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210 Chapter 9 Postmodernism
Convergence culture
Another aspect of the postmodern is convergence culture, ‘where old and new media
collide, where grassroots and corporate media intersect, where the power of the media
producer and the power of the media consumer interact in unpredictable ways’ (Henry
Jenkins, 2006: 2). Convergence involves the flow of media content across a range of
different platforms. This is not simply a matter of new technologies but a process that
requires the active participation of consumers.
Convergence culture, like most popular culture discussed in this book, is a site
of struggle and negotiation. It cannot be explained and understood as something
imposed from ‘above’ or as something spontaneously emerging from ‘below’, but as a
complex and contradictory combination of both forces. As Jenkins observes,
Convergence . . . is both a top–down corporate-driven process and a bottom–up
consumer-driven process. Corporate convergence coexists with grassroots conver-
gence. Media companies are learning how to accelerate the flow of media content
across delivery channels to expand revenue opportunities, broaden markets, and
reinforce viewer commitments. Consumers are learning how to use these different
media technologies to bring the flow of media more fully under their control and
to interact with other consumers (18).
Convergence culture is the result of three factors. The first is concentration of media
ownership. Owning a range of different platforms encourages producers to distribute
content across these different platforms. So, for example, a company may publish
the book of the film, together with the game based on both and promote these in its
magazines and newspapers and through its internet sites and mobile phone companies.
The second is technological change. This has created a new range of platforms for
media content. For example, we can now do so many more things with our mobile
phones than just make phone calls. We can take, send and receive photos and videos;
make send and receive sound files; send and receive text messages; download infor-
mation from the internet; receive ‘goal alerts’; play games; use it as a calendar, an alarm
clock and a calculator (see Jewitt, 2005).
The third factor involves the consumers of media. I may, for example, choose to
listen to my favourite music on my laptop, my CD or DVD player, my iPod, my car
radio, or on TV or radio. The same music is made available on different platforms, but
I have to actively participate to make the system work. Moreover, I select which plat-
form best suits my pleasure and convenience.
The British science fiction television series Doctor Who, as Neil Perryman (2009)
points out, ‘embraces convergence culture on an unprecedented scale’ (478). The BBC
has made the programme available across a range of different platforms: mobile
phones, podcasts, video blogs, websites, interactive red-button adventures, and online
games. In addition, it has launched two complementary series that take characters into
other contexts. As Perryman observes,