The influence of individual differences on skill in end-user computing
Journal of Management Information Systems
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Information rules: a strategic guide to the network economy
The Internet is changing the music industry
Communications of the ACM
Communications of the ACM - Digital rights management
Information Systems Research
Digital music and online sharing: software piracy 2.0?
Communications of the ACM - A game experience in every application
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HICSS '95 Proceedings of the 28th Hawaii International Conference on System Sciences
Alternate distribution strategies for digital music
Communications of the ACM - Why CS students need math
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Proceedings of the 3rd ACM workshop on Digital rights management
How DRM-based content delivery systems disrupt expectations of "personal use"
Proceedings of the 3rd ACM workshop on Digital rights management
Information Goods Pricing and Copyright Enforcement: Welfare Analysis
Information Systems Research
HICSS '05 Proceedings of the Proceedings of the 38th Annual Hawaii International Conference on System Sciences - Volume 07
HICSS '06 Proceedings of the 39th Annual Hawaii International Conference on System Sciences - Volume 08
Journal of Management Information Systems
Trading digital information goods based on semantic technologies
Journal of Theoretical and Applied Electronic Commerce Research
The Effect of Piracy on Markets for Consumer Transmutation Rights
HICSS '09 Proceedings of the 42nd Hawaii International Conference on System Sciences
From e-commerce to social commerce: a framework to guide enabling cloud computing
Journal of Theoretical and Applied Electronic Commerce Research
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This paper describes an empirical study of behaviors associated with consumers' creative modification of digital information goods found in Web 2.0 and elsewhere. They are products of culture such as digital images, music, video, news and computer games. We will refer to them as ''digital culture products''. How do consumers who transmute such products differ from those who do not, and from each other? This study develops and tests a theory of consumer behavior in transmuting digital culture products, separating consumers into different groups based on how and why they transmute. With our theory, we posit these groups as having differences of motivation, as measured by product involvement and innovativeness, and of ability as measured by computer skills. A survey instrument to collect data from Internet-capable computer users on the relevant constructs, and on their transmutation activities, is developed and distributed using a web-based survey hosting service. The data are used to test hypotheses that consumers' enduring involvement and innovativeness are positively related to transmutation behaviors, and that computer self-efficacy moderates those relationships. The empirical results support the hypotheses that enduring involvement and innovativeness do motivate transmutation behavior. The data analysis also supports the existence of a moderating relationship of computer self-efficacy with respect to enduring involvement, but not of computer self-efficacy with respect to innovativeness. The findings further indicate that transmutation activities should be expected to impact Web 2.0-oriented companies, both incumbents and start-ups, as they make decisions about how to incorporate consumers into their business models not only as recipients of content, but also as its producers.