Objectives The production of innovation or novelty in creative interactions is normally represented in research either as normative patterns of behaviour (being creative) or as post-hoc empirical objects (new firms, new products etc.) The structure of creative practices, i.e. what particular forms of interactivity produce successful novelty (i.e. which becomes ‘normal’ and not novel, which creates and captures value), is not well researched. This paper provides a ‘digital economy’ perspective of the creative industries as a micro-level example of a wider analytical problem, which is how society changes itself. The increasing level of innovation and creativity produces greater levels of instability in social structures (habits, norms etc.) ...