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
    green

Publications in this journal

  • [Show abstract] [Hide abstract]
    ABSTRACT: Amid growing calls for greater collaboration between journalism and computer programming, this article examines a salient case study that reveals processes of communication, exchange, and work production at the intersection of these social and occupational worlds. We focus on a key stage of the Knight-Mozilla News Technology partnership – namely, an online ‘Learning Lab’ through which 60 individuals sought to coordinate around a shared interest in the innovation of journalism through open-source software. Drawing on the science and technology studies concepts of trading zones and boundary objects, we explore how distinct understandings about news and technology converged, diverged, and ultimately blended around three thematic ambitions: making news more process-oriented, participatory, and socially curated. This window onto boundary negotiations in journalism provides a glimpse into the future development of news and its norms and values, as programmers and their ethics assume a greater role in the journalistic field – in the very heart of some of its leading institutions.
    No preview · Article · Jan 2016 · Convergence
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    ABSTRACT: In his Information Age trilogy, Manuel Castells documents the transformation of economic power by means of network affordances. In more recent work, he has built an account of the linking of economic power with cultural and political power through ‘Murdochization’ or ‘the networking of networks’. Whilst Castells’ account of power has thus developed to acknowledge the integration of economic, cultural and political interests within networks, his account of ‘counterpower’ remains largely focused on cultural and political resistance in the form of protest. Here we explore a case of economic counterpower, the unauthorized livestreaming of digital sports broadcasts. Analysis of this particular case (of counterpower) is particularly significant, given the centrality of Murdochization in Castells’ account of power in the network society. Emerging out of, alongside, and in response to the growth of, Murdochized digital media sports networks, we explore the scope and limits of livestreaming as a form of economic counterpower and counter-Murdochization. In this article, we document Castells’ theory of network power, the centrality of Murdochization to that account, and the centrality of monopoly control over digital sports broadcasting to Murdochized media empires. The scope and resilience of alternative streaming media in switching live sports programming from pay to view to free sharing is then examined. The failure to date of all attempts to prohibit free streams shows the ongoing viability of such economic counterpower. However, whilst dominant actors cannot eliminate economic counterpower, where dominant actors choose not to broadcast, no switching of content can take place.
    No preview · Article · Dec 2015 · Convergence

  • No preview · Article · Dec 2015 · Convergence

  • No preview · Article · Dec 2015 · Convergence

  • No preview · Article · Nov 2015 · Convergence

  • No preview · Article · Aug 2015 · Convergence
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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.
    Preview · Article · Aug 2015 · Convergence
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    Preview · Article · Aug 2015 · Convergence
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    ABSTRACT: Television (TV) audiences are increasingly using portable communication technologies to multitask, look up information online, check social network sites, and comment on the programs being watched. Although multitasking can distract audiences away from the TV content, the use of a second screen in a manner that complements the mass communication content is a unique phenomenon that may lead to positive outcomes. This study, based on survey data collected from a national stratified random sample (N = 1417), supports a theoretical model linking frequency of complementary simultaneous media use to engagement, which in turn mediates incidental learning. Findings may be useful for mass communication scholars and practitioners seeking to understand the effects of dual electronic media use.
    No preview · Article · Jul 2015 · Convergence
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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.
    No preview · Article · Jul 2015 · Convergence
  • 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.
    No preview · Article · Jul 2015 · Convergence
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    ABSTRACT: This article explores processes of co-creation in the media industry, particularly in the context of magazine media brands. We discuss the content and practices of creative collaboration between editorial teams and online audience communities. Based on two empirical case studies using analytical interviews and focus group discussions, we introduce a new model and framework for analysing co-creative processes. The model of co-creative collaboration is focused on three areas of media work: production, marketing and development. We conclude that co-creative processes between editorial teams and audience communities have a definite impact on the future of media work and media management. Importantly, the work of editorial teams is transformed from content production through creating platform concepts to coordinating, managing and nurturing audience communities.
    No preview · Article · Jul 2015 · Convergence
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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.
    Preview · Article · Jun 2015 · Convergence
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    ABSTRACT: What do social media users think about social media data mining? To date, this question has been researched through quantitative studies that produce diverse findings and qualitative studies adopting either a privacy or a surveillance perspective. In this article, we argue that qualitative research which moves beyond these dominant paradigms can contribute to answering this question, and we demonstrate this by reporting on focus group research in three European countries (the United Kingdom, Norway and Spain). Our method created a space in which to make sense of the diverse findings of quantitative studies, which relate to individual differences (such as extent of social media use or awareness of social media data mining) and differences in social media data mining practices themselves (such as the type of data gathered, the purpose for which data are mined and whether transparent information about data mining is available). Moving beyond privacy and surveillance made it possible to identify a concern for fairness as a common trope among users, which informed their varying viewpoints on distinct data mining practices. We argue that this concern for fairness can be understood as contextual integrity in practice (Nissenbaum, 2009) and as part of broader concerns about well-being and social justice.
    No preview · Article · Jun 2015 · Convergence
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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.
    No preview · Article · May 2015 · Convergence
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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.
    No preview · Article · May 2015 · Convergence
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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.
    No preview · Article · May 2015 · Convergence