As mentioned here, Blender currently assumes you’re using an sRGB display and internally corrects linear images to sRGB when it displays them on-screen. It also converts linear images to sRGB when it saves to an 8-bit format like JPEG for example. In the future after 2.5 is released we can extend this to choosing a display profile, to proof what the render looks like on various output devices (like HDTV, projectors, etc), but this capability isn’t in 2.5 at this point in time.
there are many ways to CM as there is the saying there are many ways to Rom.
Sadly thats true which makes this already rather abstract topic more confusing.
That Blender currently only offers linear rendering is not an issue.
The rendering you generate is well corrected into the sRGB space.
In Photoshop you can generate the target color space, CMYK or SWOP and
also the paper medium coated or newsprint (simplified selection).
Most CM for print work with a 1.8 Gamma space.
Of course to proof that you need to also check your display and calibrate it to
1.8 for print and if you want 2.2 for RGB.
There are many tools online for a visual calibration approach - however those
are to be honest rubbish since they are based on your eye perception and not
on a a device measuring the color.
But you can get already reasonable usable calibration tools for around 100 to 200 US $.
But your display has to be of good quality contrast and color tone ability.
Not with out a reason are there dedicated proof monitors - but those are seriously
only needed for professional video, photo, and print users.
One major issue with display calibration is that you can set up your rig perfectly and make
it look good. However you have NO control about any body’s else computer.
So you have and can take that with a grain of salt.