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Online and Mobile Gaming (Closed)

Special issue call for papers from Internet Research

Yuri Seo, The University of Auckland (
Rebecca Dolan, The University of Auckland (
Margo Buchanan-Oliver, The University of Auckland (

Submission Deadline: December 1st 2017 - now closed for submissions


Motivation and Aim of the Special Issue

Computer games are the present and the future of global entertainment industry. They consistently generate more revenue than the movie and music industries, and have established themselves as ubiquitous symbols of popular culture. Recent technological developments are changing the ways in which consumers are able to interact with computer games as individuals (e.g., gamers, parents, and children) and/or as collectives (e.g., communities, networks, and subcultures). In particular, with greater connectivity and processing power brought about by the proliferation of online and mobile technologies, we have witnessed the emergence of newer forms of computer games (e.g., advergames, AR games, and social media games) as well as gaming practices (e.g., social gaming, hard-core gaming, and eSports).  It is not surprising, therefore, that the issues concerning how computer games consumption is changing in light of these technological developments has received much attention across diverse disciplines of social sciences, such as marketing (e.g., Seo et al., 2015), information systems (e.g., Liu et al., 2013), media studies (e.g., Giddings, 2016), and internet research (e.g., Hamari and Sjoblom, 2017) among others.

The aim of this special issue of to deepen and broader the current understanding of how online and mobile technologies augment computer gaming consumption and experiences. We welcome submissions from different disciplinary backgrounds such as sociology, psychology, media studies, information systems and marketing, among others. Interdisciplinary papers are particularly welcome. All theoretical and methodological approaches are equally appreciated.

Topics of Interest

Topics of interest of the special issue include, but are not limited to:

  • Online gaming
  • Mobile gaming
  • Social media gaming
  • Online and mobile advergames
  • Trolling in online and mobile gaming
  • eSports and professional gaming
  • VR/AR technologies in online and/or mobile gaming
  • Transmedia storytelling in online and/or mobile gaming
  • Cross-cultural, inter-cultural, and trans-cultural issues in online and/or mobile gaming
  • Online gaming communities
  • Public policy issues in online and mobile gaming


  • Submission due date: 1st of December, 2017
  • First round reviews: 1st of February, 2018
  • Revisions due: 15th of March, 2018
  • Second round decision: 15th of May, 2018
  • Revisions due: 1st of June, 2018
  • Final editorial decision: 15th of June, 2018

Author Guidelines

Submissions to Internet Research are made using ScholarOne Manuscripts, the online submission and peer review system. Registration and access is available at

If you are unable to find the information you need in the author guidelines or our author resources ( section, please email for assistance.


  • Giddings, S. (2016). Pokémon GO as distributed imagination. Mobile Media & Communication, 5(1), 59-62
  • Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it. Internet Research, 27(2),
  • Liu, D., Li, X., & Santhanam, R. (2013). Digital Games and Beyond: What Happens When Players Compete. MIS Quarterly, 37(1), 111-124.
  • Seo, Y., Buchanan‐Oliver, M., & Fam, K. S. (2015). Advancing research on computer game consumption: a future research agenda. Journal of Consumer Behaviour, 14(6), 353-356.