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Convergence

Convergence aims to encourage and advance interdisciplinary modes of enquiry into the study of the histories, trajectories, impacts, practices, pleasures and creative potential of contemporary convergent media & allied innovative technologies.

Convergence is an international peer-reviewed 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 in the field and for encouraging, publishing and promoting vital innovative research. Adopting an inter-disciplinary approach and published six times a year, Convergence has developed this area into an entirely new research field.

Topics include:

  • Convergent media: histories, cross-cultural/international contexts, emergent products
  • Digital creative production (music, television, art, photography, cinema, kinetic media)
  • Games, gaming and ludic technologies
  • Digital media distribution
  • Mobile media/content
  • Extended Realities (XR) – Virtual Reality, Augmented Reality and Mixed Reality
  • Local and Global Media Regulation and Infrastructure (e.g. Intellectual Property (IP), censorship, policy, platforms)
  • Diversity, Inclusion and representational politics
  • New techno-subjects of the anthropocene – Algorithmic, Artificial Intelligence, Artificial Life
  • Democratisation of the digital economy: co-production, open access and block chain and cryptocurrency
  • Distributed data, networked subjects and vulnerable publics


Access all issues of Convergence on SAGE Journals Online.

  • by Tim Gruenewald25809The University of Hong Kong, Hong Kong,
    Convergence, Ahead of Print. Since 2014, a new narrative medium has been emerging that is delivered through virtual reality headsets. This paper theorizes narrative virtual reality as a new filmic medium with new and unique affordances that facilitate narrating and sharing memories. …
  • by Rob CoverRMIT University, Australia,
    Convergence, Ahead of Print. Evidence suggests that the rate of reporting abuse, harassment and problematic content to platforms is substantially low. This article assesses the extent to which platform interfaces may contribute to discouraging the use of reporting as a remedy to …
  • by Sarah Martindale6123University of Nottingham, UK,
    Convergence, Ahead of Print. This article represents our editorial contribution to the exploration of immersive storytelling, broadly conceived in this Special Issue as a set of creative and design practices, audience experiences, a field of study and a toolkit of rapidly developing …
  • by Silvia Masiero6305University of Oslo, Norway
    Convergence, Ahead of Print.
  • by Maryam Tatari9184European University Viadrina Frankfurt (Oder), Germany
    Convergence, Ahead of Print. The proliferating platformization and digital transformation require designing and deploying suitable research methods and approaches to address the hybrid nature of actors, relations, practices, and the growing importance of the context. This paper …
  • by Orlando Woods54756Singapore Management University, Singapore
    Convergence, Ahead of Print. This article explores the experiential value of gambling within free-to-play (f2p) gamespaces. In doing so, it offers a more balanced understanding of the gambling/gaming interplay. Whilst existing understandings tend to focus on the assumedly predatory …
  • by Anna Yan Liu, Harsh Taneja14589University of Illinois at Urbana-Champaign, USA
    Convergence, Ahead of Print. K-pop, a niche genre appealing to certain audience segments in the global market, has now attracted mainstream attention of music industries and general audiences within and beyond Asia. Previous studies often attribute niche genres’ visibility in a …
  • by Ju Oak Kim4420Texas A&M International University, USA
    Convergence, Ahead of Print. This study proposes the concept of platformed creativity to examine how new technologies have engaged in the social dynamics of creative practices. In recent years, a few Korean female digital creators have become visible by producing and sharing gender-…
  • by Florian Sprenger9142Ruhr-University Bochum, Germany
    Convergence, Ahead of Print. By reconstructing a basic temperature sensor and its chains of translation, the text presents a new approach to experimental media archeology, critical making and speculative design. Based on this experiment, the text proposes to investigate how sensoric …
  • by Nicole K. Stewart7174Texas State University, USA,
    Convergence, Ahead of Print. How people use virtual reality to connect, communicate, and learn is increasingly important as the metaverse expands. Using affordance theory, we analyze a university classroom, a collaborative virtual environment, situated in virtual reality (VR). Our …
  • by Edward Hurcombe5376RMIT University, Australia,
    Convergence, Ahead of Print. This article examines the social technology company Meta’s public communication on problematic content, via their official ‘Meta Newsroom’, within the context of growing regulatory scrutiny. For nearly a decade, the Meta Newsroom has been a major outlet …
  • by Simone Natale9314University of Turin, Italy
    Convergence, Ahead of Print. Theories of deception in digital media often rest on the assumption that deception occurs when something in the process of communication does not work as it should – due to an intention to lie, or to faults and mistakes in the communication process. Such …
  • by Alexandra Burnusuz65071ITMO University, Russia,
    Convergence, Ahead of Print. Bioprinting is increasingly recognised for its substantial potential in facilitating customised artistic creations. This field, inherently interdisciplinary, enables the exploration and utilisation of novel materials, techniques, and conceptual frameworks,…
  • by Marty Miller53025The City University of Hong Kong, China
    Convergence, Ahead of Print. This paper develops contemporary theorizing of vernacular screenshots by positioning them as artifacts reflecting the technological design and individual choices that allow their content to be viewed. By situating them within metapicture theory, …
  • by Jingrong Tong7315University of Sheffield, UK
    Convergence, Ahead of Print. This article examines whether, how, and to what extent eighteen UK audience participants developed diagrammatic thinking while reading eleven COVID-19 data visualisations published by UK newspapers. Despite data visualisations being a prominent feature in …
  • by Maria K Alberto445794University of Utah, USA,
    Convergence, Ahead of Print. This article investigates gaming paratexts related to the popular tabletop roleplaying gameDungeons & Dragons(D&D) as heuristics. Gaming paratexts are accessible communication and media artifacts that influence what new players learn about games as …
  • by Kun He, Scott A Eldridge, Marcel Broersma3647University of Groningen, The Netherlands
    Convergence, Ahead of Print. This study examines how socially and culturally ingrained visual semiotic resources are used to demonstrate netizens’ affinities with ‘the people’ and dislikes of ‘the elite’ in expressions of online and bottom-up national populism in China. Using a …
  • by Alessandro Caliandro18090University of Milano, Italy
    Convergence, Ahead of Print. In this article, I introduce a novel epistemological approach meant to re-adapt the digital methods paradigm to a fast changing digital landscape. This change was mostly brought about by the transformation of Web 2.0 into a platformized social media …
  • by Lewis Tennant1410AUT University, New Zealand
    Convergence, Ahead of Print. This article presents a detailed overview of podcast production in New Zealand. This is the first broad survey of podcasting in New Zealand, and seemingly the first of its kind globally. It tracks the development and growth of podcasting in New Zealand …
  • by Johan Jansson, Claes Thorén8097Uppsala University, Sweden
    Convergence, Ahead of Print. Modern society is characterized by technological and social acceleration. Digital devices and technologies have been integrated into nearly every aspect of our lives, from the public to the personal, transforming the material, social and mental worlds at …