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Gaming Issue
Organized Play: Leading Your RPG Campaign What Playing in the Library Can Get You How to Host a Teen Game Night Rebooting Your Graphic Novel Section
LAUNCH INTO AN EXCITING UNIVERSE OF SCIENCE FANTASY ADVENTURE WITH THE STARFINDER BEGINNER BOX!
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reate and customize your own futuristic hero to play through challenging adventures and action-packed battles against dangerous foes! With streamlined rules, this deluxe boxed set is the ideal introduction to the Starfinder Roleplaying Game, an imaginative tabletop roleplaying (RPG) game for 2-7 players. Welcome to the best launchpad for a lifetime of pulse-pounding adventure among the stars. The only limit is your imagination! Starfinder is Paizo’s second major roleplaying game, following up the phenomenal success of the game-changing Pathfinder RPG with a design and presentation that emulates Paizo’s award-winning and best-selling Pathfinder Beginner Box, one of the Top five most successful products Paizo has ever released. Along with beginner boxes for both the Pathfinder and Starfinder games, Paizo offers an extensive Organized Play program through their Pathfinder and Starfinder Society Roleplaying Guild. The Starfinder Society Roleplaying Guild is a worldwide science fantasy campaign that puts you in the role of an agent of the Starfinder Society. The gods have mysteriously spirited Golarion away to an unknown location and refuse to answer questions about it. In its place, the cultures of that world have evolved and spread throughout the solar system, especially to a vast space platform called Absalom Station. Gifted access to a hyperspace dimension by an
ascended AI deity, the residents of the system suddenly find themselves with the ability to travel faster than light, and the race is on to explore and colonize potentially millions of worlds. But there are horrors out there in the darkness... Play in the Starfinder Society Roleplaying Guild is organized into Seasons, throughout which the actions and achievements of you and your fellow Society agents create an ongoing storyline. Each season takes place across scenarios set in a variety of exotic locales across the world of Starfinder. With the Organized Play program, you can host an event at your library with the help of a Paizo Regional-Venture Coordinator or Volunteer. For more information on Paizo’s Organized Play Program: https://paizo.com/organizedplay For more information on Paizo’s Coordinator and Volunteer Program: https://paizo.com/ organizedplay/coordinators
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WELCOME TO BOOKSHELF
EDITOR Ashley Kronsberg DESIGNER Belinda Miller CONTRIBUTING WRITERS Dr. Katie Monnin Lauren Richards Justin Switzer REVIEWERS Jonathan Khan SPECIAL THANKS TO Cindy Anderson Roger Fletcher Dan Manser Steve Geppi
Graphic Novels have a lot to offer as literature, education tools, entertainment and more! Whether you are a teacher or reading specialist seeking to incorporate graphic novels into the classroom; or a librarian or media specialist looking to add graphic novels to your collection, our mission with Diamond BookShelf is to provide you with comprehensive information on the latest graphic novel news, reviews, events, and more. BookShelf Magazine was created as a compliment to the Diamond BookShelf website. With this publication, you’ll find articles designed to introduce you to the world of graphic novels and help you learn how to integrate them into your classroom or library as well as reviews, core lists, reference recommendations and other special extras! If you want to know what comics and graphic novels are and how or why to use them, or if you are already familiar with graphic novels and are looking for a great resource to improve your collection… Read on!
CONTENTS Leading Your RPG Campaign .......................... 3 Graphic Novels 101 ........................................... 6 News & Notes ................................................... 8 Reviews .......................................................... 24 Core Lists ....................................................... 26
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Resources ...................................................... 29 How to Order Graphic Novels ..................... 30
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05 CONTENTS What Playing In the Library Can Get You ................................................ 10 Librarians are at the forefront in developing the creative minds of the future, right alongside educators at all levels. Explore the educational options of the changing academic landscape by introducing play into your library.
A Man, A Woman—And Their Parasites ................................................... 19 Marcus has been alone since the loss of his closest friend and has just recently entered the dating scene, while Laura has drifted in and out of relationships since high school. They meet and strike up a good rapport, learning about each other, friendship, and how to deal with the slug-like parasites that have infected humanity.
Katie’s Korner: Gender Queer ................................................................... 22 Prof. Katie Monnin provides a review and classroom lesson plan for Maia Kobabe’s Gender Queer: A Memoir from Lion Forge.
Katie’s Korner: Mera Tidebreaker ............................................................. 23 Prof. Katie Monnin provides a review and classroom lesson plan for Danielle Paige and Stephen Byrne’s Mera: Tidebreaker from DC Ink.
SPECIAL FEATURES How to Host a Teen Game Night ............... 12 Interested in starting a game night for the teens at your library? Check out this list of helpful tips for hosting a successful event.
Rebooting Your Graphic Novel Section ..... 15 So you have a Graphic Novel collection that your library can be proud of… what now?
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GRAPHIC NOVELS 101
STARTING A GRAPHIC NOVEL COLLECTION
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eciding to include comic books and graphic novels in your collection is the first step into a larger world. Now, you must decide what to do once you’re there. Here are some basic steps on your path to using graphic novels in your collection:
1. Determine Needs
First, you need to ascertain what books you would like to incorporate into your collection. Perhaps you have one or two graphic novels already, or you may be deciding to carry these books for the first time. You’ll need to decide which books would be appropriate for your community of readers, which books they’re hankering for, and which books would delight and surprise them.
2. Find An Expert
You don’t have to possess an encyclopedic knowledge of comics and graphic novels to successfully integrate them into your library’s offerings. There are people out there who can advise you on what books are valuable. Reach out to your library community or local comic book retailers who are armed with detailed information about this area of reading they have a vested interest in supporting. (See “A Great Resource: Your Local Comics Shop“ on page 46 for information) And, of course, you can also feel free to contact those of us at the Diamond Bookshelf!
5. Promote Your Graphic Novels
You could have the finest graphic novel collection in history, but if no one knows about, it won’t matter. The success of your collection relies on a certain level of promotion. If you don’t get the word out, no one will know the books are there. Start including the news about your graphic novels into your existing newsletters, pamphlets, and other promotional materials. Put up easy-to-read signs at the entrances to your library so that nobody who enters will fail to know about the new additions. Add the news to your e-mail correspondence. Contact your local media and encourage them to do a story about your library’s efforts to expand and enhance readership through this vital art form. Stage contests, offer giveaways, and plan fun events. Coordinate promotions with your local comic book retailer.
3. Purchase The Books
Once you have consulted with your readers, experts in the field, and any others who can offer insight, you’ll be ready with a list of titles of graphic novels to acquire for your library.
4. Decide How To Catalog/ Where To Shelve
Now you need to decide where to put them! For information on cataloging to make integrating graphic novels into your collection easier and shelving, visit the BookShelf website for a comprehensive look at options and resources.
6. Evaluate Success / Circulation Data
After a certain period of time, you’re going to want to crunch the numbers. Measuring the graphic novel circulation at your library indicates the extent to which your readers are using this new library resource and will help you evaluate the success of the program. It will also point you in the right direction as to which titles and series to snap up in the future!
GRAPHIC NOVEL SELECTION IS KEY
There is no national standard when it comes to appropriateness of graphic novels, so it is vital — once you’ve decided on a particular book — to read through the book yourself. What might pass muster in some communities may not pass muster in yours. This website and the various resources listed throughout are your best starting points if you are approaching comics from a starter’s perspective.
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THREE CATEGORIES TO KEEP IN MIND:
7. Poll Patrons
Never forget to meet the needs of your readership. Consulting the experts and embarking on your own research into which titles to carry is a necessary element of this program, but asking your patrons what they want is also crucial.
1. BESTSELLERS Lists of bestselling graphic novels
8. Make Graphic Novels a Regular Part of Your Ordering Cycle
can
each
be
month
obtained
from
www.
DiamondBookShelf.com. Additionally,
resources
Once you’ve talked to your readers and assessed your circulation data to see how successful the addition of comic books and graphic novels has been, you’ll want to keep the ball rolling. An established graphic novel program in your library needs to be sustained, and making graphic novels a regular part of your ordering cycle will ensure the vibrancy of your collection. Including these titles in your regular decisions on what books to carry will help make them a significant and popular segment of your library.
such as BookScan (www.
REMEMBER:
new readers, and also make
As with any collection development, there is a period of experimentation during which you will learn which titles will circulate and which will not. You cannot judge the effectiveness of a graphic novel collection with a handful of titles, any more than you would do so with a handful of DVDs or audiobooks. If there’s no room in your budget to make a large initial purchase, start small and evaluate regularly. Add titles as you can, polling your patrons, reading review sources, and keeping diversity in mind. As time goes on, you will find the right combination for your readership and community.
bookscan.com) can provide similar information for the highest
selling
graphic
novels in the book-store market.
2. CRITICALLY ACCLAIMED TITLES Graphic novels that have received stellar reviews and won
literary
awards
are
sure to generate interest in the medium, will attract a great case for having a graphic There
novel are
collection.
a
number
literary
publications
review
graphic
of that
novels,
including Publishers Weekly, Library Journal, School Library Journal, Booklist, VOYA and others. See pages 40-41 for a selection of recent reviews.
3. MEDIA TIE-INS Titles that tie in to hit movies, games, novels and TV shows are sure to appeal to fans of the same. Many manga
Soon, you’ll come to realize that comic books and graphic novels are an engaging and vibrant form of literature, and the promotional possibilities for your library are endless!
titles are also TV cartoons, and
many
blockbuster
movies are adapted from comic books. The BookShelf newsletter
stays
current
with the latest media tie-ins and adaptations.
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NEWS AND NOTES Queer Webcomic Comes to Valiant Announces New Print from Lion Forge Ongoing ‘Bloodshot’ Series Mooncakes is a queer, Chinese-American paranormal romance webcomic created in 2015 by writer/editor Suzanne Walker and illustrator Wendy Xu. The webcomic features long-lost childhood crushes Nova Huang and Tam Lang and focuses on their relationship as they struggle through bills, family, and weird horse demons in ways that only a witch and a werewolf can. Now, Mooncakes will come to print October 2019 from Lion Forge! Along with the twice monthly comics collected into a single book, the trade paperback will include brand-new updated art for Chapters 1 and 2, illustrated chapter headers and a whole lot of fun back-matter that was exclusive to Patreon until now.
Before Vin Diesel breaks the box office as Bloodshot in Sony Pictures’ upcoming feature film, Valiant Entertainment is thrilled to announce an explosive new BLOODSHOT ongoing series from an all-star creative team, debuting September 2019! As first revealed on Deadline, Bloodshot, the unstoppable super soldier trapped in a neverending war, has arrived! Written by the electrifying Tim Seeley (Revival) and featuring artwork by industry icon Brett Booth (Teen Titans), this tremendous team is crafting a Bloodshot adventure full of badass action, surprising stories... and then some more badass action! Declan Shalvey (Return of Wolverine) will illustrate covers for the series.
George Takei Revisits His Haunting Childhood in ‘They Called Us Enemy’ George Takei is probably best known for his role as Lt. Hikaru Sulu on the classic 1960s science fiction TV series, Star Trek and its many feature film sequel. Since then, he has gone on to become an iconic pop-culture figure, advocating for LGBTQ+ rights and cultivating his trademark exclamation of “Oh, My” into a meme-worthy catchphrase for the ages. But what many people don’t know, is that during the second World War, Takei and his family (as well as thousands of other JapaneseAmericans) were stripped of their civil rights and sent to internment camps following the surprise bombing of Pearl Harbor by the Japanese.
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IDW Publishing has teamed up with Takei to tell his story in the upcoming graphic novel, They Called Us Enemy. Takei was kind enough to take the time to speak with us about this important new graphic novel, that tells the true story of the dark time for our country as they dealt with their sudden and unexpected entry into World War II in the worst possible way imaginable… giving in to anger, fear and racism and destroying the lives of thousands of American citizens and their families without due process. Read our interview with Takei here: http://ow.ly/Mnlk30o3IHG
WHAT PLAYING IN THE LIBRARY CAN GET YOU! BY JUSTIN SWITZER
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s the landscape of academics and the rapidly growing world of technologies continue to change and demand more of young people, it is nice to explore educational options that allow some flexibility to both instructor and student. Children learn through play, and one can arguably state that we all learn best through experimenting on our own, developing complex knowledge on subjects that interest us personally. “Your library may not be an actual playground, but there is a place for play in any library” (Johnson, 2015). As mentioned in a blog post for Teen Services Underground by Beth Saxton, “[t]his is an exciting time for geeks of all kinds to be involved with libraries as today’s savvy libraries have begun to embrace new ways to engage library patrons such as fandom events, comic book and graphic novel collections, comic cons, cosplay events, and more.” Libraries are fully stepping into the pop-culture society, knowing that it is necessary to keep patrons of all ages interested and excited to come to their local library. Pop-culture, and comic culture more specifically, can easily span multiple generations of fans and help promote multigenerational programming at any library that hosts a large-scale event. “[L]ibraries are striving to develop entertaining and educational new programs and services that will appeal to not only children but young adults as well as ‘kids at heart’ of all ages” (Saxton 2015). Why might I be recapitulating on a subject so many, including myself, have written articles about? Well, simply put, we are coming into the age of libraries now needing to fulfill the need for young and old alike to become more capable in technologies. Libraries and librarians are at the forefront in developing the creative minds of the future, right alongside educators at all levels. But how do we establish this in the library? We play!
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“Playtime offers an excellent opportunity for librarians to model play techniques with children and for patrons to interact with one another. Learning how to interact with other children and practicing concepts such as sharing and taking turns are school-readiness skills that will help kids succeed” (Johnson 2015). These types of programs even extend past childhood and into adulthood. The library offers programs that will make you more capable in handling the daily interactions and tasks you may deal with in a job or workplace. New programs are being created every day at libraries, and some are growing more advanced in scope. With the introduction of makerspaces, 3-D printers, Raspberry Pis, Arduinos, etc., libraries are preparing the creative thinkers of the future by offering “students [and patrons] affordable access to expensive tools such as laser cutters, sewing machines, and virtual reality technologies. Workshops are often offered to teach users a new craft or how to use a piece of machinery” (Brewer 2015). How do you bridge the gap of pop-culture and learning strong skills in the primary fields of education? By offering cool S.T.E.(A)M. (Science, Technology, Engineering, Art and Mathematics) programs to the patrons you serve. The young
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people who follow comic culture, or pop-culture in general, already have been practicing this through cosPLAY. Through their interactions and learning of how to produce the best costumes with varying types of materials to find the best fit, the young people have already explored the world of S.T.E.(A)M. and have learned some fundamentals that they may have otherwise not been able to fully grasp in a classroom setting. Offering “[c]osplay-related events such as armor building workshops, 3-D printing sessions, and associated technology instructions, and so forth” is “sure to attract enthusiastic cosplayers and makers” to the library (Kroski 2015). These programs are neither that expensive nor difficult to plan out. Most do not require much more than the materials you already may have at your library. “You don’t need a huge budget to provide play activities at your library” (Johnson 2015).
the growth of patrons in the library seeking the opportunity to play with new technologies, play with learning new ideas and concepts, and play with things that they may not have ever had a chance to experience in their lives. 1) Brewer, B. (2015, September 1). Making It in the Academic World. American Libraries, 20. 2) Johnson, A. (2015, September 1). A Place for Play. American Libraries, 66. 3) Kroski, E. (2015). Cosplay and STEM Skills. In Cosplay in libraries: How to embrace costume play in your library (p. 4). 4) Saxton, B. (2015). Retrieved September 28, 2015, from http:// www.teenservicesunderground. com/author/bethreads/
If libraries begin, or continue, to open their doors to makers of all ages, then we are sure to continue ABOUT THE AUTHOR • Justin Switzer is a Young Adult Librarian at the Enoch Pratt Free Library and volunteer at the Community School in Baltimore, MD. An avid fan of pop culture, particularly comics, he organized and ran the library’s first comic con in June 2015.
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HOW TO HOST A TEEN
AT YOUR LIBRARY BY MARIANNE VADNEY
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hen I first started out as a Young Adult Librarian, my game days were usually a hit or miss. I would give my teens all the options. I put out classic and new board games, card games, and set up two to three different video games. It was one big game day, at least once or twice a month. They were successful, but after some time, the teens lost interest, and attendance became intermittent. I had to start thinking outside of the box. What could I plan for my game days that would, first, pull the teens into the library, and second, keep them coming back? 1. Ask the Teens This first point might be obvious, but it is the most important, and one of the easiest ways to gain input of exactly what your teens want in a game day program. Ask them. Years ago, my game day attendance started to wane. Wanting to know the reason for the change, I asked the teens. They were honest and told me the games I had needed an upgrade. They had fun at first because it was the start of a new school year, and they as weeks went by, they wanted to play games that were more interesting than what I had. They loved Minecraft, and they could play that out at the computers, so why would they want to attend my gaming programs? What games could I get that would be similar to Minecraft, especially in competitiveness? I happened to look at my personal games at home and came back to work with Wii Super Smash Brothers Brawl. The teens loved it! It was a competitive game that most were already familiar with, and now they could play against each other at the library. By asking your teens, you will get plenty of ideas; some you can try out immediately, and others save for another time. Chess, Mahjong, Say Anything, Rock Band, Minecraft, Jenga, Taboo, Quidditch -- consider any idea when it comes from your community.
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2. Board, Card, and Video Games In my experience, when I ask what kind of games teens want to play, answers fall into two major categories: video games or board/card games (though these are not the only choices). Board and card games are great options. Many of these games can accommodate multiple players, and the set up/cleanup are not too taxing. If you have a lot of interest in one game, putting teens into groups makes the program a bit livelier, and it is a great team building exercise. I find that the most successful board and card games are the ones most of the teens already know, or games with simple directions. Games with instruction booklets? No time for that! Another thing to consider with board games is the time it takes to play one game. Most of my teens have maybe an hour to spare before they must be somewhere else. Whether you have a big group or small group, try to find games that can be finished quickly, or that have rounds that could make it easier for players to come and go. Board and card games are trendy too. Teens can love a game one year (or month), only to go untouched the next. Just like everything else, trends can change quickly, and we must be ready to adapt. I have worked in a few different libraries, and video game days are always a great program go-to. If you, your library, or your library administration can provide the teens with a few different video game choices, then once the set-up is done (and the teens will help with that if needed), the will jump
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right in. Even if it is a new game, most seem to inherently know how to play it. While it is impossible to keep up with obtaining every new video game and console, do not be discouraged to offer video game days with the equipment you have. It does not matter what brand or generation of gaming console, you can get a roomful of teens wanting to play. If you feel you need an update, and it is not in the budget right now, coordinate with your library to ask for specific gaming donations. Your customers might want a great place to donate those games that are collecting dust at home. Ask family and friends if you can borrow games. This keeps your collection of games fresh and allows you to test drive titles you might want to permanently add. 3. Tournaments I have pleasantly come to realize over the years that if I add the word “Tourney” to any gaming program, the teens’ interests pique. They enjoy being competitive. Whether it is a board game or a video game, they want to win. Prizes can be anything! It can be small like candy, trinkets, and books. The prizes can go larger, such as trophies and gift cards. If you are not sure what to give away, then consider your teens’ interests. What fandom is popular? Any new movies or books coming out that the teens have been talking about? Or, again, just ask them. You chance receiving ideas that may be extreme, but some will be feasible. Remember, winning a prize is nice, but for teens, the bragging rights matter most. If you are unsure how to pull off a tournament, do not hesitate, it is easier than you think. First, decide on the game. Board, card, video, or made up, if you have the willpower, you can transform it into a tournament. To celebrate the film premiere adapted from The Maze Runner book series, I created a competition to win the book and movie passes. I printed out different paper mazes with levels of increasing difficulty. I created the rules making the teens run around the room (the "maze") before getting their paper maze checked
and moving on to the next level. There are not many programs where I let the teens noise level rise too much, but this one I encouraged them to distract their neighbors any way they could without touching anyone else or another’s paper. They definitively got creative, and loud! It was a simple idea and the teens had fun. Second, once you know the game, if it is not a game of your own making, play it yourself. Play it a few times, either with the teens, coworkers, or with friends. Become as comfortable with it as it will help with planning the time needed to play come program day, along with time needed to set up and take down. Third, make your “hard–fast” rules and determine how you will be keeping score. These are the two points that probably will not change. Depending on the chosen game, you might want input from the teens for certain situations. Many times, they come up with a consensus on their own when I give them two or three choices. I used to try to control all aspects of video game tournaments, but that became exhausting. Even with my knowledge of a game, I am still not the expert my teens are. I respect their opinions and found as years go by, the teens were more responsive when they realized they had a voice. Fourth, my favorite tournament tip, if you have a way to do it, have a second-chance battle for the “losers” to win their way back into the game. This never fails to get all the teens riled up, in a good way. I have never had an instance where teens complain that this was not fair. They now get to cheer their friends on again, and there is a possibility, if they themselves are kicked out of the game later, they can win their way back in. In my last video game tournament, I had a secondchance battle after every round. The teens just do not give up on themselves or their peers to get back in and win. Or as one teen so eloquently said, “I am ready for my friend to get back in, so I can beat him again in the next round.” 4. Collaborate with Others For all of you who work with teens, we know they are very busy people. Busy with family, friends, homework, extracurricular activities, after school tutoring, etc. They may be too busy to find time for a game at the library. If teens are not coming to your game day programs, try working with other age groups. Come up with gaming ideas that allow people of different ages to participate without alienating the teens.
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or Board Game Day may be too general of a program title to persuade teens to take time out of their busy schedules and join. Get them excited before you start playing.
One of our children’s librarians asked me if I would be interested in holding a few Tween Game Days during the summer months. I had the opportunity to meet and talk with younger children, some of which are younger siblings to my teens. These tweens got the chance to know me and the teen activities and, hopefully, when the time comes, their transition into teen programming will be easier. Our library’s Family Chess Club is another successful collaboration. The volunteers for the club are elementary school teachers wanting something fun to do during the summer. Since they were elementary school teachers, I was prepared to introduce them to our children’s department, when they mentioned “all ages.” After some more collaboration with the volunteers and input from other departments, dates were set, and the Family Chess Club was a summer hit for children, teens, and adults. If you are worried about planning a program that may not garner the interest of your teens, work with others and open the program up to more ages. It can help you see where your teens fall in their gaming interests and what they want to play. Once you know that, you can plan a game day with solely the teens in mind. 5. Themes Another great way to get teens to your game days is to center the game day around something they already love. Explore the current fandom and passions at your library. Take that knowledge and turn that into a game day. Video Game Day
Theme game days can be molded to whatever restrictions you have. If you only have a few weeks to plan before that next movie adaptation comes out, look online for game day ideas for that fandom. Take a game that you and the teens are familiar with and put a twist on it to fit the theme. Play Jenga, but with “Would you rather....” questions the teens must answer before placing it back in the stack. For Harry Potter fans, Would you rather have a detention with Professor Snape or Professor Lockhart? A “Who Am I” game is a great icebreaker. Place popular characters on teens’ heads or backs so they cannot see. Have them talk to everyone in the room to figure out who they are. Trivia games are always popular. There are many resources online that can help make a fun Jeopardy game, or Name that Tune. If you do not want to use technology, keep it simple. Make simple dry erase boards with cardstock paper inside a page protector. For my Hamilton Musical Game Day, I had a trivia game and used makeshift dry erase boards along with a PowerPoint for the questions. You do not have to stop at a game day with a theme. Make it into a party. If you can add a craft or two, with food, maybe some decorations or prizes (though not necessary), you have a party. While the crafts, food, and prizes are fun, the focus of the party will be the games. They help the teens bond with each other over their fandom and meet new friends who share a common interest. Game days have always been something that I look forward to, whether the program is keeping it simple by providing a few different games the teens can play or going all out and making a tournament or party. It can be difficult to draw the teens in, but by using your teens’ ideas and knowing what is important to them, you can find plenty of opportunities to create a Teen Game Day that will grab the teens’ interests and pull them into your programs repeatedly.
ABOUT THE AUTHOR • Lauren Richards has been a Young Adult Librarian since 2013 and has worked in public libraries since 2009. She is currently a Young Adult Services Librarian at the Kingwood Branch Library, part of the Harris County Public Library System in the Houston, Texas area. When she is taking a break from her librarian duties, she can still be found playing games, either at lunch with coworkers, or at home with her family and friends.
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REBOOTING YOUR GRAPHIC NOVEL COLLECTION BY MARIANNE VADNEY
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o you have a Graphic Novel collection that your library can be proud of… what now? Like any collection of media, it will need regular maintenance or your shiny collection can become an eyesore. So what do you do to keep your patrons coming back? Many basic collection development principles work just as well for graphic novels as they do for other areas of your collection. Here are some simple tips that can get you started. Is it dead, gross, or missing volumes? It can be tedious to check the circulation stats for graphic novels manually, so hopefully your library has a subscription to a service such as Collection HQ. If not, don’t despair because honestly, if you built your collection well, you will not have enough dead items or, items that do not check out, that it will make a large difference. Instead focus on gross or damaged graphic novels. This may in fact mean you need to roll up your sleeves and flip through the graphic novels in your collection. Check for liquid damage, loose pages, broken spines, and other issues. Some small issues can be repaired, but if you are cringing at touching it because of gross stains or stickiness, odds are you patrons won’t want to touch it either. Something you will have to come to terms with is that be-
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cause of the popularity of graphic novels, they will go missing, get damaged, and just become… well, gross. You may find yourself buying some graphic novels many times. If it is popular enough you may end up buying them on a yearly basis. This goes hand in hand with finding missing volumes. While some large franchises such as Batman have many standalone graphic novels, others, especially many manga series, heavily rely on a chronological plot line. For example, if you carry the Fruits Basket series, but you no long carry a few volumes, buy them. Once you have your original collection weeded and have made a list of replacement purchases, your next step is to find new materials. New stand alone and comic series are being published constantly, so your collection can become out of date very quickly. Older titles are important to have, but make sure you have space in your collection for fresh popular titles as well. Listen to your patrons to find out what they are reading or are excited to try; check reviews; keep up to date on award winning book lists such as Eisner or Maverick; and if all else fails buy the first volume and see how it does. Genre trends often go farther than just movies, TV shows, and standard text books. For example, if horror is popular in your library try picking up some new horror graphic novels like Babyteeth. Be aware of diversity in your collection, and I don’t mean Marvel vs. DC. Superheroes are great and popular, so why not include Ms. Marvel a Muslim Super Hero or Faith a plus size woman. Awesome young adult series like Lumberjanes also include characters who are a variety of races, gender representation, and sexual preferences. Once you have performed collection CPR, make sure your patrons know there are new exciting graphic novels to check out. If you have shelf decorations, change it up a bit to
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attract attention or do a standalone display that highlights a segment of your collection. Great display ideas can include award winners, new arrivals, books by theme, and even artists or writers. Also, make sure to have a display during fandom events at your library since many fandoms have strong ties in the realm of graphic novels.
material for making buttons. The possibilities are endless! Uou can even have them as supplies to be used in maker spaces. One of the many great things about graphic novels is that even if the story is fragmented from missing pages or the cover has been torn off in their essence graphic novels are art and can be repurposed.
Now you have a great collection and possible a pile of discards, what do you do? Depending on the shape the graphic novel consider repurposing it. There are many great craft projects that can be done with old books, comic books, and graphic novels. Of course there is always decoupage, but why not make the pages into the petals of a paper rose, or origami paper, or wrapping paper, or
Maybe these steps seem to go overboard, but how can we expect our patrons to love and take care of our collection if we aren’t willing to set an example? This philosophy serves me in all collections I handle, but sometimes graphic novels just need a tiny bit more love and attention.
ABOUT THE AUTHOR • Marianne Vadney is a Young Adult Librarian for Abilene Public Library, Mockingbird Branch, and a member of the Texas Maverick Committee. She is a lover of all things nerdy, obsessed with her cats, and a proud Slytherin. If she’s not at work, she’s most likely reading comics, playing video-tabletop games, or cracking out the dice for her next Dungeons & Dragons campaign.
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KATIE’S KORNER:
GRAPHIC NOVEL TEACHER’S GUIDES BY DR. KATIE MONNIN
informative look at emself and society. Sharing eir literary explorations on gender identity throughout eir life, Kobabe ends up generously offering eir readers a resource list focused on how to understand gender identity in the 21st century.
Gender Queer: A Memoir
Lion Forge Written by: Maia Kobabe Illustrated by: Maia Kobabe Colors by: Phoebe Kobabe Ages: 13+ ISBN: 9781549304002
Note: Be sure to keep a notebook nearby as you read because Kobabe’s resources will inspire you to take notes as well.
Review
“Having a nonbinary or trans teacher in junior high would have meant the world to me.” - Maia Kobabe After writing this column for nearly ten years, Gender Queer by Maia Kobabe is going down on my top ten favorite graphic novel list of all time! Centered on educating everyone (most especially parents, families, librarians, students and teachers, and even higher education professors) Kobabe explains gender and gender identity in the 21st century in both a uniquely personal and an extremely resourceful manner. As an out lesbian who grew up during a different time than Kobabe and faced many similar discriminatory and/or uninformed people and their thoughts on how I expressed my gender identity both personally and professionally, I’ve struggled for years internalizing all of the names I’ve been called, employers who have discriminated against me, family who have asked me if I am “now going transgender because that’s the new fad,” strangers clearly talking about and pointing at me in public, and my most frequent experience: Being pushed out (sometimes gently and sometimes with aggressive force) of women’s restrooms all over the world. I guess most people think I don’t belong there. But I do belong there. In fact, Kobabe, myself, and every single person on this planet each deserve the same rights to live lives full of happiness and peace, and more importantly, on the respective terms we individually feel best express who we are both inside and outside. By tracing eir own childhood, teenage, college, grad school, and career experiences with gender identity, Kobabe presents a vulnerable and
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Here’s a sneak peak of one of the most critical points Kobabe teaches readers of Gender Queer: After literally spending eir childhood years and into eir adulthood self-reflecting and studying gender identity and how e fits within gender studies Kobabe explains why e has chosen the pronouns that e best identifies with: e, em, and eir. The most personal autobiography I’ve ever read, Kobabe gracefully and honestly tackles some of the toughest topics regarding gender and selfidentity, giving educators a literary autobiography that will surely help every human being (both living now and for generations to come) better understand how gender identity and selfdiscovery are key to healing some of the angst and hurt that have come from countless years of misunderstandings.
Elements of Story
Plot: Since childhood Maia Kobabe has thought about, reflected upon, and decided on which pronouns e prefers and would like to educate other’s about. Major Characters: Maia, Maia’s mom, Maia’s dad, Phoebe, Rebecca, Brownen, Galen, Alexandra, David, Autumn, Toby, AJ, Fish, Rae, gynecologists, Ashley, Maia’s love interests, Melanie Gillman, Amila, Jaina Bee, Shari, Michael, Patricia Churchland, Josh, Faith Major Settings: California, San Francisco, home, school, college, library Themes: Identity, Coming of Age, Transformation and Growth, Relationships, Education, Terminology
Lesson Plan Recommendation Using the Common Core Standards (CCS) for Young Adults Common Core Standard(s)
CCSS.ELA-LITERACY.RL.9-10.3 Analyze how complex characters (e.g., those with multiple or conflicting motivations) develop over the course of a text, interact with other characters, and advance the plot or develop the theme.
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Directions for Lesson Plan
In order to analyze all of the complexities Kobabe experiences throughout eir life in Gender Queer, readers should keep track of the time periods e shares (first column), questions e struggles with during those times (second column), the resources and/or people who help eir answer eir questions about gender and self-identity (third column), Kobabe’s ultimate thoughts on how those questions and the people and/or resources have or have not helped eir answer them (fourth column), and, finally, what readers have learned from reading about Kobabe’s experiences (fifth column). For a copy of the reading table, please visit: http://ow.ly/7j5y30o3Jyn
Mera: Tidebreaker
DC Comics Written by: Danielle Paige Illustrated by: Stephen Byrne Ages: 7+ ISBN: 9781401283391
In order to do so, Mera must face some personal and royal challenges she did not expect, and that’s when her plan to kill Arthur Curry becomes more and more complex and riveting for all readers.
Elements of Story
Plot: A teenager from Xebel, a penal colony ruled over by Atlantis, Mera is supposed marry the man of her father’s (King of Xebel’s) choosing. A strong-willed young warrior herself, Mera feels a bit differently, much like her famed warrior mother, and wants to prove that she can wear a crown of her own choosing. Major Characters: Mera (Princess of Xebel), Pilan, Hikara, Ryus (King of Xebel and Mera’s Father), Nerrisa (Mera’s Mother), Larken, Larken’s Father, Arthur Curry (Prince of Atlantis), Ellery, Jacob, Tom Curry, Atlanna (Arthur’s Mother) Major Settings: Xebel, the Embassy, Mera’s Home, Amnesty Bay and Boardwalk, Arthur’s Home and Lighthouse Themes: Identity, Family, Loss, Love, Family, Politics, Forgiveness & Acceptance
Review
As a loyal and devoted fan of DC, I’ve been looking forward to seeing some of their new DC Ink titles. Mera: Tidebreaker delivers with force and energy, having made the wait more than worthwhile. Aimed at young readers, Mera: Tidebreaker offers readers a new, and compelling origin story for both Mera and Aquaman. Mera is born and raised in Xebel, a penal colony ruled over by Atlantis. Expected by her father and the entire kingdom of Xebel to marry and present a new King to rule over Xebel, Mera’s independence and strong will take over. Wanting to follow in her mother’s footsteps and become a warrior for her people, Mera isn’t so sure she wants to be married to her father’s proposed suitor and fiancé, Larken. After secretly overhearing and watching her father and Larken plan an upcoming attack on the Atlanteans, Mera decides to not only take matters into her own hands, but also wear a crown of her own choosing. Emulating her famed and beloved warrior mother, Mera secretly heads to the shoreline beaches of Atlantis to prove that she is both mentally and physically strong enough to rule over Xebel. Her plan: Kill the young and incoming King of Atlantis, Arthur Curry.
Lesson Plan Recommendation Using the Common Core Standards (CCS) for Young Adults Common Core Standard(s)
CCSS.ELA-LITERACY.RL.9-10.3 Analyze how complex characters (e.g., those with multiple or conflicting motivations) develop over the course of a text, interact with other characters, and advance the plot or develop the theme. Directions for Lesson Plan There are many complex and intriguing characters that play a role in Mera’s origin story. Below is a “character tracking line” that allows readers to link Mera’s origin story to some of the key characters that play a role in informing her story. Readers should fill in these spaces with details as to how each character informs Mera’s storyline and decisions. For a copy of the table, please visit: http://ow.ly/bjvV30oixw1
ABOUT THE AUTHOR • Dr. Katie Monnin is the Director of Education at Pop Culture Classroom in Denver, Colorado. She has written dozens of articles, curricula, reviews, lesson plans, and 8 books about teaching graphic novels, animation, video games, social media and other pop culture topics in the classroom.
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GRAPHIC NOVEL REVIEWS allegiance. Illustrators Kelly and Nichole Matthews support this story with adorable, detailed artwork that illuminates the character and creature design and is sure to attract the eyes of readers and keep them engaged throughout. “Pandora’s Legacy” combines fiction and history, and the result is a beautiful union. This book is perfect for fans of the mythological series by Rick Riordan or the Olympians graphic novel series by First Second Books. Jonathan, Marion County Public Library
Pandora’s Legacy
Publisher: KaBoom! Written by: Kara Leopard Illustrated by: Kelly & Nichole Matthews ISBN: 9781684152872 Ages: 9 and up A delightful, adventurous story full of diverse characters and mythical creatures. Siblings Charlie, Jan and Trevor stumble into a mysterious hidden grotto filled with ancient statues. Trevor, being the mischievous teen, he is, accidentally breaks a jar that is held by one of the statues, which turns out to be the legendary Pandora’s Box. Set free from the box are all the monsters that have been contained by magic as well as the titan Prometheus who now possesses the family cat, explains the severity of what has been unleashed into the world and uncovers that their family has been the guardians of the box for generations. Newly enlightened, the teens embark on a mission to find Elpis who is the Greek personification of hope and the creator of the original box, hoping she will restore the broken box and the balance that has been disrupted. Leopard does a wonderful job at weaving Greek mythology together with characters and creatures from different origins to create a page turning story that will keep readers wanting to find out what happens next. Greek characters like Prometheus, Elpis and Stheno inhabit the story as well as creatures from different regional mythologies like Puerto Rico, the Philippines, and Greenland. Blood thirsty chupacabra and bakunawa are some of the fiercest foes found in the story as well as a timid adlet that leaves readers questioning its
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Brothers Dracul Volume 1 Publisher: Aftershock Comics Written by: Cullen Bunn Illustrated by: Mirko Colak, Maria Santaolalla, Simon Bowland ISBN: 9781935002475
Writer Cullen Bunn and artist Mirko Colak team up again (UNHOLY GRAIL, Aftershock Comics, 9781935002673) to explore the teenage years of Vlad Dracul and his brother, Radu. The story opens with a reunion of the adult brothers, Vlad and Radu, the latter in disbelief at the grim scene that greets him outside their castle. The bulk of the story is then told 20 years earlier, after the brothers are taken as special prisoners by the sultan of the Ottoman Empire and “trained for something of great import”. As bodyguards to the Sultan’s son, the Brothers Dracul fight off the beasts of the forsaken, vampir, realizing what the training has been for. Resigned to the fact they are prisoners but bound to protect those that cannot protect themselves, the brothers are at the center of the battle.
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Characters develop based off their interactions with Vlad, if at all. The killing of innocent people at the hands of the adult Vlad seems to be justified with the notion that he does not like “innocence”, because no one is. This emergence as a sympathetic character, a trend in the anti-hero trope, could lead to interesting storylines in continued volumes. The deep blues, purples, and reds adds to the atmosphere but also keeps the images flat. For fans of vampires, gore, and re-imagined characters BookShelf Staff
from an accidental life insurance policy in return for them agreeing that the gas leak that killed their father was an accident. While mulling the decision over, Hel meets her father’s research partner Dr. Leigh Whipple who shares that Hel’s father is not actually dead but is instead trapped in the lost city of Atlantis. She lets Hel know that her father’s laptop is the key to finding him, but when Hel goes home to search for it, she finds the house has already been ransacked and the laptop stolen by the company her father worked for. The teens decide to hack into the company’s network in order to find footage proving Hel and Homer’s father is still alive. With the help of newly enlisted friend Edwin, they sneak into Sagan Company and retrieve the footage. However, they are detected, chased out of the building and forced underground into the tunnels. Here they uncover the hidden worksite of the siblings’ father and fellow scientists. With the information acquired from Sagan, the teens use a certain frequency of soundwave to open a portal to Atlantis where Hel contacts her father and unleashes a guardian creature into the tunnels. While the creature is attacking her friends, Hel’s father tells her to leave him in Atlantis and live her life with her brother. He also informs her that there are guardians protecting both sides of the portal and that she should leave immediately. Homer goes through the portal to save Hel, and when they return to New York’s underground, they help Sagan destroy the guardian.
The Lost City Explorers Written by: Zack Kaplan Illustrated by: Alvaro Sarraseca Publisher: Aftershock Comics ISBN: 9781949028027 Ages: 13 and up
In the opening pages, a team of scientists are deep beneath the city of Manhattan running an unknown experiment when they are suddenly attacked by a ghastly looking aura. One of them is enveloped into the aura while the remaining two run for their lives. The story cuts to a rock concert where readers are introduced to angst filled teenager Hel and her girlfriend Maddi who are discussing college plans, or in Hel’s case, a lack of college plans. They head back to Hel’s home where they find her brother Homer, his girlfriend and a couple of police officers who are there to inform the siblings that their father has died. Hel and Homer are attending the funeral for their father when a shady man in an expensive suit approaches and offers them a large sum of money
The story flashes forward a couple of months into the future where Hel has an exchange with a member of Sagan Corporation. She decides that continuing her father’s work is her new purpose in life and is hired on to work for Sagan. Zach Kaplan has crafted a thrilling adventure story full of mystery and teenage angst. Each chapter reveals an exciting new addition, and the story flows naturally. The characters feel organic and include diversities such as interracial relationships and LGBTQ+ representation. Illustrator Alvaro Sarraseca does a fantastic job using dark tones throughout the book to compliment the story and set the mood. “The Lost City Explorers” is a story geared towards teens but can easily be read and enjoyed by older audiences as well. Fans of “Gideon Falls” by Jeff Lemire and “Walk Through Hell” by Garth Ennis will enjoy the similar vibe of this story. Jonathan, Marion County Public Library
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CORE LISTS
BOOKSHELF PRESENTS A LIST OF SELECTED ESSENTIAL TITLES FOR DIFFERENT AGE RANGES RELEASING BETWEEN MAY 2018 AND AUGUST 2018 KIDS (Ages 4-8) Cash & Carrie Book 2 Action Lab | 9781632294913 Dinosaur Explorers Volume 5 Papercutz | 9781545803158 ERF Dynamite | 9781524112219 Fuzzy Baseball Volume 2 Papercutz | 9781545803660 Garfield: The Monday that Wouldn’t End Boom! Studios | 9781684153428 Geronimo Stilton 3-in-1 NBM | 9781545803103 Little Witch Academia (light novel) JY | 9781975356781 Miranda Fantasyland Tour Guide Action Lab | 9781632294937 Seafoam: A Friend for Madison Action Lab | 9781632294906
Debian Perl: Digital Detective Lion Forge | 9781549303326
Walt Disney: Uncle Scrooge Fantagraphics | 9781683961871
Dizzy’s New Fortune Tokyopop | 9781427858405
W.I.T.C.H Part 5 Volume 3 Yen Press | 9781975383831
Evie’s Wicked Runway Book 2 Tokyopop | 9781427861467
Witchy Lion Forge | 9781549304811
Harry Moon Ticklist Rabbit Publishers | 9781943785728
The Wizerd Volume 1 Lion Forge | 9781549303258
Lockhart’s Carnival Zenescope | 9781942275916
TEENS+ (Ages 13 and up)
Milo’s World Book One Lion Forge | 9781549306709 Miraculous: Love Compass Action Lab | 9781524112219 Nancy Drew & the Hardy Boys: The Mystery of the Missing Adults Dynamite | 9781524111786 Oddly Normal Volume 4 Image Comics | 9781534310650 Powers in Action Volume 1 Action Lab | 9781632294418
Anne Happy Volume 9 Yen Press | 9781975356705 The Avant-Guards Volume 1 Boom! Box | 9781684153671 The Backstagers Volume 3 Boom! Box | 9781684153329 Bearstars Volume 1 VIZ Media | 9781974707980 Beyonders Volume 1 AfterShock | 9781949028065
The Smurfs #25 Papercutz | 9781545801499
Princeless Volume 8: Princesses Action Lab | 9781632294852
The Windy Day Lion Forge | 9781942367987
Princess Ninjas Zenescope | 9781942275909
Bone Parish Volume 1 Boom! Studios | 9781684153541
MIDDLE GRADE (Ages 9-12)
Robots VS Princesses Volume 1 Dynamite | 9781524108564
Brandon Sanderson’s White Sand Volume 3 Dynamite | 9781524110062
The Adventures of Mickey & Maj Book One Action Lab | 9781632294982 Big Alien Moon Crush Action Lab | 9781632294210 Camp Midnight Volume 2 Image Comics | 9781549302961
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Rainbow Brite Dynamite | 9781524109974 Sweetie Volume 1 Action Lab | 9781632294746 Timothy Top Book 2 Lion Forge | 9781942367888 Vamplets: The Undead Pet Society Action Lab | 9781632294821
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Blackbird Volume 1 Image Comics | 9781534312593
CALEXIT: Emmie-X Volume 1 Black Mask | 9781628752342 Cellies Volume 2 Lion Forge | 9781941302958 Doctor Who: Myths and Legends PUK | 9781785942501
The Freeze Image Comics | 9781534312111
Washington Unbound Adhouse Books | 9781935233510
James Bond: Origin Dynamite | 9781524109769
Heavy Liquid Image Comics | 9781534314047
The Waves Archaia | 9781684153466
Invader Zim Volume 7 Oni Press | 9781620105764
The Wrong Earth Volume 1 Ahoy Comics | 9780998044200
John Wick Volume 1 Dynamite | 9781524106829 Half Blood Book 2 Lion Forge | 9781942367789
Kaguya-sama: Love Is War Volume 8 VIZ Media | 9781974704408 Kim Reaper Volume 2 Oni Press | 9781620106372
Older Teens (Ages 16 and up)
Livewire Volume 1 Valiant | 9781682153017
Altered Carbon: Download Blues Dynamite | 9781524109677
The Lollipop Kids Volume 1 AfterShock | 9781949028157
Bitter Root Image Comics | 9781534312128
Maxwell’s Demons Vault Comics | 9781939424327
Bungo Stray Dogs Volume 11 Yen Press | 9781975304492
MCMLXXV Volume 1 Image Comics | 9781534312159
Cocoon Entwined Volume 1 Yen Press | 9781975384241
Mighty Morphin Power Rangers Volume 8 Boom! Studios | 9781684153602
Copra Round One Image Comics | 9781534313910
Monster and the Beast Volume 1 Yen Press | 9781975357214 The Night Is Short, Walk On Girl Yen On | 9781975383312 Out of the Blue Volume 1 AfterShock | 9781949028133 Paradox Girl Volume 1 Image Comics | 9781534312203 Rolled & Told Volume 1 Lion Forge | 9781549306846 Shadowtide: A Blue Rose Novel Green Ronin | 9781934547953 Soulfire: New World Order Aspen Comics | 9781941511633 Spawn Kills Everyone Volume 1 Image Comics | 9781534312227 Sweet Valley High Dynamite | 9781524105563
Creature Girls Volume 1 Ghost Ship | 9781947804623 Die Volume 1 Image Comics | 9781534312708 Drive-In Frights Volume 1 American Mythology | 9781945205163 Fearscape Volume 1 Vault Comics | 9781939424440 Friendo Volume 1 Vault Comics | 9781939424433 Guncats Volume 1 Action Lab | 9781632294197 Half-Blood: The Ogre Gods Book 2 Lion Forge | 9781942367789
Hardcore Volume 1 Image Comics | 9781534312296 Middlewest Book 1 Image Comics | 9781534312173 Midnight Radio Lion Forge | 9781942367994 Monstress Book 1 Image Comics | 9781534312326 Overlord Volume 10 (manga) Yen Press | 9781975357399 Quincredible Volume 1 Lion Forge | 9781549302824 Relay Volume 1 AfterShock | 9781949028010 Self / Made Volume 1 Image Comics | 9781534312272 Skull-face Bookseller Honda-san Volume 1 Yen Press | 9781975358228 Swing Volume 2 Image Comics | 9781534311404 Taarna Volume 1 Heavy Metal | 9781947784086 These Savage Shores Volume 1 Vault Comics | 9781939424402 Torture Princess Volume 1 (light novel) Yen Press | 9781975304690 World’s End Harem Volume 5 Ghost Ship | 9781947804364
Happy Sugar Life Volume 1 Yen Press | 9781975303303
For more core list titles by age group, visit diamondbookshelf.com
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RESOURCES
BOOKS ABOUT GRAPHIC NOVELS Superhero Comics
By Chris Galaver A complete guide to the history, form and contexts of the genre, Superhero Comics helps readers explore the most successful and familiar of comic book genres. In an accessible and easy-to-navigate format, the book reveals: the history of superhero comics-from mythic influences to 21st-century evolutions; cultural contexts-from the formative politics of colonialism, eugenics, KKK vigilantism, and WWII fascism to the Cold War’s transformative threat of mutually assured destruction to the on-going revolutions in African American and sexual representation; key texts-from the earliest pre-Comics-Code Superman and Batman to the latest post-Code Ms. Marvel and Black Panther; approaches to visual analysis-from layout norms to narrative structure to styles of abstraction.
Going Graphic: Comics at Work in the Multilingual Classroom
By Stephen Cary Comics are natural for second language development. Their unique mix of abundant comprehension-building visuals and authentic text readily engages learners, contextualizes language, and offers a window into the culture. Building on the latest brain-based research, second language acquisition theory, and progressive literacy principles, Stephen Cary offers twenty-five proven activities for comics-based instruction in all classrooms, especially TESL/TEFL settings, and for all grade and English-proficiency levels.
Reading with Pictures: Comics That Make Kids Smarter
By Josh Elder Uniting the finest creative talents in the comics industry with the nation’s leading experts in visual literacy to create a gamechanging tool for the classroom and beyond, this full-color volume features more than a dozen short stories (both fiction and nonfiction) that address topics in Social Studies, Math, Language Arts, and Science, while offering an immersive textual and visual experience that kids will enjoy.
Graphic Novels in High School and Middle School Classrooms: A Disciplinary Literacies Approach
By William Boerman-Cornell, Jung Kim and Michael L. Manderino The ultimate guide for using graphic novels in any middle school or high school classroom, this book considers how the graphic novel format can support critical thinking and help reach disciplinary goals in history, English language arts, science, math, fine arts, and other subjects. Using specific graphic novels as examples, this book considers how to help students read, question, and write about both fiction and non-fiction. Whether teachers are new to graphic novels or have been working with them for years, this book will help improve instruction.
USEFUL LINKS The Comic Book Project – Center for Educational Pathways http://www.comicbookproject.org/
Good Comics for Kids (School Library Journal Blog) http://blog.schoollibraryjournal.com/goodcomicsforkids
ComicsResearch.org – Academic & Library Resources http://www.comicsresearch.org/academic.html
Making Curriculum Pop http://mcpopmb.ning.com
Eek! Comics in the Classroom! (Education World) http://www.education-world.com/a_curr/profdev/profdev105. shtml
Maryland Comic Book Initiative http://archives.marylandpublicschools.org/MSDE/programs/ recognition-partnerships/md-comic-book.html
Expanding Literacies through Graphic Novels (Members Only) http://www1.ncte.org/Library/files/Free/recruitment/ EJ0956Expanding.pdf
No Flying, No Tights (Graphic Novel Review Site) http://www.noflyingnotights.com/
Building Literacy Connections with Graphic Novels: Page by Page, Panel by Panel http://www.graphicnovelreporter.com
Using Comics and Graphic Novels in the Classroom (The CouncilChronicle, Sept. 05) http://www.ncte.org/magazine/archives/122031 YALSA’s Great Graphic Novels for Teens List http://www.ala.org/yalsa/ggnt
GNLib: Graphic Novels in Libraries https://groups.yahoo.com/neo/groups/gn4lib/info
More Links DiamondBookShelf.com maintains an ever-growing database of web resources for educators and librarians. Categories include official Publisher sites, resources for teachers, resources for librarians, graphic novel and comics review sites, resources for kids and more!
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HOW TO ORDER COMICS & GRAPHIC NOVELS YOU HAVE MANY OPTIONS – CHOOSE THE ONE THAT WORKS BEST FOR YOU!
1. BUY FROM YOUR LOCAL COMIC BOOK SHOP For a variety of reasons, your local comic book shop could be the best possible resource for your purchase of graphic novels. In fact, many local comic shops service both schools and libraries already with the latest comics and graphic novels.
2. BUY FROM YOUR USUAL WHOLESALER OR BOOK JOBBER Baker & Taylor, Booksource, Brodart, Follett, Ingram, and other wholesalers all carry a full line of graphic novels. Most schools and libraries already do business with one or more of these companies, and it’s easy to add in your order through these procurement channels.
3. BUY DIRECT FROM DIAMOND If there are no comic book stores in your area and your usual wholesaler doesn’t have deep stock on a variety of titles, Diamond does sell directly to educators and librarians. For more information, call Allan Greenberg at 443-318-8001 ext. 8564 or email library@diamondcomics.com or schools@diamondcomics.com
A GREAT RESOURCE: YOUR LOCAL COMIC BOOK SHOP Quality comic book shops are a valuable resource for libraries and schools seeking graphic novels and graphic novel information. In the past, such partnerships have proven successful for all involved, with increased sales and circulation, as well as the satisfaction that comes with community involvement. As comic book and graphic novel specialists, comic shop retailers have up-to-date knowledge on the most recent and upcoming hits, and a great familiarity with what their customers are reading and enjoying. Many are more than willing to work together on cross-promotional events, reaching out to and expanding the audience of graphic novel fans. So, how do you go about finding and dealing with your local comic shop? Well, it’s easier than you think. By following these easy steps, you’ll be coordinating with your local comic shop in no time!
Research and Choose a Store. Once you’ve located a store, the next thing to do is find out more about it. If you used the Comic Shop Locator, many of the stores have posted brief profiles. The best way to find out more information about a store is to visit it in person. That way, you’ll have the opportunity to browse through the store’s collection and get personal advice from the knowledgeable experts on hand. All stores will have their own unique approach – find one that you feel comfortable with.
Introduce Yourself. Going into any new environment can be intimidating, especially when you have preconceived notions. But there’s nothing to fear from comic shop retailers. Many of them are happy to welcome librarians and teachers into their stores because they understand the mutual benefit working together can achieve. Let them know you’re interested in using graphic novels, and they will be more than happy to help!
Find a Store. We’ve already done the work for you! To find your closest comic shop, all you have to do is use the Comic Shop Locator Service. Just log on to http:// www.comicshoplocator.com and enter your zip code. It’s as simple as that! Located on the store listings is the School and Library Partners icon above. Stores with this designation have told us they are willing to partner with schools and libraries to aid with selection, programming, purchasing, and more.
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EMAIL: EDITOR@DIAMONDBOOKSHELF.COM
We at Diamond have known for years that comic books and graphic novels are excellent teaching and learning tools… we’re pleased that so many educators are starting to agree! We hope you find this publication and our website a useful resource to convince others that comics can make a difference in helping to promote literacy, motivate readers, and more.
If you find Diamond BookShelf worthwhile, be sure to pass it on and tell your colleagues! Diamond Comic Distributors is the world’s largest distributor of Englishlanguage comic books, graphic novels and comics-related merchandise. We believe that comics are not only great fun and great art, but also have educational value and are terrific tools for promoting literacy. The BookShelf magazine and website are two of Diamond’s outreach initiatives to support the use of comics and graphic novels in schools and libraries.
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