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.
Journal Impact: 0.87*
Journal impact history
|2016 Journal impact||Available summer 2017|
|2015 Journal impact||0.87|
|2014 Journal impact||1.10|
|2013 Journal impact||1.27|
|2012 Journal impact||1.13|
|2011 Journal impact||0.60|
|2010 Journal impact||1.81|
|2009 Journal impact||1.25|
|2008 Journal impact||0.54|
|2007 Journal impact||0.40|
|2006 Journal impact||0.19|
|2005 Journal impact||0.29|
|2004 Journal impact||0.23|
|2002 Journal impact||0.18|
|2001 Journal impact||0.17|
|2000 Journal impact||0.07|
Journal impact over time
|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|
|Material type||Document, Periodical, Internet resource|
|Document type||Internet Resource, Computer File, Journal / Magazine / Newspaper|
Publications in this journal
- [Show abstract] [Hide abstract] ABSTRACT: In 2004, a new movement began. It was one that promised democratization of media production tools and the means to freely distribute work. Using domestic tools and open source software, the pioneers threatened to disrupt the top-down media ecosystem that we were used to. That movement was podcasting. In the 10 years that have passed since we first heard the word ‘podcast’ thousands of podcasts have started, audiences have grown steadily, technologies have evolved and the medium has become increasingly professionalized. By 2015, the medium had become a significant talking point through the success of podcasts such as Serial, Start-up and WTF, suggesting that podcasting may have reached maturity.
- [Show abstract] [Hide abstract] ABSTRACT: Interactive media board games reflect a changing media culture. Converging media text and technology with game play mechanics and rules, these board games exist as a hybrid form of game and media. In this article, I examine interactive paratextual board games – games based on media products that utilize other forms of media to produce random or immersive experiences. While previous discussions of media franchising investigates game paratexts through industrial and economic shifts, I explicate aesthetic, ludic, and textual concerns of cult franchises through an analysis of three interactive board games, namely, Isaac Asimov’s Robot VCR Mystery Game, the Star Trek: The Next Generation Interactive VCR Board Game, and the Indiana Jones DVD Adventure Game. Ultimately, I argue that these interactive paratextual board games manifest, reflect, and augment early convergence culture characteristics, revealing that interactive board games exemplify contemporary new media characteristics.
- [Show abstract] [Hide abstract] ABSTRACT: Based on online observation of communication in a web-based weight loss forum, this article identifies the relevance of confession and absolution as characteristics of online interactions. Our close study of forum messages, arranged as web diaries open to comments from participants, shows that self-blaming posts elicited absolutional replies. With a primary interest in those personal posts which had a confessional character, we identified three aspects of absolution in replies: collective, prospective and supportive. Of special sociological interest is how online interaction in the forum challenges the concept of ‘civil inattention’ (Goffman, 1971) as a basic social norm for interaction in public spaces. Rather, absolutional attention defines the interactional order within the forum, in which diary authors receive feedback on their accounts of challenges, problems and failures. Studying online communication in detail may contribute to an important theoretical refinement of interactionist sociology, which currently strongly rests on studies from pre-Internet times.
- [Show abstract] [Hide abstract] ABSTRACT: This article analyses media production projects run by football supporters in Brazil. From in-depth interviews and analysis of the material produced by fans of a singular club, Clube Atlético Mineiro (also known as Atlético-MG or Galo, its nickname), the article explores the ways supporters appropriate the journalistic language and create innovative narratives that enrich and pluralize the media environment. Formats vary from blogs to running web radios with regular programming. Motivations for engaging in the projects are also diverse, from improving writing skills to helping the club. The supporters and initiatives here considered promote innovative approaches especially in three ways: (1) placing ordinary supporters at the centre of their narratives; (2) adopting unconventional methods of reportage that challenge the dependency of journalism on regular productive routines and that are able to provide unusual angles of sport-related stories; and (3) creating texts that resort less to the increasingly rational and bureaucratic language that has notably characterized sporting chronicles over the past few decades. Besides, these texts and their parallel circuits of fan production have played an important role in sustaining contemporary alternative football fan cultures in an increasingly hypercommodified football context.
- [Show abstract] [Hide abstract] ABSTRACT: This article builds on an analysis of Sea and Spar Between by Nick Montfort and Stephanie Strickland and Tree of Codes by Jonathan Safran Foer to examine print and digital forms of writing through resonance, replication, and repetition. It explores the plastic and textual space of the page and screen and focuses more specifically on the composition of fragments and the way they can be apprehended by readers. Conversely, digital borrowing is not a mechanical process of self-identical recurrence, and like its print counterpart, it is a gesture of differenciation and a play of singularities (Deleuze). In investigating the entanglement of a work with a source text, this article also explores how creative gestures initiate a “floating” space as theorized by Jean-François Lyotard, that is, a space at once rigid and flexible where the reader is both bound and floating.
- [Show abstract] [Hide abstract] ABSTRACT: There is a wide range of interest in gamification – with game design elements being used in an increasing number of non-game contexts. Yet, despite these developments, there has been little interest from the academic community in the potential opportunities that gamification presents in the research context. Law in Children’s Lives is an innovative project that has explored the use of a specially designed tablet-based game, Adventures with Lex, as a data collection tool. The game, developed using participatory design techniques, has been used as a means to investigate children’s perceptions of the law in their everyday lives. This article presents a case study of the processes and challenges involved in the development of the game which leads to a discussion of the implications of this study for the wider use of game-based research.
- [Show abstract] [Hide abstract] ABSTRACT: Released in late 2015 for the Wii U console, Super Mario Maker (SMM) is an extension of Nintendo’s two-dimensional (2-D) ‘Super Mario’ series that offers the ability to create new stages using a suite of level design tools. However, despite initial appearances, I argue that SMM is not a Super Mario level maker, per se. The game creates a complex web of relations between professional and amateur design that simultaneously venerates Nintendo’s designers and provides a platform for the creation of designs informed by an ethos standing in opposition to the principles it espouses. On one hand, appropriating the products and modalities of ROM hacking allows Nintendo to demonstrate its awareness of its games as they are played and played with while simultaneously neutralizing the practice of ROM hacking which it codifies as an ‘illegal’ act of software piracy. Most interestingly, however, is how Nintendo balances the celebration and reinforcement of its core design principles of player advocacy, inclusivity and accessibility alongside the altogether more ruthless, even openly hostile, designs evident in the genre of ROM hacks known as ‘Kaizo’ designs. That Nintendo explicitly showcases such levels in its promotional materials for SMM seems, prima facie, utterly at odds with its game design principles and the celebratory nature of the SMM package. However, following Wilson and Sicart’s (2010) work on ‘Abusive Game Design’, I suggest that SMM operates as a ‘dialogical’ platform. By foregrounding the level creators’ identities and their status as amateur designers, SMM allows and encourages the production of ‘unfair’ level designs, while simultaneously sanctifying Nintendo’s authorial principles and the underlying player-centric design ethos of the Super Mario canon. As such, in addition to operating as a totemic object celebrating Super Mario’s 30-year anniversary, SMM can be read as part of Nintendo’s project to reclaim Mario as an object of design.
- [Show abstract] [Hide abstract] ABSTRACT: Prior research examines the effects of a strong market orientation on a news organization, looking at both content and journalists’ perceptions. But recent technology allows for more weakly market-oriented newsrooms, an under-researched area of inquiry. This study, utilizing long-form interviews with 23 journalists at digital news organizations with weak market orientations, examines journalist perceptions of market orientation. The data show that journalists perceive positive effects of this orientation on their organization through more time for stories, more ability to engage with the audience and more overall autonomy. However, the journalists believe negative effects include a lack of innovation, an unstable funding structure, and a lack of perceived credibility from the audience. These results are discussed through the lens of market theory for news.
- [Show abstract] [Hide abstract] ABSTRACT: This article explores the opportunities and implications for new digital writing in transmedia performance environments. This article centres on the experimental Pervasive Theatre project (Assault Events 2014, commissioned by futuredream funded through Arts Council England), which explored the potential of online social tools to create a multimedia, collaborative and participatory work situated across multiple platforms. This project brought together researchers, artists, writers, technologists and practitioners from the interdisciplinary fields of digital writing, transmedia and performance to explore ways to develop narratives that weave together physical and online worlds, blurring the distinction between reality and fantasy, audience and performers in a way that would be exciting, immersive and participative. The project looked at different performative spaces including Facebook, Twitter, YouTube and Vines, exploring how these platforms could support the delivery of original narrative performance. This transmedia approach informed and shaped the digital writing practice, instigating new modes of working. Four aspects were of particular interest and will be explored in this article – how new writing can emerge from within online spaces rather than being translated onto them; how characteristics of different online social platforms inform style and content; how social media platforms can be used to develop narrative and character through creative collaboration with performers; and finally, how online social spaces enable the digital writer to develop a narrative framework through which audiences frame their own meaning.
- [Show abstract] [Hide abstract] ABSTRACT: Intertwining Irish history and generations of Irish American family histories in a work of polyphonic electronic literature based on the rhythms of ancient Irish Poetry, the imagined lost Irish Sonata, streams and fountains, and Irish and Irish American song, From Ireland with Letters (2010 - 2016) is an epic electronic manuscript told in the public space of the Internet. Situating the work in the contexts of Irish public literature and of public electronic literature, this paper explores both the work itself and issues of public electronic literature and in the process both divulges little known Irish American histories and suggests the potential for the public literature telling of narrative and poetry on the Internet.
- [Show abstract] [Hide abstract] ABSTRACT: Radio is a resilient medium. As in different countries around the world celebrations are being planned to mark the 100th anniversaries of the first regular domestic radio services, early predictions of its demise have so far been proven wrong. Radio transmission remains overwhelmingly analogue in a world where digital switchover of television currently preoccupies many governments and audiences alike.
- [Show abstract] [Hide abstract] ABSTRACT: Music-streaming services embed social features that enable users to connect to one another and use music as social objects. This article examines how these features are experienced within negotiations of music as personal and social through the acts of sharing music and of following others. The analysis relies on 23 focus-group interviews with 124 Spotify and/or Tidal users and a mixed-method study including music-diary self-reports, online observation and interviews with 12 heavy users. Our findings suggest that users incorporate social awareness in non-sharing, selective-sharing and all-sharing approaches with strong, weak and absent ties. These ties are characterized by different configurations of social and music homophily. Negotiations of music as personal and social shape how music-streaming services are experienced.
- [Show abstract] [Hide abstract] ABSTRACT: The project of a Single Market without borders has been key to European integration from its outset. While digitisation appears to remove borders with greater ease than any preceding technological development, the free circulation of content has not yet become reality. This article situates the European Commission’s Digital Single Market Strategy of 2015 in its historical context and, against a portrayal of the impact of digitisation on the publishing trade, explains how the Strategy interfaces with sectoral challenges. Its transversal nature is argued to create new opportunities for readers and publishers in both physical and digital content delivery and access.
- [Show abstract] [Hide abstract] ABSTRACT: Press regulation in the United Kingdom, and debate over its future, cannot be isolated from a wider settlement for regulated media content, if regulatory coherence across platforms is to be achieved. Consumers are accessing and engaging with a range of broadcast, print, on-demand and wider digital content. Yet the standards (if any) applied to these services are marked by inconsistency and fail to enable citizens to make informed, democratic choices across media platforms. This short article proposes a managed transition towards a new settlement for legacy and digital media regulation. Clear, tiered standards marks would denote three categories of cross-platform provision, ranging from comprehensive statutory requirements for public service providers; voluntary incentivized standards for non-public service providers and base line minimum standards consistent with those currently required for audiovisual content. This article argues that together, media providers, regulators, consumers and legislators have the opportunity to shape a democratic agenda that recognizes the contribution made by journalism (and wider content), values the public space it inhabits and renews the regulation that sustains it.
- [Show abstract] [Hide abstract] ABSTRACT: The long-awaited European Union ‘open Internet access’ regulation only hesitantly embraces the fiercely contested principle of net neutrality (equal treatment of Internet traffic). The debate has so far focused on the providers of audiovisual content as the most data-intensive form of service, while overlooking other providers similarly dependent on the Internet as their channel of distribution. This article focuses on one such provider, the digital press, and assesses the impact of the regulation on its essential public watchdog function.
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