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[Commlist] Call for Contribution: Playable Southeast Asia: Gaming Cultures, Politics, and Aesthetics in a Multiethnic Region edited volume
Sat Aug 16 11:25:34 GMT 2025
Call for Contribution: Playable Southeast Asia: Gaming Cultures,
Politics, and Aesthetics in a Multiethnic Region edited volume (will be
proposed for publication at Duke UP)
Editors: Peichi Chung, Byron Fong, Iskandar Zulkarnain
Deadline for abstract: December 1, 2025
Notification of abstract acceptance: February 1, 2026
Deadline for full chapter: December 1, 2026 (tentative) Expected date of
publication: 2027
Link:
https://docs.google.com/document/d/1NUz_G8GzGSEkYUXPDS2QTIRar3mC288XrCRx5kkCB5s/edit?usp=sharing
While video games have always been a global phenomenon, they have been
received, played, and created differently in different regions and
localities (Hjorth and Chan 2009; Huntemann and Aslinger 2013;
Penix-Tadsen 2019). These differences add multiple levels of complexity
to how we experience them. Games can be, and often are more than just an
entertainment medium, capable of serving as a subversive means of
self-expression under authoritarian regimes (Svelch 2018), or being
converted into cultural currency for both game designers and players
(Penix-Tadsen 2016). Games can also exist as platforms of ideological
protest, representing voices from below (Mukherjee 2017), or can reveal
the “upside/down” logics that have defined the Asia/America geopolitical
relationship since the 19th century (Patterson and Fickle 2024).
Especially important is how they can also be used as a lens to explore
how nations struggle with the legacies of war, colonialism and religious
strife that define part of the nation-building process (Kang, Yang,
Mochocki, Majewski, and Schreiber 2024).
Yet, despite these valuable insights, much of the purportedly global
focus of video game studies still emphasizes the experience of regions
in the Global North and other conventionally prominent centers for the
production and consumption of games, while largely omitting the
experiences of the Global South from consideration. By following the
path of scholars who focus on regions that have traditionally been
underserved by dominant industry players, and thus aiming to rectify the
broadly lacking examination of these regions by journalists and
academics, this edited collection will focus on gaming cultures,
politics, and aesthetics in Southeast Asia.
As a region, Southeast Asia offers layered, vast levels of complexity.
It is a geopolitical and economic construct deeply rooted within the
history of global colonialism. It invites multiple approaches in its
mapping and description. The region’s nuances are evident in its most
prominent geopolitical construction, ASEAN, as an anti-communist bloc
while also having two nominally communist countries in the region
(Vietnam and Laos). There is mainland Southeast Asia and there is also
maritime Southeast Asia. The southern region has a predominantly Muslim
population and the northern region is predominantly Buddhist. Meanwhile,
the Philippines and East Timor are the only predominantly catholic
countries in the region. The region also has the largest number of
Chinese diaspora in the world, mostly living in Indonesia, Thailand,
Malaysia, and Singapore. All these cultural connections and political
configurations have shaped and are currently being shaped by the
production, circulation, and consumption of video games both from within
and outside the region. In terms of video game theory, for instance, a
specific play practice in Southeast Asia–Balinese cockfight–contributes
to the theoretical formulation of “gamic action” (Galloway 2006), even
though it is somewhat underexplored. Furthermore, within the video game
industry framework, there is a conscious effort–driven by data
analytics–of “mythifying” Southeast Asia as “the world’s fastest growing
game region” to attract foreign (i.e. western) investors, creating a
depoliticized configuration of the region and flattening cultural and
racial differences (Wong 2023). Meanwhile, in an effort to collectively
re-imagine Southeast Asia’s regional identity through game art, some
independent game studios in the region have adopted two types of
approaches: following the production formula of global popular media to
achieve “niche globality,” or presenting their version of “contested
regionalism” (Chung 2016). In some cases, game developers and
professional players in Southeast Asia also participate in the promotion
of digital nationalism (Zulkarnain 2014; Jiwandono 2024).
In this context, this edited collection aims to further study gaming
practices in Southeast Asia that reflect and reshape cultural paradigms
in local and regional settings while simultaneously attending to global
gaming progression. Here, we want to frame the concept of “Southeast
Asia as a method,” following the theoretical formulation of Kuan-Hsing
Chen (2010), to emphasize the use of Southeast Asia as an imaginary
anchoring point that allows for inter-referentiality between countries
within and outside of the region in terms of their gaming cultural
practices (e.g. E-sports, industry, indie games, streaming, etc). We are
also interested in having a mix of contributions from scholars from the
region (or in close proximity to the region, geographically and/or
culturally) and perspectives from/interviews with people who are
involved in Southeast Asian gaming cultures (e.g. game developers,
studios, archivists, gaming communities, etc).
Possible topics might include, but not limited to:
Early histories of video game cultures
Identity (e.g. national, gender, racial, sexual, religious)
“Asiatic” style or form in SEA games Nostalgic aesthetic/themes in SEA games
Labor exploitation and unionization (or lack of) in SEA gaming industry
Historical and counterhistorical representation in SEA games
Inter-regional citation practice among indie or AAA game developers
Significance of paratextual elements in SEA games (e.g. streaming, game
magazines, gaming clubs)
Cultural representations in SEA games (e.g. religious, linguistic, or
national)
The roles of the state in SEA gaming cultures
Archival initiatives of SEA games
Decolonizing SEA in video games
Gaming platforms in Southeast Asian context
Video games as a heritage
Gaming preservation
E-sports cultures in SEA
Mobile gaming cultures
Video game bans by the state/state apparatuses
Abstract submissions should comprise of:
Abstract (250-500 words)
Author information (short biographical statement of 200 words)
Submissions should be sent to (playablesea /at/ gmail.com).
Abstract submissions will then undergo an internal editorial review
process. Authors
will be notified of the outcome as soon as reports are received.
Chapter submissions should comprise of:
Full-length article (5000-9000 words), including references and a
bibliography, or
Perspectives/Interviews (3000-5000 words) in English or translated
Final author information (short biographical statement of 200 words)
Feel free to send us questions regarding this proposed edited collection.
References:
Chen, Kuan-Hsing, Asia as Method: Toward Deimperialization, Duke UP (2010)
Chung, Peichi, “The Globalization of Game Art in Southeast Asia,” in
Hjorth, Larissa, and Olivia Khoo (Eds.), Routledge Handbook of New Media
in Asia, Routledge (2016)
Galloway, Alexander, Gaming: Essays on Algorithmic Culture, University
of Minnesota Press (2006)
Hjorth, Larissa, and Dean Chan (Eds.), Gaming Cultures and Place in
Asia-Pacific, Routledge (2009)
Huntemann, Nina B., and Ben Aslinger (Eds.) Gaming Globally: Production,
Play, and Place, Palgrave Macmillan (2013)
Jiwandono, Haryo Pambuko, “Mobile Game Esports as an Indonesian National
Identity,” in Kang, Yowei, Kenneth C.C. Yang, Michal Mochocki, Jakub
Majewski, and Pawel Schreiber (Eds.), Asian Histories and Heritages in
Video Games, Routledge (2024)
Kang, Yowei, Kenneth C.C. Yang, Michal Mochocki, Jakub Majewski, and
Pawel Schreiber (Eds.), Asian Histories and Heritages in Video Games,
Routledge (2024)
Mukherjee, Souvik, Videogames and Postcolonialism: Empire Plays Back,
Palgrave Macmillan (2017)
Patterson, Christopher B., Open World Empire: Race, Erotics, and the
Global Rise of Video Games, NYU Press (2020)
Patterson, Christopher B., and Tara Fickle (Eds.), Made in Asia/America:
Why Video Games Were Never (Really) About Us, Duke UP (2024)
Penix-Tadsen, Phillip, Cultural Code: Video Games and Latin America, The
MIT Press (2016)
___________ (Ed.), Video Games and the Global South, ETC Press/Carnegie
Mellon University (2019)
Švelch, Jaroslav, Gaming the Iron Curtain, The MIT Press (2018)
Wong, K. T., “The Data-Driven Myth and the Deceptive Futurity of ‘The
World’s Fastest Growing Games Region’: Selling the Southeast Asian Games
Market via Game Analytics,” Games and Culture, Vol. 18(1), 2023: 42-61
Zulkarnain, Iskandar, “‘Playable’ Nationalism: Nusantara Online and the
‘Gamic’ Reconstructions of National History,” SOJOURN, Vol. 29(1), 2014:
31-62
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