Convergence (Convergence)

Publisher: University of Luton, SAGE Publications

Journal description

Convergence is an international refereed academic journal which was set up in 1995 to address the creative, social, political and pedagogical issues raised by the advent of new media technologies. As an international research journal, it provides a forum both for monitoring and exploring developments and for publishing vital research. Published quarterly and adopting an inter-disciplinary approach, Convergence has developed this area into an entirely new research field. Topics include: Video games; Cable and telecomms; Mobile media/content; Internet studies; Digital/new media art; Digital photography; VR; Control and censorship of the media; Copyright/intellectual property; New media policy; New media industries/institutions; New media history; New media in cross-cultural/international contexts; New media products; Digital TV; DVD; Digital music - recording, production, distribution, file formats/file sharing; Cinema; Gender and technology.

Current impact factor: 0.75

Impact Factor Rankings

Additional details

5-year impact 0.00
Cited half-life 0.00
Immediacy index 0.00
Eigenfactor 0.00
Article influence 0.00
Website Convergence: The International Journal of Research into New Media Technologies website
Other titles Convergence (London, England: Online), Journal of research into new media technologies
ISSN 1354-8565
OCLC 60629730
Material type Document, Periodical, Internet resource
Document type Internet Resource, Computer File, Journal / Magazine / Newspaper

Publisher details

SAGE Publications

  • Pre-print
    • Author can archive a pre-print version
  • Post-print
    • Author can archive a post-print version
  • Conditions
    • Authors retain copyright
    • Pre-print on any website
    • Author's post-print on author's personal website, departmental website, institutional website or institutional repository
    • On other repositories including PubMed Central after 12 months embargo
    • Publisher copyright and source must be acknowledged
    • Publisher's version/PDF cannot be used
    • Post-print version with changes from referees comments can be used
    • "as published" final version with layout and copy-editing changes cannot be archived but can be used on secure institutional intranet
    • Must link to publisher version with DOI
    • Publisher last reviewed on 29/07/2015
  • Classification

Publications in this journal

  • Source

    Convergence 11/2015; 21(4):405-407. DOI:10.1177/1354856515601656

  • Convergence 11/2015; 21(4):509-511. DOI:10.1177/1354856515597876

  • Convergence 08/2015; DOI:10.1177/1354856515601400
  • Source
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    ABSTRACT: This article analyzes young preteens’ uses and understandings of virtual world games, with a focus on the structures that create different online experiences. The study involved working with a group of 28 children aged 8 to 10 years. Data analyzed in this article are paper-based activities, semistructured interviews, and field notes. The article investigates dominant constructions of children as ‘not yet complete’ and as ‘active, knowing beings’ (Cook, 2005). These dichotomous constructions are explored across the literature concerning children and virtual world games, particularly in relation to online risks and opportunities. The analysis focuses on ways data collected for this project challenge constructions of children as either at risk or active and empowered. The analysis reveals that many children’s online engagements in virtual world games are casual (i.e. they are not investing time or money in the games) and structured by factors such as age, socioeconomic status, and Internet access. The article suggests that studies of children online need to distinguish between different digital childhoods, particularly in relation to research and policy suggestions.
    Convergence 08/2015; DOI:10.1177/1354856515599513

  • Convergence 08/2015; 21(3):289-293. DOI:10.1177/1354856515579835

  • Convergence 07/2015; DOI:10.1177/1354856515592510
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    ABSTRACT: This article explores the growing importance of algorithms in digital culture and what they could mean for the visibility and interpretation of culture as a whole. Taking Google as a prime example of a company that participates in widespread information overload whilst simultaneously providing some algorithmic answers to it, we show how it exhibits four different regimes of justification: the techno-scientific, economic, political and moral–aesthetic. These efforts to gain legitimacy operate as a network that is both highly performative and adaptive. For instance, Google builds on and translates such justifications in order for its Project Glass to be widely, if not universally, accepted. But there is another influential mode of performativity at work: the mounting criticism of the device. In the 18 months following the public announcement of Glass, we have observed the media phenomenon and passionate debate it has sparked. What Glass represents is being contested on multiple grounds, and this, in turn, indicates that its meanings will likely remain profoundly ambiguous for some time to come.
    Convergence 07/2015; DOI:10.1177/1354856515592506
  • Article: Ebookness
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    ABSTRACT: Since the mid-2000s, the ebook has stabilized into an ontologically distinct form, separate from PDFs and other representations of the book on the screen. The current article delineates the ebook from other emerging digital genres with recourse to the methodologies of platform studies and book history. The ebook is modelled as three concentric circles representing its technological, textual and service infrastructure innovations. This analysis reveals two distinct properties of the ebook: a simulation of the services of the book trade and an emphasis on user textual manipulation. The proposed model is tested with reference to comparative studies of several ebooks published since 2007 and defended against common claims of ebookness about other digital textual genres.
    Convergence 07/2015; DOI:10.1177/1354856515592509

  • Convergence 07/2015; DOI:10.1177/1354856515592511
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    ABSTRACT: Apart from the exchanging of information, an important role of conversation and communication is to promote social harmony through the maintenance of relationships. This is referred to as the ‘phatic’ function of communication. Indeed, digital communications technologies, and social media in particular, have been lauded for their potential to promote activism and social change through ‘raising awareness’ of injustices, their ability to motivate people into political action and the facility to organize and coordinate that action for maximum effect. In this article, I build upon previous arguments, which suggested that the rise of social networking demonstrated that online culture and communication had become increasingly phatic and less dialogic. Here I use previous empirical work to challenge the above claims of digital politics enthusiasts. I then suggest an alternative theoretical account of the function of digital media activism which better suits these empirical findings. I suggest that digital politics demonstrates a rise of ‘phatic communion’ in social media. Incorporating Heidegger’s notion of ‘idle talk’, I further suggest that the rise of a phatic online culture in social media activism has atrophied the potential for digital communications technologies to help foster social change by creating a conversational environment based on limited forms of expressive solidarity as opposed to an engaged, content-driven, dialogic public sphere.
    Convergence 06/2015; DOI:10.1177/1354856515592512

  • Convergence 06/2015; DOI:10.1177/1354856515592507
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    ABSTRACT: This article outlines the relationship between Big Data and sport in the network society. Critiquing the hype associated with Big Data, it is explained that modern sport informs the historical rise of this technological phenomenon, serving as a social and cultural site where the accelerating privatization and commodification of statistics and statistically generated information occurs. These developments deliver increased entertainment options for fans of many professional men’s sports and an unprecedented number of performance indicators for selected coaches, athletes and pundits. However, the information technology infrastructure and resources required to generate real-time data are adding to widening inequalities between elite ‘data-rich’ sports and comparatively impoverished ‘data-poor’ sports, including many women’s competitions. It is argued that a collective fascination with the digital sublime obscures the complex interaction between corporate power, digital data markets, history and culture, and contributes to inequalities that demand ongoing attention and critique.
    Convergence 05/2015; DOI:10.1177/1354856515587163
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    ABSTRACT: In the last decade, large public screens and globally organized public viewing areas (PVAs) have become increasingly significant elements of media events, expanding the possibilities for mass audiences to collectively watch events together in real time. Drawing on ethnographic fieldwork carried out in connection with the British Royal wedding (2011) and the London Olympics (2012), this article explores the ‘sociality’ of public space broadcasting, focusing on interactions and performances of identity by people gathered for collective viewing in the city centres of London, Birmingham and Manchester. The analysis shows that public space broadcasting mobilizes a variety of social identities and performances, spanning from ‘relaxed’ forms of engagement to more fannish articulations of nationality, cosmopolitan hybridity and spectacle participation. Geographical location and structural embedding strategies clearly impinge on public performances within PVAs. The article concludes that the degree of commercialization and presence of journalists and other media professionals are particularly central external drivers of performativity in connection with public consumption of media events.
    Convergence 05/2015; DOI:10.1177/1354856515586041
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    ABSTRACT: Crisis mapping has emerged as a method of connecting and empowering citizens during emergencies. This article explores the hyperbole behind crisis mapping as it extends into more long-term or ‘chronic’ community development practices. We critically examined developer issues and participant (i.e. community organization) usage within the context of local communities. We repurposed the predominant crisis mapping platform Crowdmap for three cases of community development in Canadian anglophone and francophone. Our case studies show mixed results about the actual cost of deployment, the results of disintermediation, and local context with the mapping application. Lastly, we discuss the relationship of hype, temporality, and community development as expressed in our cases.
    Convergence 05/2015; DOI:10.1177/1354856515584320
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    ABSTRACT: The 3D high frame rate version of Peter Jackson’s first Hobbit film was touted as offering one of the most realistic and engaging movie-going experiences to date, its innovative projection technologies promising to greatly enhance viewers’ sense of immersion in the fantastical world of Middle-earth. However, our empirical research suggests the specific combination of technologies in The Hobbit had paradoxical perceptual and experiential effects. Whereas the groundbreaking hyperrealistic aesthetic enhanced both spectacular and narrative immersion for many viewers, a significant number experienced this same visual aesthetic as unconvincing and distracting and as undermining suspension of disbelief. In this article, we identify key factors contributing to polarization among Hobbit viewers on aesthetic grounds and offer empirical insights into how emerging cinematic technologies may be reshaping film spectatorship.
    Convergence 05/2015; DOI:10.1177/1354856515584880

  • Convergence 05/2015; 21(2):284-285. DOI:10.1177/1354856515573422

  • Convergence 05/2015; 21(2):282-284. DOI:10.1177/1354856515573421

  • Convergence 05/2015; 21(2):280-282. DOI:10.1177/1354856515573420