
In a new paper just published in Theory, Culture & Society, Sharon Kinsella makes the point that “Japan and neighbouring Asian states are now conjoined in a transregional visual cultural symbolic language, with relatable though not identical cultural symbolic meanings, based around animation characters and computer games”
I would argue that over the last two or so decades, the discussion around Japanese popular culture in general has similarly shifted to where even something like Japanese animation is commonly addressed as a “transnational industry“. In fact, when the journal Mechademia originally launched in 2006, it had the specific – and perhaps somewhat narrow – subtitle “An Annual Forum for Anime, Manga and Fan Arts”. This subtitle was retained through the journal’s first ten volumes, but when Mechademia returned from a two-year hiatus in 2018, the focus was expanded to “the study of East Asian popular cultures, broadly conceived”.
And this expanded focus is now also what is behind the announcement for the Call for Papers for the 2026 Mechademia Conference – the first to be held in a specifically East Asian location!
Mechademia 2026
Traversing Trans-Asian Imaginaries: Anime, Manga, and Media Cultures
National University of Singapore
May 29-30, 2026
The main question around which the 2026 conference will be organized is “what does it mean to study anime, manga, and their associated media forms within and across Asian contexts?” To approach this question, Mechademia is now accepting papers, panels, and creative works on topic that relate to or involve Southeast Asia in general – and is welcoming submissions from scholars, graduate students, and industry professionals/practitioners.
All presentations must be in English, and unlike in previous years, there will not be a remote or online component. The keynote speaker for this year will be NUS Emeritus Professor of Sociology and Anthropology and Singapore Management University School of Social Sciences Visiting Fellow Dr. Beng Huat Chua.
Some potential areas to consider exploring for the conference can include:
- Trans-Asian flows and circulations of anime, manga, and games
- Comparative studies: Japanese, Korean, Chinese, South Asian, Southeast Asian, and global contexts
- Gaming cultures and the regional e-sports scene









