Q: What are the effects of Creative Commons outside academic arenas?

A: For artists/entertainment, the gift economy works from individual creator to general public and from companies to the individuals. Allowing customers to use particular works, like Doom allowing for Modded games, acts a a gift from the company to the consumers. This increases customer interest and loyalty, which are important for businesses. The consumers, in turn, also create new works which add to the initial value of the company's work. For indie creators, the rise in reputation and community building alone make a ton of sense and offer direct benefits.

 

Q: What is your background in relations to Creative Commons licenses?

Q: How do you use Creative Commons licenses?

Q: Why haven't academics embraced Creative Commons licenses?

Q: How does Creative Commons help establish the idea of intellectual property?

Q: Can Creative Commons be implemented successfully on a global scale?