Difference between revisions of "Convergence"

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Industries are trying to find the way through which most effectively converge technology so as to please the user. Consumers aren’t happy anymore with a platform that uses one Medium. Now, no one wants a mobile just for talking, people want a photo camera, a video camera and a MP3 player. Thus, Industries are now, converging existing mediums to please the consumers and provide availability, mobility and practicality.  
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Industries are trying to find the way through which most effectively converge technology so as to please the users. Consumers aren’t happy anymore with a platform that uses one medium. Now, no one wants a mobile just for talking, people want a photo camera, a video camera and a MP3 player. Thus, Industries are now, converging existing mediums to please the consumers and provide availability, mobility and practicality.  
  
 
Convergence also means the cross-platform propagation of one creation. For, example the story-telling experience: e.g a film on Tarzan that then becomes the video game of Tarzan and also the DVD. Nevertheless, this represents risks since it involves a close collaboration between production companies and video game companies.  
 
Convergence also means the cross-platform propagation of one creation. For, example the story-telling experience: e.g a film on Tarzan that then becomes the video game of Tarzan and also the DVD. Nevertheless, this represents risks since it involves a close collaboration between production companies and video game companies.  

Revision as of 15:24, 22 May 2007

Convergence is a term defined by Henry Jenkins in his book Convergence Culture, asserts a revolutionary idea which contradicts the popular belief that new technologies will be displaced old technologies. This term, honoring its common semantic, defines how in our technologically revolutionary era old and new technologies merge. It defines how technology itself metamorphoses since the new technology builds upon the benefits of the past one, improving them. For example, word processors converged with the typewriter, just like the typewriter converged with pen and paper.

Now our days, existing technologies are converging with each other to offer mobility and practicality to the now more demanding consumer.

Technological convergence is a phenomenon, which is affected by the consumer’s demands and the industries’ releases.


From the industry’s perspective

Industries are trying to find the way through which most effectively converge technology so as to please the users. Consumers aren’t happy anymore with a platform that uses one medium. Now, no one wants a mobile just for talking, people want a photo camera, a video camera and a MP3 player. Thus, Industries are now, converging existing mediums to please the consumers and provide availability, mobility and practicality.

Convergence also means the cross-platform propagation of one creation. For, example the story-telling experience: e.g a film on Tarzan that then becomes the video game of Tarzan and also the DVD. Nevertheless, this represents risks since it involves a close collaboration between production companies and video game companies.

But the viability of this collaboration seems problematic. Industries see in convergence a way to maximize profits through the concentration of media ownership. Jenkins argues in his book Convergence Culture that industries fear each other, and don’t want the other to get the creative rights or a bigger economic success.

Yet Jenkins argues that in order for convergence to be successful there most be collaboration among industries who control different platforms.