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Convergence can be defined as the integration of telephony, computing and media technologies, and hence the integration of the businesses, markets and the social interaction associated with them (Hartley 2002, p.39).
Technological convergence is already a common phenomenon in today’s ICT devices. Computers are able to function as video and audio players, even having editing capabilities which is traditionally the area of professional broadcasting. The integration of internet connectivity, mobile telephony, computing power, media storage, digital camera, mobile gaming and digital audio player are already apparent in many of today’s devices such as mobile phones and personal digital assistants (PDAs).
Computer games play a major role in digital convergence. According to Mark Cavazza, author of “Computer Games and Digital Convergence�?, computer gaming is at the crossroads of several major trends in the Information Society: interactivity, digital media content, on-line or virtual communities, and mobile computing. Thus, it is able to achieve a unique integration of creative content and technology. Online gaming is an example where entertainment, social interaction, computer and internet technologies meet. Convergence makes new experiences possible in terms of interaction, realism, aesthetics and game play (Cavazza).
Convergence is also present in videogame devices. The Sony Playstation 2 functions both as a game console and DVD player, while Microsoft currently supports an online gaming community of two million subscribers on its Xbox Live (Lewis 2005, p.126).
The 'International Data Corporation' IDC has found that more than 25 million game consoles were sold in 2003 with many containing either modems or broadband connections. The evolution of gaming consoles into more interactive and dynamic devices is a significant milestone for gamers, manufacturers and the industry as a whole (Soohoo 2001).
The new generation of videogame consoles is set to bring digital convergence to the next level. The Xbox 360 and the PlayStation 3 are designed to be high-definition centerpieces for home-entertainment systems.
The consoles offer features such as wireless remote, wireless controllers and built-in DVD player. They possess online and networking capabilities, and can be used with other devices such as digital cameras, video cameras and digital music players. For example, the Xbox 360 can connect wirelessly to Windows XP-based home PCs. This would allow the digital music, photos, and movies stores on the PC to be streamed to the television through the Xbox.
The consoles are also able to perform online gaming, live chatting and even video conferencing. They are designed for high-definition displays and can also be used as a set-top box for Internet Protocol Television (IPTV) (Cross 2005, p.91).
Convergence can also be in the form of industry practice. Eventually, Microsoft envisions part of the Xbox Live marketplace being run by the gaming community itself, where players can design, upload and sell contents to other users (Hsu 2005, p.62). This type of practice is currently common amongst the PC-based online gaming community, but not console based online gaming arena. Thus, the practices of two different gaming platforms are likely to converge into one in the future.
Technological convergence will make it possible for the manufacturers to widen the appeal of videogame consoles and target their audience beyond the traditional gamers. With the value-added features, these new consoles can be the centerpiece of home-entertainment systems linking to other audio-visual devices such as televisions and stereos. This is believed to be part of the strategy by both Microsoft and Sony to gain expand the market and gain dominance in the living room.
As to the future of digital convergence of computer and videogames, is possible to imagine more dramatic evolutions for digital media, in which films, television, computer games and virtual reality would converge (Cavazza).
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Hartley, J.(2002). Communication, Culture and Media Studies, The Key Concepts. New York: Routledge.
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Jodie Gummow 20:11, 28 Oct 2004 (EST)
Choo KeeFong 22:14, 27 Oct 2005 (EST)