Consider this: while the 1% rule may apply universally, there are realms in which consumption requires more creative zeal than others.
I see a continuum of such. At one end, we have movies, anime, tv shows, manga, comics, and books. Consuming them is a relatively passive act. Further along the line, we see video games and kit models (Scott's gundams): just consuming them requires a higher level of interactivity, though not necessarily more creativity. (I don't see strictly following instructions for, say, a model as terribly creative, but it is just slightly more so than merely viewing a thing, as some interpretation and choice is required.) I'd posit D&D (or similar games) to be even further along the line: just "consuming" a role-playing game requires a high level of interaction and some creative zeal (in terms of character creation, for example).
Discuss.
Comments
In the first level are products that are sold in stores or created online. 1 dude writes the content, 10 give feedback, and the other 89 just buy it. In the second level, one dude runs it/creates it, 10 play it, and no one else cares ;^)
Anime used to be a hobby that required a great amount of zeal merely to be a fan of. It now takes practically zero zeal to do so. Thus, people who have the zeal are moving into interaction and creation with their excess time.
Zeal can be creative or non-creative. Zeal can drive a person to write a screenplay, or it can drive them to spend thousands of dollars importing rare old videogame systems in order to play them. It's an inherently neutral commodity.