Increased attention in recent years has been paid to user involvement in the distribution and consumption of popular culture on the Internet. The attitudes from established publishing industries have mostly been negative, while few arguments about possible positive aspects have been heard. This paper argues that the understanding of social drivers such as user communication and user interaction is necessary to explain the adoption process of computers and Internet. Popular culture, such as games, music and films play an important, but underestimated role, however closely interlinked to copyright infringement. Right holders’ loss of control of digital products in combination with users engaging in value-adding activities is challenging established industries and structures. The effects were first observed in the entertainment industries but are now proliferating into other sectors of society.
QC 20130429