1. A hypothetical culture in which the main role of its institutions and laws is to support the production, exchange, and dissemination of information and where the majority of its art and artefacts exist as information. Virtual worlds like Second Life are arguably information cultures, although the extent to which any post-industrial Western culture qualifies is less certain.
2. In business, the corporate ethos of a company, the product of which is information, including the structures and behaviours associated with knowledge acquisition, communication, and dissemination among staff and customers.