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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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