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Convergence

Convergence

Digital convergence

  • The combination of 2 or more different technologies in a single device to perform similar tasks. It unites devices, systems, and people. 
  • An example of this is a smartphone, as it allows for communication, access to information, photography etc. One can also access camera, microphone, facetime, alarm clock, and gaming.
  • A Smarthome system lets you control parts of your house from your phone. 
Advantages of technology convergence 

Saves money
  • To buy a phone, a camera, a stereo, a gaming console, and a computer would cost so much money.
  • Combining all of them into one means that you only need to buy one. 
Saves lives
  • Digital convergence allows for the access to medical knowledge faster than it takes for an emergency service to arrive in a crisis.
  • This lets anyone act fast to save lives. 
Saves time
  • Digital convergence gives you the ability to multitask, and get more things done at once. 
  • It's only one device to carry around so it tends to be more convenient (which is great for students). 

Disadvantages

Eats time

  • Leads to addiction and peoples focus tends to be on their devices instead of school or work. 
Eats relationships
  • Neglecting human relationships

Eats time at home


What is convergence?
  • The interlocking and merging of mass media technologies, traditional media and digital media into one.
  • The most relevant example of media convergence is a Smartphone that blends together various media: making calls, taking pictures, editing pictures, shopping online, editing videos, listening to music, watching films, accessing print media etc. 

Technological convergence
How do you consume media through the use of your smartphone
  • social media
  • streaming
  • news
  • camera 
  • video recording
  • editing apps
  • games
  • music- spotify, apple music
How do you produce media through the use of your smartphone. 

How do the features on your mobile phone link to any 5 sectors of the media?
  • you can access the news and newspapers
  • can buy video games on the app store. for example, Wordle 
  • stream film and television programmes. for example, on apps such as Netflix. 
  • stream radio on both their website and on the app. For example, BBC. 

Convergence in the media
Production- you can edit and film on the same devices
Distribution- it is more efficient, you do not need to leave the house and spend money every time you want to play a video game, or watch a film. 
Marketing- One can market through social media, and so it is easier to target specific audiences. 
Consumption- when an artists releases their latest album you can access it almost instantly through apps in which you can stream it. streaming makes consumption of the media much quicker.

Key terms
  • Immediacy- the speed at which audiences can consume digital media products.
  • Access- the restrictions (or lack thereof) put on digital media products.
  • Convenience- the ease at which a product can be accessed. This can include whether or not a digital media product is free, cheap, global, national, local, user friendly etc. 
  • Portability- the flexibility and movement associated with a digital media product. i.e. can the product be carried around with the user in their handbag. 
  • Connectivity- the extent to which a product allows users to be linked to the 'global village', or to be part of a digital community, social network, virtual reality etc. 
  • Interactivity- the ways in which producers/a product and consumers work together. This includes the level of control the consumer has over a product, whether or not users can generate original content, the use of web-links, uploads/downloads, texting, e-mailing, or 'red button' functions to bring the consumer closer to the product. 
  • Personalisation- the ways in which the product can be made personal to the consumer. This could be done through logging/signing in, adapting interfaces, font features, or music playlists.
Technological convergence in relation to consumption
  • Digital technologies are changing the ways in which advertising and marketing, films, television shows and games are being produced, distributed and consumed.
  • For example, the old 35mm films will end up in museums with cheaper digital downloads offering an immersive experience far greater than before on new digital screens in multiplexes.
  • New audiences are being created due to the new 3D format. 

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