More than a decade later, how original YouTube stars feel about the site
arstechnica.com
arstechnica.com
Usually what you see is about $1 per 1000 views (CPM) for US creators. This number can be much lower depending on which country you are from - US is the highest.
Since "adpocalypse" (advertisers pulling out of YT ads) and some other relevant events, CPM has gone down significantly for everybody. While we were making about $1 CPM a couple years ago, we are now doing about $0.50 CPM.
With that said, most business-savvy YouTube creators have known from the beginning that YT ads are a drop in the bucket compared to the potential of revenue that you can make using other monetization methods. Patreon is one way, but merch, live shows, and digital products are examples of other ways that a creator can make way more money from their following.
For example, one of our channels with nearly 1 million subsribers only made about $4000 per month on YT ads at its peak. During that same time, it made over $15,000 per month just selling t-shirts (3x+ more than ads).
Another one of our channels that had over 2.5 million subscribers was making about $10k per month on average at its peak. By selling our own digital products, we were able to make over $200k per month (20x YT ad revenue).
I know this was kind of a long answer but basically - for the YouTube creators who saw their channel as a business, not much has changed. YouTube ads continue to be a very small percentage of their overall revenue.
On the other hand, YouTube creators who were dependent on ad revenue are now feeling the pain. However, I actually see this as a blessing in disguise because it forces these creators to look at other ways of monetization and to view their channel/brand as a business rather than just a content creation machine.
Why would that be a blessing?
I'm just being curious. Are you talking from a business perspective or do you suggest that diverting work force to selling t-shirts instead of mere content creation is somehow more beneficial to humanity?
If most of your income is from Patreon and merch, your incentives are completely different - your most profitable action is to convert a casual viewer into a loyal fan. You're incentivised to create meaningful content with deeper values than mere entertainment, because that's what induces people to buy a T-shirt or support you on Patreon. You have a stable and sustainable level of income, regardless of what The Algorithm decides to do this week.
I think that patronage and merchandising is overwhelmingly better for creators, consumers and the wider culture. You're beholden to nobody except your most loyal fans. You can make a living from doing something with very niche appeal, as long as there are a small number of people who are really passionate about it. You don't have to pay any attention to "virality" or "shareability", because view counts are practically meaningless to you. If you're doing something controversial or challenging, you don't have to worry about YouTube demonetising your content or sponsors pulling out.
$15k profit?
Many branded t-shirts sell for $20 so I bet they are making even more than $5 per unit.
Articles like this paint a very rosy picture....
> Nowadays many young YouTubers can become flush with cash much more quickly and set up their own companies just to deal with the income from ad sales, marketing tie-ins, and personal appearances at live events.
But I'm having a hard time getting convinced. I launched a tech videos channel like what TechCrunch is doing now with CrunchReport, back in 2011. For video views of 10,000 or so, I was barely getting 10 / 15$ in ad revenue. A year later I shut it down as the cost of production was far outpacing the video ad revenues. I had a hard time getting sponsors also.
The article mention 1 of the MOST POPULAR Artist - “PewDiePie” -'s earnings of 8 Million, but this NYTimes story [ 2014 ] also features the same Olga Kay mentioned in OP, and also paints a much sober picture of how much money "Youtube Stars" really make from it, and all the efforts that go into it.
"Chasing Their Star, on YouTube" => https://www.nytimes.com/2014/02/02/business/chasing-their-st...
> “We are underpaid,” Ms. Kay says. “We are not only coming up with the commercial concept and tapping into a loyal audience, we are also doing marketing. We are doing all of these jobs for a relatively small fee.”
Another guy I like to follow, Lord Karnage, has similar number of subscribers, but most of his videos get far fewer views, 6k-10k and he's got over 4,000 videos up. I've heard an interview with him about his business and tbh, it doesn't sound great. He'd make more money panhandling playing video games on a street corner.
On the other hand, Simon and Martina, 1.2 million subs, between 300k-400k views per video and 4 videos a month, seem to be living a decent middle class life in Seoul and then Tokyo. No idea how much money they make, but they've had employees in the past to help them with their video production. Some calculators seem to claim they're probably making something a bit north of $100k.
One of the things that I find really disturbing is that, every so often, google will just "change" the payment computation and suddenly people who were putting 50-60 hour weeks into youtubing to make a fairly minimal living are suddenly seeing their income cut by huge percentages. Eventually everybody will figure out what changed and things will settle down, but there's a few weeks seemingly every year, where my subscription feed will be full of people complaining or shutting down channels.
Don't forget to factor in that evergreen content will continuously bring in money, especially if you're funnelling in viewers from outside the YouTube algorithm. A video I made in 2014 is still the bulk of my YouTube income
> especially if you're funnelling in viewers from outside the YouTube algorithm
This is why a lot of people encourage youtubers to diversify away from ad-revenue. A youtuber that relies solely on ad-revenue is like a supplier with only one customer. They are at the complete mercy of the whims and competency of their single customer.
This is a large part of the reasoning behind patreon. Then there are people like CGP grey that diversify to podcasts, have patreon, sell merch and get paid-for promotions.
One thing that may be worth adding is that for Dave Jones in particular, he has other lines of income such as selling hardware (project kits, branded multimeters, T-shirts, etc) and ads on his popular webforum. The YouTube channel works as advertising for those businesses. So even if you don't make a good living off of the YouTube revenue, it may still make sense as a way of building a loyal customer base.
A lot of YouTubers also make a good chunk of their income on Patreon now as well.
With Patreon, it's more properly considered as just another payment processor: the hope is that you'll build a functioning business and use it to handle people's credit card interactions.
So while CGPGrey might be making $20k/video for the first video, anyone with a (say) $5/month cap that paid $5 for the first video now pays nothing towards any videos released later in the month, potentially dropping the income substantially as more and more spending caps are hit as the month rolls on.
On the other hand, YT is populated by people from different countries. $20/hour is not great in US or UK, but where I'm from that's about 10x the minimum wage and 3-4x the median wage. There's plenty of foreign creators on YT and for them that amount of money places them firmly in the top income bracket.
One day you are on page one and monetizing (I've been there), next day, page 5 and nothing (been there too).
For example, PewDiePie makes a video a day with ~4 million views each, which should net him around $1.5 million a year from ad revenue. I have no problem imagining him making another $6.5M through other means, being the most well-known youtuber. He also does heavy promotion of amazon affiliate links, which probably brings in a decent amount of money as well.
But of course normal people don't make a video a day and don't get millions of views on each video. I think most youtubers who manage to make it their day job get the majority of their money through Patreon subscriptions.
https://www.youtube.com/watch?v=KW0eUrUiyxo
Of course, these days it's often supplemented by stuff like Patreon and separate sponsorship deals.
Another person of interest here might be Jim Sterling of The Jimquisition, since AFAIK his main income is through Patreon: https://www.patreon.com/jimquisition
Primitive Tech makes $5k-$6k per month purely from Patreon, no ads, affiliate links, or endorsements. He produces one video per month.
Has almost 5m subscribers and each video gets at least 10M views.
https://www.youtube.com/channel/UCAL3JXZSzSm8AlZyD3nQdBA/fea...
Most YouTubers, like most musicians, don't make any real profit.
If you were paid simply on the number of hats you have to wear, then every small-business proprietor would be a billionaire.
The problem is that people conflate "more individuals are making it big" with "individuals have a better chance of making it big." The number of contributors trying to make it into a career is far, far larger than it was, and has increased far more quickly than the number of contributors actually making a lot of money.
I believe the reason this is so hard to find out is that it's in their contracts that they can't disclose their earnings publicly. Plus, their revenue comes from ads shown on their videos and advertisers pay varying amounts depending on how in-demand that kind of content is.
Best bet is going to be estimates from places like SocialBlade.
And that won't even take into account things like endorsements and merch, which is how people like PewDiePie make a lot of their money, nor will it take into account costs of production or other things like management or an MCN.
YouTube isn't exactly enthusiastic about people sharing their revenue data, but they're not stopping anyone. Most creators choose not to, purely for reasons of commercial sensitivity. Some do, most notably CGP Grey and Dave Jones of EEVBlog. Dave Jones had an average eCPM of $1.36 pre-adpocalypse; CGP Grey's post-adpocalypse video had an estimated eCPM of $1.11.
Hence my original question :)
Source: know someone who worked on the project and was involved in the launch.
Mentally, I apply a $0.50 - $4 CPM for 1-2 STDEV.
But if ad revenue is what you want, be advertiser friendly. There's nothing unreasonable about that.
It's easy to say, "Just stop advertising," but producing valuable content is expensive. Advertiser-funded outlets are at a tremendous financial advantage, and that translates directly into higher viewership. Consequently, we get the vast majority of our news, information, and opinions from advertiser-funded institutions.
Furthermore, the majority of advertising dollars come from clients who share similar attributes with each other (rich, corporate, favoring the status quo, etc.), so their perspectives and agendas tend to align.
The result is that contradictory perspectives are pushed to the sidelines, no matter how correct, logical, popular, or morally superior they may be. The fact that people aren't allowed to discuss war on YouTube is something we should all be concerned about. It's de facto propaganda.
This applies to more traditional media, too, not just the internet. There are all sorts of topics that advertisers won't "allow" even the mainstream media to dwell on for too long.
Some videos to illustrate:
https://www.youtube.com/watch?v=Tn46t8NksX0 - h3h3 "We're at an Important Crossroad"
https://www.youtube.com/watch?v=03dTJ4nXkXw - 2veritasium "Why YouTube Used to Prefer Quality"
In particular, consider the thought experiment presented in the second video: If YouTube's algorithm solely promoted car videos, then car videos would be all that are uploaded to YouTube. The algorithm is the content.
Even though it happens to align with what you like right now, the bias should be concerning.
That's assuming that people only upload videos on Youtube to monetize them. Given that uploading videos is basically free I'm sure there'd be no shortage of non-car videos. Actually if I recall correctly youtube didn't have any monetization for many years when it started?
What you'd probably lose is high production value original content, although I suspect that many of those content producers might still break even if they have other ways to monetize their content.
If YouTube doesn't make it available to those advertisers who would accept it, someone else should. That is, if there is (a) enough inventory and (b) enough advertisers (and if not it's an immaterial issue)
Keep in mind that what's material to Google is significantly larger than what may be material for a small company. Google is focused on finding their next $10B in revenue.
For example, based on some channels I subscribe to:
Boundary Break has 178,000 subscribers, and makes $844 a month on Patreon. A Start Show has 500,000 subscribers, making $429 a month on Patreon. Source Gaming makes $80 a month with 4000 subscribers and Top Hat Gaming Man $120 a month with about 7000.
They all make good content, but they certainly wouldn't make enough to live on through Patreon alone if they were required to.
And even that's more money than a lot of creators make from it. I know good YouTube creators whose Patreon accounts bring them either literally nothing or between $5 and $15 a month.
In other words, Patreon basically never makes as much money for a creator as YouTube ads and monetisation does, and even the best cases (people with millions of fans) make at best a lower middle class income from it.
It's just not viable for most YouTubers.
It's not dangerous, no longer requires expensive equipment, rarely involves a commute. I think most people would rather play or talk about games than flip burgers.
The problem with creative work is that the fruits of your labour are nonlinear. A single dumb video made in the spirit of the moment might get a million views, while one that you toiled over for days receives only a fraction of that. Of course doing nothing gets you nothing, but using hours-worked as a yardstick probably won't work.
You can try and migitate this uncertainly. By looking at trends, seeing what videos are popular, making content about whatever the new big thing is at the moment and by putting a lot of effort into your writing or production values.
But at the end of the day, it's at least much luck as skill and time that determines your success. I've seen people who are terrible video creators get hundreds of thousands or millions of subscribers simply by being in the right place at the right time. For instance, the Irate Gamer got big not because he was a particularly talented individual, but because he was a family friendly Angry Video Game Nerd alternative in a time when the nerd was getting super popular and YouTube wanted to present others like him.
Others got popular because a big news site posted about their work, or a creator with millions of fans like PewDiePie mentioned them on social media or their channel ended up in a related channels box on a large channel or because a bunch of people on Reddit came across them and thought their work was good.
And it can easily go wrong for successful or skilled people too. Doug Walker thought Demo Reel was going to be the next big thing, but it failed miserably to the point he had to bring back the Nostalgia Critic to keep his business going. I know a pro game designer with decades of experience in the industry who made a series about his speciality on YouTube... and squeaks by with about 300 subscribers. There have been more amazing looking websites and apps than I can name which tanked hard while their worse looking, worse functioning competitors took off.
Content creation (and perhaps creation in general) is a volatile, very hard to predict thing that has made fools out of experts and millionaires out of fools at an almost equal rate.
There's a lot of work that goes into any decent show and it climbs exponentially with quality.
That takes a lot of time to set up, especially as each game needs to be treated as its own thing due to how they're coded. Probably dozens of hours with the community on Discord figuring how the camera format works, then even more using it to explore the hell out of the game to find interesting stuff before even making the video.
Or in the case of Slopes Game Room/Guru Larry/Top Hat Gaming Man, looking into game series and games either from decades past (which have very little documentation online) or aspects of games people didn't know about. It's only thanks to them that stuff like Drivergate (a scandal where a video game magazine publisher gave artificially inflated reviews to a broken game to get the reviews out early) came to the surface or got added to Wikipedia in the first place.
A lot of time goes into these videos, it's just a lot more of it likely goes to research and journalism than editing.
It also helps that Delos has a great crew and they do rotate in a group of good looking women who don't have problems with getting topless or naked and it not have it be sexual.
My favorite channel thegreatwar seems to pull in 16k/month on patreon.com
But, yes the web needs some form of micro payment system to replace ads.
The compromise would be to have a separate pool you get assigned to where advertisers can choose to use your videos. That way a gun manufacturer can choose to advertise on a channel that advocates gun violence (an unsavoury example, I know).
This is doubly weird because YouTube has always had (and still has) one of the most atrociously toxic comments sections on the Internet.
Comments aren't monetised content, however; which makes them, in some sense, rather more honest and genuine. We'd see something very different if people were posting comments to be monetised in some way or another (although I can't see how that could ever happen.)
Heck, it should be clear that advertisers don't choose what videos they advertise on, so why should they even care what their ads run on? I really don't buy the complaint that 'GM is sponsoring terrorism' when an ad of theirs is ran on an ISIS video.
There's gotta be more to those decisions beyond just number of eyeballs and purchasing power.
Recommendations for millions of people and millions of videos on the other hand. Liking a video is subjective, for some channels I don't like half their content yet I am a regular viewer of some of their series.
Personally I am quite happy with their recommendations, even if I don't watch half of it.
There's very little regular people on there anymore, and IMHO, that is their biggest problem. It's just become a slightly different version of television, with all the big money, shallow personalities, derivative content and problems that comparison implies.
Edit: self correcting, there are plenty of regular people on there, they just never get seen organically.
I agree, though, that almost none of this ever appears on the front page. I posit that this is because they are relatively niche interests: what I see on the trending list is pop-culture content, which is so called because it appeals to a very wide demographic—and thus would be expected to appear on the default front page, precisely because there is no additional information to go by on more specific content that the viewer might be interested in.
This is my problem. I keep building things, both hardware and software, and post them to Hackaday and Show HN, respectively. Cool things, like a magnetic audio connector or a big data project of 20,000 restaurant menus translated from Chinese.
But I can't do the marketing. I have no idea how to make money out of this. Finishing a project and posting it is exciting, but then I'm always let down by the fact that nobody cares.
There's lots of free info out there, but it can be hard to separate the signal from the noise. Noise in this case often being gurus and blogs trying to get you to buy info products or make a purchase via affiliate link.
Start simple by making a site to sell your product and add a way to monetize it. Get engaged in communities that have problems your product solves. You can then reach out to people to get product feedback and maybe a sale.
But to be honest, at some point odds are you will need to spend money. If the issue is you simply cannot afford it, that's fine... bootstrap with non-paid channels.
If your issue is that you don't want to pay for anything on principle, you're going to have a rough time. There reality for most businesses is that it takes money to make money.
If you have any specific questions or want to chat, feel free to contact me via my profile. While I charge a consulting rate for hands-on work or analysis, I'm always happy to answer general marketing questions, point people in the right direction to reputable resources, etc. for free without any pressure to consult.
"add a way to monetise it" - do you mean Google ads? Affiliate links? The same thing we just said is "noise"?
"don't want to pay on principle" is part of it. I have a maximum wage - my visa and work contract do not allow me to do other paid work. I'm not allowed to have any revenue, so I want to minimise my costs. My "portfolio" feels useless if I can't find anyone else to use it though, so I know I need to do marketing, I just don't know how.
That said, I don't know how you can actually make a business if you're not allowed to have any revenue. Can you clarify on what your end goal is? I might be missing something with that.
I do these projects because I want to. I'm going to keep building stuff, because that's what I enjoy. I just feel useless when I think how much time I spend on it, and then nobody cares.
Existing Chinese textbooks don't have colours for tones, pinyin, and literal translations. So I decided to make my own software to do that. I can sit back and judge the textbook authors (saying their stuff sucks), but that doesn't help anyone. So I made my own better one! But the only person who is helped by my work is me. It's not going to change the world if I'm the only person who uses it. Do I have to be a business in order to give stuff away for free?
If you are giving stuff away for free you don't need to be a business, but if what you are giving away has costs associated with that, you need some way of covering those. If not by yourself, then with the help and sponsorship of another org.
But as others have said, if you're wanting to gain traction for something, it doesn't start with "cool project" it starts with "solves a problem". Cool is great, and amazing and the personal satisfaction is priceless - but if you want to price it, it's a different approach.
If the answer is no, then I'll move on. If the answer is yes, then yes, we can talk.
All advertising is a form of marketing, but not all marketing is advertising. Marketing tactics usually fit on an axis between cash-poor/time-rich and cash-rich/time-poor. Pick which on you can optimise for.
My question was how to do marketing without money.
Also, sometimes the joy of a project is just bringing it to completion, for personal satisfaction. Passion projects can be just that! They don't have to make money. If you are going to make money though, and you're pretty sure you have a solid idea, perhaps reach out to someone with marketing skills to help you get the word out. If it's not your strong suit that's okay! You keep doing what you're good at, and let someone else shine at the tough stuff.
That's only a bad thing to hear when someone else is telling you that because they are the ones who will be getting paid for your work.
At a minimum, producing quality content demonstrates mastery of a topic, and that increases your credibility as a subject matter expert, which may be supporting evidence that you're worth that large sums of money you ask someone to pay at a future date.
Even making a "portfolio" requires everything I do to have a pretty GUI and a nice website. For many of my scripts, that kind of thing just isn't suitable.
For my 20k Chinese restaurant menu project, I got a few likes on Facebook. One person said I should make an app. But what kind of app? Android, iOS, Mac, Windows? What is the app supposed to do that the website can't already do? Even if I make an app, how am I supposed to tell people about it?
Paying for Facebook ads or Google ads seems like a waste of money, because even if the site gets more views, it's for free, so it won't pay for itself. This also restricts the type of project I do - I can't afford to pay for a server, so I code everything in client-side JavaScript and host on Github.
I'm asking this because imo really clarifying your desires is a prerequisite for nailing down the right path to realizing these wishes.
I build solutions: my own Chinese translator + 20k menus. An offline map program that lets me draw a circle of a given radius. I have lots of these little projects.
Money isn't possible, because I have a maximum wage. My visa & contract don't allow me to do side work. I wish that other people would benefit from my work, but I don't want to spend money to buy users, because they won't be paying it back later.
or you can contact me to bake the monetization piece, which is linked to what you can do with marketing
Among my friend group (mid-20s tech people in Seattle for the most part), YouTube is a non-entity. It never comes up in conversation. I personally never go to the front page of youtube to actually look at anything, I'm always searching for something specific. OTOH, we talk plenty about Netflix and podcasts.
I'd say quite a number of people here would really enjoy Numberphile[1] and Computerphile[2] and I'd heartily recommend subscribing to and keeping up with them. I'm also heavily interested in tabletop and video gaming and I keep up to date with both of those through a combination of YouTube and podcast subscriptions.
LGR
TechMoan
8 Bit Guy
This Does Not Compute
Big Clive
AvE
The "default" content on YouTube is indeed low-quality crap like what you mention, but there is a lot of great content on there.
On YouTube, you can learn about any skill, the quality of "teachers" varies greatly, but there really are some exceptionally good ones out there.
I'd suggest you check out some of these channels
1. Adam Neely - a (bass) musician, he hosts Q/A videos very regularly, responding to comments in previous videos. The quality of his comments section is unlike anything I've ever seen before, real, in-depth questions, insights, recommendations etc... Exceptional channel in so many ways
2. 3blue1brown - a mathematician who focuses on helping viewers build an intuition for various dry mathematical concepts.
3. Yoshiki Oshima - this one is very niche, but I mention it because there are uncountably many high-quality niche channels. His channel basically archives old computer research videos, lots of stuff on Alan Kay, Ivan Sunderland, PARC, Douglas Engelbart, Seymour Papert and others.
Many many many many many channels with different focuses out there. YouTube has a lot more to offer than what the frontpage shows.
I mainly subscribe to woodworking and programming channels. It's generally something where I'm hoping to learn new skills and techniques, and for that, YouTube is incredible.
I also purchased my first home last year (100 years old) and channels like This Old House have been incredibly helpful with many maintenance tasks.
The evenings we have spare time, we fire up the PS3 or PS4 and play something. Much more engaging than TV :)
The kids use netflix etc though, but also a lot of youtube.
There is one thing I miss about youtube from the earlier days though. People uploading and creating stuff because they wanted to do it, not because they wanted to make money. It makes such a huge difference.
My main hobby is board games. An excellent way to see how a new game plays is by watching videos of other people playing it and giving reviews on it. The hobby isn't big enough that you'll see shows about this on mainstream TV, but pretty much anyone into modern board games I'd almost guarantee uses Youtube on a regular basis.
A few of the bigger channels just for board games include: The Dice Tower, Rahdo Runs Through, DriveThruReviews, Shut Up Sit Down, the BoardGameGeek, and Game Night. Incidentally I was just in Columbus, Ohio for one of the larger board game conventions (Origins) and spotted most of these people working or hanging out.
On cooking & food:
jastownsendandson - 18th century history and recipes
foodwishes - nice succinct no fuss recipes, focus on the recipes
TabiEats - casual/fast food reviews and stuff from Japan
gundog4314 - reviews of military rations
Global news and Culture:
PBS NewsHour - public news, nice balanced and thoughtful news without lots of histrionics
ARIRANG TV - korean state cultural TV, mostly because I have Korean family members, but some interesting shows from time to time also "ARIRANG NEWS" for regional news and local Korean politics and ARIRANG CULTURE for more specific Korean arts stuff
Great Big Story - hard to explain, but brilliant short videos from all over that make you feel better about the world after a hard day
Big Think - another hard to explain channel
TheJapanChannel - mostly interesting vignettes from Japan, I find them kind of soothing for some reason
Talk to me in Korean - supposed to be a language learning course, but interesting insights into Korean culture, sometimes some interesting walks around different parts of Korea, skip the language stuff and enjoy the rest
Abroad In Japan - an Englishman in Japan, very dry humor, endlessly entertaining
Korean Englishman - an Englishman in Korea, less dry humor, also endlessly entertaining
OsiyoTV - Cherokee Nation TV, well produced show on Cherokee topics
2hearts1seoul - nice fairly calm looks at stuff in Korea
NHKWorld - Japanese national shows
Simon and Martina - two hyper hipsters in Asia, I like them, but they can be polarizing
TheKoreaSociety - serious talks on Korea and regional issues
Retrocomputing and gaming and stuff:
Kim Justice - some incredible histories of the UK computer gaming scene, fantastically produced all around, an actual hidden gem on youtube
TNT Amusements - business advertisement for a company that refurbs arcade games, fun crew and can be entertaining and informative from time to time
Pixelmusement - old games, my favorite show is "Shovelware Diggers"...strangely relaxing review of crapware dos and early windows games from a 1000 games CD.
Retro Core - English reviews of retro games from Japan. The guy who does it is kind of infectious and opinionated, but has a definite voice.
Computerphile - interesting old to new light computing topics
The Ben Heck Show - various electronics and retro gaming/computing topics, serious hardware hacking
Top Hat Gaming Man - reviews of various games and stuff, puts a bit of effort into production
Grand Illusions - weird toys and nick-nacks, infectious host
Techmoan - odd old things, just watch it
EEVblog - intense teardowns of everything
Game Sack - great, well produced retro gaming
Metaljesusrocks - another great, well produced retro gaming show
Matt Barton - his show "Matt Chat" has interviews with some absolute gaming legends, amazing stuff
Jeremy Parish - one of the "old men" of gaming journalism, has lots of on-line presence, but does tons of interesting reviews
Cars:
Motor Trend Channel - you know what this is about
fullychargedshow - electric cars
Music:
NewRetroWave
Generic Male DJs
A Tribe Called Red
WinhamhillLovers
Movies:
RedLetterMedia - sarcasm at its finest
Nerdwriter1 - great analysis of films
I, 31 and a computer scientist working as a software dev, on the other hand, hate almost everything that's not in text form.
Because of vast amount of content on youtube, outside of the top channels in any specific topic, you might not even share any subscriptions with any of your friends.
As others have said, YouTube is huge with people around ten years younger than you and more.
Oh and Red VS Blue :-)
But I also go there for lectures. All sorts of conferences and talks and debates and lectures are up on youtube, it's just a matter of using the correct search terms. Most serious videos I watch are related to politics so then my challenge is in stepping outside of the mainstream people. No Noam Chomsky for example. When I want to challenge my views I might go to Bill Kristol's channel which is small but good or lookup some libertarian or alt-right stuff. Youtube is one of the greatest things about our current technological age, it just requires a bit of finesse to get past all the crap.
And video thumbnails are the most cringy thing you can see on the Internet. http://buyviewsreview.com/wp-content/uploads/2015/02/custom-...
It's sad to admit it but I avoid youtube whenever I can.
I get a weird culture shock whenever I ever see what it looks like to my kids though.
[2] YouTube algorithms like channels that upload frequently and can generate a "community" around them
Not a video.
Probably not a FAQ.
"What is this, what problem does it solve."
Or as one of my more populare HN comments put it:
https://www.reddit.com/r/dredmorbius/comments/27d5xr/please_...
It remembers my position when I watch a video part way through, they have an app for just about every device you can get, they have a subscription service that removes all ads, it supports everything from 144p to 4k, it has livestreaming with multi-camera support, it supports 360 videos, has annotations, subtitles, speed changing, and more.
Compared to the next best thing, YouTube is still winning by a lot for me as a user.