Chapter 7: Application Outlook 307 A: When uploading a video to YouTube, you’ve got the option to make it private and only seen by people you invite, but it’s a bit awkward sending out and having these invitations accepted. It’s so much easier just e-mailing a link which people can click. So we’d say go public with the video anyway just before the event, then take it down afterwards if you’re worried or embarrassed. Random viewers will almost certainly never fi nd it amongst the constant deluge of new uploads. In fact, many well-wishers rely on this fact and make their private greetings public on YouTube for ease of playback. Try searching for “Happy Birthday” and your mate’s name on YouTube and you may fi nd a hilarious alternative that you could send to them! There are also third-party tools developed specifi cally for use with YouTube. For instance, SceneMaker, a video-sharing tool from Gotuit, identifi es scenes within videos from YouTube and Metacafe, and allows sharing the scenes only.23 The scenes can also be tagged to better identify the content within the videos. Schwartz (2006) assumes that the YouTube buyout by Google was fi rst and foremost due to the market size and the fact that who has the most viewers in video sites wins the game at the end of the day. He also points out that 99% of the content in YouTube does not even have the slightest quality. And that, after all, is not at all important, as long as advertisements can be sold. Another viewpoint could be that the social networks are worth it. 7.4 Games 24 Today, playing (computer) games is immensely popular, and as a business domain games are expected to grow twice as fast as the movie 25 industry, reaching half of its volume by 2010. Therefore, even though games are not often included when content is discussed, we see it as one of the most important domains of GEMSing personal content. In this section, we will present the most important content types related to games, and discuss the emerging game types – mobile and pervasive games. As pointed out in section 7.2, location-aware games are a typical form of recently emerged new application types. Even though games themselves are not personal content as such, the content created for 23 http://blog.wired.com/monkeybites/2006/12/slice_tag_and_s.html 24 A study fi nds that among American teens, three out of four play “videogames” (HGVNU 2006). 25 http://www.businessweek.com/innovate/content/jun2006/id20060623_163211. htm

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