Abstract

Software has acquired a central role in the lives of almost anyone taking part in modern society. People buy watches measuring their blood pressure and heart pulsation, cars slowing down automatically when getting to close to the car in front and computers with pre-installed software. However, digital content is not only dispersed via tangible media. People also acquire digital content and digital services apart from a tangible medium (mostly online). Streaming music and downloading movies are just two of the many examples.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call