[Air-L] call for chapters
Dal Yong Jin
djin at sfu.ca
Tue Jun 16 09:30:31 PDT 2009
Apologies for cross posting.
CALL FOR CHAPTERS
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:
http://www.igi-global.com/requests/details.asp?ID=665
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.
OBJECTIVES
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
perspective.
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.
AUDIENCE
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.
TOPICS
The chapters can address topics such as the following, but are not limited
to:
§ 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
culture
§ Thinking through Diaspora: Asian Americans live with the Internet
SUBMISSION PROCEDURE
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.
PUBLISHER
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
2010.
IMPORTANT DATES
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
CONTACT INFORMATION
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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