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The biggest moving-image phenomenon of the moment starts with 'You' and ends with $1.65bn. Niall Kitson follows YouTube's progress and presents the story so far… the short version.

On 10th October, 2006, Google announced its 16th acquisition of the year by forking out $1.65 billion for a loss-making start-up with a two-word mission statement: Broadcast Yourself. At a mere 18 months old, the videoblogging service YouTube has gone from being a novelty site for geeks and exhibitionists to one of the top 10 most recognised brands on the web. Providing a platform for people everywhere to share their 'talents' to a global audience, the website has not only taken off as a point of contact in the virtual world, but also thrown a spanner in the works of television networks vying for web/TV convergence on their own terms. With traffic of 65,000 videos uploaded, 100 million clips viewed daily and a monthly tally of 20 million unique visitors, YouTube has given birth to a compulsive 'clip culture' of bitesize user-generated content ranging from Eamonn Dunphy's rantings to William Shatner's unique interpretation of Rocket Man to some thugs looking to happy slap the wrong guy. Despite numerous scrapes with copyright infringement, neoconservative groups and disgruntled artists' bodies, YouTube remains poised to become one of the most important online cultural conduits. Here's how it happened… the short version.

Vlog with anchovies

Run from an office above a pizzeria in San Mateo, the biggest internet phenomenon of the broadband era started as a novel solution to the lack of outlets to service the rise of videoblogging (vlogging), and provide some measure of exposure for broadcasters in search of an audience. While traditional viral videos were doing well through the likes of Atom and iFilm, with their varied content of short film, remixed trailers and relentlessly forwarded novelties, increased availability of the means of production showed that users were as interested in making their own fun as enjoying other peoples'. With more cameras and editing suites in more homes, the problem arose of where to put all this material without having to host it yourself, send it to viral purgatory or – worse – post it on iTunes alongside the likes of Frederator or Rocketboom. On top of that come formatting issues: with Quicktime, Real Player and Media Player all jockeying for position, content could vary in quality and availability across platforms and browsers. Windows Media Player (the dominant format in the PC market) remained the standard on most sites despite its mediocre quality and being inaccessible to many. These issues of availability and format became fundamental stumbling blocks for budding broadcasters to overcome.

The full article is printed in Film Ireland 113.