1.
회원
여러분의 건승을 기원합니다.
2 2016년
출판 예정인 저서 “Mobile
Gaming in Asia: Politics, Culture and Emerging Technologies” 의 쳅터 집필을
함께하실 교수님을 모십니다.
관심 있는 회원 여러분의
많은 참여를 부탁 드립니다. 감사합니다.
Call for
Chapters
Mobile Gaming in Asia: Politics, Culture and
Emerging Technologies
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@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.