March 31, 2009

The Pitfalls of Community Management

We’re often asked by companies: “why isn’t my community performing the way I would like it to?” As part of our community management service, our job is to help companies overcome common pitfalls, and to create communities that engage users and achieve their goals. Taking time to create a plan that will enable you to avoid these holes in the road is much easier than digging yourself out of them.

While we’ve written various guides talking about engaging specific audiences, we thought it was worth writing a series of posts on Community Management for all audiences. In this, our first, we share our top pitfalls to avoid when building and managing a community. They are common problems that we see across all manner of communities, targeting all ages.

If we’ve left any out, feel free to post comments – after all, that’s what community is all about!

Top pitfalls to avoid while managing a community:

1. The community is failing to engage with its members. One possible reason for this is that the tone of voice used by the company doesn’t marry up with the culture of the community. It’s a very good idea to determine what tone of voice and culture you’d like to create for your community at the beginning. This will be present in any communication you have with your members through House Rules, naming of your community areas (forums, chat rooms, worlds), contests, quests, treasure hunts, how your Hosts interact with the community, and many other places throughout the community.
Talk to your audience about things which interest them, in interesting ways, in a voice they feel comfortable with. Really do your research into the users, get into their heads, inhabit their worlds. Especially with children, teens and tweens, keep on top of their rapidly changing language and experiences. Look at the other places your community goes to – how are they addressed there? What do they want to talk about? What are they being offered?

2. Overtly pushing a brand message or product to community members. If the community is too obviously just a way of selling new stock, then users will turn away from it. Use the community to reinforce brand positioning, rather than as a hard sell. Remember, the community is about what people want from it, not what your company thinks it should be about. To quote Jake McKee on Community Guy: “People don’t form and interact with communities in order to support a company. They do it to serve their own emotional needs. It’s not about Apple, and it’s not about the Apple iPod. It’s about helping others find and listen to music. It’s not about helping Fox make money off of the show Firefly, it’s about ensuring that others can experience the joy of watching the great show Firefly.”

3. Not keeping the content on the community areas fresh; or offering ‘flat’ content. Rich, engaging content that is frequently updated is more likely to attract returning users.

4. It’s difficult for new people to join in the community: sometimes it can feel like arriving late to a party. A welcoming culture is key for new joiners. Moderators, superusers and community managers can all do their bit to welcome people into the community and help them get the best out of it. This will in turn create a helpful and welcoming culture that all members can enjoy.

5. The community isn’t signposted effectively, therefore it’s difficult for members to navigate around the community, find the information they need, or find members to talk to. Offering a simple community structure and navigation will help guide members through your community. Use member messaging when possible, and use creative ways to help engage a member to use all elements of your community. For example, create treasure hunts or quests on communities aimed at kids.

6. Not allowing free conversations. If you set a particular topic, but users clearly want to talk about something different, give them the space to do that. You may find that your community will expand organically if you give your members the opportunity to create their own topic of conversation.

7. Not allowing members to openly discuss your brand. Community members are a great source of information. Allowing them the opportunity to praise, criticise or ignore will provide you with a wealth of information, both positive and negative. As long as the members are abiding by your Terms of Service you will be certainly benefit from having an on-board focus group within your community. In fact, the brownie points that can be gained by picking up on a complaint and addressing it effectively can far outweigh the negative effects of the initial criticism. Your members will feel respected and that their voices are heard.

8. Not responding quickly enough to feedback, questions, complaints, or abuse reports. As mentioned above, the community will appreciate the time and effort you put into ensuring that their community remains a positive experience for all members. Inappropriate behavior that goes unactioned, or questions from community members that go unanswered can create a negative community experience.

9. Not resourcing the community effectively by not dedicating sufficient talent, money or time. A community doesn’t manage itself, but takes time and effort to grow and run well. An initial burst of resources can kick off the community correctly, but leaving it unattended over a long period of time will probably turn your hopes of a thriving metropolis into a ghost town. Be realistic. If your company isn’t able to dedicate the necessary resources, look at engaging expertise from outside.

10. Lack of promotion. Even if you have a wonderful community to offer members, you will need to put in that extra time to promote your community. While word-of-mouth is certainly a wonderful marketing tool, it won’t grow your community alone. Take the time to learn how to get the word out by looking for websites that promote your type of community, creating a Twitter profile, ensuring you are SEO-compliant, and, of course, sending out press releases. However great your community is, if you don’t have a plan to tell people about it, they won’t know it’s there.


11. Don’t hide your Terms of Service, or make them hard to understand by stuffing them full of legalese. The rules of behaviour on the site should be easily accessible: it’s a good idea to also provide the members with a House Rules area that condenses your Terms of Service for quick reference. Likewise, work hard on your moderation guidelines and apply them fairly and consistently. Moderation applied with a heavy hand can be very off-putting and will result in your members feeling resentful, (and probably being very vocal about it).

12. Not understanding what members might gain from your community. Do your market research first – don’t set up a community, whoever it’s aimed at, just to tick a box on a marketing plan.

13. Your company hasn’t fully bought into the community and doesn’t understand its purpose. Create a strategy with well-defined goals, and make sure that everyone in your company agrees with the strategy, and that everyone is committed to its success.

The next in our series of posts about Community Management will focus on best practice in managing communities. Please look for it on our blog in the coming weeks.

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March 30, 2009

New way to reward children for learning with SmartyCard



Launched at the beginning of March 09, SmartyCard's "learn-earn-and-play" platform provides a welcome solution to an increasingly commonplace dilemma: how to let kids safely play virtual worlds or purchase approved music, DVDs or toys online—but, in return, make sure that some of their computer time is used on educational activities that will help them succeed in the classroom and beyond. Tweens (ages 7-12) and parents alike can use the SmartyCard platform for just this purpose at SmartyCard.com.


Smartycard’s site is full of colourful, fun online educational quizzes with both physical and virtual rewards in points. Parents pre-purchase an amount of virtual currency in Smartycard and children are awarded amounts for successfully playing Smartcard’s online games (linked to US curriculum years 3 – 6). The prizes can then be exchanged for either virtual world prizes from a growing list of online partners or for physical goods from Amazon.com.


"SmartyCard.com is essentially PayPal for kids. SmartyCard offers a unique solution to the modern challenge faced by parents, which is how to engage their children in educational activities while making this fun and rewarding. Through its deep educational content and major online brand partnerships, SmartyCard.com offers a safe and relevant environment for children to play, explore, learn and get rewarded," said Ken Howery, co-founder of PayPal and Managing Partner of the Founder's Fund.


SmartyCard has a parent's account view to track their child's account history along with activity history and performance. In addition, parents can control the level at which their child learns, enabling a parent to decide if their child is ready to advance to a higher grade level. From this view, parents can review point accrual and redemption and take funding actions.
So far, the vast majority of online points have been spent on the virtual world prizes.


"Our rewards have been extremely strong around virtual worlds. We have a backend around Amazon that delivers physical goods, but the virtual rewards have made up 85% of our redemptions," continued Chris Carvalho, General Manager at SmartyCard. "They've been extremely popular, and the whole genesis of the idea was around virtual worlds because they're exploding and tween usage on the Internet was exploding compared to TV. You add all that up and look at the fact that a tween doesn't have means to pay for anything, and parents want some way to reward them."


Smartycard is already working with a number of other virtual worlds and plans to add one or two every few weeks, ranging from high-profile worlds to newer entrants to the field. So far it has linked up with Bella Sara, Cartoon Doll Emporium, ClubPenguin, Digital Doll House, Elf Island, Planet Cazmo, Stardoll, Webkinz, and ZooKazoo.


It is of course another route to monetisation, but there are additional benefits for virtual worlds, which explains why some of them offer their currency and rewards more cheaply through SmartyCard than through their direct site. Smartycards provides both another route to user acquisition and a link with serious educational content.

At the moment users go separately to Smartycard to take quizzes, but they may soon find Smartycard content in their favourite virtual world too. "We've had a lot of requests from our rewards partners to do something like that," said Carvalho. "They immediately recognize the value of having an educational component and making sure their virtual world is not only fun but educational. I think you'll see something by the end of the year where we take things to a virtual world or other major distribution points that would like to have a mini-SmartyCard. Take the Hulu model, where they have their own sites but also partnerships. That's something we'll be focusing on."


Smartycard can currently only be used in the USA.

Speaking as a parent, constantly looking for new ways to motivate my children to learn at home, it’s a winner.

For more information see Smartycard http://www.smartycard.com/tp/home.html

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March 27, 2009

Social Media to be Taught in Primary Schools?

On March 26th, netimperative published an article which started:

"Children under 11 will be taught how to use the social media such as Facebook and Twitter, under plans for a more technology focused primary school curriculum."

When I first read this, I wondered if it was some kind of joke. Facebook's terms of service alone would surely prevent it from being used by primary-age children in school. The article, it turns out, was in response to this piece published by The Guardian, who have apparently caught sight of leaked proposals to overhaul the primary school curriculum. There seems to be no suggestion in The Guardian's article that Facebook is one of the products likely to be taught. Although I think Facebook is a marvellous social networking tool (and if I were at the BBC I'd feel compelled to remind you that other social networking tools are available), I believe the decision as to whether or not it's used by under 12s rests with parents and no-one else. Oh, and the terms of service.

Online news articles and associated readers' comments are centering around Twitter and Wikipedia as the web tools in the frame for being taught to primary school children - and the proposal that The Victorians (meh) and World War II (surely not!) are to be removed from the primary curriculum.

After a few deep breaths, a nice sit down, a cup of sweet tea and the sense of relief that poor Ms Gordon is not going to be compelled to teach my youngest how to set up his social networking profile I started to wonder if this move is not in fact a good thing - depending on how it's intended to be used.

The argument for teaching children to be digitally literate from a young age is surely a strong one. Likewise teaching about different communication methods and their appropriateness to different situations. I haven't seen the proposals themselves, but I can't imagine the inclusion of Twitter and Wikipedia is going to manifest itself in dedicated how-to lessons on using such tools. Hopefully, they've been presented as current examples of choices amongst many others of ways to communicate or conduct research. Perhaps the intention is to use these tools to help children make informed decisions about plausibility of information. Perhaps it's a signal that the people who set the curriculum have had a reality check and understand that to continue to teach as if the only social skills we need to be armed with involve face-to-face communication is naive.

If these developments are going to help this generation grow up as positive, considerate, safe citizens online as well as off, then I cautiously applaud them. I'll be watching this with great interest. Please though - don't remove too much history from the curriculum!

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March 25, 2009

Online predator numbers rising

This is not news to you unless you've been asleep for the last few years. I don't post this in an "OMG, there are people using the internet as a vehicle to help them do bad things" kind of way, rather to highlight another aspect of the problem.

Last month, The Guardian published an article telling us that 100 children per month are alerting CEOP to internet predators.

"Specialist officers from Ceop, the Home Office-funded Child Exploitation and Online Protection centre, are receiving on average four alerts every day from children who are about to meet in the real world a suspicious character they have met online or are suicidal because they have been so comprehensively groomed."

And these are just the cases that are reported to CEOP.

This article from the San Fransisco Chronicle was brought to my attention today. The piece interweaves the story of Eric Szatkowski, a Wisconsin Justice Department special agent, with scary statistics and facts documenting the increase of predator behaviour online.

"The National Center for Missing and Exploited Children's cyber tip line took 85,301 reports of child porn and 8,787 reports of online enticement last year. Investigations of Internet crimes against children resulted in 3,000 arrests nationwide in 2008, according to the U.S. Department of Justice."

However, what moved me in particular were the responses of officers and agents who are immersed on a daily basis in the awful business of investigating these cases. One, Dave Matthews, deals with it by not socialising with his colleagues, and explains...

"Mainly you just shut down a part of your brain that makes you feel like crap"

Chris Byars, an Analyst who spends her working days scouring child abuse content for clues talks about being unable to look at the people living in her neighbourhood without feeling...

"All of a sudden I'm wondering how many people in Lodi right now are assaulting or abusing their children," she said. "I don't think you can turn it off."

And from Szatkowski, the agent involved in the case the article centres around...

"It just reinforced ... you don't put faith in a person"

How sad - and possibly inevitable(?) - that being so constantly immersed in this kind of work can result in such a general lack of trust.

I hope all of the people who work in this field are adequately supported. I know the officers at CEOP have strong support structures in place and so do some of the moderation agencies that I know of, including ours. However, is this enough? How do we best tackle this problem? Do we rotate the staff working in this particular arena to minimise any individual's exposure to the horror - or do we then risk losing their valuable expertise?

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March 23, 2009

The Case for In-Game Moderation

Having covered Engage! Expo, released our whitepaper ‘How to Encourage Participation and Player Loyalty in Virtual Worlds' and especially in light of the latest children’s peer-to-peer corruption scandal of ‘sexting’ (sending indecent images of yourself or peers via phone message) , we thought it was time for a talk to one of our most experienced virtual world moderators, JanB, about her views on moderation of children’s virtual worlds.

JanB has been with eModeration since June 2007, and forms part of our core team of virtual world specialists. These are moderators who (to paraphrase Dr Who) 'don’t look away, don’t take their eyes off the screen and DON’T BLINK!' during a shift, in case they miss anything in the fast-flowing stream of text and symbols going by them. Sophisticated automated filters such as Keibi http://www.keibitech.com/ and intelligent grooming detection systems like CrispThinking http://www.crispthinking.com/ have made the moderator’s job easier (more about these in another post sometime), but they augment, rather than replace, the moderator’s experience, discretion, communication skills and intuition.

Interview:

You’re a big fan of ‘visible’ moderation (having the moderators as part of the virtual world characters, clearly visible to children and openly interacting with them). Why?

“I have always believed that there can be a very positive result from having moderators visible and interacting on children’s sites. Leading by example is an ideal way to imprint good behaviour, and rather than wielding an invisible 'big stick', the users seem to have more respect if you are prepared to meet them in-game.”

Doesn’t that mean they argue with you about your decisions?

“Not, not really. A good moderator will be able to convey to them the reason for having the rules and also why society needs to have people following these rules for the benefit of everyone within the community. I have always found that once you have a reasoned conversation with them, they will often not re-offend. Of course, not every situation would be suitable for this, but I have found from experience it usually stops the retaliatory bad behaviour. Being in-game is also extremely useful for defusing arguments and fights either by arbitrating or by using distraction methods.”

Do you think that the children respect the moderators more when they are visible?

“It may sound simplistic, but I have found a physical presence is often enough for children to recognize the boundaries of good behaviour and they self-police, eager to please and to be seen as ‘being good’ - rather than running amok in what they see as an ‘adult free zone’ with just slaps on the wrist from faceless ‘invisible’ moderators (which can be seen as a challenge).

“Users naturally gravitate to ‘officials of the site’ such as moderators, as this gives them kudos with their peers. We can turn this to our advantage by reinforcing a positive use of the site. They simply love to interact with characters and although this might mean the moderator has to become a bit of a showman ... well, to be honest, it’s good fun.”


A recent report from Symantec found that parents have little idea what their children do online. From your experience, do you think that parents are aware of their children’s activities?

“Some are, some aren’t. We would always recommend to a parent that they spend time with their children looking at a site before the child registers, and monitor their use of it as closely as they can. We regard it as good policy to subtly try to find out from the user how much their parents are involved with their activities on the site – getting them to invite the parent to a fun site event has usually been successful but it must be remembered that some users are ‘cyber latchkey kids’ so some sensitivity is important.”

How can moderators help to engage children?

“Once the in-game moderators become known, it’s important to maintain a friendly, professional but approachable relationship with the users. We can encourage users to take part in the activities of the client’s site whilst at the same time deterring any negative behaviour. This all leads to the enhancement of a user experience of the site and the knock-on effect of them encouraging their friends to join too, which is all good for the client.”

Are children generally quite well-behaved?

“I have found that the age groups targeted by these types of sites love the feeling of belonging and being part of a club with well-run activities. However, if they are left to their own devices then that is where trouble creeps in and also it allows the users to be influenced by less desirable types. While this can mean adults grooming and befriending the users, I have also witnessed another more widespread and dangerous trend, of peer-to-peer corruption. This can have just as devastating an effect on a child’s development as the more well known adult predators.

“Just as in the offline world, children in virtual worlds are easily influenced by each other, and naturally ape each other’s behaviour in an attempt to be part of a ‘gang’, or to avoid online bullying. For example, under the influence of another user, young children may pretend to be sexually active, or use indecent terms that others are using without necessarily being aware of their meaning. They do learn though, and innocence is quickly lost. Now with knowledge and attitudes inappropriate for their age or maturity, they can be lost and confused about their sexuality, and may go on to try to influence others in the way that they have been influenced. All this also leads to them being more vulnerable, in real life as well as online, to being abused by inappropriate adults/peers looking to take advantage of children who‘ve had their sense of right and wrong skewed.

“A good moderator can really help them to stand up for themselves and resist another’s corrupting influence. When there is an in-game moderator it seems to diffuse some of this, as the users have someone with no hidden agenda to share their concerns with. We are not talking about in-depth counselling, just an impartial voice they can talk things over with. More often than not, just the presence of a visible moderator is a deterrent to corruption and bullying.

“When you have an adult presence, but one that the user recognizes has some understanding of the virtual world they inhabit, then the users tend to feel safer. Making moderators visible in-game is a very sound policy that we would recommend to any virtual world.”

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Comments closed on Digital Britain Report




Comments have now closed on the Digital Britain interim report . We’ve had our say on the section on content that suggests a labelling scheme, and have been reasonably vocal in blogs and articles elsewhere about what we think the main issues are.

But we always think that if you flag up an issue, you should have at least an idea about how to deal with it. With that in mind, it’s worth recapping what eModeration think the choices are for Lord Carter’s proposed labelling or content standards scheme.

A content standards scheme could work effectively in two ways. The first is by putting the onus on the host to apply standards at the point at which content is uploaded (or by filtering out content that doesn’t meet those standards). This puts legal responsibility onto the host and can be achieved by either: pre-moderation (moderating content before it reaches the site); post-moderation (moderating it once it has gone up onto the site) or reactive moderation (reacting to content that’s been flagged by a user). This latter option relies however on site users applying the contents standards, and while a ‘flag abuse’ button should always be incorporated into a site, does not of course provide any kind of guarantee that all content has met these standards.

The second is by putting the onus onto the person uploading the content to abide by standards set out by the host. This would need agreement on what acceptable standards are, and relies in the most part on other users reporting content that violates those standards - i.e. reactive moderation.

Whichever route the Report recommends, if this is to work, we need universal agreement on standards for content that originates from any country in the world. We have said in our feedback on the report that we would like to know whether international collaboration is being sought on this issue. We know from experience that there is little recourse to report inappropriate, harmful or illegal content generated in countries where there is not a clear reporting authority such as the IWF, CyberTipline or CEOP . Agreeing and applying international standards for content could be the first step in a bigger collaboration to fight illegal content, and promote safe use of the Internet.

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March 19, 2009

What are your kids doing online?

A new report from Symantec reminds us again that many of us have no idea how long our kids are spending online or what they're doing while they're there.

In an article about the report, the BBC says that whilst parents surveyed in the UK think their children spend 18.8 hours online per month, the real figure is actually closer to 43.5. In fact, the Brits are apparently amongst the least aware of what their kids are up to. The report tells us that whilst 81% of parents in the UK think they have a good idea of what their offspring are doing online, 31% of the little darlings themselves said that their parents did not know what they were doing.

It's easy to read such reports and ask what on earth these parents are thinking. But teens can be wily creatures, seemingly programmed to circumvent efforts to prevent them from talking to who they want to, when they want to. Natural curiosity dictates that they'll find ways to investigate issues around sexuality.

In my day, it was different. I remember at 12 years old coming across a crowd of boys from my school year huddled in a bush giggling over a ripped-out page from an adult magazine. The title of the article (and unfortunately the picture) has stayed with me to this day. I won't traumatise you with the details. Two or three years later, I'd be sneaking off to my parents' bedroom to use the telephone extension to sneakily call my boyfriend, praying my folks wouldn't pick up downstairs and overhear half an hour's worth of "you hang up. No YOU hang up."

Of course the opportunities and dangers are different today. No-one (I hope) is suggesting that we try to stifle our children's curiosity or discourage them from using technology to supplement other ways of cementing friendships. The line between the right to privacy and protecting our children from potential harm is a fine one indeed, and finding the right balance can feel like an eternal struggle. Personally, I don't think monitoring online activity can be likened to reading your child's diary - a debate I've had with a family member several times. It's our job as parents to protect our children from harm, and to gently guide them through adolescence to independence - teaching them how to protect themselves.

There's lots of great advice out there on how to help to protect your children online. CEOP's ThinkUKnow area for parents is a great place to start, with comprehensive information about grooming, mobile phones, gaming, social networking and chat.

Finally, Masher (the social media guide) brings our attention to a site we at eModeration like: Girl Ambition. Masher describes the site as "... an empowering Web site for tween girls and their parents that promotes healthy self-esteem and Internet safety." The site is built by girls for girls - which may lend it more credibility than a site created by adults. If anyone knows of a similar site for boys, please let me know!

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eModeration working with My Tiny Planets


Since March 5th, the eModeration team of virtual world moderators have been enjoying a visual feast, with the launch of My Tiny Planets (www.mytinyplanets.com) from Pepper's Ghost Productions. Best known for their Tiny Planets animated television series, popular in more than 100 territories worldwide, this venture is an online imaginary multiplayer space game and virtual universe for youth ages 6 to 14.

My Tiny Planets is simply beautiful, a rich and textured planetary odyssey featuring charming and furry aliens Bing and Bong, the main characters from the Tiny Planets series, as guides to space adventures set in the Universe of Tiny Planets. Players help Bing and Bong save the universe from eco-hazards by navigating a spaceship, adopting a planet and taking care of it. Players collect and nurture exotic plants in a biodome, beautify the landscape and construct fantastic buildings with fanciful furnishings. As players advance in the game their rank rises.

“Tiny Planets emphasizes learning by exploration, problem-solving and discovery,” states Paul Michael, Managing Director of Pepper’s Ghost Productions. “My Tiny Planets extends these concepts to an interactive social game in which kids have fun with friends, explore a vast space universe, and learn important skills, like enriching their imaginations and expressing themselves creatively.”

My Tiny Planets, which plays without a download and in a web browser using Adobe Flash™ and Adobe Shockwave™ plug-ins, offers many activities for free and subscribing players. With 24 quizzes like Atomic Quiz and Planet Mars Quiz, 22 casual games like Cosmic Clean-up and Hypergate Jumper, space flight, laser tag, ecological gathering games, Planet-o-Matic, messaging, and multiplayer races like Jet Scooters, there are a multitude of engaging activities for all players while they enjoy hanging out with friends in a social, monitored setting.

eModeration will be moderating My Tiny Planets, setting and enforcing the policies designed to keep the virtual world safe and fun. On their journey around more than 50,000 planets for children to discover, our moderators will track where players are going and help move them through the game, encouraging them to explore new planets by explaining to them what they will experience there.

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March 18, 2009

Community & Networks Connection

Recently, eModeration joined the growing throng of social media blog and websites inhabiting Nancy White ’s new hub: ‘Community & Networks Connection’ at http://cc.fullcirc.com/ . The goal of this site is to bring together good content from bloggers and other sources around the topic of communities and networks. The site helps to organize the content in a way that makes it easier to go through and find content. It uses social signals to help determine what the best content is. And generally it attracts an audience that may not otherwise find each individual blogger.

I quote Nancy:
"I'm pleased to announce the launch of the Community & Networks Connection. This isn't a community, and probably not as loose and open as a network. It is in that juicy place in between communities and networks that helps to collect and organize the best content from blogs and other web sites from people who care about and are passionate to understand these phenomenon we call "communities" and "networks." The goal is to create a place where it's easy to find current and highly relevant content. And perhaps to stimulate a new connection between you and these brilliant people."

Read more about the way the organisation of content works at http://browsemystuff.pbwiki.com/Nancy-White-Announcement. The aggregation technology, called BrowseMyStuff, comes from Tony Karrer of TechEmpower .

Nancy continues: “I know that he has more features planned. Take a peek. Subscribe to the whole shebang or follow one key word. Let’s find out what we can discover and learn together.”

You can get to it and even search the hub via their badge on our righthand sidebar – no, no, down a bit – yep, that’s it. Enjoy!

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March 17, 2009

eModeration @ SNWF




Last week was crammed with conferences... Tamara Littleton (CEO) and Rebecca Fitzgerald (Account Manager) were at SNWF in London, Ashley Cooksley (Account and Community Manager) was at Engage! Expo in New York and Suzanne Leichter (Director of New Business Development in the U.S.) is still at SXSW in Austin, Texas.


In case you couldn’t get there, we thought you’d like some feedback from each of them.
Impressions of SNWF first. What were the hot topics? Well, unsurprisingly, the buzz on the floor was all about whether and how to adopt social media to support your brand or organisation. How can it be monetised? What role should it take in the marketing mix? The speakers from Qube suggested that companies shouldn’t wait for proven measurement, but should ‘get into the mix’ and develop and learn as they go. What about pages on social networking sites like Facebook? Opinion here was sharply divided, between those who use it well, who are making content adaptable and mashable with offerings like avatars and skins as apps, interesting games. But then there was the other camp, convinced that it’s simply a waste of time. We suspect this debate will rage on for a while yet.

There were a couple of particularly good speaker sessions we thought. Tony Douglas, Innovation Manager at BMW group gave a talk entitled: “How should brands behave in social networks and what's the opportunity if they get it right?” Tony showed how competently BMW are using the web to extend and maintain their brand and presented a strong example of clear strategic thinking and use of new channels at SNWF.


In amongst other nuggets of wisdom were these points we thought worthy of note:


He suggested that companies use formats that are mobile compatible right from the beginning, as users WILL access content from their phones.


Like Coca Cola, BMW has fans that put up fan pages on social networking sites and follow all updates/news as to new cars/company developments. BMW put a link to Facebook on their company site - this caused much internal argument, but has provided a really good user experience and user view of the brand.


Tony identified that new channels required new skillsets, such as writing successfully for sites such as Twitter and Wikipedia. How important it is to get the tone right and not sound purely 'sell, sell, sell'. You’d think this was pretty obviously, but we all know examples where the brands have got it completely wrong.


BMW have dramatically changed their approach to new car launches in the light of new media and user behaviour. The run up to new car launches used to be top secret until the actual day. However, BMW now 'seed' content on the web before the launch date so that when users search for updates on the launch, content is already available and (initially) written/controlled by BMW.


"Getting something to go viral isn't that hard, it’s making it worthwhile and on message that is the challenge"


You can see a video that Tony Douglas played at SNWF on YouTube at http://www.youtube.com/watch?v=vI32B0jinGA. It’s a delightful engaging snippet, aimed at internal managers to try to explain how online content works and how it can be a useful tool for brands.

The other presentation that struck a particular chord was from one of our clients and partners, Reality Digital, providers of the Reality Digital Opus UGC platform. Robert Proctor, Director EMEA, gave the keynote speech on Tuesday, entitled: “Creating revenues from brand safe UGC environments.”

Amongst other good points he made was the importance of planning, and finding out everything you can about your niche segment. Take the time to research your target advertisers/sponsors and set your goals. Get the technology and the build of your community set up correctly from the very beginning. Once that is done, the rest can follow amazingly fast. Reality Digital typically spend only 10-14 days adding functionality to a site.

Brand protection is obviously paramount, and Proctor had a special word to say about the role of moderators. "Moderation is key" he said (to our satisfaction, obviously: we currently moderate the award-winning Hyundai Genesis Coupe site, with over 38,000 videos onsite at date of writing). Proctor feels that the moderation team hold the day to day knowledge of the community and are a valuable resource which can be used as a customer service tool.

Highly rated also were Natalie Johnson (Manager Social Media Communications, General Motors) and her informative presentation on GM’s use of social and mobile media, and Michael Donnelly from Coca-Cola (Group Director, Worldwide Interactive Marketing), whose summation included these salient points:


  • These platforms change frequently, and can be very disruptive and unannounced –be vigilant in maintaining your presence and updating your strategy
  • 3rd-party app networks can deliver efficiency and flexibility
  • Get beyond the “Build it & they will come” mentality…because they WON’T just come
  • Keep it simple and intuitive –fewer objectives is better, and shorten users’ paths at every opportunity

  • “Viral” shouldn’t BE your strategy –just part of a comprehensive plan

  • Clear the legal hurdles first

  • Always work with pros…There is no “just sticking your toe in the water”

Thanks to all the speakers for their input.

As to what we thought of the organisation of the Social Networking World Forum .... well, we liked the fact that everyone was gathered in the same central area – that made networking easy. However, some workshops were difficult to hear as they were located in this crowded space and this reduced their effective communication. There was also perhaps a little too much self-promotion during some of the presentations. Obviously, everyone has their case to put forward, but it’s very important to add value and share knowledge which is new, relevant and interesting to the audience (who have paid not inconsiderable sums to attend and really deserve more than to be seated in front of what (in some cases) was effectively company advertising.) That being said, we thought that Six Degrees, the event organisers, did an excellent job with this first conference and we look forward to the event next year. And next time we’ll make sure we’re not too exhausted for the party too ...


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March 13, 2009

How to Encourage Participation and Player Loyalty in Virtual Worlds


Companies operating virtual worlds for children and young adults should use moderators not just to devise and enforce safety guidelines but also to enhance game play, according to a new paper from eModeration. The report, How to Encourage Participation and Loyalty in Virtual Worlds, is released to coincide with the US-based ‘Engage’ Expo, where there has been much discussion about how to engage consumers in online communities and MMOGs (massively multi-player online games).

How to Encourage Participation and Loyalty in Virtual Worlds outlines how the role of the moderator has evolved from monitoring online communities to becoming an active in-game, or even character-based host that enhances the experience for players.

Recommendations included in the report detail how companies should: use moderators to set and enforce user policies, and adopt in-game roles to help children engage with the various activities within the game; use humour and quirkiness to engage more effectively with children; and get parents involved so that they trust the site and encourage their children to visit.

The paper has been drafted by Tamara Littleton, a respected pioneer and authority on virtual world moderation, who was a member of the Home Office Sub-Committee that advised the UK government on moderation of communities to help safeguard children. eModeration is one of the few moderation agencies providing moderation services and consultancy services for virtual worlds aimed at children.. The full report can be accessed here.

Below is a summary of the recommendations covered in the whitepaper:

1. Setting and enforcing user policies – a child and parent that know a virtual world is as safe as possible are far more likely to return to the site. One of the best ways for a virtual world to prove this is to draft clear user guidelines and make it very easy to report inappropriate behaviour – backed up with moderators that are ready to intervene if necessary.

The maxim ‘children need boundaries’ applies just as much in digital environments as it does in the real world. eModeration has found that not only do children respond positively to boundaries being enforced, they’re often very happy to help enforce guidelines and remind other children when they’re breaking the rules.

2. Moderators as in-game characters/hosts – moderators now have a wider role than just monitoring digital worlds and ensuring these environments are safe play areas for children. Today, moderators also act as hosts, becoming interactive characters within the game itself and enhancing the experience for players in virtual worlds. Using moderators in this way can significantly deepen children’s participation in the game and develop a greater attachment and loyalty to the site.

3. Use humour and quirkiness – making children laugh will ensure they enjoy themselves and engage with the site, so it’s important to add as many humorous and quirky elements as possible. For example, make a moderator’s character something outside of a child’s normal experience, such as an animal that talks in rhyme; and make the character change shape or colour after a certain period of time to sustain interest.

4. Engage with parents – essentially, if parents believe the site is safe, they’ll have no qualms about encouraging their children to play the game. To help get parents on board, make sure there is a ‘guidelines for parents’ page clearly visible on the site.


Tamara Littleton, CEO, eModeration, comments: “Traditionally, moderators were inconspicuous and remained in the background, deleting offensive material, defusing confrontation or reporting abusive behaviour. Today, the in-game moderator is becoming increasingly popular, as they do much more than monitor digital communities – their active participation not only keeps children safe, but also significantly adds to the game play and encourages players to return to the site. Setting the tone and establishing a positive culture within the community from the start will pay dividends in the future.”

For more information, visit http://www.emoderation.com

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March 11, 2009

MySpace turns over details of North Carolina Sex Offenders

CNN bring us the news that MySpace have just handed over the details of more than 2,100 convicted North Carolina’s sex offenders who were registered on its site, and has now removed them.

MySpace did this in response to a subpoena from General Roy Cooper, the North Carolina state Attorney, who has requested the same details from Facebook. North Carolina passed a law last year banning sex offenders within the state from social networking sites where children are members, making it a felony offence.

"It's no secret that child predators are on these Web sites," Cooper said in the statement. "Turning over information about these predators to law enforcement helps, but MySpace, Facebook and other social networks need to do much more to protect kids online." MySpace is apparently developing technology aimed at finding and removing sex offenders, and Cooper is pushing Facebook to do the same.

But, Cooper's office said, "the information provided by MySpace does not include sex offenders who have not been convicted, are not registered or may be using aliases on the site. Cooper remains concerned about other sex offenders on the site who may be lying about who they are, and is continuing to ask MySpace to do more to protect children on the site."

Sex offenders on social networking sites is not a new issue. Last month, Newsweek magazine reported that Facebook said it had removed 5,585 convicted sex offenders from its site between May 2008 and January 2009. MySpace also announced it had removed 90,000 sex offenders in a two-year period, the magazine said.

Last June, the Texas attorney general's office said it had arrested seven convicted sex offenders who violated their parole conditions by creating MySpace profiles, according to an article on the TechNewsWorld Web site.

We would love to know whether registration on a social networking site open to minors could be made an international offence? Whether some kind of routine sweep for names and known aliases could be made a routine regular practice? Whether details of suspected groomers and abusers (not yet convicted) held by reporting authorities could be added to this list, in order to gather evidence against them and better protect children?

CCN Story

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March 10, 2009

eModeration talks to Virtual World News

Our new community management service caught the eye of Joey Seiler at Virtual World News, so before he rushed off to Engage! Expo in New York and Tamara Littleton (eModeration CEO) to Social Networking World Forum in London, he gave Tamara a call. You can read the interview here, and find out more about eModeration’s community management packages on our website.

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March 7, 2009

Keibi PodCast - Paul Gillin

And more from our moderation solution partners Keibi ... the first in a series of great webcasts is due on March 26th, this one from Paul Gillin, founding editor-in-chief of TechTarget, social media specialist and author of "The New Influencers".

http://www.keibitech.com/kb/ugc-value to register.

It's at 11:00 AM PT / 14:00 PM ET ( I think - due to clock changes - that means it will be at 18:00 GMT, but I'm prepared to revise this blog entry quickly if I get corrected!)

Overview: As social networks mature and diversify, the opportunities for businesses to benefit from them multiply. Social media and user-generated content (UGC) can be harnessed from everything from ad sales to collaborative product development -- and innovative businesses are constantly finding new ways to extract value.

Some develop their customers – particularly "community influencers" – as sales channels. Others improve ROI by analyzing their UGC – a direct expression of consumer interest – to better target products and services to relevant consumers. In leveraging social media to pursue these objectives, all of them take steps to ensure consumers, advertisers, and their own brands are protected from the damaging impact of malicious content and the people who create it.
This webcast looks at several successful approaches to monetizing social networks and deriving value from UGC, drawing upon examples ranging from the travel industry to B2B marketing to consumer packaged goods.

Join speaker, Paul Gillin, founding editor-in-chief of TechTarget and the author of the acclaimed books, The New Influencers: a Marketer’s Guide to the New Social Media, and Secrets of Social Media Marketing for this live webcast.

I'll try to remember to send out a tweet as a reminder nearer the date. Should be a good one.

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March 5, 2009

Online labelling - surveillance state or international guidelines?

There are some interesting feedback comments on Write to Reply for the Digital Britain interim report. The most interesting to us, is the big question of how to restrict and label content. There seem to be two issues here: firstly, how do you stop children accessing content online that is legal but could be damaging to them (adult content, for example); and secondly, how do you stop illegal content being posted in the first place?

We’ve gone on record elsewhere talking about the various labelling options (and how difficult they will be to enforce, given geographic, religious and cultural differences across borders), and the need for clarity on who takes responsibility for ensuring illegal content doesn’t make it online. But there is a different debate taking shape now: is the report too concerned with safeguards and labelling content, and not enough with how to connect and engage people in the first place?

For what it’s worth, I don’t think you can separate the two. In order to engage online in a positive way, you need safeguards in place so that an online experience isn’t tainted by accessing material that is upsetting or offensive. And I don’t just mean adult content, or content that most decent antivirus programmes can be adjusted to filter out by responsible parents. It’s the gray areas – what constitutes bullying online, for example? Is it ok to threaten violence, for example? We’ve seen recently that it’s perfectly legal to leave children alone and let them work out their own rules for our entertainment (Channel 4) but public accusations of exploitation and bullying led to that TV content being withdrawn. What do we do in the same situation online? A teacher in a playground has a moral duty to intervene. Who has that duty online?

I don’t believe in China-style censorship, nor a surveillance state based on ‘moral panic’. But I do believe that we need guidelines on what is, and what isn’t acceptable online. But as content can originate from anywhere in the world, government-appointed bodies should co-operate internationally on developing these standards. That really would be progress.

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YouTube video infringes privacy

The New York Times published a piece today about a woman whose theatrical distress at missing her flight was recorded on a mobile phone by an [Airline] employee and posted onto YouTube by another person, where it has drawn nearly 5 million views and 18 comments as of this week. Some postings have added humiliating mock subtitles.

[The Airline] have disciplined the employee involved and apologised to the woman for the embarrassment this has caused her. Since she has not sought compensation from the company, it would appear that an apology is all that she required. How refreshing.

I’m not going to link to the YouTube video, or the NYT article, or give the name of the airline concerned, or even checked the YouTube footage myself, and here’s why: I’ve been known to throw the odd wobbly myself when the fates appear to have conspired against me, when just one random disaster means that my carefully constructed deck of cards is falling around me. I may even have shed a tear or said a really, really bad word as I watched the train disappear in the distance and faced the fact that I’ve missed a Very Important Meeting.

I do not always behave with maximum dignity and reserve, and rely on the fact that I will have only a few witnesses who – hopefully – I’ll never have to meet again. And I really, honestly, firmly believe that - provided we are not abusing innocent officials or saying those bad words next to the ears of children - we should all be allowed to have a John Cleese style melt-down every so often without becoming the laughing stock of the world.

I realise the my desire for privacy puts me at odds with most of the reality-TV addicted world, and of course my belief that Facebook, YouTube et al should be moderated to protect the privacy of individuals may be impractical to implement. But I couldn’t resist having a small rant. Can you resist searching for the YouTube video? Do try.

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Keibi named as finalists in SIIA’s 2009 CODiE Awards


We're very excited for our moderation software partners Keibi , as the news arrived yesterday that their technology solutions have been listed as finalisted in the prestigious SIIA’s 2009 CODiE Awards as one of five finalists for “Best Multi-Media Solution”.


Keibi’s technology solutions and services help to quickly analyze and classify user generated images, text, animations, and video as well as the users who create them, enabling the human moderation team to work more efficiently through large volumes of user generated content.


The best of luck with the awards - the winners will be announced at a ceremony on May 5 2009.

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March 3, 2009

CEOP Lead New Coalition to Track Child Sex Abuse

Our friends at CEOP (the Child Exploitation and Online Protection centre in the UK) are leading a new European Financial Coalition to tackle the commercial side of child abuse images.

Financial, internet and technology corporations have come together with specialist child protection non-governmental organisations, international policing agencies, and the European Commission to track and disrupt child sex offenders through the money they make.

"It is a reality that the rapid growth of the Internet has opened up a serious criminal market for images of child sex abuse," said EU Justice Commissioner Jacques Barrot."The European Financial Coalition will help identify and protect victims, and, above all, confiscate the profits from these criminal activities," he added.

The European Commission will provide up to 427,000 euros in funding for the new coalition which was officially launched on Tuesday. However the EU's executive arm is still seeking more partners, including European nations, to join the coalition.

"By applying the individual lessons learnt and by coming together with our combined skills, focusing on collective objectives, we plan to eradicate the remnants of that industry once and for all," CEOP chief executive Jim Gamble said on the organisation's website.

The purpose of the coalition is to bring together the stakeholders engaged in fighting the commercial distribution of child abuse images to support pan-European police operations targeting the electronic payment systems use to purchase child abuse images online. It is hoped that the coalition will help to identify and locate victims as well as perpetrators.

Read more about the new coalition in CEOP's media centre. Yahoo! Tech are also covering the story, but they lose points by calling the issue "child pornography" in the url - a term which does not appropriately express the gravity of the crimes involved.

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March 2, 2009

Building Online Communities by the Numbers


Just thought I'd help spread the word on this good article by Heidi Cohen at ClickZ, sourced from a presentation by Joel Cothrel, Chief Community Officer at Lithium, a white label community provider.


Its appeal lies with the clarity of its guidance in such a rapidly-mutating sphere. Joel Cothrel gives us:


  • Three Online Community Planning Rules

  • Five Ways to Drive Community Participation

  • Two Types of Community MetricsFive Community Health Indicators

and


  • Three Financial Impact Indicators

(I'm tempted to add something about partridges and pear trees, but it's not the season)



Underneath these expanded lists of deliciously clear and measurable guidelines, there is the reminder:



"Online communities can be a useful addition to your site. They can help you extend your relationship with your customers and prospects cost-efficiently while developing content that can be used to reduce customer service and content creation costs. Remember, online communities require care and feeding to continue to thrive."



Which is where a good community manager comes in, who will no doubt find this article a useful reference.

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