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2006), foresaw an impressive growth in the distribution <strong>and</strong> use of digital content<br />

(music, films, games, TV, publishing, radio) in Europe between 2005 <strong>and</strong> 2010, as<br />

shown in the following table:<br />

Uptake of digital distribution/exploitation of content in Europe – Key figures<br />

m a<br />

2005 2010<br />

Music (online <strong>and</strong> mobile) 196.3 2.0 1,794 20.4<br />

Movies (VOD) 30 0 1,269 7<br />

Games (online, mobile) 699 11.2 2,302 33.4<br />

TV programmes (VOD <strong>and</strong><br />

digital advertising)<br />

% b<br />

4.5 n/a 689 n/a<br />

Publishing 849 2 2,001 5.4<br />

Radio 15 0.3 250 4.8<br />

Total 1,793 8,303<br />

Notes:<br />

a. Market size in terms of revenues<br />

Challenges for cultural policies: the example of digital culture<br />

b. Percentage of total sector revenues<br />

Source: Screen Digest, CMS Hasche Sigle, Goldmedia & Rightscom: Interactive content <strong>and</strong><br />

convergence. Implications for the information society, The Final Report 2006.<br />

As well as showing an impressive change in the technology platform <strong>and</strong> market<br />

orientation of digital content, this data also allows us to think of a strong increase in<br />

users. They devote themselves more <strong>and</strong> more to a participatory culture. Recent<br />

developments in the field of cultural consumption indicate that the users/consumers<br />

are not only increasingly dem<strong>and</strong>ing in relation to the culture they consume, but are<br />

also becoming more creative. This indicates a transition from simple, passive<br />

consumption of the mass media to an involvement with more interactive <strong>and</strong> creative<br />

content (Lessig, 2004). This user-created content (UCC) opens up new ways of<br />

communication <strong>and</strong> the very idea of participation is changing. The distinction<br />

between creators <strong>and</strong> consumers is becoming fluid. Individuals can “tell their<br />

stories”, produce cultural goods such as music <strong>and</strong> video, <strong>and</strong> transform the<br />

information <strong>and</strong> media content environment surrounding them (Benkler, 2006). The<br />

proliferation of content creativity is leading people to look for ways that they can<br />

participate <strong>and</strong> assert themselves in the production of culture <strong>and</strong> meaning (Tims <strong>and</strong><br />

Wright, 2007). There is a new question for cultural policy in the creative age: “So,<br />

what do you do?”. The issues relating to the widening of audiences <strong>and</strong> the<br />

democratization of culture, which so preoccupied cultural policies in the 1980s, have<br />

changed considerably. The altered structures of participation <strong>and</strong> communication,<br />

active relationships built on exchange, have an impact not only on the way that<br />

m<br />

%<br />

107

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