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Convergence Culture: Where Old and New Media Collide · 3 of 11
Convergence Culture: Where Old and New Media Collide
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Convergence in Politics

politics monitorial-citizenship grassroots-media daily-show civic-engagement deliberative-democracy

Problem This Solves

Traditional models of democratic citizenship assume an "informed citizen" who individually masters all available information before making decisions. This model was never realistic and has become untenable in an age of information overload. Meanwhile, political campaigns and civic organizations struggle to engage citizens -- especially young people -- who feel alienated from formal politics but are deeply engaged with popular culture and participatory media.

Convergence culture offers an alternative: skills developed through fan communities, reality TV spoiling, game worlds, and remix culture can transfer to civic participation. But this transfer is neither automatic nor without risks. Echo chambers, corporate control of digital spaces, and the gap between subjective empowerment and actual capability all complicate the picture. This reference maps how popular culture serves as democratic training, what "monitorial citizenship" looks like in practice, and where the pitfalls lie.

Key Principle

Popular culture spaces function as "hybrid spaces where we can lower the political stakes (and change the language of politics) enough so that we can master skills we need to be participants in the democratic process." The relevant model of citizenship is not the impossible "informed citizen" but the "monitorial citizen" (Michael Schudson) -- collectively watchful, "poised for action if action is required," and operating through distributed knowledge rather than individual mastery. Effective political engagement in convergence culture requires working across both grassroots and mainstream media systems simultaneously.

Good Examples

  • The Daily Show as civic training: The Annenberg Public Policy Center found that Daily Show viewers had higher campaign knowledge than national news viewers and newspaper readers, even controlling for education, party identification, and other variables. Comedy Central offered more hours of convention coverage in 2004 than ABC, CBS, and NBC combined. Jenkins argues parody news trains "monitorial citizens" because its mix of real and fabricated content demands active critical engagement -- viewers must constantly distinguish fact from fantasy, practicing skills that conventional news, with its regime of apparent objectivity, does not require.

  • Moveon.org's "Bush in 30 Seconds": The organization encouraged citizens to produce 30-second anti-Bush commercials using digital camcorders, with celebrity judges selecting finalists. When CBS refused to air the winning spot during the Super Bowl as "too controversial," the rejection itself became cable news coverage -- more exposure than a single airing would have provided. This exemplified convergence politics: "the effort to use grassroots media to mobilize and mainstream media to publicize."

  • The Alphaville election in The Sims Online: A virtual presidential election in a game world with approximately 7,000 residents and 150+ government employees generated genuine civic learning. When the election was contested due to alleged voter suppression, participants drew direct parallels to the 2000 Florida recount. A middle-school candidate (Ashley Richardson) described the experience as motivating her to engage more deeply in real-world politics. Jenkins observed: "When something breaks in a knowledge culture, the impulse is to figure out how to fix it."

Bad Examples

  • Joe Trippi's techno-utopianism: The Dean campaign manager framed the Internet and television as opposing forces -- "while TV was a medium that rendered us dumb, disengaged, and disconnected, the Internet makes us smarter, more involved, and better informed." Jenkins identifies this as the Black Box Fallacy applied to politics: "If we focus on the technology, the battle will be lost before we even begin to fight. We need to confront the social, cultural, and political protocols that surround the technology and define how it will get used."

  • Echo chambers and digital enclaves: The blogosphere risks becoming what Cass Sunstein warned about -- communities that fragment the electorate and exaggerate group consensus. Andrew Leonard confessed in Salon: "What I find disturbing, however, is how easy the internet has made it not just to Google the fact that I need when I need it, but to get the mindset I want when I want it." Knowledge cultures depend on the quality and diversity of information they access; when everyone shares the same beliefs, the ability to learn by comparing notes is "severely diminished."

  • Corporate-controlled civic spaces: Massively multiplayer game worlds, despite functioning as civic experiments, are legally commercial spaces akin to shopping malls rather than town squares. When Peter Ludlow published an expose in the Alphaville Herald about child exploitation in The Sims Online, Electronic Arts expelled him. Free speech protections are minimal in these spaces; the corporation can override community decisions at will.

Key Quotes

"These forms of popular culture also have political effects, representing hybrid spaces where we can lower the political stakes (and change the language of politics) enough so that we can master skills we need to be participants in the democratic process." -- Jenkins, Chapter 6

"Monitorial citizens tend to be defensive rather than pro-active. . . . The monitorial citizen engages in environmental surveillance more than information-gathering. Picture parents watching small children at the community pool. They are not gathering information; they are keeping an eye on the scene. They look inactive, but they are poised for action if action is required." -- Michael Schudson, Chapter 6

"The new media operate with different principles than the broadcast media that dominated American politics for so long: access, participation, reciprocity, and peer-to-peer rather than one-to-many communication." -- Jenkins, Chapter 6

"Popular culture allows us to entertain alternative framings in part because the stakes are lower, because our viewing commitments don't carry the same weight as our choices at the ballot box." -- Jenkins, Chapter 6

"If we focus on the technology, the battle will be lost before we even begin to fight. We need to confront the social, cultural, and political protocols that surround the technology and define how it will get used." -- Jenkins, Chapter 6

Rules of Thumb

  • This is convergence politics, not digital politics or television politics. Effective campaigns work messages across multiple media systems simultaneously -- grassroots media to mobilize, mainstream media to publicize.
  • The Internet reaches the committed; television reaches the undecided. Neither alone is sufficient.
  • Popular culture communities can serve as cross-ideological bridges because people form them around cultural interests, not political ideology. The lower stakes of fan discussions allow people to practice deliberation across difference.
  • Providing a "tool kit" of information enables supporters to become active agents in their own networks -- more effective than top-down messaging alone.
  • Think of democratic citizenship as a lifestyle, not as event-based participation tied to particular elections.
  • Be skeptical of both techno-utopianism (the Internet will save democracy) and techno-pessimism (the Internet fragments the public). The adversarial relationship between grassroots and professional media is itself the corrective mechanism.
  • Virtual world governance provides genuine civic learning, but corporate control of these spaces fundamentally limits democratic self-governance.

Related References