Abstract
Involving today's adolescent in the joys of reading is a challenge in a hyper-mediated, fast paced world of informa tion. Just getting a teen to stop racing from activity to activ ity for a few minutes of quiet reading can be difficult . Adolescents are constantly occupied by the mall, movies, jobs, and their cell phones. One genre that is gaining academic respectability can help engage adolescents in reading: the graphic novel. The graphic novel, basically a comic in short book length, appeals to diverse readers who have come to expect visuals in the texts they encounter in their world. Graphic novels can offer well written and exciting stories, unusual information and ideas, new points of view, and stimu Librarians/media specialists have been especially enthusi astic about graphic novels. See, for example, articles by Stephen Weiner (2002), Michael Lavin (1998), and Lora Bruggeman (1997) in various library journals, advising on the emergence of graphic novels for library collections. Other scholars explore graphic novels as artifacts of popular cul ture. Ultimately, both the written text and graphics of good graphic novels are worthy of reading and study, and students are drawn to them. The graphic novel is short, has interesting pictures (some in color and some not), usually offers dialogue and action with little narration or description, and comes in paperback
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