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[Commlist] Second call: Esports in the Asia-Pacific
Tue Aug 31 11:45:44 GMT 2021
This is a second call for papers for an edited collection on esports in
the Asia-Pacific. We received a number of strong submissions in the
first call and are now hoping to fill some gaps in the book. We are
interested in receiving work on any aspect of esports in the
Asia-Pacific, and are particularly keen to see more work related to
esports audiences in the region. We have received submissions on Korea,
China, Vietnam, Australia, Taiwan, Hong Kong, Japan and Singapore. We
are still interested in more work focusing on these areas, but would be
particularly receptive to work on other regions in the Asia-Pacific we
don’t yet have chapters for. Please see the full call, including
important dates, below.
**
**
*Second Call for Chapter Proposals: Esports in the Asia**-**Pacific.*
An edited volume by Dr. Filippo Gilardi and Dr Paul Martin (University
of Nottingham Ningbo China).
Provisional book title: *Esports in the Asia**-**Pacific*
Abstract submission deadline: 24 September 2021
Selection results announced 30 September 2021
Full chapters due: Not required until confirmation from the publisher
(Palgrave Series in Asia and Pacific Studies)
Keywords: China, Asia-Pacific, esports, online gaming, arena event,
competitive gaming, electronic sports.
**
*Introduction*
Over the last two decades, the Asia-Pacific region has been central to
the growth and development of esports. The establishment in 2000 of the
Korean Esports Association placed competitive gaming within a government
ministry at a time when it was still a niche hobby in other parts of the
world (Jin, 2010). Three years later, the Chinese government also
recognized esports, making it the country's 99th official sport, and
broadcasting esports documentaries and tournaments on state-owned
television stations (Lu, 2016).
Today, the region remains a major esports site, with Jakarta hosting an
exhibition esports tournament as part of the 2018 Asian games(Etchells,
2018), and Hangzhou set to host the first medalling esports Olympic
event as part of the 2022 Asian games (The 19th Asian Games, 2021).
Asia is also a huge esports market. It is the fastest growing esports
sector in the world and in 2019 it “generated nearly half of total
global esports revenue at $519 million” (Niko Partners, 2020). The size
of the Asian population plays a key role in both the number of
spectators and the number of esports athletes from the region:
“According to Juniper, 50% of the over 1 billion esports and games
viewers in 2025 will be from the Asia Pacific region” (Campe, 2021).
As well as the major esports markets of China and Korea, the region also
contains countries that are, according to one CNN report, /“destined to
become a powerhouse of esports […], comprising Indonesia, Malaysia,
Philippines, Singapore, Thailand, Vietnam, and Taiwan” (cnn.com, 2019).///
//
Recent publications such as /Global esports/,edited by Dal Yong Jin
(2021), /include scholarship located in the Asia//-//Pacific,//and there
is a growing body of case studies investigating esports in specific
Asia-Pacific contexts from the perspectives of gender (Hussain, Yu,
Cunningham and Bennet, 2021; Yussof and Basri, 2021), industry (Yu,
2018; Lee, 2020; Zhao and Lin, 2021), labour (Zhao and Zhu, 2020; Lin
and Zhao, 2020) and regulation //(/SihvonenandKarhulahti,2020).
/H//owever, there is a need for a special collection to //extend
research beyond the most common Asia-Pacific sites of Korea and China,
trace intra-regional flows across the Asia-Pacific, and develop research
on new topics relevant to the past, present and future of esports in the
region//. ///
**
*Aim*
This volume aims at understanding the status of the esports phenomenon
in countries from the Asia-Pacific region. For the purposes of this
collection, we are defining the Asia-Pacific as countries throughout
East Asia, South Asia, Southeast Asia and Oceania. We welcome chapters
on the history, development and current practices/challenges of esports
in specific local contexts as well as interconnections across the region.
We recognise that understanding esports requires a range of different
approaches from game studies, area studies, media and communications,
sociology of sport and others, and so we are interested in seeing
scholarship from different academic fields, as well as interdisciplinary
work.
The aim of the volume is to look at the interconnections between
esports, players, audiences, industry, and society across the Asia-Pacific.
Topics include but are not limited to esports developed around the
following:
1. Players:
* competition;
* labour issues (including non-player workers);
* player health;
* gender;
* identity;
2. Audiences:
* online and offline;
* media coverage;
* fans and community;
* motivations for engagement;
* gambling;
* streaming and streaming platforms;
3. Industry:
* convergence;
* cultural heritage and museum;
* entertainment;
* music;
* branding;
* marketing;
* regulating institutions;
* history of the industry;
* government regulation and support;
* training and qualifications;
4. Society:
* events;
* education;
* collegiate and school esports;
* attitudes to esports;
* regional flows of labour;
* nation and nationalism;
*Submission *
Researchers and practitioners are invited to submit on or before 24
September 2021 a 500 word abstract and 200 words outlining where and how
the chapter fits within the aims of the book to Filippo Gilardi
((filippo.gilardi /at/ nottingham.edu.cn)
<mailto:(filippo.gilardi /at/ nottingham.edu.cn)>) and Paul Martin
((paul.martin /at/ nottingham.edu.cn) <mailto:(paul.martin /at/ nottingham.edu.cn)>)
*Important Dates*
24 September 2021 a 500 word abstract and 200 words outlining where and
how the chapter fits within the aims of the book.
Notification 30 September 2021
*References*
Campe, C. (2021) /eSports in Asia – intriguing investment
possibilities/. Asia Fund Managers.
https://www.asiafundmanagers.com/int/esports-in-asia-investment-possibilities/#:~:text=According%20to%20Juniper%2C%2050%25%20of,in%20South%20Korea%20broke%20records
<https://www.asiafundmanagers.com/int/esports-in-asia-investment-possibilities/#:~:text=According%20to%20Juniper%2C%2050%25%20of,in%20South%20Korea%20broke%20records>.
Etchells, D. (2018). /Schedule for Asian Games esports demonstration
event released/. Inside the Games.
https://www.insidethegames.biz/articles/1068577/schedule-for-asian-games-esports-demonstration-event-released
<https://www.insidethegames.biz/articles/1068577/schedule-for-asian-games-esports-demonstration-event-released>
Hussain, U., Yu, B., Cunningham, G. B., & Bennett, G. (2021). “I Can be
Who I Am__When I Play Tekken 7”: E-sports Women Participants from the
Islamic Republic of Pakistan. /Games and
Culture/,__https://doi.org/10.1177/15554120211005360
<https://doi.org/10.1177/15554120211005360>
Jin, D. Y. (2010). /Korea’s Online Gaming Empire/. MIT Press.
Jin, D. Y. (Ed.). (2021). /Global Esports. Transformation of Cultural
Perceptions of Competitive Gaming/. Bloomsbury Academic.
Lee, Y. (2020). Preliminary research on esports of Northeast Asia part
1: Downfall of affect, 10 years history of Korean e-sports. /Journal of
Korea Game Society/, /20/(2), 61–74.
https://doi.org/10.7583/JKGS.2020.20.2.61
<https://doi.org/10.7583/JKGS.2020.20.2.61>__
Lin, Z., & Zhao, Y. (2020). Self-enterprising eSports: Meritocracy,
precarity, and disposability of eSports players in China. /International
Journal of Cultural Studies/. https://doi.org/10.1177/1367877920903437
<https://doi.org/10.1177/1367877920903437>__
Lu, Z. (2016). From E-Heroin to E-Sports: The Development of Competitive
Gaming in China. /The International Journal of the History of Sport/,
/33/(18), 2186–2206. https://doi.org/10.1080/09523367.2017.1358167
<https://doi.org/10.1080/09523367.2017.1358167>
Niko (2020) /Esports in Asia/. Niko Partners
Sihvonen, T., & Karhulahti, V.-M. (2020). Power Play: Regulatory
Frameworks of Esports in Asia and Europe. /Proceedings of DiGRA 2020/.
DiGRA.
The 19th Asian Games Hangzhou 2022 Organising Committee. (2021). /The
19th Asian Games Hangzhou 2022/. Hangzhou 2022.
https://www.hangzhou2022.cn/En/presscenter/preparationprogress/202103/t20210304_19091.shtml
<https://www.hangzhou2022.cn/En/presscenter/preparationprogress/202103/t20210304_19091.shtml>
Yu, H. (2018). Game On: The Rise of the eSports Middle Kingdom. /Media
Industries/, /5/(1), 18.__https://doi.org/10.3998/mij.15031809.0005.106
<https://doi.org/10.3998/mij.15031809.0005.106>
Yusoff, N. H., & Basri, S. (2021). The Role of Socialization Towards
Participation of Malaysia Female Players in E-Sport. /International
Journal of Social Science Research/, /3/(1), 132–145.
Zhao, Y., & Lin, Z. (2021). Umbrella platform of Tencent eSports
industry in China. /Journal of Cultural Economy/, /14/(1),
9–25.__https://doi.org/10.1080/17530350.2020.1788625
<https://doi.org/10.1080/17530350.2020.1788625>__
Zhao, Y., & Zhu, Y. (2020). Identity transformation, stigma power, and
mental wellbeing of Chinese eSports professional players. /International
Journal of Cultural Studies/. https://doi.org/10.1177/1367877920975783
<https://doi.org/10.1177/1367877920975783>__
Please direct any inquiries you may have to Filippo Gilardi
((filippo.gilardi /at/ nottingham.edu.cn)
<mailto:(Filippo.gilardi /at/ nottingham.edu.cn)>) and Paul Martin
((paul.martin /at/ nottingham.edu.cn) <mailto:(paul.martin /at/ nottingham.edu.cn)>)
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