xxiv Personal Content Experience: Managing Digital Life in the Mobile Age EDDIE, 16, STUDENT Eddie’s got some attitude, man. He feels right at home in the local hip-hop scene, although Belleville is not quite the hap- penin’ place like London. Luckily there are a couple guys in the ‘hood who get it as it comes to good music. Like, Anvil, Snoopy Foggy Fog, 60 Pence, you know. With the guys they can swap stuff, like MP3s and videos. Plus a couple warez ripped from P2P sites, occasionally, but nobody saw nothin’. Lately Eddie has been spending more and more time with Angie, the blonde in the next class. They met at a party at Angie’s place, and now they are sharing most of their lives (and most of their digital content). Eddie has got deeply involved in an online game called Surreal Shards, where millions of players meet online in a shared world. Eddie & co will soon be in trouble if they cannot fi nd some real world funds to support their virtual troops. In addition, they play downloadable games with their mobile phones. They have access to a range of titles, mostly cracked commercial games downloaded off hacker sites on the Internet. Good thing that his dad gets him the latest phones, but the old man still has no idea how his gadgets are used.
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