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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,
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