SAGE Business Cases: Digital Entertainment
This new series, available in 2022, the Digital Entertainment Series, edited by Dr. Sunghan Ryu at Shanghai Jiao Tong University, will explore issues related to the business and management of digital entertainment, including video streaming, music streaming, social media, podcasts, video/computer games, e-sports, virtual/augmented reality (VR/AR), digital heritage, virtual museums, smart speakers, mobile entertainment, interactive entertainment, etc.
View Digital Entertainment Series
Digital Entertainment Series Editor
Sunghan RYU is an associate professor at USC-SJTU Institute of Cultural and Creative Industry (ICCI) in Shanghai Jiao Tong University (SJTU). He is also a research affiliate at Cambridge Centre for Alternative Finance of Cambridge Judge Business School, Cambridge University. He held visiting professor positions at the University of Southern California, US, and Warwick University, UK. Before joining SJTU, he was a postdoctoral fellow at the School of Creative Media and Department of Information Systems, College of Business in the City University of Hong Kong.His research and teaching interests include digital innovations in cultural and creative domains and effective digital technology applications in the creative entrepreneurial context. His current research interests revolve around 1) crowdfunding and its impacts on creativity and innovation, 2) customer relationship management and digital marketing practices in emerging online platforms, 3) business and community values of coworking spaces in the cultural and creative industry, and 4) digital entertainment consumption behavior of young Chinese consumers. At ICCI, he teaches Management Essentials and Management Practices in Cultural and Creative Industry .He is the author of the book “Beauty of Crowdfunding: Blooming Creativity and Innovation in the Digital Era” (Routledge, 2019). His research works appeared in top academic journals, including Journal of Strategic Information Systems, International Journal of Electronic Commerce, Internet Research, Current Issues in Tourism, Electronic Markets, Arts and the Market , and Electronic Commerce Research & Applications and were presented at prestigious conferences such as ICIS, HICSS, Annual ICA Conference, and AOM Annual Meeting. He is the recipient of the 47th HICSS Best Paper Award, SJTU Candlelight Award (2nd Prize), SJTU Kaiyuan Top Faculty Award (Runner-up), and other multiple grants/awards for both research and teaching.
Call for Papers
Partner with SAGE to develop your Digital Entertainment teaching case.
SAGE is pleased to offer case authors:
- Double-blind peer review of your case and teaching notes
- A thorough editorial process, working to develop your ideas and prepare cases for successful publication
- Freedom to include your students in the case research and writing process
- Copyright in your name and final PDF for ease of use in your classroom
- Payment when your case is published
- An international audience for your work
Have you ever gone searching for a suitable case in digital entertainment and could not find one? Do you have an idea or a rough case draft? Have you written a digital entertainment-related case you currently used in your classroom? Bring it to SAGE and we’ll work with you to develop your idea. We also encourage students to work alongside you as case writing enables students to apply theory to real-world situations, and they benefit from co- publication credits.
DEADLINE FOR SUBMISSION: ROLLING
- We look for cases between 1,000 and 5,000 words.
- Please include discussion questions and teaching notes.
- Authors usually receive decisions within 8 weeks of submission.
- Manuscripts are accepted through our ScholarOne portal.
- Submissions guidelines and templates are available on the author resources page.For questions and sample cases, contact: Rebecca Frankel, Editor, email@example.com
Cases from the Digital Entertainment Series