日本デジタルゲーム学会2016年度年次大会で発表した「国際学術出版のプロセス――CFPから出版まで」のスライドです。
The purpose of this presentation is to provide the information about how to submit paper to call for book chapters and publish it. I introduce the actual case to stimulate the offering of Japanese game researches to the world.
6. Transnational Contexts of Culture, Gender, Class,
and Colonialism in Play: Video Games in East Asia
Pulos, Alexis, Lee, S.
Austin. (ED.)(2016).
Palgrave Macmillan.
8章中4章が日本のゲーム
文化についての論文
ただし、日本からの成果
は1本のみ(拙稿)
姉妹編の書籍には、日本か
らの成果が2本掲載
価格
eBook: $79.99
Hardcover: $99.99
6
22. 参考文献
[1] Pulos, Alexis, Lee, S. Austin. (ED.)(2016). Transnational
Contexts of Culture, Gender, Class, and Colonialism in Play: Video
Games in East Asia. Palgrave Macmillan.
[2] DiGRA. CfP: Book chapters for “Video Games in East Asia”
DiGRA January 21, 2015 <http://www.digra.org/cfp-book-chapters-
for-video-games-in-east-asia/> (2017年1月30日アクセス)
[3] Miikka Lehtonen ischool The University of Tokyo
<https://ischool.t.u-tokyo.ac.jp/ourteam/miikka-lehtonen/>(2017年1
月31日アクセス)
[4] Open Japan Group <http://www.openjapangroup.com/open-
japan-group/> (2017年1月31日アクセス)
[5] Hichibe, Nobushige, Tanaka, Ema. (2016). Content Production
Fields and Doujin Game Developers in Japan: Non-economic
Rewards as Drivers of Variety in Games. Pulos, Alexis, Lee, S.
Austin. (ED.), Transnational Contexts of Culture, Gender, Class, and
Colonialism in Play: Video Games in East Asia. Palgrave Macmillan,
pp. 43-80.
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