[Air-L] call for chapters

Dal Yong Jin djin at sfu.ca
Tue Jun 16 09:30:31 PDT 2009

Apologies  for cross posting.

Proposal Submission: September 15, 2009

Full Chapter Submission Deadline: November 30, 2009

Global Media Convergence and Cultural Transformation:

Emerging Social Patterns and Characteristics

Edited by: Dal Yong Jin, Simon Fraser University, Canada

To be published by IGI Global: 

 INTRODUCTION  New media and technology are firmly embedded in our 
contemporary society and culture. The Internet and mobile communications and 
their applications, including online gaming, have made a huge impact on 
political participation, business, education, social and family relations. 
Several regions, including Asia and North America are marked by diverse 
penetration rates of gaming (e.g., online, mobile, and console games), and 
mobile and broadband technologies, which are subject to local culture and 
socio-economic nuances. Young people are techno-savvy, and their use of new 
technology has been culturally remarkable. Media policy makers, software 
designers, mobile technicians, and computer corporations around the world 
are eager to learn, not only the result of the rapid growth of new 
technologies and their implications, but also the primary driver of the 
development of advancement of new technologies, as a reflection of the 
importance of convergence of technology and culture.


The overall mission of the book is to engage the complex relationship 
between technology and culture, as well as technology and socio-economic 
elements by exploring it in a transnational yet contextually grounded 
framework. This book employs diverse perspectives and approaches, from 
political economy to cultural studies, and from policy studies to 
ethnography in order to reflect several different focuses and areas in new 
media technologies and their convergence with culture. Specifically, it will 
focus on the following key objectives:

·     To analyze the convergence of technology and culture, which is one of 
the major drivers of the development of new technologies.

  a.. To provide understanding of macro and micro level factors currently 
affecting convergence from both a developing and a developed nation's 
  b.. To offer cross-country analysis of media and technology convergence 
that can be applied in various geographical settings.
  c.. To document our experience of technological change in economy and 
culture that may shed light on the more general trends of the shifting 
global media, culture and technology.

Our major target readers will be upper-level undergraduate and graduate 
students who study media, culture, and technology as well as media 
economics. The prospective audience is the academic audience as well as the 
much broader world of users from business, government, and information 
technology sectors. This book has an international appeal in the U.S., 
Europe, and Asia, because many Western media scholars would like to 
understand the reasons why the global world has rapidly grown and been 
transformed in the context of new media and culture.

The chapters can address topics such as the following, but are not limited 

§  New Media Polices and Economy of Media Convergence

§  Broadband as a key for convergence of technology and media

§  Convergence of American Fandom and Asian Technology: play culture changes 
game technology

§  Transnational, regional, and national: convergence of Western capital and 
locality in the mobile industry

§  When the West meets the East: convergence of Western culture and Asian 
new media

§  Playing at Being Mobile: gaming, cute culture and mobile technology

§  The Mobile-zing Culture: emerging structure of mobile email users in Asia 
and Europe

§  Call Centers, India, and a New Politics: cultural interpretations

§  Broadband Internet, Online Game, and Culture: a cross-cultural analysis

§  Social networking for Online Game Content

§  Playing at Being Mobile: gaming, cute culture and mobile technology

§  Online Game Fans: are they new audience commodities in the new media era

§  Adventure of Local Video Games towards Globalization

§  New Media Hubs in Asia: Hong Kong, Singapore, and Shanghai

§  Discourses of Keitai culture in Japan

§  The making of neo-Confucian cyberkids: mobile phone users in Korea

§  A socio-cultural interpretation of American youth and Asian youth in the 
usage of Web culture

§  Chinese online game culture: Western capital controls the national 
cultural market

§  Japanese Console Game Industry and Culture

§  Glocalized Asia: an integration of the World of Warcraft with Asian 

§  Thinking through Diaspora: Asian Americans live with the Internet

Researchers and practitioners are invited to submit on or before September 
15, 2009, a manuscript proposal outlining title, mission, and concerns of 
the proposed chapter (500 - 600 words). Authors of accepted proposals will 
be notified as soon as possible about the status of their proposals and sent 
chapter organizational guidelines. Full chapters (6,000 - 9,000 words) are 
expected to be submitted by November 30, 2009. All submitted chapters will 
be reviewed on a double-blind review basis.


This book is scheduled to be published by IGI Global (formerly Idea Group 
Inc.), publisher of the "Information Science Reference" (formerly Idea Group 
Reference), "Medical Information Science Reference," and "IGI Publishing" 
imprints. For additional information regarding the publisher, please visit 
www.igi-global.com. This publication is anticipated to be released in late 


September 15, 2009:     Proposal Submission

September 30, 2009:     Proposal Acceptance

November 30, 2009:     Full Chapter Submission

January 31, 2010:         Review Results Returned

March 15, 2010:           Revised Chapter Submission

April 15, 2010:             Final Chapter Submission

Inquiries and submissions can be forwarded electronically or by mail to:

Dr. Dal Yong Jin (djin at sfu.ca: Tel: 604-420-2856)

School of Communication

Simon Fraser University

8888 University Drive, Burnaby, BC Canada, V5A 1S6

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