[Air-L] Call for Chapters
Dal Yong Jin
yongjin23 at gmail.com
Fri Oct 31 18:49:08 PDT 2014
*Call for Chapters*
*Mobile Gaming in Asia: Politics, Culture and Emerging Technologies *
*Edited by Dal Yong Jin, Ph.D., Simon Fraser University. To be published by
Springer in October 2016 *
The dramatic improvement of mobile phones, tablets, and game consoles has
fundamentally changed our daily lives. While the bite-sized software
programs people loaded onto their mobile phones seemed to be frivolous
games until several years ago, smartphones and their applications have
recently created new capital for information and communication technology
corporations and changed the way people communicate. While many countries
have invested in mobile industries since the early 21st century, several
Asian countries have become some of the centers for mobile technologies and
culture with their global smartphone manufacturers, such as Samsung and LG
in Korea, HTC in Taiwan, Huawei and Lenovo in China. Although these
countries were once lagging behind in the penetration of mobile phones,
Asia exists as an interesting test-bed for the future of mobile technology
and culture because several Asian countries advance several new mobile
games based on their smartphones and application. The recent emergence of
the smartphone industry and mobile gaming in Asia can be attributed to
favorable information technology policies, severe competition among IT
corporations, and enthusiastic mobile game users in the region. Equally
important is the role of local smartphone applications, which have provided
convenient smartphone platforms for local game users. Asians’ engagement
with smartphones and related mobile apps suggest that the smartphone
becomes a symbolic and material resource for people’s mobile game
lifestyle.
*SCOPE *
Despite the significance of smartphones and mobile gaming in both digital
economy and youth culture across the globe, there has been a lack of
academic literature exploring how mobile phones are integrated into the
socio-economic and cultural landscapes of a particular local game context,
and how smartphone users engage in the process. This volume looks into a
hitherto neglected focus of inquiry, a localized mobile landscape emerging
with the smartphone and its apps, with particular reference to Asians’
engagement with mobile gaming. This edited volume focuses on not only the
celebratory achievement of local mobile games, but also the significance of
the social milieu in the development of Asian mobile gaming culture. It
also investigates several dimensions in the growth of mobile game
technologies and culture, including government policy through the lens of
globalization theory. Although it seeks to identify factors for the growth
of local mobile games, it will also critically examine significant
conflicts between global and the local forces. Given that users are the
primary actors propelling the smartphone era forward, the volume analyzes
how smartphones have taken shape within the context of Asia’s particular
mobile culture.
We welcome research by emerging Asia-focused or Asian-based scholars whose
work has not been published in English.
Possible topics for submissions include but are not limited to:
*History of the growth of mobile gaming as a regional/global industry,
discourse, and media product
*Critical interpretation of emerging local game industries in Asia
*Comparative mobile game studies
*Mobile games and globalization/regionalization
*Convergent technologies and the impact on established modes of
mobile/social game play
*Government regulations and types of mobile game play
*Mobile game fandom and free labor
*Mobile gaming as social technology/media
*A culturally specific aesthetic to the production and consumption of
mobile games
*New media and experimental mobile gaming
*Gendered consumption and production of mobile games
*Mobile gaming and the role of apps
*Moral panics about mobile gaming (especially among religious communities)
*Concerns about mobile gaming addiction and consequent policy changes
*Traditional dominance of the market by Asian developers
*Unique ways in which specific Asian countries have adopted mobile devices
*Intellectual property issues particular to the region
*Tendency for big developers to look to Asia for outsourcing and
localization
*Case studies to gaming in places such as Korea (PC Bangs/StarCraft
tournaments etc.)
*SUBMISSION *
Please submit proposals of up to 800 words, and a brief (300-word) author
bio in an e-mail attachment by 30 May, 2015, to Dal Yong Jin (
yongjin23 at gmail.com). Authors of accepted proposals will be notified by 15
July, 2015, and invited to submit a full paper by 15 October, 2015.
Manuscripts should be no more than 8,000 words, including notes and
references, and conform to APA style. All chapters will be subjected to
anonymous peer review following submission.
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