One of the questions that I get asked most often about SEGA’s community outreach is how we build and maintain our Twitter audience. My first and best piece of advice is to have a conversation, not just push marketing out to them. Notice the “just” in that last sentence — we do push marketing, either in direct tweets or through linking people back to our blog. We are giving updates on our games and corporate activities. But we also re-tweet fan photos, tweet about fun stuff going on in our office (free donuts!) and sometimes not-so-fun stuff (another fire drill!). We reply to most everyone, even when the answer is “I’m sorry, I can’t answer that”. We try to be as, well, human as possible.
But the program that helps us grow the most, and most community managers are interested in, is Free Stuff Friday. It started as a way to get rid of swag that was for older games that was just going to be thrown away, as it had little PR value. We started rescuing these items because we couldn’t bear for them to be thrown out. We needed to do something with all of this, so we started the Free Stuff Friday program. It’s been wildly successful, and has gone from a way to get rid of stuff to a planned part of our strategies.
How the Giveaways Work
The SEGA Twitter feed is run by the community teams in the US (that’s my team) and the UK. We each update the feed during our normal business hours. In order to make the administration of the giveaways easier, as well as give more opportunity for people around the world to participate, the US and UK team alternate Free Stuff Friday weeks. Last week’s giveaway was done my me during US business hours, and tomorrow’s giveaway will be done by the UK team during their business hours. There are generally 6 prizes per day. For each giveaway, we’ll tweet an item, a number, and a phrase. For example: “Giveaway! Sonic the Hedgehog T-Shirt, size L. 5th person to DM “Sonic rules” wins!” And, as you would expect, the 5th person to DM “sonic rules” to us will win the shirt. We follow everyone who follows us, so all of our followers can send us DMs.
Where We Get Stuff From
The items that we give away really come from all over. Some things were created for promotional use and we get some of those. Sometimes we partner with other organizations, and we get free items through that. (For example, in the video I have below, I’m showing off some shirts and coupons that we got from Chiquita through our partnership with them on Super Monkey Ball Step & Roll.) Sometimes we get samples and other items from our licensing group, who handles relationships to get Sonic on a t-shirt, for example. We sometimes give away copies of games. We also sometimes pick stuff up on our own to give away. For example, one of our community managers was in Chicago over the winter break and found some old SEGA Visions magazines at a retro games store there. So he bought them, and we gave them away. As you can imagine, we get a diverse pool of prizes because of this, but I think that keeps it fresh and interesting for our followers.
The Preview Video
To promote the week’s giveaways, my team makes a video each week to show off what we’re giving away. It’s also a chance for our community to see and hear us, and that makes us more human. We’re not the big bad faceless corporation, we’re people.
We generally do the videos in one take. This is mostly because I am not a very skilled video editor. But it’s also because the video is supposed to be a little homemade looking. It’s not supposed to be a slick, shiny trailer-style video because that might make it seem less authentic. We generally leave the camera running while we are setting up and deciding who is going to say what about which item. We’ve captured some really funny moments by doing this. Then we film the main segment, where we describe the items. Finally, we’ll leave the camera running while we’re done if we’re still milling around playing with the items or if we’re in need of anything funny.
In terms of editing the video, I use iMovie on my Mac at home. I put some titles on it, put some titles at the end with some music, and add a funny (we hope) bit at the end just to leave people with a laugh. Sometimes they are outtakes, sometimes they are jokes… whatever we had that week.
Here’s the video that we did for last week, and this is fairly typical of our videos.
<
We upload these videos to our YouTube account. We also blog them, and that blog link gets sent to our Twitter feed. We were putting the blog link on our Facebook page for a while, but we found that our Facebook fans (at least the vocal ones) had some animosity toward Twitter, so we stopped.
Results
Once we started doing these giveaways, word spread pretty quickly. We started gaining lots of new followers. We’ve been doing these giveaways for about a year now, and we typically gain 500 – 1000 new followers per week. And although I have no metrics to back it up, I feel pretty confident that we get more new followers on Fridays than any other day. The giveaways are a win for everyone — our fans get some free stuff, we have an outlet to create content and connect more directly with our followers, and we have a way to giveaway stuff that’s of little value to the company but tremendous value to our community. It takes just a few hours of my time every other week, and we see tremendous return on that investment.
How You Can Implement This
Not every company has fun T-shirts or toys to giveaway, and I understand that. But nearly every company has a product. And nearly every company has people who are fans of it. Even just your company logo on a keychain will excite people. But do you have free product you can pass out? Can you feature someone on your website? Basically… what can you give back to your fans? I’m sure if you think about it, you’ll come up with a few things you can give away.
Take these ideas and make them your own. Mold them to the needs of your company and your fans. But it’s a way to use Twitter that’s made us pretty popular with our own fans, so I wanted to share this great idea.
Questions?
I am happy to answer questions about our Free Stuff Friday giveaways in the comments, so please ask away!
I got back from Comic Con last night. I’ve been meaning to go for years, and this was the first chance I’ve had to go. I was there with the SEGA community team, covering all the action for our fans who couldn’t attend. We had a booth in the show, next to other gaming booths. EA’s booth was a few down from us. I didn’t notice anything out of the ordinary the dozen or so times that I walked by the booth. With that many people in such a small space, it was practically impossible to see anything. So it was only when I got to the San Diego airport last night that I read about EA’s “Sin to Win” Comic-Con promotion of Dante’s Inferno.
(I know. I work for a competitor to EA, so it might seem like I’m just slagging on them because of that. I assure you, that’s not the case. )
EA has already apologized for the contest, and provided a bit of explanation. I think this is an unfortunate case of having a decent idea, but having a completely insensitive, sexist, ham-handed execution.
Let’s start with the core idea. According to EA’s apology/explanation, they are designating each month until the game launch with a different “sin” theme for the month. July is “lust”. To enter the contest, you need to take a photo of yourself with one of the “booth babes” from the EA booth. You submit that photo, and EA picks one winner to have a night on the town with VIP treatment. From a marketing standpoint, I can see what they were aiming for with this. It gets people to visit their booth, to create content they can use later, it’s interactive, and they get to giveaway a prize that’s going to be desirable to most, if not all, entrants. But as usual, the devil (pun intended) is in the details. Or in this case, the choice of words and phrases.
To enter the “Sin to Win” contest, participants are encouraged to “commit acts of lust” by taking photos with a “booth babe”. (The graphic says “us or any booth babe” but unless the EA staff is wearing bikinis in their booth — something I’m certain I didn’t see — the implication here is clear.) Then you “prove it” by submitting your photo. One winner gets “a sinful night with two hot girls” and “a chest full of booty”.
Like I said, I can see the core idea here. But it’s hard for me to believe that nobody thought this was inappropriate enough to stop it before it happened. They are encouraging their fans to sexually harass the people they’ve hired to work their booth. If someone thought of it and didn’t say it — that’s a problem. If someone thought of it and said it, nobody listened — and that’s a bigger problem. If nobody thought of it — that’s the biggest problem at all. I know (and have written about before) women in the gaming industry, and how sexist it can be. I wish the line was never crossed, but it’s nice to see some fairly mainstream outrage over this issue. Maybe some good can come out of these unfortunate incidents — to shine the light on, and change, how women are treated in gaming.
Besides the sexist overtones here, there are also heteronormative overtones. They’re assuming that their audience is not only male, but straight males. They’re probably right, but a contest like this is extremely alienating to anyone who is not in that straight male demographic. Not that gays (or straight women) can’t appreciate a pretty lady (just like I appreciate a cute boy), but “acts of lust” is farther than anyone really wants to take it with someone that’s not of their preferred gender.
I understand the pressure to market games well, and to try to give your audience what they want. But it’s so easy to get carried away in that without stopping to think about what you’re actually saying, doing, and encouraging. I hope we all stop and think a little bit more.
Anyone who has spent time in an online community, on virtually any subject, has experienced hatred. Almost all kinds of hatred grows wild and multiplies quickly on the internet. The internet is phenomenal for helping people find others who share their interests and views, and helping those groups to organize. This is the driving force behind every online community, from knitting communities to white supremacist communities. My friend Jessie Daniels has just published a book called Cyber Racism about how racism has made the jump from offline means (print and in-person organization) to the online world.
Homophobia is no different. From seemingly innocent comments like “That’s so gay” to explicit “I hate gay people” comments, it’s everywhere. But homophobia on the net is often more innocent-looking, and more difficult to recognize, than other forms of hatred. I’m not just talking about forums that are obviously dedicated to homophobia. Remarks like “that’s so gay” pass by in most every community without anyone blinking an eye. And many communities have cultures that don’t discourage that, even if they don’t encourage it. As managers, culture-makers, and rule-setters in our communities, we have an obligation to make sure our forums are free from homophobia, but we have to do it in a way that’s fair for everyone. Lots of attempts have been made, and I’m not sure anyone has found the silver bullet answer yet.
The first of its kind panel discussion will spotlight the issue of homophobia in virtual communities and include the perspectives of both gaming companies and LGBT gamers. Discussion will revolve around the state of the problem in these communities, policy solutions that have been developed to address homophobia – some that are working and those that are not – as well as looking forward to challenges and opportunities in various sectors of the industry including production, policy and enforcement, financial, customer service and the end user experience.
Confirmed panelists include:
Flynn DeMarco (Alias: Fruite Brute), Founder of GayGamer.net
Dan Hewitt, Senior Director of Communications & Industry Affairs for the Entertainment Software Association (ESA)
Cyn Skyberg, VP of Customer Relations at Linden Lab
Stephen Toulouse (Gamertag: stepto), Program Manager for Policy and Enforcement on Microsoft’s XBox LIVE
I really wish I could attend this panel, but I have a prior obligation next weekend. (My wife is having thumb surgery on Friday.) If, like me, you can’t attend the panel, don’t fret. It will be recorded and distributed for everyone who can’t make it. I’m really looking forward to the DVD of the panel.
In addition to promoting the panel on Facebook, Twitter, and the GLAAD blog, they’ve taken it one step further. Justin Cole, the Director of Digital Media for GLAAD, wrote an Op-Ed this week on Kotaku, a very popular video games blog. This is most definitely not “preaching to the choir”. As I’ve written before, the gaming industry can be a very male and hetero-oriented place. Kotaku, and its readers, are no exception.
In the Op-Ed, Justin cited this video as an example of homophobia in gaming.
From the YouTube description on that video:
Other than maybe a quick “hello” to the chat room or a request to “veto”, I didn’t say anything first or taunt anyone. What was said by these players was done with no provocation on my part. The vast majority of the times I wouldn’t even respond back so the audio would be clear. Things I didn’t include in this video are the betrayals (people on my team killing me), players asking me NOT to party up, or all leaving mid-game so that I’m all alone.
Justin also cited some startling statistics from a 2006 study from the University of Illinois “the social and behavioral demographics of gay video game players” as well as “the role of sexual orientation on gaming habits.” (Emphasis mine)
52.7% of those surveyed said the gaming community is “Somewhat Hostile” to gay and lesbian gamers, 14% said “Very Hostile.”
When asked what forms of homophobia people have seen in the gaming community, here are some of what the surveyed said:
87.7% – Players use the phrase, “That’s so gay.”
83.4% – Players use the words “gay” or “queer” as derogatory names.
52.3% – Stereotypical representations of gay characters in games.
42.5% – Refusal of game designers to include well-developed gay characters.
49.4% – Invisibility of gaymers and/or the gaymer community.
When asked how frequently players experience homophobia, those surveyed who responded “Always” or “Frequently” equaled 42%. Add in “Sometimes” and it brings up that total to 74.5%. When asked how often those players respond to the homophobia they witness – 50.9% total responded “Never” or “Rarely.”
Given these statistics, it’s no wonder that Justin and GLAAD have chosen to focus on the gaming community first in their battle against homophobia among all virtual communities.
To see how much of an uphill battle this is, one need look no further than the comments on that YouTube video or, more realistically, on the Kotaku article. YouTube comments are notorious for being horrible, obnoxious, profane, and homophobic, and the comments on that video certainly live up to that reputation. The comments on Kotaku are at least more intelligently written, even if the majority of them are still homophobic and unapologetic for it.
I spoke with Justin from GLAAD this week, and we had a great conversation about these massive cultural shifts that are so obviously necessary. There are so many moving parts — the rules we implement about what is and isn’t appropriate in our communities, the consistent enforcement of those rules, and the people who are tasked with setting a positive example in our communities. But it’s also about the development of games (diverse and non-stereotypical characters), and the promotion of games. I also strongly feel that we need to have more diversity in the workforce of the gaming industry in order to really bring about change from the inside out. I know that’s easier said than done — at the end of the day, companies need to do what they can to sell the largest amount of games they can, and hitting that demographic sweet spot (ie: the young, straight, possibly homophobic male) is really tempting. But all of these things need to come together to move this ship forward.
Justin and I had a great conversation, and he asked me to help out with GLAAD’s initiative beyond the panel. I’m so excited and honored to be working with them on this important issue. He is interested in hearing from community managers from all types of communities, so I’ll probably be pulling in many of the people I know in the CM world to help with this project.
In the meantime, I urge all community managers to re-examine your approach to fighting homophobia in your communities. If you’re a member of a community, especially a gaming community, I urge you to re-evaluate how you treat people in the communities you participate in, to see if you can do more. If you live in the SF bay area, I encourage you to sign up for GLAAD’s panel on this issue. I urge all of you to treat people with kindness, fairness, and equality.
This video was posted on Twitter (I’m sorry, I don’t remember by whom!) and I watched it with a mixture of dread and interest. I’ve only been in the gaming industry for 8 months, but already I’ve been faced with this being a predominately male industry, both in workforce and consumer. I was afraid that this was going to be a slam on women gamers. I was afraid it was going to be about how we should stick to pink DSes and cooking games, and leave the “real gaming” to the boys. I was very pleased to find that I was wrong.
I agree with the points expressed in this video. I especially agree with the frankly exploitative way that many female characters are marketed. As a marketer myself, I understand the inclination to do this. Give the audience what they want — give them something to talk about. But there is a line to be crossed here, and it’s a downward spiral of self-fulfilling prophecy to get there. Give them one semi-sexy female character, and it works well. The audience gets bolder, and demands more. The marketers give them more, which emboldens them more, and pretty soon you’ve got characters that are all T&A.
I don’t think that gender is the only issue here. The gaming industry is not just a boys club. It’s a straight boys club. I am almost a double anomaly in the gaming world — I am a gay woman. This mostly earns me puzzled looks — I’m not sure that people always know what to make of me because I’m a dyke in a traditionally straight man’s domain. And in an industry where a woman is there as a sex object, a lesbian (or even just two women) must be there to fulfill that lesbian fantasy, right? Sexual orientation just adds another level to the whole thing. As much as women can feel alienated from the industry, gays probably also feel alienated from the sheer heteronormativity of it all. I know that I do.
As an industry, and as a community, we have a long way to go to bring and embrace diversity. Just like the rest of the world, we come in all shapes, sizes, colors, genders, orientations, etc. From a marketing standpoint, we in the industry have to figure out how to serve the needs of all these people without stereotypes or insults. As a gaming community, we have to figure out how to embrace and include everyone, how to shatter stereotypes and stop petty turf wars. It’s a tall order, I know. But we’ve got to do it.
I don’t have all the answers, and I know we can’t get there without some good and honest communications. So let’s start right here in this blog.
(BTW, as usual, the comments on that YouTube video vary from mildly annoying to soul-crushing.)
I haven’t spent too long in the gaming world, but one thing I learned right away is this: everyone thinks they could design a better game. Practically every time a trailer or game gets released, someone makes a comment about how they would have done something different/better. I suppose it’s just human nature.
So it seems pretty natural that a company would allow users to create their own levels in games. They can make, tweak, and play their own levels to their hearts content. It’s a happy marriage of gaming and user generated content. Right? Well, don’t get out the rice and bubbles just yet.
According to boingboing and Elder Game, users aren’t designing complicated, creative levels. They’re designing incredibly easy levels to get themselves lots of rewards as quickly as possible.
When City of Heroes released its user-created mission generator, it was mere hours before highly exploitative missions existed. Players quickly found the way to min-max the system, and started making quests that gave huge rewards for little effort. These are by far the most popular missions. Actually, from what I can tell, they are nearly the only missions that get used. Aside from a few “developer’s favorite” quests, it’s very hard to find the “fun but not exploitative” missions, because they get rated poorly by users and disappear into the miasma of mediocrity.
This was not what the designers hoped for. Somehow they had convinced themselves that the number of exploiters would be relatively low — certainly not the vast majority of the users. But they were wrong, and now they’re stuck between a rock and a hard place. They feel they must counteract these abusive quests, “for the sake of balance”. But how? Well the first step is to ban people who make cheaty content. But what’s cheaty? Do they explicitly list every possible exploit condition? What if they miss one? Nah, then the problem would start all over again. Instead, how about if they just issue blanket threats that they’ll ban missions that seem “exploitative”, without actually explaining what is and isn’t “exploitative”? They went with the latter.
Even with the mis-judgment about the type of levels that would be created, there’s another lesson here that’s applicable to everyone creating a space for user generated content. And that’s rules. Call them rules, standards, guidelines, or whatever else you like — setting the expectations for the user at the beginning of the content engagement is crucial.
Even if the developers only thought that a few people would design exploitative levels, having rules in place at the start that laid out what was acceptable and what was not would have eliminated a lot of hassle. Of course, some exploitative content would have been created anyway, but it could have been dealt with quickly, effectively, and consistently. The middle of a crisis is no time to be thinking about your guidelines and rules of engagement.
Setting the ground rules from the start is good for your users, good for your community managers, good for your moderators, and good for your community as a whole. We want to believe that people will always behave appropriately, but any community manager can tell you that that’s a pipe dream. Don’t wait until the crisis happens in your community. Get your rules in order now.