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=== Convergence === By the second decade of the 21st century, [[analogue recording]] was being replaced by [[digital recording]] and all forms of electronic entertainment began to [[technological convergence|converge]].<ref>{{cite book|last=Dwyer|first=Tim|title=Media Convergence|year=2010|publisher=Open University Press McGraw-Hill Education|location=Maidenhead, Berkshire, England and New York|isbn=978-0-335-22873-7}}</ref> For example, convergence is challenging standard practices in the film industry: whereas "success or failure used to be determined by the first weekend of its run. Today, ... a series of exhibition 'windows', such as DVD, pay-per-view, and fibre-optic video-on-demand are used to maximise profits."{{sfnp|Sayre|King|2010|p=156}} Part of the industry's adjustment is its release of new commercial product directly via video hosting services. Media convergence is said to be more than technological: the convergence is cultural as well.{{sfnp|Sayre|King|2010|pp=22, 30 ''ff''}} It is also "the result of a deliberate effort to protect the interests of business entities, policy institutions and other groups".<ref name=Tryon /> Globalisation and [[cultural imperialism]] are two of the cultural consequences of convergence.{{sfnp|Sayre|King|2010|p=30}} Others include [[fandom]] and interactive storytelling as well as the way that single franchises are distributed through and affect a range of delivery methods.<ref>{{cite book|last=Jenkins|first=Henry|title=Convergence culture: where old and new media collide|year=2006|publisher=New York University Press|location=New York|isbn=978-0-8147-4281-5|url=https://archive.org/details/isbn_9780814742815}}</ref> The "greater diversity in the ways that signals may be received and packaged for the viewer, via terrestrial, satellite or cable television, and of course, via the Internet" also affects entertainment venues, such as sports stadia, which now need to be designed so that both live and remote audiences can interact in increasingly sophisticated ways{{snd}} for example, audiences can "watch highlights, call up statistics", "order tickets and merchandise" and generally "tap into the stadium's resources at any time of the day or night".{{sfnp|Sheard|2001|p=xvi}} The introduction of television altered the availability, cost, variety and quality of entertainment products for the public and the convergence of online entertainment is having a similar effect. For example, the possibility and popularity of user-generated content, as distinct from commercial product, creates a "networked audience model [that] makes programming obsolete".{{sfnp|Sayre|King|2010|p=536}} Individuals and corporations use [[video hosting service]]s to broadcast content that is equally accepted by the public as legitimate entertainment. While technology increases demand for entertainment products and offers increased speed of delivery, the forms that make up the content are in themselves, relatively stable. Storytelling, music, theatre, dance and games are recognisably the same as in earlier centuries.
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