Tag Archives: YouTube

Viral Videos – Emotion and Scarcity


Looking through the videos I watch on YouTube and other social media sites they all provoke some type of emotion that makes me want to watch it and share it. Though, how does one simple identify what emotion has a greater effect on the viewer – enough to make them continue watching and share it?

There is the idea that each individual has their own taste in videos – as they do in other aspects of their lives such as clothes, food and friends. Though when it comes to the basic human emotions, they are universally understood regardless of individuality, these emotions are Anger, Disgust, Fear, Happiness, Sadness and Surprise – utilizing these emotions and providing a way to evoke them in videos is seen to be a constant concept if wanting to make a video go viral.

In this post by Sprout Social, making videos resonate with the viewer is a basic step in ensuring some views and in achieving a successful video – though resonating emotion is not enough. Contrasted by this Quartz article coincidentally named “The secret to viral success is there is no secret to viral success” breaking down the idea that the popularity of anything viral on the internet is the collective combination of popular past ideas and adding a little twist.

Quarts post mentions that the idea of makes something viral – when dealing with advertising, is scarcity and keeping a secret idea, much like taking something already made and adding some “secrets” to it to create a new product. As understandable as it works for products the idea for multiple viral videos to be taken from one simple idea falls short – such as the Harlem Shake – everyday there was more and more videos relating to the Harlem Shake from places all over the world in all different styles – people lost interest, the Harlem Shake was no longer scarce so therefore no longer unique and interesting to share.

Internet: making or breaking a game



The internet is a widely used tool that can make or break a company merely from a bad product or a bad reputation.

Internet and gaming have come together in many ways, such as being able to play multi-player games from consoles over the web, an easy way to view up-and-coming products from gaming developers and companies and also a powerful tool to talk and banter about games and game play.

When there is a new release the internet would be the avenue to get the word out. This is a very handy way to popularise a game, especially when it is portrayed on gaming channels such as YouTube or spoken about on influential, well-known blogs.

Just as there is success there is also downfall, when the release of a product is known to be a ‘flop’, where the expectation of popularity for the released item is nowhere near the actual quantity being sold after the release.

Nintendo is one of the biggest gaming companies around the world which has always had success but it is no stranger to failing. With products such as the Nintendo 64 (N64) –  overall it was good and had just as much popularity as it does now, however the N64 was still driven by cartridge used games, even though CD’s were being used for games. These cartridges were chunky and grey and they were easily obstructed by dust. This created the fond memory of having to blow on the cartridge and inside the console in attempt to play the game.


‘The GameCube’, this cubed, purple coloured plastic was released to rival Sony’s PlayStation Two. With the look of a child’s toy and the only Nintendo console not be released with a Mario game starter, avid fans were displeased. From the change of cartridges came little disks, easily broken and easily lost.



The GameCube and the N64 both had displeasing qualities, they were still purchased knowingly that there will always be another console released, another console that would give the fans what they want.

I talked to a reputable salesperson at a gaming store. I was interested to know what sort of games fail or succeed, in his opinion. “If your looking for something that is worthwhile and isn’t going to bore you the first time you play it, it would depend on what sort of game you like and what sort of features you would want in a game”,”you need to know what games interest you… the gaming companies can only do so much in an attempt to please everyone”.

Extra Links:

How to create a successful account on YouTube:


Top 10 Nintendo Fails, YouTube opinion:

Gaming Aggression: Playing out an act



Gaming has become a relaxing and socially viable part of everyday life. 90% of all Americans play some type of game. This has brought up the concern of aggression in our society.

Gaming has always been around for me, I have always been in the vicinity of playing or watching someone who is playing a game. I haven’t always seen aggression in playing the game from myself but when I watch other people they act out a violent behaviour.


Researches have done extensive studies about aggression, imitation of violence, gender differences and competition when playing video games. This research has shown that violence has a positive connection when playing video-games and also influences people’s aggression towards other, when comparing those who play to those who do not.

When a game is about “how can we get information from this person”, “how can I steal the required item, when there are people blocking my way” or “I need to get to this destination as quick as possible”, the game always is meant to be pushing the player into a physically violent scenario in order to get to the target.


This aggression is known to come out in social situations especially when playing a multi-player video game. With video games constantly changing and being able to use the internet to play worldwide. Depending on the genre of the game, there will be violent expressions of success or failure. When playing a first person shooter, where the objective is to assassinate someone else, over and over again, this is seen to influence aggression in the person playing and also challenges the perception of reality, shoot someone, they get up, so shoot them again. This scenario provides a gateway for vulgarity and gloating, feeling happy for killing another person.

I talked to a group of my friends who are into gaming, of any sorts. One of my friends responded with, “the violence we find in video games can come out as aggression in our daily life, but it would definitely depend on the age of which people play the game and the understanding that there is around violence in games”, this sumed up the understanding that there are age restrictions on gaming for a reason and that there is a need to always teach kids the difference between what they do in a game and what actually would happen in real life.

The youth of today are known to be more desensitized to the violence that occurs in games and also in real life. This shows that in order to make a video game popular that follows the trend of violence, the creators of the game have to come up with more violent and obscure ways to appeal to their target audience.

Extra Links:

YouTube series which is about anger and gaming (Language warning, volume warning):

BBC news on aggression on children:


ABC overview of violence and aggression in gaming (PDF):


S.O.P.A: Stop Online Piracy Act



Stop Online Piracy Act gives power to the government and the entertainment industry to censor anything that would be seen as copyrighted material.

On October 26, 2011, by US Representative Lamar S. Smith, a bill was introduced that would change the internet. The Stop Online Piracy Act (SOPA) deals with the expansion of law enforcement to fight online trafficking in copyrighted intellectual property and counterfeit goods.

SOPA has the potential to create government funded sectors to place censorship on anything that would be seen as “wrong”. Anything that has a connection to copyrighted material or counterfeit goods would be censored or shut down.

This will give the US government the permission to give censorship to the entertainment industry. Any material on any website that the entertainment industry sees as infringement of copy right would be shut down with the owner/creator of that website, being put in jail for five years.

With a lot of material being copyrighted, that is from international countries, the US has proposed SOPA. There was the need to take care of ‘pirates’, since little can be done at an international level, action will be needed at home.

This is done by tracking pirated websites or popular websites such as YouTube with many user submitted videos with copyrighted music and game content. By having mandatory rules which shutdown or place heavy restrictions, to censor the internet and track websites. This has said to “infringe on free speech and freedom” as it doesn’t have specific details and what could be considered as “wrong” can have many interpretations. It has also been said, “how far will they go, if this bill gets passed?”.

By censoring the internet, the US government would sue any individual that relates to an infringing website, merely by mentioning, linking or posting about one. The Government also has the ability to “cripple new start-up [sites]… they [US government] feel isn’t doing their censorship well enough”, this discourages internet users and also puts a strain on new bloggers and web-site owners.



I had talked to a YouTuber that was familiar with S.O.P.A and the potential mess it will create. She is a performer on YouTube who uses other peoples music and sings along with them. She said “If S.O.P.A gets passed I will have to start all over again, instead of being able to entertain my viewers weekly I will have to do it only a few times a year with high restrictions – everything would have to be my original content”.

Extra links:

What SOPA means for Australia:


Overview of SOPA on Youtube:


Famour Youtuber talking about SOPA:

YouTube: a game for business



YouTube is one the most popular websites on the internet. It is the 2nd most used search engine, the first being Google.

YouTube is a video-sharing website which gives people the opportunity to popularise themselves or what they like, to a potential mass audience. It has provided an outlet for individual expression and creativity.

YouTube has created a new way to involve people in games. There are channels and videos dedicated to providing news, information, walk-through and strategies on games. An example is the “Let’s Play” videos which invite the viewer into sharing the adventure, of playing the game, the triumphs, the fails, the frustration and the relief of finishing a game.

I spoke to someone who was an “addicted fan” of YouTube. They tell me that Let’s Play videos are something that they enjoy watching, as it gives a “bond” over games. “To see someone have the same difficulties as you [in a game] is hilarious to watch… when they get mad and angry, when they get annoyed and frustrated… it is hilarious to watch”.

With the popularity of YouTube, successful channels that appeal to a wide audience and have hundreds-of-thousands of subscribers get the opportunity to earn revenue for their work through ads. This is seen as an incentive to continue making YouTube clips and growing a business foundation with partnering to YouTube.

YouTube only holds responsibility for its website not the business foundation in which a Channel would create for itself. This has caused a problem that the idea of “amateurs” or people with no or little business management running a successful business could be taken advantage of. In which either close friends or other businesses may corrupt or be unprofessional. This would hinder and publicly shame people who do not know what they are doing.


The people who use YouTube are popular by being in a public eye. This causes the expectation, to always be public about problems, about every aspect of someone’s life, which causes the problem of Privacy.

The content on YouTube is user submitted so it is up to the individual for what they want public, however when there is popularity and an audience to adhere to then, it does become an expectation and a job and not just a hobby.

Interesting links:

The Yogscast (popular gaming channel):


Lewis’ (owner of the Yogscast) outlook on some unprofessional behaviour:


A fans opinion:


“Let’s Play! Ctrl C, Ctrl V”


Copyright was brought to my attention and the ways in which Industries attempt to control what can and cannot be done with content that is not your own. Certain aspects stood out to me, the idea that Industries need control in order to maintain a balance of power and to protect their assets, and also this idea that to copyright something is to restrict the creativity and/or progress in technological advancement. The Industries can’t just bully people, the content is theirs to control? This isn’t always the case, is it?

Copyright BCM112

Without the permission to use other peoples content and to also not credit where that content came from – that is a bad thing, yes? There have been countless examples of people taking credit (mistakenly) for what is not theirs. This especially happens in music – here are some cases.

Videogames have a different perspective when it comes to copyright infringement. There is a common concept on YouTube called “Let’s Play“, where people play a game (PS3, Xbox360, Wii U, PC), record what they play, add some commentary and upload it to YouTube. What about copyright though? Surely isn’t making money from creating content in a video game copyright infringement?

Game creators such as those at Minecraft understand that people want to play the game and show other people what they do and how they do things in games. So this idea of “Let’s Play”, allows the creators to get a broader audience to experience the game they created and legitimately shows people having fun while playing it. So the creators get some pretty free promotion and get to watch their community grow.

The use of Minecraft with YouTube and ads can be found here in the terms.

I have come across some Myths about copyright, by Brad Templeton which deal with a range of situations from Legal in court, to just being a crime, to just thinking it is free advertising.

Copyright copied pastied bcm112

(Ctrl C is copy, Ctrl V is paste, shortcuts for Windows)

Convergence with YouTube


Technology today has morphed into a convenient tool that we can use for multiple tasks at any given time, but the technology has to be able to have multiple capabilities.

It is brought to our attention that we have approached a time of convergence – defined by Henry Jenkins as, “the flow of content across multiple media platforms, cooperation between media industries and the migratory behaviour of media audiences”.

Convergence has brought along with it a triangle of creation – Technologies, Audiences and Industries. The constant change in Technology has allowed the Audience, consumers to become a ‘prosumer’, where an individual produces and consumes technology, which effects Industries by them not being able to maintain/control what is being produced/distributed.

This time has approached unknowingly to many but it isn’t something to be discouraged by, people are most likely using it each day. When looking at media platforms today such as YouTube – an internationally recognized video based platform which allows anyone to become a user and post content that they have created, which allows anyone else in the world to watch. The user gets to create a channel where they get to customize what it looks like and what they want to watch. This includes Subscribing to other people’s channels which create content that you would like to watch, and also create playlists of other videos that the user is interested in. Due to the global connection YouTube has presented it is in constant change with viewers and content creators. YouTube created a partnership with consistent/popular creator content so the user can continue with their creation but also get paid and develop new content and methods for their videos. This showed that the change in technology and the audience caused the industries to find a way to maintain viewers of the website but also to keep content creators on the site also, this was introduced in 2005.