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Cette publication propose un résumé d'un ouvrage à paraître, intitulé Creative Value Chains: Copyright and Beyond for a Better Value Distribution [Chaînes de valeur créatives : le droit d'auteur et au-delà pour une meilleure répartition de la valeur] (Bristol University Press, 2026), qui traite de la concentration croissante de la valeur à l'ère du numérique et de l'IA, et plus particulièrement de la valeur tirée du travail créatif et intellectuel au sein de l'économie créative.

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Introduction

Creative industries are increasingly dominated by digital platforms, yet the distribution of value within these sectors, from music and video games to visual arts, remains deeply unequal. Recent examples include the remuneration of artists on streaming platforms and the use of creative and intellectual labor in AI training data. This imbalance threatens human creativity and cultural diversity. 

The book exposes the flaws of current value-allocation models and the inequities embedded in copyright systems. By foregrounding often-overlooked contributors—including individual creators, invisibilized platform and digital workers—it advocates rethinking copyright through the lens of distributive justice to ensure equitable compensation for all stakeholders in the creative process. 

Drawing on interdisciplinary research,  interviews, and data analysis—as well as my earlier work, in particular 20 years of academic research and artistic practice—the 200-page monograph argues for a new understanding of creativity as a value chain. It defines creative value as multidimensional—economic, social, cultural, educational, emotional, and political—and shows how creative industries frequently act as forerunners of broader societal transformations. 

The central premise is that copyright alone cannot secure sustainable livelihoods. To build fairer creative ecosystems, the book proposes combining: 

  • Legal reforms such as new rights to remuneration for streaming and AI inputs ;  
  • Contractual innovations such as social licenses extended to metadata and digital labor ;  
  • Political measures such as quotas, turnover taxes, and new framework conditions to support bottom-up creativity ; and  
  • Individual and technological initiatives such as Web3 royalties, alternative platforms for long- and mid-tail creators, and radical ideas such as treating AI inputs as commons. 

These challenges are placed in a historical continuum: just as guilds, printing houses, and Renaissance studios once redistributed tasks and value across heterogeneous actors, today’s digital transformations demand new frameworks for sharing creativity’s rewards. 

The book is structured in two parts. Part I—accessible to non-experts—examines creativity as a value chain within three creative sectors: music, visual arts, and video games. Part II—aimed at policy and legal experts—proposes solutions for more equitable value distribution through legal, political, and technological reforms. 

Its most original contributions include: 

  • Redefining creativity as a value chain: shifting focus from works alone to the entire lifecycle of creation, production, distribution, and use, including metadata, user data, and invisible labor. 
  • Reconceptualizing creativity’s value as multidimensional—economic, social, cultural, educational, emotional, and political. 
  • Contractualized/social licensing: proposing new forms of licensing that embed distributive, social, and cultural conditions, extending to metadata and digital workers. 
  • Introducing framework conditions as a new model of state intervention : moving beyond subsidy vs. fiscal models to structural support that professionalizes creative industries and strengthens resilience. 
  • Advancing radical approaches such as AI input-as-commons and alternative platforms for the long tail and independent creators. 

The analysis is complemented by diagrams, figures, and sketches designed to clarify complex value chains and support reader comprehension. 
 

Part I: Evolution of the Creative Value Chains

1. Creative value chains (CVC)

Creative industries are at the heart of this book, particularly three sectors : music, video games and visual arts. Music, because it is one of the first sectors to be most radically transformed by digital technology, with the domination of streaming. Visual arts because it is the sector most resistant to change; and video game because it is an economically dominant sector within CCS, generating greater revenues than those of the film and music industries combined. 

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The concept of the creative value chain (CVC) is at the heart of this book. A CVC describes the process through which creative works acquire value, from creation to production, distribution, and public engagement.  

Unlike linear industrial models, CVCs are circular and multi-layered: CVCs involve a wide range of actors: creators, cultural professionals, intermediaries, platforms, authorities, audiences, “click workers,” and increasingly, machines. Their contributions may be recognized by copyright, neighboring rights, or fall outside formal legal protection altogether. 

Value in this context is multidimensional—economic, social, cultural, educational, emotional, and political. Historically, cultural value was tied to ethics and the common good: from medieval cathedral builders working for civic prestige to 19th-century social realist painters addressing political causes. Over time, however, value became increasingly financialized, as art markets, publishing houses, and later the entertainment industry formalized cultural production. The challenge in the digital age is to reconcile these dimensions and prevent cultural and social value from being eroded by purely economic logics. 
 

2. Digital transformation across sectors

The digital era has radically reshaped CVCs. Streaming, social media, AI and blockchain, have multiplied tools for creation, production, and distribution, while shifting bargaining power toward dominant intermediaries. 

Music: Streaming now accounts for most revenues but centralizes power in platforms (Spotify, YouTube, TikTok) and major labels. While blockchain and fan-based platforms offer experiments in direct-to-fan models, dependence on intermediaries persists. 

Visual arts: Traditional structures endure due to the uniqueness of artworks, but digitization has expanded mass image production, VR/AR works, and NFT markets. Yet bargaining power remains concentrated in galleries and auction houses, and the promise of NFTs has largely been undermined by recentralization. 

Video games: Now the largest CCS by revenue, gaming has shifted from physical sales to digital distribution, subscriptions, and especially Free-to-Play monetization. Power is concentrated in major publishers and platforms, while developers often surrender rights. Communities (mods, open-source, indie platforms) resist concentration, but structural inequalities remain. 

Across sectors, the pattern is clear: digital tools expand opportunities but exacerbate inequalities. Value is captured at the top, while creators face precarity at the end of the chain. New technologies may empower, but without governance they risk reproducing old asymmetries. 
 

3. Common dynamics and systemic challenges

Challenge of remuneration and cultural diversity: The platform and AI economies dominate today’s CCS. Platforms monetize both content and user data, creating dependence and limiting cultural diversity. AI models scrape vast datasets—often without authorization—to generate outputs that compete with human works, shifting value to tech companies. 

Roles are being redefined: Creators become self-entrepreneurs, juggling creation with promotion; Machines act as quasi-players, shaping both creation and consumption; Audiences function as both consumers and co-creators, though their data is locked within platforms; Value increasingly lies in metadata and usage data, but these remain fragmented and inaccessible. 

Multiple uses of AI: AI models can be used across the entire CVC, to support creative professionals in their creative workflows, from creation (e.g. idea generation) to production (e.g., AI production & post-production tools) and dissemination (e.g., content recommendation, audience analysis). They can also support the public, when consuming a work (e.g., providing real-time explanation, or adaptation of a work to suit individual tastes), or transforming a work (e.g., AI tools to creatively reuse or transform a work). AI technologies can also be used across a spectrum of human intervention, from fully generated works to assistance in the creative process.  

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Value-generating layers: In the CVC, multiple activities give value to the chain. At the outset, there is artistic creation, any artistic practice or cultural expression conceived at grassroots level by the main players. This includes the original creation protected by copyright but also activities of other players who participate in the creation and dissemination of a work with more or less creative intensity. Beyond artistic creation, there are practices, techniques, or information that add value during an artwork’s life cycle. Practice can be more or less creative or technical along a creative or technical spectrum. Beyond that, when artistic creation itself is dematerialized, several elements generate value, namely the information associated with the work, particularly the metadata and usage data. We enter the ‘informational’ dimension of the work. 

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Creative workers are at the beginning of the CVC. The higher we go in the value chain, the more value the initial work acquires with successive layers of information and each player attempts to appropriate a share of it at its own level. The challenge for creative workers is to bring value back down the chain. 

It should be recalled that platform business model is to extract value from user-generated content (UGC) and usage data, resulting in a dissociation between the platform value chain and the CVC. This is due to the legal environment of the time, in which platforms benefited from a no-liability regime for UGC (‘safe harbor’). However, new legislations—such as the Digital Millennium Copyright Act (DMCA) in the United States and the Copyright in the Digital Single Market (CDSM) in Europe—have introduced liability regimes and profit-sharing obligations, leading to merge the platform value chain and the CVC into a single, integrated value chain. The AI value chain may follow the same trajectory. At present, AI models extract value from artistic works to generate new outputs. They remain separate from the CVC, since this extraction occurs without authorization or remuneration of artists. We believe that these two separate chains—the CVC and the AI value chain—will also converge, as licensing market develops and the legal framework becomes more clearly defined.  

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Oversupply and saturation (120’000 tracks added on streaming platforms daily ; 5 billion images taken daiialy), reducing visibility for most creators. 

This oversupply is part of the long tail theory, according to which a very small fraction of artists is at the head with huge popularity (‘superstars’) and absorbs most of the revenue, while the rest, middle and long tail, achieve less success or none at all (the ‘winner take all’ principle). The long tail has only grown longer in the digital and AI-age. Digital technologies enable to create and produce more and more efficiently, even though they also enable to promote diverse cultural content like niche products. 

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Blurring boundaries between creators and consumers, physical and digital, human and machine. 

Intermediation vs disintermediation: platforms promise direct access but remain indispensable gatekeepers. 

Value gaps, as revenues fragment across many actors while platforms retain disproportionate shares. 

Cultural homogenization, driven by algorithmic logics and training biases. 

CCS as societal catalysts, like gaming and visuals arts as a forerunner of new economic models (Free-to-Play monetization, microtransactions, NFT royalties), music and audio-visual as a pioneer of digital disruption (streaming anticipating debates about platform power, algorithmic governance, and data transparency). This may foreshadow wider transformations in labor, governance, and technology. 
 

Part II: Solutions for Better Value Distribution

4. Legal solutions

Copyright and contracts remain central but insufficient. Indeed, copyright aims to incentivize the production of new works. Yet it was neither designed to compensate for job replacement, or displacement (e.g. with large-scale productions replacing artists day job) nor to provide a ‘salary’ to the artists for past works. As for contracts, they are dependent on power relations. Consequently, the “value gap” persists because of free/cheap access models, multiple intermediaries, opaque contracts, and weak bargaining power for creators. AI adds a new “AI gap”, as training datasets and generated works raise novel questions of authorship and remuneration.  

More specifically, the chapter explores how copyright can be rethought in its distributive and collective functions. This can be done with a new right to remuneration for streaming and AI uses, potentially unwaivable and collectively managed. This new right shall be extended to the informational value of the work (e.g., metadata, usage data). Legally, this can be achieved through special transparency rules or, in the absence of such rules, through an interpretation of copyright. 

Because of the limits of such new right to remuneration, which does not resolve work outside the scope of copyright, whether metadata, user data and invisibilized creative labor, the book proposes a novel approach combining copyright and contract law, i.e. to contractualize value distribution across the chain. More specifically, it proposes a novel commons-based licensing model applicable to data of all kinds (including copyrightable, personal and technical data), to be combined with data trusts or Collective Management Organizations (CMOs), to improve effectiveness and enforcement. The licensing model includes modular clauses (e.g. restricted to authorised users or uses), allowing individuals to define their values while fostering the commons.  

The combination of the various compulsory and optional elements to be selected by licensors may look as follows, illustrated by the following pictograms, inspired by legal design techniques like the Creative Commons. These pictograms do not ambition to offer an ultimate and final solution but aim to contribute to the global debate and to facilitate the emergence of global standards for a commons-based copyright license. Further work requires collaboration with other stakeholders and possible ongoing initiatives  

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Methodologically, this reverses the current contractual logic: rather than platforms (licensees) imposing their Terms of Services (ToS) unilaterally to the users (licensors, being the copyright owner, or data subject), licensors would set their own terms for access and use of data, by selecting standard terms. The goal: to move past the limits of today’s open licenses, rebalance power in the data economy, and build true data commons. 

There remains the question of feasibility, in particular the adoption and scalability of such licensing model. This requires first to set-up universal, or thematic data trusts (e.g. per sector, such as social media with social media data, music platforms with user data). Then, for data already collected and in use by stakeholders, data trusts would exercise mass access requests towards providers to retrieve the data and license them back under the licencing model (or similar open licensing schemes). For data not already collected, setting up universal or thematic data trusts would incentivize platforms to voluntarily adhere to such terms.  

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Limits remain—valuation difficulties, fragmented laws, administrative costs—but legal solutions are an essential foundation, to be paired with broader political and technological measures. 
 

5. Political solutions

State intervention is crucial to address issues copyright cannot resolve, such as the overall “size of the pie” or structural job losses. Two main models exist: the European subsidy model and the Anglo-Saxon fiscal model, each with strengths and drawbacks. Policy measures fall into three clusters: 

  • Support and protection: improving artists’ status, social security, and remuneration, with options ranging from collective agreements to universal income ; 
  • Promotion of cultural diversity: discoverability requirements, quotas, and metadata standardization to safeguard pluralism. This recalls 20th-century cinema screen quotas (e.g., France’s Blum-Byrnes agreements of 1948) or more recently the Lext Netflix designed to protect local industries against Hollywood dominance;  
  • Redistribution and regulation: competition law, profit-sharing linked to company capitalization, and turnover taxes on platforms and AI models. 

Each has limits, from high costs to international regulatory competition. The book therefore proposes a hybrid third model: framework conditions—legal, institutional, and economic measures that strengthen intermediaries, professionalize the sector, and improve resilience. 
 

6. Individual and technological solutions

Bottom-up and technological innovations also hold promise: 

  • Algorithmic resistance: from dataset poisoning tools (Glaze, Nightshade) to visibility hacks and collective opt-outs, creators contest platform and AI dominance; 
  • Web3 governance: blockchain, smart contracts, and Decentralized Autonomous Organizations (DAOs) enable fractional royalties, automated payments, and collaborative decision-making; 
  • Alternative platforms: curated catalogs, direct fan payments, and game-inspired monetization offer fairer ecosystems for smaller artists;  
  • Input-as-commons: the most radical idea, treating AI training data as a collectively managed cultural heritage, with tokenized contributions, DAO governance, and micro-royalties.  

While these solutions face technical, legal, and financial challenges, they illustrate a spectrum of possibilities—from pragmatic to utopian—that can be piloted and combined with institutional support. 
 

Conclusion: Myths, Demystification, and the Way Forward

The book closes by debunking common myths. Platforms do capture disproportionate value, but this is not inevitable. AI threatens jobs but cannot erase human creativity; coexistence is the more realistic future. Copyright is important but never guaranteed salaries for artists; it must be rebalanced toward its distributive function. Cultural diversity is under pressure, but bottom-up creativity and supportive frameworks can sustain it. 

The way forward lies in plural strategies: Legal: strengthening copyright’s distributive dimension, embedding commons-based and social licenses, and extending rights to digital labor; Political: improving artist protections, promoting diversity, and experimenting with redistribution mechanisms; Technological/individual: enabling resistance, building alternative platforms, and reimagining AI inputs as commons. 

Taken together, these measures sketch a continuum—from short-term reforms to long-term visions—that can rebalance value, protect diversity, and imagine more equitable digital futures. Together, these ideas reposition CCS as both a laboratory for new models of value distribution and a catalyst for broader societal transformations. 

 

chapitres

  1. Introduction
  2. Part I: Evolution of the Creative Value Chains
  3. 1. Creative value chains (CVC)
  4. 2. Digital transformation across sectors
  5. 3. Common dynamics and systemic challenges
  6. Part II: Solutions for Better Value Distribution
  7. 4. Legal solutions
  8. 5. Political solutions
  9. 6. Individual and technological solutions
  10. Conclusion: Myths, Demystification, and the Way Forward