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Community Management
Paris Master Class - June 2010
(Edited version for SlideShare)
Me – Julien Wéra
• Marketing / Public Relations (France & Canada)
• Gala Networks Europe ( gPotato Europe )
• PopCap Games International
Planning
Morning
• Communities and Community Managers
• The community plan : Why and How
Afternoon
• The Community Manager in its organization
• Community Tools
• The 5 rules of Community Management
• Communities in Practice
• Open Q&A
What is a community ?
« A group of individuals gathering somewhere
to exchange on a particular topic »
• Common social behaviour
• Existed before Internet and will evolve with technologies
• Pioneers : Porn and Dating communities
• « Community Spirit »
• Networks and Meta-Communities
Exemples
• gPotato Europe : http://www.gpotato.eu
• JeuxOnline : http://www.jeuxonline.info
• NeoGAF : http://www.neogaf.com
• Dofus : http://www.dofus.com
Gaming Community Lifecycle
Communities are social entities and can be compared to
living beings.
Pre-Launch
-Early adopters
-Feeds on PR/Marketing
-Mostly positive
-Establishment of the
social structure
Going Live (6-12 month)
-Broad public attracted
by marketing and word
of mouth
-Feeds on game content
-First major
disappointments and
changes in the structure
-Test of fire for the
established rules and
staff
Ongoing
-« Elders » and
« Newbies » form a new
social structure
-Regular changes based
on content and
competition
-Urgent need to « feed
the beast »
-Community migrations
to competing games
Community Migrations
« Players come for the game, and stay for the
community »
• Social rules, codes and languages move from a game to
another
• Can’t keep the community home ? Control the migrations
– Portal logic
– Consistancy between community rules
Why are communities important ?
• Retention
• Acquisition through word-of-mouth
• User generated content
• Suggestions/Feedback : Co-Development
• Brand/Game image
If you disregard gaming communities,
backfire can be painful.
The Community Manager
• Link between the users and the game
operator
• Bears the image of the company
• Inspires trust and respect
• His role : « Feed the Beast »
– Educate
– Inform
– Entertain
Hiring a Community Manager
Recommended skills :
• Communication :
– Oral communication
– Written communication
– Languages
• Knowledge :
– Gaming
– Media
– Social Networks
• Experience :
– Community
– Media
– Development
• Technical :
– Video editing
– Blogs/CMS/Forums
– Image editing
The Community Plan
• Similar to any communication/marketing
plan
• Definition of the targets, strategy and major
milestones
• Coordination with CS/PR/Marketing
departments
The Community Plan
Part I : Market Study
• Who are you ?
– Developer, Publisher, third-party ?
– Structure SWOT analysis
• Who is your community ?
– Already established or brand new ?
– Who are they ? What do they like ? How do they communicate ? Where
do they hang ?
– Coordination with the PR/Marketing departments to forecast community
changes
Exemple : Star Wars TOR
-Importance of the lore
-Might not be gamers
-Strong, broad and old
community
-RPG fans
-Console + PC players
-Mostly solo experience
-Storyline-driven
-Existing community
-Different time and
experience
-Different developer and
publisher
The Community Plan
Part II : Objectives
• There can be no performance evaluation
without objectives setup in advance
• Why was the CM hired ?
• What do you want to do with your
community ? Where do you want to go ?
• Objectives should be tied to schedule
The Community Plan
Exemple of objectives :
Pre-Launch :
- Establish and regularly update dev’blog
- Fully setup community website
- Define and establish behavior rules
- Etc.
6 month post-launch :
- Organize monthly community events
- Identify community leaders
- Enforce community rules
- Setup structure for community feedback
12 month post-launch :
- Renew community website following feedback
- Gather team of volunteers
- Etc.
The Community Plan
Part III : Choose your weapons
- What tools are at your disposal ?
- Which ones do you know how to use ?
- Which ones do you know ? Which should you
learn ?
- Which ones are relevant to your community ?
To your objectives ?
- Cost VS Use calculation
The Community Plan
Part IV : Schedule
• Community schedule is tied to :
– Choice of tools
– Development schedule
– PR & Marketing schedule
– Objectives
• Always keep your timeline at hand
The Community Plan
Part V : Change everything
• Nothing ever goes according to the plan
• Plan reevaluations of your plan at every
important milestone (Closed beta, Open
Beta, Release, First Expansion, etc.)
• Be prepared for the change
• Flexibility is the key
Exemple : Bungie.net
The CM in its organization
• CM is at the crossroads between customer
support, PR and Marketing
• Where are community managers in your
organization ?
The Community Manager
Community Management
PR Marketing
Customer Support
Community & Customer Support
• Direct line of communication
• CS : One-to-One communication
• CM : One-to-Many communication
-> One message for all departments
• Crysis management
Exercice : Crysis Management
Situation : « Server Down »
1) Go check on the source of the issue (IT/Dev)
2) Go check on the messaging (CS)
3) Announce the messaging to the users
4) Organize the chaos
5) Give regular updates
Community & Public Relations
• One message for all departments
• Journalists are part of the community too
– Exemple : EVE Online and Canard PC / Dark Age of Camelot and Joystick
• Fansites VS Media ?
– Suggestion : Fansite is directed only to existing players, where media are more
generic
• Rise of Web 2.0
– « Borderline » media : Video channels, blogs, general forums, social
networks, etc.
• Game shows
Community & Marketing
• One message for all departments
• Marketing push bring community changes
• Community-driven marketing
– « Paid » referrals
– « Invite a friend »
Tools of Community Management
What tools do you know/use ?
– Dev’Blog (Exemple : The Behemot )
– « Role Blog » (Exemple : Far Cry 2)
– Community website
– Official website
– Forums/Boards (Have it or not / Rule of 25/5)
– Social Networks
• Facebook (Ex : Team 17)
• Twitter (Ex : Deadspace)
• Internal SN (Bioware, gPotato’s Ning)
Tools
– Video Channels (Youtube, Dailymotion, Other)
• Ex : Ubisoft’s Youtube, gPotato’s Dailymotion
– Fan Site Kits
– Newsletters
– E-mail
– Instant messaging (MSN, other)
– Podcasts
– Wikis (Ex : Lord of Ultima)
– Etc.
« Human » Tools
• Use your users !
• « Helpers » (Exemple : Flyff USA)
• « Moderators » (Exemple : Dragonica)
• « Team Leaders » (Exemple : Dark Age of Camelot)
• Rewards ?
• Management
Tools
Always ask these questions :
• Is it relevant to your community ?
• What is the time VS result ratio ?
• Will this go against any PR/Marketing tools 
?
CM in practice
The 5 rules of Community Management :
Rule I : Know your community
Rule II : Communicate
« One cannot not communicate »
Rule III : Be Honest
Rule IV : Don’t underestimate your users
Rule V : Love your community, but not too
much
CM in practice
Common mistakes
• Sending a CM into the lion’s den without 
proper preparation/support
• Disregarding a community for another
• Underpay/Underconsiderate the CM team
• Celebrity syndrom
• Being too close to your community
Watch the competition
• Bungie.net
• Capcom Unity
• Sony’s Player’s Republic
• Bioware Social Network
• Ning
• Etc.
CM in practice
Online Resources :
• Gamasutra articles : http://cpc.cx/174 & 
http://cpc.cx/175 
• Community Managers Group : 
http://www.communitymanagersgroup.com 
• List of resources : http://cpc.cx/176 
Thank you !
@ : juwera@gmail.com
LinkedIn : http://ie.linkedin.com/in/juwera 
Viadeo : http://www.viadeo.com/fr/profile/julien.wera 

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Community Management Training Session

  • 1. Community Management Paris Master Class - June 2010 (Edited version for SlideShare)
  • 2. Me – Julien Wéra • Marketing / Public Relations (France & Canada) • Gala Networks Europe ( gPotato Europe ) • PopCap Games International
  • 3. Planning Morning • Communities and Community Managers • The community plan : Why and How Afternoon • The Community Manager in its organization • Community Tools • The 5 rules of Community Management • Communities in Practice • Open Q&A
  • 4. What is a community ? « A group of individuals gathering somewhere to exchange on a particular topic » • Common social behaviour • Existed before Internet and will evolve with technologies • Pioneers : Porn and Dating communities • « Community Spirit » • Networks and Meta-Communities
  • 5. Exemples • gPotato Europe : http://www.gpotato.eu • JeuxOnline : http://www.jeuxonline.info • NeoGAF : http://www.neogaf.com • Dofus : http://www.dofus.com
  • 6. Gaming Community Lifecycle Communities are social entities and can be compared to living beings. Pre-Launch -Early adopters -Feeds on PR/Marketing -Mostly positive -Establishment of the social structure Going Live (6-12 month) -Broad public attracted by marketing and word of mouth -Feeds on game content -First major disappointments and changes in the structure -Test of fire for the established rules and staff Ongoing -« Elders » and « Newbies » form a new social structure -Regular changes based on content and competition -Urgent need to « feed the beast » -Community migrations to competing games
  • 7. Community Migrations « Players come for the game, and stay for the community » • Social rules, codes and languages move from a game to another • Can’t keep the community home ? Control the migrations – Portal logic – Consistancy between community rules
  • 8. Why are communities important ? • Retention • Acquisition through word-of-mouth • User generated content • Suggestions/Feedback : Co-Development • Brand/Game image If you disregard gaming communities, backfire can be painful.
  • 9. The Community Manager • Link between the users and the game operator • Bears the image of the company • Inspires trust and respect • His role : « Feed the Beast » – Educate – Inform – Entertain
  • 10. Hiring a Community Manager Recommended skills : • Communication : – Oral communication – Written communication – Languages • Knowledge : – Gaming – Media – Social Networks • Experience : – Community – Media – Development • Technical : – Video editing – Blogs/CMS/Forums – Image editing
  • 11. The Community Plan • Similar to any communication/marketing plan • Definition of the targets, strategy and major milestones • Coordination with CS/PR/Marketing departments
  • 12. The Community Plan Part I : Market Study • Who are you ? – Developer, Publisher, third-party ? – Structure SWOT analysis • Who is your community ? – Already established or brand new ? – Who are they ? What do they like ? How do they communicate ? Where do they hang ? – Coordination with the PR/Marketing departments to forecast community changes
  • 13. Exemple : Star Wars TOR -Importance of the lore -Might not be gamers -Strong, broad and old community -RPG fans -Console + PC players -Mostly solo experience -Storyline-driven -Existing community -Different time and experience -Different developer and publisher
  • 14. The Community Plan Part II : Objectives • There can be no performance evaluation without objectives setup in advance • Why was the CM hired ? • What do you want to do with your community ? Where do you want to go ? • Objectives should be tied to schedule
  • 15. The Community Plan Exemple of objectives : Pre-Launch : - Establish and regularly update dev’blog - Fully setup community website - Define and establish behavior rules - Etc. 6 month post-launch : - Organize monthly community events - Identify community leaders - Enforce community rules - Setup structure for community feedback 12 month post-launch : - Renew community website following feedback - Gather team of volunteers - Etc.
  • 16. The Community Plan Part III : Choose your weapons - What tools are at your disposal ? - Which ones do you know how to use ? - Which ones do you know ? Which should you learn ? - Which ones are relevant to your community ? To your objectives ? - Cost VS Use calculation
  • 17. The Community Plan Part IV : Schedule • Community schedule is tied to : – Choice of tools – Development schedule – PR & Marketing schedule – Objectives • Always keep your timeline at hand
  • 18. The Community Plan Part V : Change everything • Nothing ever goes according to the plan • Plan reevaluations of your plan at every important milestone (Closed beta, Open Beta, Release, First Expansion, etc.) • Be prepared for the change • Flexibility is the key
  • 20. The CM in its organization • CM is at the crossroads between customer support, PR and Marketing • Where are community managers in your organization ?
  • 21. The Community Manager Community Management PR Marketing Customer Support
  • 22. Community & Customer Support • Direct line of communication • CS : One-to-One communication • CM : One-to-Many communication -> One message for all departments • Crysis management
  • 23. Exercice : Crysis Management Situation : « Server Down » 1) Go check on the source of the issue (IT/Dev) 2) Go check on the messaging (CS) 3) Announce the messaging to the users 4) Organize the chaos 5) Give regular updates
  • 24. Community & Public Relations • One message for all departments • Journalists are part of the community too – Exemple : EVE Online and Canard PC / Dark Age of Camelot and Joystick • Fansites VS Media ? – Suggestion : Fansite is directed only to existing players, where media are more generic • Rise of Web 2.0 – « Borderline » media : Video channels, blogs, general forums, social networks, etc. • Game shows
  • 25. Community & Marketing • One message for all departments • Marketing push bring community changes • Community-driven marketing – « Paid » referrals – « Invite a friend »
  • 26. Tools of Community Management What tools do you know/use ? – Dev’Blog (Exemple : The Behemot ) – « Role Blog » (Exemple : Far Cry 2) – Community website – Official website – Forums/Boards (Have it or not / Rule of 25/5) – Social Networks • Facebook (Ex : Team 17) • Twitter (Ex : Deadspace) • Internal SN (Bioware, gPotato’s Ning)
  • 27. Tools – Video Channels (Youtube, Dailymotion, Other) • Ex : Ubisoft’s Youtube, gPotato’s Dailymotion – Fan Site Kits – Newsletters – E-mail – Instant messaging (MSN, other) – Podcasts – Wikis (Ex : Lord of Ultima) – Etc.
  • 28. « Human » Tools • Use your users ! • « Helpers » (Exemple : Flyff USA) • « Moderators » (Exemple : Dragonica) • « Team Leaders » (Exemple : Dark Age of Camelot) • Rewards ? • Management
  • 30. CM in practice The 5 rules of Community Management : Rule I : Know your community Rule II : Communicate « One cannot not communicate » Rule III : Be Honest Rule IV : Don’t underestimate your users Rule V : Love your community, but not too much
  • 31. CM in practice Common mistakes • Sending a CM into the lion’s den without  proper preparation/support • Disregarding a community for another • Underpay/Underconsiderate the CM team • Celebrity syndrom • Being too close to your community
  • 32. Watch the competition • Bungie.net • Capcom Unity • Sony’s Player’s Republic • Bioware Social Network • Ning • Etc.
  • 33. CM in practice Online Resources : • Gamasutra articles : http://cpc.cx/174 &  http://cpc.cx/175  • Community Managers Group :  http://www.communitymanagersgroup.com  • List of resources : http://cpc.cx/176