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The Ten-Cent Plague: The Great Comic-Book Scare and How It Changed America Hardcover – March 18, 2008
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David Hajdu
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Print length448 pages
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LanguageEnglish
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PublisherFarrar, Straus and Giroux
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Publication dateMarch 18, 2008
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Dimensions6.67 x 1.49 x 8.94 inches
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ISBN-100374187673
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ISBN-13978-0374187675
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“Who knew? The right was focused on the Red Menace and the left on the Red Scare. But, if you want to understand what was really going on in the mad, mad, mad world of the 1950's you should read David Hajdu's hilarious and harrowing account of The Great Comic Book Scare. Hajdu’s tale is lurid, absurd, existential, weird, and scary, and contains real-life superheros and supervillains, and there is nothing funny about it.” —Victor Navasky, author of Naming Names
About the Author
David Hajdu is the author of Lush Life: A Biography of Billy Strayhorn and Positively 4th Street: The Lives and Times of Joan Baez, Bob Dylan, Mimi Baez Farina and Richard Farina. He is the music critic for The New Republic, and he teaches at the Columbia Graduate School of Journalism.
Excerpt. © Reprinted by permission. All rights reserved.
Sawgrass Village, a tidy development about twenty-five miles east of Jacksonville, Florida, is named for the wild marsh greenery that its turf lawns displaced. It has 1,327 houses, each of them pale gray on the outside. On the inside, the one at 133 Lake Julia Drive is a dream shrine—a temple not to the past, like many other homes of retirees, but to a life imagined and denied. All the walls in its eight rooms, as well as the halls, are covered with framed paintings by Janice Valleau Winkleman, who moved there from Pittsburgh with her husband, Ed, in 1982, when he ended his four-decade career in sales (first, chemicals, then steel products). She had been painting almost every day for nearly thirty years. Having shown artistic talent at an early age, she had taken some formal training in fine art and illustration, and, at age nineteen, she began working professionally, drawing for Quality Comics in Manhattan. Then, one evening eleven years later, she came home from work and never went back.
For more than fifty years after that, Winkleman made no mention of the fact that she had had artwork prominently published as Janice Valleau. Her daughter Ellen grew up reading comic books without knowing that her mother had once helped create them.
In 2004, the Winklemans’ living room held seventy-four paintings—vigorous watercolor seascapes with violent waves, rendered in heavy blues and blacks; an acrylic of two seagulls suspended in flight, positioned upright in a golden-brown sky and surrounded by other gulls darting about them in every direction; watercolor after watercolor of old sailing ships, moldering in dry dock; a few abstracts of angular shapes and patterns done in pastel; portraits of exotic, alluring young women, one of them topless, with her face either unfinished or painted over. The images—at once lovely and tortured, all skillfully done but madly varied—could occupy a graduate art student or a psychoanalyst for some time.
At age eighty-one, Winkleman was a fragile woman, weakened by age and illness, though she still painted when she felt up to it, usually one or two days each week. “I like art—it’s important to me,” she said in a small but firm voice. Her eyes were bright behind grand, squarish glasses that covered most of her face. She sat straight-backed in a thin-cushioned metal chair that went with the desk in a half-room that also had her easel and taboret, a few boxes of art supplies, and a tea set. Her hands formed a teepee on her lap. She wore a pressed linen house dress and well-used tennis shoes, and she kept her legs crossed tightly with her calves angled back under the chair, as if to hide the shoes. Hanging in a frame on the wall to her right was the original pen-and-ink art to the first page of a Blackhawk comic-book story drawn by one of her old studio mates, Reed Crandall. In the days when they were working together, Winkleman had sneaked the page home in her portfolio, because she admired Crandall’s dynamic compositions and sure line.
“I wanted to be a magazine illustrator, but I loved comics, too,” she said, pointing her teepee toward the Blackhawk page. “I would have been happy being in any kind of art at all.”
Why, then, had she stopped working professionally half a century earlier? The paintings all over her house show that Winkleman had the skill and the versatility to have done commercial illustration. She had the experience in comics and the affection for the medium to have continued in that field. With the imagination she applied to some of her canvases, she might even have pursued fine art professionally. Why not?
“My God,” she said. She separated her hands and slapped them on her lap, then slowly brought them back together. “I couldn’t go back out there—I was scared to death. Don’t you know what they did to us?”
In the mid-1940s, when Janice Valleau was thriving as an artist for Quality Comics, the comic book was the most popular form of entertainment in America. Comics were selling between eighty million and a hundred million copies every week, with a typical issue passed along or traded to six to ten readers, thereby reaching more people than movies, television, radio, or magazines for adults. By 1952, more than twenty publishers were producing nearly 650 comics titles per month, employing well over a thousand artists, writers, editors, letterers, and others—among them women such as Valleau, as well as untold members of racial, ethnic, and social minorities who turned to comics because they thought of themselves or their ideas as unwelcome in more reputable spheres of publishing and entertainment.
Created by outsiders of various sorts, comics gave voice to their makers’ fantasies and discontent in the brash vernacular of cartoon drawings and word balloons, and they spoke with special cogency to young people who felt like outsiders in a world geared for and run by adults. In the forties, after all, the idea of youth culture as it would later be known—as a vast socioeconomic system comprising modes of behavior and styles of dress, music, and literature intended primarily to express independence from the status quo—had not yet formed; childhood and young adulthood were generally considered states of subadulthood, phases of training to enter the orthodoxy. Comic books were radical among the books of their day for being written, drawn, priced, and marketed primarily for and directly to kids, as well as for asserting a sensibility anathema to grown-ups.
Most adults never paid much mind until the comics—and the kids reading them—began to change.
During the early postwar years, comic books shifted in tone and content. Fed by the same streams as pulp fiction and film noir, many of the titles most prominent in the late forties and early fifties told lurid stories of crime, vice, lust, and horror, rather than noble tales of costumed heroes and heroines such as Superman, Captain Marvel, and Wonder Woman, whose exploits had initially established the comics genre in the late thirties and early forties. These unprecedented dark comics sprouted from cracks in the back corners of the cultural terrain and grew wild. Unlike the movies and the broadcast media, comic books had no effective monitoring or regulatory mechanism—no powerful self-censoring body like the film industry’s Hays Office, no government authority like the FCC imposing content standards. Uninhibited, shameless, frequently garish and crude, often shocking, and sometimes excessive, these crime, horror, and romance comics provided young people of the early postwar years with a means of defying and escaping the mainstream culture of the time, while providing the guardians of that culture an enormous, taunting, close-range target. The world of comics became a battleground in a war between two generations, delineating two eras in American pop-culture history.
“Comic books are definitely harmful to impressionable people, and most young people are impressionable,” said the psychiatrist Fredric Wertham, author of an incendiary tract, Seduction of the Innocent, which indicted comics as a leading cause of juvenile delinquency. “I think Hitler was a beginner compared to the comic-book industry.
“The time has come to legislate these books off the newsstands and out of the candy stores.”
Churches and community groups raged and organized campaigns against comic books. Young people acted out mock trials of comics characters. Schools held public burnings of comics, and students threw thousands of the books into the bonfires; at more than one conflagration, children marched around the flames reciting incantations denouncing comics. Headlines in newspapers and magazines around the country warned readers: “Depravity for Children—Ten Cents a Copy!” “Horror in the Nursery,” “The Curse of the Comic Books.” The offices of one of the most adventurous and scandalous publishers, EC Comics, were raided by the New York City police. More than a hundred acts of legislation were introduced on the state and municipal levels to ban or limit the sale of comics: Scores of titles were outlawed in New York, Connecticut, Maryland, and other states, and ordinances to regulate comics were passed in dozens of cities. Soon, Congress took action with a set of sensational, televised hearings that nearly destroyed the comic-book business. Like Janice Valleau, the majority of working comics artists, writers, and editors—more than eight hundred people—lost their jobs. A great many of them would never be published again.
Through the near death of comic books and the end of many of their makers’ creative lives, postwar popular culture was born.
Page-one news as it occurred, the story of the comics controversy is a largely forgotten chapter in the history of the culture wars and one that defies now-common notions about the evolution of twentieth-century popular culture, including the conception of the postwar sensibility—a raucous and cynical one, inured to violence and absorbed with sex, skeptical of authority, and frozen in young adulthood—as something spawned by rock and roll. The truth is more complex. Elvis Presley and Chuck Berry added the soundtrack to a scene created in comic books.
It is clear now that the hysteria over comic books was always about many things other than cartoons: about class and money and taste; about traditions and religions and biases rooted in time and place; about presidential politics; about the influence of a new medium called television; and about how art forms, as well as people, grow up. The comic-book war was one of the first and hardest-fought conflicts between youn...
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Product details
- Publisher : Farrar, Straus and Giroux; First Edition (March 18, 2008)
- Language : English
- Hardcover : 448 pages
- ISBN-10 : 0374187673
- ISBN-13 : 978-0374187675
- Item Weight : 1.6 pounds
- Dimensions : 6.67 x 1.49 x 8.94 inches
- Best Sellers Rank: #1,403,326 in Books (See Top 100 in Books)
- Customer Reviews:
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David Hajdu's The Ten Cent Plague details one such situation that occurred in the early 1950s and focused on comic books. This was an era when comics were at a creative and commercial peak, dealing with not only the superhero genre, but also horror, crime, war and romance. While some of it was over-the-top, it also provided entertainment and occasionally delivered a message as well.
The main villain in this piece is Fredric Wertham, author of Seduction of the Innocent, a book that alleged links between comic books and juvenile delinquency, links that were often weak at best, and completely fabricated in other cases. In this Legion of Doom, however, Wertham is merely the biggest name, but there are others as well, driven to hound the comic book industry out of existence. They would use book-burnings, boycotts and the police to get their way, and to a large extent, they would win. Due to their efforts, the Comics Code was instituted, resulting in comics that went from being fun (if edgy) to watered-down pap fit for only the youngest kids. It was like replacing Bugs Bunny and Homer Simpson with Baby Huey and the Care Bears.
It would take decades for the comic books to get back much of the creativity they lost, and commercially, they would never be as dominant again. Yet there were still heroes in this era - most notably Bill Gaines - but they could never quite grasp the significance of Wertham and company until it was too late. Around the only positive that came out of this period was Mad Magazine, which Gaines was able to squeeze past the Comics Code by changing its classification from comic book to magazine.
Hajdu's writing is always engaging. I would have liked a few more illustrations but that's a minor quibble. Overall, this is a good book of relatively modern history, not only giving a good look at another era, but also providing a valuable lesson that too many times, the ones who say they are protecting "the children" from evil may be doing the actual evil themselves.
Top reviews from other countries
The book flits back and forth between the history of the censorship of comics (and, most interestingly, the unhappiness and uncertainty of the kids forced into the trauma of book burnings) and biographies of the various publishers and contributors to the comics in those days. It is perhaps ultimately uplifting that these pages about the comics themselves are far interesting than those about the dark days of the campaigning against comics, which is the depressing main focus of the book. Yes, the Code-free comics arena gave us James Warren’s Creepy, Eerie, Blazing Combat, and Vampirella, Gilbert Shelton’s Freak Brothers, Mad magazine, Wally Wood, Sheena, Barbarella, Guido Crepax, Big Apple Comics, Star Reach, Quack, and the best of Robert Crumb, all good fun, but it also gave us James Warren’s 1984, all the other underground filth and scribble, Skywald’s pretentious drivel, Myron Fass, and er, the worst of Robert Crumb…
The book becomes far more interesting in its final third, when the Comics Code Authority is finally in place, and performing its dead-eyed duty for the joyless satisfaction of banal dullards and pompous puritans unhindered by justice or law. The unequivocal victory of the scheming John Goldwater and the vindictive Charles Murphy over poor defiant Bill Gaines, finally driven to defeat and despair by one last most appalling act of arbitrary racism, is a cruel injustice that is still painful today in its sheer raging unfairness. At the back of the book, and almost overwhelming in poignancy, are fourteen plus pages of normal-sized type in double columns of the working hacks and happy free spirits whose careers and in some cases creativity were nipped in the bud and never worked in the industry again, which reads like a role call of those lost in battle.
As sad as it is that so many companies and their contributors went under thanks to the constant vilification of the comics (one wonders what Fiction House would be doing today), two things need to be admitted. The first is that many of those comics were really horrible by any definition of the word in terms of both quality and content, and secondly, that comics slowly improved when the dross had been weeded out… It is easy to be misty-eyed and nostalgic for the anarchy and wild west days of the late ‘40s and early ‘50s, and the persecution of the industry was undoubtedly a shameful episode of totalitarianism, wicked opportunism, and misguided over-heated fanaticism that should never have happened in a free country. However, it is undeniable and ironic that the comics of artistic quality that have endured and created recognition and appreciation for the art form all began to take shape after that unforgivable purge. For about twenty years the much reviled comics medium became a unique and admirable art form for the young of all ages, enjoyable and safe to read and enthusiastically collected, until the Code became an outmoded and unrealistic irrelevance in the envelope-pushing early ‘70s and imploded. At that point, a new generation of weirdoes and malcontents moved in and stole them from the kids, nerds, and normals for the self-indulgent benefit of the tormented teenagers Adam West termed “the walking wounded”. And here we are today.







