Asiascape: Digital Asia

Review Section

Our review section
offers its readers up-to-date scholarship and recent media technological developments in a nutshell. We welcome unsolicited reviews at any time and accept submissions in the following three tentative categories:

Short reviews (500~1000 words)
introduce a work's content and discuss the main issues it raises, potential shortcomings and points for further consideration.


Long reviews (1500~3000 words)
take a closer look at the work, offering a substantial account of how it relates to relevant fields and how it can contribute to future scholarship.


Mashups (3500~5000 words)
present an overview over a selection of recent works in a particular area of interest, identifying common grounds, differences and directions. Rather than introducing the content of each individual work in detail, mashups can focus on particular aspects or apply a specific perspective on the materials


If you would like to contribute to our review section, please don't hesitate to get in touch with us. Refer to the list of books on this page for suggestions or tell us about your own recent discoveries.

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  Calling for review (19)
Social Media in Asia. Prosser, M. H. Dignity Press, S.l., February 2014. 690 pages.
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Game Research Methods: An Overview. Lankoski, P.; Björk, S.; and et al. , editor s. ETC Press, 2015.
Game Research Methods: An Overview [link]Paper   bibtex   abstract   buy
Techno-Orientalism: Imagining Asia in Speculative Fiction, History, and Media. Roh, D. S.; Huang, B.; and Niu, G. A. , editor s. Rutgers University Press, 2015. 272 pages.
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The Video Game Business. Nichols, R. Palgrave Macmillan, 2014. 240 pages.
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The Chinese Television Industry. Keane, M. Palgrave Macmillan, 2015. 200 pages.
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Digital Activism in Asia Reader. Shah, N.; Sneha, P. P.; and Chattapadhyay, S. , editor s. meson press by Hybrid Publishing Lab, 2015. 273 pages, open access
Digital Activism in Asia Reader [link]Paper   bibtex   buy
Little Rice: Smartphones, Xiaomi, and the Chinese Dream. Shirky, C. Columbia Global Reports, 2015. 128 pp.
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Internet Literature in China. Hockx, M. Columbia University Press, New York, 2015. 272 pages.
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Disconnected: Youth, New Media, and the Ethics Gap. James, C. MIT Press, Cambridge (Mass), 2014. 200 pages.
Disconnected: Youth, New Media, and the Ethics Gap [link]Paper   bibtex   abstract   buy
Reality Mining - Using Big Data to Engineer a Better World. Eagle, N.; and Greene, K. MIT Press, Cambridge (Mass), 2014. 208 pages.
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The Dark Side of Game Play: Controversial Issues in Playful Environments. Mortensen, T. E.; Linderoth, J.; and Brown, A. M. , editor s. Routledge, 2015. 280 pages.
The Dark Side of Game Play: Controversial Issues in Playful Environments [link]Paper   bibtex   abstract   buy
Now I Know Who My Comrades Are: Voices from the Internet Underground. Parker, E. Sarah Crichton Books, New York, 2014. 320 pages
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The Smartphone - Anatomy of an Industry. Woyke, E. The New Press, 2014. 304 pages.
The Smartphone - Anatomy of an Industry [link]Paper   bibtex   abstract   buy
Social Media, Culture and Politics in Asia. Aw, A.; and Willnat, L. Lang, Peter New York, New York, Auflage: 1 edition, 2014. 350 pages.
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Media Consumption in Malaysia. Wilson, T. Routledge, 2014. 224 pages.
Media Consumption in Malaysia [link]Paper   bibtex   buy
Global Wikipedia: International and Cross-Cultural Issues in Online Collaboration. Fichman, P.; and Hara, N. Rowman & Littlefield, 2014. 178 pages.
Global Wikipedia: International and Cross-Cultural Issues in Online Collaboration [link]Paper   bibtex   buy
Digital Religion in Asia. Han, S. Routledge Chapman & Hall, 2014. 240 pages.
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Digital Media Worlds: The New Economy of Media. De Prato, G.; Sanz, E.; and Simon, J. P. Palgrave Macmillan, 2014. 248 pages.
Digital Media Worlds: The New Economy of Media [link]Paper   bibtex   buy
Democracy Bytes. Bessant, J. Palgrave Macmillan, 2014. 304 pages.
Democracy Bytes [link]Paper   bibtex   buy
  Calling for review, gamification (1)
The Gameful World: Approaches, Issues, Applications. Walz, S. P.; and Deterding, S. , editor s. The MIT Press, Cambridge (Mass), 2014. 688 pages
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  In progress (9)
Ambient Commons: Attention in the Age of Embodied Information. McCullough, M. MIT Press, Cambridge (Mass), 2013. 368 pages.
Ambient Commons: Attention in the Age of Embodied Information [link]Paper   bibtex   buy
Disruptive Power: The Crisis of the State in the Digital Age. Owen, T. Oxford University Press, Oxford, 2015. 264 pp.
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Videogames around the World. Wolf, M. , editor . MIT Press, Cambridge (Mass), 2015.
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Communication Matters: Materialist Approaches to Media, Mobility and Networks. Packer, J.; and Wiley, S. B. C. Routledge, 2013. 321 pages.
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Culture, Aesthetics and Affect in Ubiquitous Media: The Prosaic Image. Grace, H. Routledge, 2014. 232 pages.
Culture, Aesthetics and Affect in Ubiquitous Media: The Prosaic Image [link]Paper   bibtex   buy
China Online: Locating Society in Online Spaces. Marolt, P.; and Herold, D. K. Routledge, December 2014. 224 pages.
China Online: Locating Society in Online Spaces [link]Paper   bibtex   buy
Critical Theory and the Digital. Berry, D. M. Bloomsbury Academic, 2014. 260 pages.
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Excommunication. Galloway, A. R.; Thacker, E.; and Wark, M. The University of Chicago Press, Chicago, 2013. 216 pages.
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Digital Media in East Asia. Holroyd, C.; and Coates, K. Cambria Press, Amherst, NY, 2012. 284 pages.
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  Recently published (21)
Ethnography and Virtual Worlds: A Handbook of Method. Boellstorff, T.; Nardi, B.; Pearce, C.; and Taylor, T. L. Princeton University Press, Princeton and Oxford, 2012. 264 pages.
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Memes in Digital Culture. Shifman, L. The MIT Press, Cambridge, Massachusetts, 2013. 216 pages.
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Popular Media, Social Emotion and Public Discourse in Contemporary China. Kong, S. Routledge, London & New York, 2014. 168 pages.
Popular Media, Social Emotion and Public Discourse in Contemporary China [link]Paper   bibtex   buy
How to Do Things with Videogames. Bogost, I. Univ of Minnesota Pr, Minneapolis, 2011. 180 pages.
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Social Media in Disaster Response: How Experience Architects Can Build for Participation. Potts, L. Routledge, 2013. 162 pages.
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Researching Virtual Worlds: Methodologies for Studying Emergent Practices. Phillips, L.; and Plesner, U. Routledge, 2014. 196 pages.
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Youth and Internet Addiction in China. Bax, T. Routledge, 2014. 240 pages.
Youth and Internet Addiction in China [link]Paper   bibtex   abstract   buy
Portable Play in Everyday Life. Tobin, S. Palgrave Macmillan, 2013. 138 pages.
Portable Play in Everyday Life [link]Paper   bibtex   buy
Democracy, Media and Law in Malaysia and Singapore. Kenyon, A. T.; Marjoribanks, T.; and Whiting, A. , editor s. Routledge, 2013. 210 pages.
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China's New Creative Clusters: Governance, Human Capital and Investment. Keane, M. Routledge, 2012. 216 pages.
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Verse Going Viral: China's New Media Scenes. Inwood, H. Univ of Washington Pr, Seattle, 2014. 280 pages
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Software takes command. Manovich, L. Bloomsbury, New York, 2013. 376 pages.
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Digital Disconnect: How Capitalism Is Turning the Internet Against Democracy. McChesney, R. W. The New Press, 2014. 320 pages.
Digital Disconnect: How Capitalism Is Turning the Internet Against Democracy [link]Paper   bibtex   buy
A Critical Impulse to e-Governance in the Asia Pacific. Singh, A. Springer, New Delhi, 2013. 350 pages.
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Technomobility in China: Young Migrant Women and Mobile Phones. Wallis, C. New York University Press, New York, NY, 2012. 277 pages.
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Virtual Economies: Design and Analysis. Lehdonvirta, V.; and Castronova, E. The MIT Press, Cambridge, MA, 2014. 312 pages.
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Ambiguities of Activism: Alter-Globalism and the Imperatives of Speed. Hoofd, I. M. Routledge, 2012. 149 pages.
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It's Complicated: The Social Lives of Networked Teens. danah boyd. Yale University Press, New Haven, 2014. 296 pages.
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Japanese Cinema in the Digital Age. Wada-Marciano, M. University of Hawai`i Press, Honolulu, 2012. 192 pages.
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Digital methods. Rogers, R. The Mit Press, 2013. 259 pages.
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Blocked on weibo: what gets suppressed on China's version of Twitter. Ng, J. Q. The New Press, New York, 2013. 256 pages.
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