Web 2.0 and Prosumption

If any of you have ever heard of or played GTA: San Andreas on PS2, XBOX or PC, i think you'll find this link very interesting: YouTube - Gta San andreas Street BMX.

I think this video shows a very good example of audience agency. This video represents users taking and modifying a now 'classic' PS2 game, displaying incredible skills in defying the games capabilities in order to share with other users on YouTube, with no explanation other then for fun.
The game has received 119,113 views and 232 comments.

The fact that this video has received so many views and comments can help to explain users online in the Web 2.0 era - very capable, to find this video funny at all it assumes viewers know about game editing, camera editing, has played the game already and understands at least its premises, understands the functions of how YouTube operates.

The fact that so many positive comments have been placed regarding the video, reflects a growing number of producing-users, who take time (in this case, a lot) to create a video people will find humorous for no other reason then sharing and entertainment (it would have taken far less time not to have edited the video and posted it on YouTube).

There is no obvious profit motive for making this vid that i can see, there are many videos posted by other players of their stunts in reply, and, i think its a good'un

Researching further on this i found players have also posted several videos, and reply videos about 'interesting' ways to kill their in-game girlfriends: http://www.youtube.com/watch?v=8twFt69fd4c.
If people are doing this on a classic game (Rockstar Games 2004) what will people be posting (publicly) on modern similar games (powerful graphics engines and more realistic gameplay). Here's one example: http://www.youtube.com/watch?v=8NT5TIbC6Z8&feature=related.


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