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[Commlist] esports in Asia pacific, cfp
Fri Jun 24 09:21:59 GMT 2022
A few months back we sent a call for papers for an edited collection on
esports in the Asia-Pacific. We have now signed the contract with
Palgrave MacMillan and are due to submit a manuscript in early 2023,
with an estimated publication date in 2023.
We would like to make a final call for chapter submissions as there are
still a couple of areas and regions we don’t have chapters for. We would
be particularly interested in research addressing the experience of
women and girls in Asia-Pacific esports and the role of game devs, and
research focused on one or more of the following regions: New Zealand,
Thailand, Indonesia, Malaysia, Myanmar, Laos, Cambodia, Sri Lanka, the
Pacific Islands. However, we will consider chapter proposals on any
topic related to esports in the Asia-Pacific.
**
**
*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: Governance,
Labour, Identity*
Abstract submission deadline: 29 July 2022
Selection results announced 19 August 2022
Full chapters due: 30 September 2022
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 29 July
2022 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)>).
The abstract should include topic, research question(s), theoretical
framework, and methods. If available, please also give preliminary or
main results.
*Important Dates*
29 July 2022: a 500 word abstract and 200 words outlining where and how
the chapter fits within the aims of the book.
19 August 2022: Notification of acceptance
30 September 2022: Full chapter due (7,000-8,000 word count)
*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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