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Framed, an iOS game by Australian developer Loveshack, turns time into a force that propels the reader past the temporal ambiguities of print comics, remixing sequential art with the player-centered approach to time often found in single player video games.
![](http://scalar.usc.edu/works/timeframing/media/icon_spacegame.png)
A comic on a screen is a curious and confounding thing, but after years of experimentation, tropes and techniques are beginning to emerge that embrace the medium for what it is. A
20 minute video version of this material is also available.
![](http://scalar.usc.edu/works/timeframing/media/icon_synchronization.png)
A GIF-animated webcomic by French cartoonist Boulet is a wonderful example of how time in screen comics can be both serial and parallel.
![](http://scalar.usc.edu/works/timeframing/media/icon_motioncomics.png)
Originally written in 2009 and posted here for the first time, thoughts on what we want our screen comics to do for us and why hybridization can be good even if we don't like its immediate results.
![](http://scalar.usc.edu/works/timeframing/media/icon_recommended_bluered.gif)
A growing selection of screen comics that push the boundaries of the medium, and thoughtful writing from around the web about the same.