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[ecrea] Call for chapter proposals: Business Innovation and Disruption in the videogames industry
Wed Jan 11 13:55:03 GMT 2017
** Call for Chapter Proposals **
Business Innovation and Disruption in the Videogames Industry: Global
Perspectives - http://tinyurl.com/hvkdhhk
[Vol. 5 in the Book Series "Business Innovation and Disruption in the
Creative Industries"]
Abstract Deadline: 1 April 2017
Volume Co-Editors: John Banks, Robert DeFillippi and Patrik Wikström
Publisher: Edward Edgar Publisher
This volume examines how innovations in business practices and models,
studio and workplace cultures, technologies, digital platforms and game
design methodologies are disrupting and transforming videogames industry
structures, labour and work relations, customer relations, business
models and competition. The volume will also specifically explore how
these transformative trends and forces, while international in scale and
dynamics, are experienced differently across the globe (from USA to
Australia, Europe and Asia). Attention to these local and national
differences will be a central theme of this book. The volume will also
explore different and at times competing theoretical models, frameworks
and perspectives that seek to grapple with and illuminate these
transformations in the videogames industry.
The volume is soliciting chapter proposals from a multidisciplinary
array of scholars to investigate the below themes of business innovation
and/or transformation of industry structures, modes of collaboration,
business models, business strategies or competitive dynamics in the
global videogames industry.
• Disruption of the industry structure and value chain relations.
• Innovative revenue/funding models for videogames development and
production.
• Transformations in user behaviour, particularly related to user
innovation, including crowd-sourced innovation.
• Intellectual property innovations in the videogames industries.
• Innovative modes of content creation, aggregation and distribution.
• Case studies of innovative modes of business response to
disruption challenges.
• Assessments of prospective economic winners and losers in the
videogames ecosystems.
• Issues related to studio and workplace cultures.
• Value chains and market ecologies: from console to independent
development.
• Changing production processes and practice, including increasing
role of data analytics.
• Policy impacts on videogames industry, especially at national
and local levels.
The chapters will address the above themes through a variety of modes of
analysis: institutional analyses, quantitative empirical study, and case
studies. Our intention is to offer a plurality of theoretic perspectives
and empirical methods from diverse social science, business and creative
industry disciplines that can inform and illuminate our understanding of
the forces shaping innovation and transformation in the global
videogames industry.
This volume is the fifth volume in a book series focused on business
innovation and disruption in the creative industries and we are
delighted to be able to continue our collaboration with Edward Elgar
Publishers for this volume.
600 word abstracts should be submitted to [(ja.banks /at/ qut.edu.au)] by 1
April 2017. The abstract should outline your chapter and identify your
theoretic and empirical method approaches and selected topics related to
the theme of the volume. Include as a separate file a brief biography
covering your current institutional affiliation and position and a
listing of your relevant publications and educational background and any
other pertinent information on your qualifications for contributing to
this volume. Based on these abstracts, invitations to submit chapters
will be sent out before the end of April 2017. We expect full draft
chapter manuscripts (approx. 8,000 words) no later than 1 November 2014
and final version of the chapters no later than 15 December 2017. The
volume is scheduled to be published by September 2018.
John Banks
Associate Professor and Discipline Leader at the School of Communication
Chief Investigator, Digital Media Research Centre
Queensland University of Technology, Brisbane, Australia
(ja.banks /at/ qut.edu.au)
Robert DeFillippi
Professor in the Sawyer Business School
Suffolk University, Boston, MA
(rdefillippi /at/ suffolk.edu)
Patrik Wikstrom
Associate Professor and Head of the School of Communication
Chief Investigator, Digital Media Research Centre
Queensland University of Technology, Brisbane, Australia
(patrik.wikstrom /at/ qut.edu.au)
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