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Before our president and founder, Steve Halliday, returned to school to get his doctorate (at age 51!), he'd spent nearly 25 years on the editorial side of trade book publishing. Frankly, he got tired of book after book that sounded like... well, the same book. So, what to do? He went back to school, hoping to find something new and exciting to do with himself. Eventually he landed on Convergent Media...
“Convergent media” refers to the skillful blending (or converging) of various media types within compelling resources designed to take advantage of the strengths of each media type chosen. When video, audio, games, text, still images, interactive infographics and other distinct forms of media work together to tell a gripping story in a fully integrated way, the result can powerfully transform the entire communication enterprise.
CM’s rich mixture of integrated media, coupled with its ability to offer users a high degree of choice in how they interact with the resource, creates a powerfully captivating consumer experience. CM resources draw in users by giving them unique, self-directed “voyages of discovery” in an engaging, immersive environment that encourages personal exploration.
Although more than 200 million iPads and 250 million tablets are in use worldwide, and about 200 million smartphones are in use in the United States alone, true cm resources are virtually non-existent, especially in the adult market. This despite the most recent Nielsen U.S. Digital Consumer report, which says, “The number of digital devices and platforms available to today’s consumers has exploded in recent years. As a result, today’s consumer is more connected than ever, with more access to and deeper engagement with content and brands. And these changes are contributing to the media revolution and blurring traditional media definitions. Americans now own four digital devices on average, and the average U.S. consumer spends 60 hours a week consuming content across devices. . . . In addition to more devices, consumers also have more choices for how and when they access content.”
All of this creates a vast opportunity to create an assortment of compelling cm resources targeting specific (and enormous) audiences, all of them thirsting for a true cm experience.
Because the iPad didn’t come out until 2010, cm is essentially a new communication vehicle. But once consumers see what it can do, almost universally they react with shrieks of delight. Huge numbers of consumers already own a device capable of delivering a potent cm experience; when they see for themselves the new and exciting resources cm makes possible (particularly when those resources focus on high-interest topics), enthusiasm naturally erupts.
One key feature that gets people instantly jazzed about CM is the variety it offers—every kind of media imaginable, combined in fresh, exciting, and unexpected ways. The surprise that CM makes possible stokes a potent curiosity that keeps consumers engaged with the resource for far longer than they tend to be with more traditional offerings.¹
Consumers spend billions of dollars each year on entertainment—on having fun—and CM can deliver fun and entertaining features in countless ways, making the whole experience so enjoyable they want to repeat it again and again. The mix of media types provides rich, fertile soil for growing an enchanting kind of entertainment that can become almost addictive.
CM is almost infinitely malleable, adaptable, versatile, shapeshifting. Rubbery, in other words. A movie is just a movie. A book is just a book. A song is just a song. But CM can combine various media in as many ways as the audience desires and the needs of the product require. This means there is no standard “template” for how a cm resource will look or can function. Any medium might take the lead in any given resource—text, video, even games—depending on the nature of the audience and the purpose of the resource. The opportunity for experimentation and special interest crafting is virtually limitless.
Because CM resources are digital, they can be instantly accessed anywhere on the globe. They do not require warehousing, shipping, or a physical company presence in the markets where they are sold. They also can be created remotely for specific markets and purposes, anywhere on the planet. They can go global immediately on release.
CM has the muscle to create resources with vast educational potential, since it can be tailored for various learning styles (e.g., visual, kinesthetic, aural) and designed to engage students in active learning. Students who grow bored with traditional resources are not likely to learn the content featured in those resources; but an engaged student is far more likely to interact with the content long enough to absorb it.
While CM resources can be developed to reach massive, general audiences, CM also is extremely well suited for capturing the interest of large, niche audiences—the kind of audiences that often feel ignored or even shunned by more traditional media providers. From private pilots to those suffering from gluten intolerance, from cat lovers to rabid fans of motorcycles (or even more narrowly, lovers of Harley Davidsons)—CM resources can be narrowly targeted at niche audiences and deliver to them an experience they never dared imagine. And the more intense the fan interest, the higher the market penetration is likely to be: “You have got to see this!”
The time for CM has come. The technology exists. The audiences exist. The expertise to effectively create it exists. There is no compelling reason to wait. The time has come. Waiting will only allow others to seize this unique moment in time.
Just in time for Steve's dissertation, a now-defunct company named Push Pop Press released what we'd consider to be the world's first Convergent Media resource (or CMR), Our Choice. It shot to the top of the App Store and stayed there about three months, winning glowing reviews all over the world.
And then Facebook bought Push Pop Press... and it all went away.
Until now.
Today's technology allows us to move miles beyond the Our Choice app and create resources that the world has never seen but desperately needs.
Take a look at the 8-minute video below to see how Convergent Media works. We adapted the digital game-making program Unity to make our app, largely because digital games are the closest thing to Convergent Media that currently exist. The unedited video shows Dr. Halliday playing with our first Convergent Media resource, Does God Give Dreams to 50-Year-Olds?, from interactive cover to the two Tables of Contents (one for chapters and the other for tracks), to the Introduction, to Chapter 1 and Track A. You'll see how the app integrates text with video, audio, various interactive elements, and even a simple digital game.
But enough talk--here's the video link:
As you can see, we have more than a prototype but less than a full CMR. We have five more chapters and five corresponding tracks to create before we can complete our first Kells project--but we're confident the technical challenges in adapting Unity for our purposes are at least 90 percent overcome already. Our main challenge now is acquiring the funds to finish the rest of Does God Give Dreams to Fifty-Year-Olds?--a story that not only tells how Convergent Media came to be, but also suggests how it can be used, showcasing our very first project within interactive publishing.
We created this ad before the publication of Right Foot Forward: The How-to Guide for Serious(ly) Lighthearted Christians, but it was never used!
As part of our special Origins of Convergent Media series, this ad should help you to see why we call Right Foot Forward "the analog precursor to Convergent Media." It combines text, illustration, interactive elements, a modular format, and other features into a single presentation. At the time, we simply called it "a kid's book for adults."
We already have several other projects on our Kells "to do" list. But beyond this, we also have plans to create a sister company called Hothouse Convergent. Hothouse will partner with individuals, organizations, schools, ministries and other groups to take their content and turn it into Convergent Media powerhouses that they can use for training, PR, education, entertainment, almost anything. Really, the sky's the limit!
In one sense, it's just the evolution of what Dr. Halliday has done for decades in helping authors turn their ideas into books. Except now, we'll help people and organizations with great content to turn their material into potent Convergent Media resources that can instantly reach every part of the globe. We see enormous, untapped opportunities ahead!
Where will all this go? We don't know. But we plan on having an awful lot of fun on the journey.