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[Commlist] call for chapter proposals: esports in the Asia-Pacific
Wed May 19 16:38:42 GMT 2021
Please could you post the below call for chapter proposals to the
mailing list? The edited book will be a part of the Palgrave Series in
Asia and Pacific Studies and it relates to esports so I think members of
this mailing list may be interested in participating. Thank you.
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: 31 July 2021
Selection results announced 16 August 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 (Sihvonen and Karhulahti, 2020). However,
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 31 July
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)) and Paul Martin
((paul.martin /at/ nottingham.edu.cn))
Important Dates
31 July 2021 a 500 word abstract and 200 words outlining where and how
the chapter fits within the aims of the book.
Notification 16 August 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.
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
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
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
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
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
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
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
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
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
Please direct any inquiries you may have to Filippo Gilardi
((filippo.gilardi /at/ nottingham.edu.cn)) and Paul Martin
((paul.martin /at/ nottingham.edu.cn))
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