{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,1]],"date-time":"2026-05-01T14:40:26Z","timestamp":1777646426212,"version":"3.51.4"},"reference-count":37,"publisher":"SAGE Publications","issue":"1","license":[{"start":{"date-parts":[[2013,1,1]],"date-time":"2013-01-01T00:00:00Z","timestamp":1356998400000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/journals.sagepub.com\/page\/policies\/text-and-data-mining-license"}],"content-domain":{"domain":["journals.sagepub.com"],"crossmark-restriction":true},"short-container-title":["Games and Culture"],"published-print":{"date-parts":[[2013,1]]},"abstract":"<jats:p>As a hobby and as an industry, gaming is growing. The impetus for this growth is convergence, specifically technological, content, and market convergence. But gamers might contest this convergence, insofar as it blends \u201cgenres of participation.\u201d Gaming has long been dominated by the \u201chardcore\u201d who \u201cgeek out\u201d over their favorite titles. However, a recent influx of \u201ccasual\u201d games, which encourage \u201changing out\u201d means a split in resources. In order to investigate the contestation this might inspire, I analyzed discussions on the site GameTrailers.com. The site features both producer and fan discourse on the state of the videogame industry. On GameTrailers, the debate over convergence comes down to its driving focus: audience convergence. The industry\u2019s goal is to create products that bring together a wider range of consumers. Differing perspectives on the worth and outcome of this audience convergence lead to political contestation.<\/jats:p>","DOI":"10.1177\/1555412013478684","type":"journal-article","created":{"date-parts":[[2013,3,15]],"date-time":"2013-03-15T12:46:57Z","timestamp":1363351617000},"page":"3-25","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":3,"title":["Contested Convergence and the Politics of Play on\n                    <i>GameTrailers.com<\/i>"],"prefix":"10.1177","volume":"8","author":[{"given":"Ryan M.","family":"Milner","sequence":"first","affiliation":[{"name":"Department of Communication, College of Charleston, Charleston, SC, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"179","published-online":{"date-parts":[[2013,3,15]]},"reference":[{"key":"bibr1-1555412013478684","doi-asserted-by":"publisher","DOI":"10.1177\/1354856509348773"},{"key":"bibr2-1555412013478684","doi-asserted-by":"publisher","DOI":"10.1177\/1527476407307241"},{"key":"bibr3-1555412013478684","doi-asserted-by":"publisher","DOI":"10.1177\/1354856508094660"},{"key":"bibr4-1555412013478684","doi-asserted-by":"publisher","DOI":"10.4135\/9781483329086.n16"},{"key":"bibr5-1555412013478684","doi-asserted-by":"crossref","DOI":"10.2979\/5889.0","volume-title":"Hollywood gamers: Digital convergence in the film and video game industries","author":"Brookey R. 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J. (2008, November 11). Cooking up a blockbuster game: Research company EEDAR helps publishers and developers find the right ingredients. Forbes. Retrieved from http:\/\/www.forbes.com\/2008\/11\/21\/games-eedar-developers-tech-ebiz-cx_mji_1121eedar.html"},{"key":"bibr14-1555412013478684","volume-title":"Hanging out, messing around, and geeking out: Kids living and learning with new media","author":"Ito M.","year":"2010"},{"key":"bibr15-1555412013478684","volume-title":"Textual poachers: Television fans and participatory culture","author":"Jenkins H.","year":"1992"},{"key":"bibr16-1555412013478684","volume-title":"Convergence culture: Where old and new media collide","author":"Jenkins H.","year":"2006"},{"key":"bibr17-1555412013478684","unstructured":"K\u00fccklich J. (2005). Precarious playbour: Modders and the digital games industry. Fibreculture, 5. Retrieved from http:\/\/journal.fibreculture.org\/issue5\/kucklich.html"},{"key":"bibr18-1555412013478684","unstructured":"Madway G. (2010). Video game sales jump in March, reversing slide. Reuters. 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