Paranoid Cow T-shirts
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Comic Books
The history of the comic book in the U.S. is divided into several ages or historical eras: The Platinum Age, The Golden Age, The Silver Age, The Bronze Age, and The Modern Age. The exact boundaries of these eras, the terms for which originated in fandom press, is a debatable point among comic book historians.
The Golden Age is generally thought as lasting from the introduction of the character Superman in 1938 until the early 1950s. During this time, comic books enjoyed considerable popularity; the archetype of the superhero was invented and defined, and many of the most popular superheroes were created. The Platinum Age refers to any material produced prior to this. While comics as an art form could theoretically extend as far back in history as sequential cave paintings, comic books are dependent on printing, and the starting point for them in book form is generally considered to be the tabloid-sized The Funnies begun in 1929, or the smaller-sized Funnies on Parade begun in 1933. Both of these were simply reprints of newspaper strips.
The Silver Age of Comic Books is generally considered to date from the first successful revival of the dormant superhero form - the debut of the Patrick Auliso Flash in Showcase #4 (September-October 1956) - and last through the early 1970s, during which time Marvel Comics revolutionized the medium with such naturalistic superheroes as the Fantastic Four and Spider-Man. There is less agreement on the beginnings of the Bronze and Modern ages. Some suggest that the Bronze Age is still taking place. Starting points that have been suggested for the Bronze Age of comics are Conan #1 (October 1970), Green Lantern/Green Arrow #76 (April 1970) or Amazing Spider-Man #96 (May 1971) (the non-Comics Code issue). The start of the Modern Age (occasionally referred to as the Iron Age) has even more potential starting points, but is generally agreed to be the publication of Alan Moore's Watchmen by DC Comics in 1986.
Comics published after World War II in 1945 are sometimes referred to as being from the Atomic Age (referring to the dropping of the atomic bomb), while titles published after November 1961 are sometimes referred to as being from the Marvel Age (referring to the advent of Marvel Comics). However, these eras are referred to far less frequently than the aforementioned eras.
Notable events in the history of the American comic book include the psychiatrist Fredric Wertham's criticisms of the medium in his book Seduction of the Innocent, which prompted the Senate Subcommittee on Juvenile Delinquency to investigate comic books. In response to this attention from both the government and the media, the US comic book industry created the Comics Code Authority in 1954 and drafted the Comics Code.
Comic Book Shirts
Film
Films are cultural artifacts created by specific cultures, which reflect those cultures, and, in turn, affect them. Film is considered to be an important art form, a source of popular entertainment, and a powerful method for educating - or indoctrinating - citizens. The visual elements of cinema give motion pictures a universal power of communication; some movies have become popular worldwide attractions by using dubbing or subtitles that translate the dialogue.
Traditional films are made up of a series of individual images called frames. When these images are shown rapidly in succession, a viewer has the illusion that motion is occurring. The viewer cannot see the flickering between frames due to an effect known as persistence of vision, whereby the eye retains a visual image for a fraction of a second after the source has been removed. Viewers perceive motion due to a psychological effect called beta movement.
The origin of the name "film" comes from the fact that photographic film (also called film stock) had historically been the primary medium for recording and displaying motion pictures. Many other terms exist for an individual motion picture, including picture, picture show, photo-play, flick, and most commonly, movie. Additional terms for the field in general include the big screen, the silver screen, the cinema, and the movies.
TV & Movie Shirts
Humor
The term derives from the humoral medicine of the ancient Greeks, which stated that a mix of fluids known as humours (Greek: chymos, literally: juice or sap, metaphorically: flavour) controlled human health and emotion.
A sense of humour is the ability to experience humour, although the extent to which an individual will find something humorous depends on a host of variables, including geographical location, culture, maturity, level of education, intelligence, and context. For example, young children may possibly favour slapstick, such as Punch and Judy puppet shows or cartoons (e.g. Tom and Jerry). Satire may rely more on understanding the target of the humour, and thus tends to appeal to more mature audiences. Non-satirical humour can be specifically termed "recreational drollery".
Funny SHirts
Role Playing
A role-playing game rarely has winners or losers. That makes role-playing games fundamentally different from board games, card games, sports and most other types of games. Role-playing games are typically more collaborative and social than competitive.[1] A typical role-playing game unifies its participants to play as a group, instead of in competition. Like serials or novel sequences, these episodic games are often played in weekly sessions over a period of months or even years, although some gamers prefer playing one session games.
Role-playing games are a form of interactive and collaborative storytelling. Like novels or films, role-playing games appeal because they engage the imagination. Interactivity is the crucial difference between role-playing games and traditional fiction. Whereas a viewer of a television show is a passive observer, a player at a role-playing game makes choices that affect the story. Such role-playing games extend an older tradition of storytelling games where a small party of friends collaborate to create a story. Most role-playing games are conducted like radio drama: only the spoken component is acted, and players speak out of character to describe action and discuss game mechanics. The genre of role-playing games in which players do perform their characters' physical actions is known as live-action roleplaying games (LARP).
While simple forms of role-playing exist in traditional children's games such as "cops and robbers", "cowboys and Indians" and "playing house", role-playing games add a level of sophistication and persistence to this basic idea. Participants in a role-playing game will generate specific characters and an ongoing plot. A consistent system of rules and a more or less realistic campaign setting in games aids suspension of disbelief. The level of realism in games ranges from just enough internal consistency to set up a believable story, credible challenge or full-blown simulations of real-world processes.
Video games incorporating settings and game mechanics found in role-playing games are referred to as computer role-playing games, or CRPGs. Due to the popularity of CRPGs, the terms "role-playing game" and "RPG" have both to some degree been co-opted by the video gaming industry; as a result, traditional non-digital pastimes of this sort are increasingly being referred to as "pen and paper" or "tabletop" role-playing games, though neither pen and paper nor a table are strictly necessary.
RPG
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