Young men and women in college, high school, and working professionals who in their leisure time recorded video game play to post on YouTube and other platforms, have redefined a number of long held ideas about what constitutes marketable entertainment, leisure, derivative vs. transformative works, and how we may imagine “content” and the future of the creative industries.
Hector contemplates the intersections of technological and social affordances, user practices, and the policy/legal implications of a system that straddles a host of business regimes and intellectual property traditions.
Hector contemplates the intersections of technological and social affordances, user practices, and the policy/legal implications of a system that straddles a host of business regimes and intellectual property traditions.
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