a
complete English translation released as a series of 28 graphic novels between 2000 and 2002.
For Japanese manga readers, Kozure Ōkami can be described as truly normative, on the basis of
the longevity of the project, the high number of its Japanese sales, the immediate use of its
story-world and visual style as the hub of a large transmedia entertainment project in Japan and
the accumulating practice of adopting it’s themes and practices as points of reference in
However, in terms of the series’ impact upon Anglophone readers, its English translation and
Anglophone publishing history is revealing. The translations published between 1987 and
1991, when the publisher First Comics ceased trading, post-dated the release of Ronin as a
comics series and commenced in the year that Ronin was published as a single volume. Rather
than following the form of the Japanese tankobon, First Comic’s Lone Wolf and Cub editions
conformed to the size, shape and Anglophone orientation of American serial comic books,
albeit with a high number of pages––up to 128 in each edition. As with the Ronin series, they
were sold in comic book shops. It is significant that Miller drew the cover images for the
beginning editions of this translation because, for Anglophone readers, an experience of Lone
Hence, Miller’s technique of foreignization introduced the more extreme foreignization of Lone
Wolf and Cub. Although the possibility of an experience of Lone Wolf and Cub was introduced
to readers by Ronin, the limited degree to which ideas of Japan, presented in this way, were
exciting to Anglophone readers was revealed in the revision of the Japanese tankobon form of
reading, in Lone Wolf and Cub. Both publisher and reader expectations of an experience of
comics were contingent upon entrenched domestic practices that were unable to accommodate
an experience of manga as manga, even with English words. It was not until 2000 that Dark
Horse marked the change in these domestic practices by the viability of publishing an English
translation, as Lone Wolf and Cub, in the form of Anglophone graphic novels: 28 trade
Hence, the chronology of the various forms of releases of Ronin and English translations of
Kozure Ōkami exemplifies the historic contingencies of the Anglophone market, as it changed
to accommodate the graphic novel, relative to manga. In 1983–1984, Ronin appeared in serial
form, sold in comic book shops. In 1987, Ronin appeared as a compiled edition, sold in comic
book shops. Also in 1987, Lone Wolf and Cub appeared incomplete, in redacted serial form,
sold in comic book shops. In 2000, Lone Wolf and Cub appeared as a tankobon-shaped series,
sold in comic book shops and book shops. Finally, in 2008 and 2014, Ronin deluxe single
In the period covered by this sequence of events, one of the major changes in the historic
contingencies of both Anglophone manga and the emerging genre of the graphic novel was the
wildly successful initiative to sell translated Japanese manga in Anglophone book shops, rather
number of American publishers in the early 1990s (Brienza 2009). These initiatives involved
pioneer in the marketing of manga translated into English) included a paper band around each
book, which is both a feature of Japanese manga compilations and a Japanese cultural reference
to the “obi” or waist sash of traditional Japanese dress. These were material and referential
similarities to Japanese manga, promoted by the publisher as known to those (putative “elite”)
readers with special knowledge, but generally announced as part of a marketing strategy, as
Hence, strategic foreignization affected changes in the total domestic identity: new domestic
habits, conventions and forms paralleled and superceded older habits, conventions and forms.
In this sense, as Brienza notes: “One can be simultaneously domesticating the object, oneself
and the nation of origin” (2009, 36).Such developments in the marketing of manga translations
established new Anglophone reading practices, adopted by specific groups of people: the
“bishonen” manga sub-genre (stories of beautiful young men) and “sentai” sub-genre (stories of
fighting gangs), for example, have undergone thorough Anglophone foreignization in the sense
that Anglophone readers now both comprehend the paratextual distinctions as habits of
Japanese manga readers, whilst in no way conforming to them in their own reading habits. The
history of Anglophone manga, in effect, shows that domestication can, in fact, be achieved by
successful foreignization, so that the “the sum total of those social positions and functions
which reside exclusively within the transnational cultural field” can be termed domestication,
auteur (in so much as he was the motivating force behind the comic and its visionary
aspiring audience. In this sense, Miller produced an idea of Japanese history (the ronin’s time
and place) and contemporary Japanese culture (in the form of manga practices in the visual
style of Ronin itself) that gained its status from Miller’s projection of its rare, rich and
essentially arcane nature. Hence, Ronin also foreignized an experience of Japanese culture by
establishing an idea of Miller as an artist capable of conjuring foreign experiences, in this case
experiences of manga, for a comic book readership with established expectations derived from
To some extent, a comparison of the Anglophone translations of another Japanese manga and
and Barefoot Gen) and Spiegelman’s American serial and compilation publication Maus serves
to reiterate discussion of the historic adoption of manga practices to the emerging genre of the
Between 1973 and 1986, Hadoshi no Gen was the focus of a major Japanese transmedia
experiences of the atomic bombing of the Japanese city of Hiroshima by the United States in
1945, Hadoshi no Gen became 10 tankobon volumes, six novels (released between 1982 and
2008), a live action television series (2007), three live actions movies (1976–1980) and two
anime movies (1983 and 1984). Arguably the first manga translated into English (in 1976 as
Gen of Hiroshima, in an incomplete edition for sale in comic book shops), Barefoot Gen has
undergone two subsequent translations, in 1988 (for sale in both comic book shops and book
Following a broadly similar historic Anglophone timeline, the serial Maus had the benefit of
Spiegelman and Françoise Mouly, which pioneered the distribution of comics to book stores.
The first six serial parts of Maus were compiled as a single edition in 1986. The last five serial
parts were compiled as a single edition in 1991, all of these parts having previously appeared in
Raw. A complete edition compiling all of these parts was published in 1996. For the situating
of Maus, in a marketplace, and the establishing of the Anglophone idea of the graphic novel,
the significance of Raw’s presentation, if not as a series of novels (it was undoubtedly a
magazine) then in the form of trade paperbacks for the readers of novels, cannot be
underestimated.
Both Barefoot Gen and Maus utilized foreignization strategies in order to create and entrench
new reading practices for comics. The overwhelming historic struggles, catastrophies, violence
and extreme ethical dilemmas that constitute their story-worlds, and their crucial meta-narrative
aspects of witnessing and self-witnessing, bear strong similarities, giving them the gravity of
touchstones for documentary and confessional reporting and story-telling in any register. But
this similarity––of showing stories of historic catastrophe and profound human dilemma––did
not transcend the habitual experiences of Anglophone readers in the mid-1980s, even as these
books transformed them. Both of these canonical Anglophone works (one a translated manga,
one an emerging graphic novel), instrumentally foreignised both Nakazawa’s personal account
and Spigelman’s Polish father’s account of incommensurably terrible events in the history of
the Second World War. The role of Raw magazine supports this, in the foriegnization of
contents derived from comics artists widely unknown to Anglophone readers at the time,
including artists in the traditions of comix, manga and bande dessinée, and the presentation of
visual styles and story-worlds also widely unknown and, in many cases, transformative to read,
due to their profound unfamiliarity.2 This is not to say that the effects of foreignization at the
level of historic contingency are monolithic. Neither are the strategies for foriegnization as a
marketplace affect monolithic. There is a great deal of difference between the commoditization
of a vision of 11th century Japan in an Anglophone comics series (in Ronin) in order to create
excitement by creating a new genre, for example, and the marketing of a visual account of the
events of Hiroshma or the Holocaust by changing the historic contingencies by which these
stories could be experienced and understood. In terms of the adoption of manga practices by
artists creating the genre of the graphic novel, however, Barefoot Gen and Maus followed
2
For example, including Yoshiharu Tsuge, Carlos Sampayo, Jacques Loustal and Chéri Samba.
parallel trajectories in transforming the ways in which Anglophone comics could be read––with
the same attention and in the same ways as literary novels, as adult works of art by identifiable
foreignization.
The parallel between Miller’s foreignization of Japanese culture in Ronin, the release of
anime movie releases such as Akira is also historically striking. In terms of the historic
emergence of the genre of the graphic novel, the aspirational aspect of reader experiences and
expectations of auteurism has a similar facet in the experience of the foreignizations presented
by Akira, Ronin and Lone Wolf and Cub. In the case of movies such as Akira, the historic
contingencies of Anglophone arthouse cinema in the 1980s realised the niche market and
precarious but high social status of the experience of these products (Wilinsky 2001) In the
case of Ronin and finally Lone Wolf and Cub, the historic contingencies of marketing long form
comics in English via the established routes of literary novels realised not only a similar niche
market and social status, but also contributed to the creation of the identity of the genre of the
But the very precariousness of the historic contingencies that now identify a changing manga
genre (in many languages) and an established genre of the graphic novel, recalls the second of
graphic novel, if only by contrast: domestication. Graphic novelists have presented their
adoption of manga practices through strategic foreignization, as a means of claiming the status,
reading practices and historic contingencies of the literary novel for the genre. But most manga
have found other routes to Anglophone markets, even to the point of now encompassing the
established idea of the genre of the graphic novel and including graphic novels in a wide range
of related media products. The status of these can hardly be described as precarious. I am
thinking in particular of those manga, largely beginning for child readerships, which remain
embedded in transmedia projects that engage with audiences outside Japan through strategic
Recall Venuti’s definition of domestication as the process of ensuring the conformity of the
properties of a product to the expectations and habits of use of a target culture. This self-
conscious conformity was antithetical to the functional foreignization of Ronin, and the
Anglophone translations of Lone Wolf and Cub, Barefoot Gen and, I argue, Maus. These
examples locate foreignization as a key historic aspect of the adoption of manga practices by
the graphic novel and of the development of the genre of the graphic novel itself. The influence
of manga on the graphic novel, in this sense, was subsumed by the imperative to locate long
form comics in the literary novel’s marketplace, culture and reading milieu, including an
aspiration to the high cultural status of the literary novel. The example of Anglophone arthouse
presentations of Anglophone Japanese anime movies in the same period seems to support this
description, in the sense that, whilst not aspiring to the status of the novel, the genre of the
arthouse movie sought (and still seeks) to establish the high cultural status of the experiences it
development of new audiences for Japanese manga and associated products as part of
established transmedia commercial projects. This route has proved so successful that, after 30
plus years, the graphic novel has become a plausible part of the array of products offered by
For example, the early initiative represented by the appearance of Astro Boy on NBC
Television sought to domesticate Tetsuwan Atomu in every possible way. This was achieved
according to the detailed templates by which creative directors at the company decided to
proceed with the development any new domestically produced children’s program, according to
their knowledge of the domestic market. In effect, when it aired on NBC, Astro Boy was
indistinguishable from a domestic product. The history of Tetsuwan Atomu as a manga, and its
transmedia manifestations, was entirely incidental, as well as entirely unknown to Astro Boy’s
Anglophone viewers.
A number of more recent manga products exemplify this approach and it is worth briefly
enumerating the ways in which they have begun to constitute a distinct route for the adoption of
manga practices by the graphic novel or, in fact, the subsuming of the graphic novel in these
practices. Gandamu Shirīzu (The Gundam Series) is a science-fiction epic set on other worlds,
in the “mecha” sub-genre of Japanese manga, featuring giant robotic armour. It is a continuing
Japanese transmedia project begun in 1979, encompassing manga, anime movies, anime
television programs, “original video animation” (OVA) for viewing on domestic devices, toys,
games and merchandise. Key to the Angophone domestication of Gundam, and other similar
franchises (such as Dragon Ball) are their adoption, cooption and subsequent manipulation of
the domestic leisure habits of Anglophone children (Masatsugu 2004). That Gundam is for
children is important in terms of its domestication strategy, because children do not, according
the most general Anglophone acculturation, take an interest in the social status of the adult
literary novel (Knowles and Malmkjaer1995). This is evidenced by the bifurcation and
Literature and so on are markets quite distinct from Adult Literature. The relationship between
a range of entertainments products, including toys, is also more explicit in children’s markets:
the relationship of adults to toy consumption is complex and dependent, whereas for children it
is culturally central.
That said, according to the description of the genre of the graphic novel that I have outlined
above, translated Japanese manga appearing as part of The Gundam Series are not graphic
novels, regardless of the fact that some of them are long, single editions, precisely because they
are for children. These translated and, more recently, OEL manga belong to the history of the
adoption of manga practices by Anglophone serial comics, of which the earliest examples
include Warren and Smith’s 1988 The Dirty Pair, an OEL manga series melding science fiction
and detective stores, derived from characters first appearing in a series of Japanese novels by
Haruka Takachiho, from 1980. Warren and Smith’s comics series entirely domesticated these
However, the commercial success of projects such as Gundam and Dragon Ball has led to a
curious inversion in the historic contingencies of the graphic novel genre, whereby, by 2012, it
was viable for DiMartino and Konietzko, creators of the OEL anime, manga and live action
movie franchise Avatar: the last Airbender, to license the franchise’s story-world to the
producers of three long-form comics or graphic novels aimed at Anglophone adult readers to be
sold in book shops.3 This phenomenon points to the increasingly high degree of definition of
the graphic novel genre, in the sense that transmedia projects such as Avatar display little
interest in fundamentally unstable markets. Their central strategy, even with an OEL project, is
the domestication of forms for which perception of a foreign identity is antithetical to sales.
Since 2012, it appears that the graphic novel is now one of those forms.
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