Why Do We Have Such A Creative Explosion on Mobile and DLC?

(I'm still thinking about DLC and mobile content as of late.  Blame my new Android.)

I sort through the DLC on my console and am amazed at what's there (and at times appalled, but mostly amazed).  I look through the online store on my smartphone and am overwhelmed with choices.  When it comes to books the content available to me, especially via eBooks is stunning.

It seems that, media, software, and gamewise we're in a kind of explosion of creativity and productivity.  There's just a huge amount of stuff everywhere – often good stuff – that we can download, play, read, or listen too.

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Virtual Stars: The Roundup

A roundup of my exploration of the reasons, issues, and potential for creating Virtual Stars:

Virtual Stars Part 1: An Analysis of Viability

(I've noticed talks about the Vocaloid Concerts echoing around the internet, and wanted to address the idea behind virtual stars in more detail.  Seriously, when you see a post on it at an econoblog, you know it's time to comment.)

If you pay attention to the news, you'll see occasional discussion about Virtual Stars, completely manufactured media people.  The ones I see talked about are mostly in Japan, such as Kyoko Date back in the late 90's, or the prominent Vocaloid phenomena today.  These creations ventures often seem to be a cultural curiosity (especially outside of Japan), an oddity, or something out of a bad anime or science fiction film.  I think there's something useful in the virtual idol/virtual star concept that I want to explore as worthy of actual consideration as a viable commercial exercise

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