Abstract
The discussion that follows focuses on case studies that have captured the attention of audiences by playing with preconceived ideas of experience and engagement at the intersection of literature and technology. These encounters tend to occur within a convergent digital space. In Convergence Culture: Where Old and New Media Collide, Henry Jenkins defines convergence culture as “the flow of content across multiple media platforms, the cooperation between multiple media industries, and the migratory behavior of media audiences” (Jenkins 2006, 2–4). Convergence culture is sometimes misunderstood as simply enacting a process of remediation, in which seemingly outdated narrative forms are superseded by more “culturally relevant” ones. But Jenkins points out that convergence is less to do with technology than mindset: “Convergence does not occur through media appliances, however sophisticated they may become. Convergence occurs within the brains of individual consumers and through their social interactions with others” (Jenkins 2006, 3). This chapter considers the dynamic between convergent culture, literary media and the attention economy.
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Notes
- 1.
The Experience Economy charts the progression of economic value in a trajectory from goods through to services then on to experiences (Pine and Gilmore 1999).
- 2.
Generating interest in products, and engaging communities in dialogue around those products, promotes what psychologist Robert Cialdini in Influence: The Psychology of Persuasion (2009) describes as reciprocal behaviour; namely, that if you are given something for free, you’re more likely to have positive associations with the relevant individual, brand or organisation, and may therefore be more likely to spend money with them in future.
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Kiernan, A. (2021). From Fidelity Publishing to Playable Stories. In: Writing Cultures and Literary Media. New Directions in Book History. Palgrave Pivot, Cham. https://doi.org/10.1007/978-3-030-75081-7_6
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