One of the main challenges with getting people interested in our video game emulator comes in two strides. One challenge is getting any people interested in who did no play it during it's live years, which is something we are very focused on trying to do. There is no way to keep the emulator active if all we try and do is keep the old player base without trying to branch out and grab a new player base. It is a very difficult concept to put forward but it going to have to be done largely through social media because we don't have the funds to advertise the game or anything like that.
The second challenge is keeping people interested even though the emulator is in the closed beta phase of it's emulation so there are plenty of people who still can't play the game. With that in mind, it is important for social media to keep all of these people on the outside looking in, interested. These are the two biggest challenges I can see when it comes to the challenges this organization face when dealing with social media.
Thursday, September 19, 2013
Sunday, September 15, 2013
Who or What Owns the Future?
Jaron Lanier brings up some very interesting points in his book Who Owns the Future? In the prelude he talks about how people should be compensated for their contributions on social media. The example he gives with Kodak and Instagram was very interesting, mentioning how most of Instagram's wealth comes from its contributors not its creators. The problem I see with compensating their contributors is that no one will want to do because their contributors feel as if they are receiving a service instead of being the one's servicing creators. Chapter 1 of Who Owns the Future was very interesting, where he discussed our future as a Digital World. He went into some detail of us in a virtual reality and how the price of reaching this virtual heaven who be surveillance, and that is interesting and yet a little scary to think about.
Mass Collaboration of a Dead Video Game?
My organization does very little to exert mass collaboration
for social media. We currently only have one person who is responsible for
keeping the Facebook and Twitter pages updated. We do have a few however who
are responsible for keeping the wiki page for the video game up to date. So as
far as the 6 principles are concerned, mass collaboration is almost non-existent.
When we decided to make a Facebook and Twitter page, the team leader decided he
wanted to keep the page as professional as possible and as a volunteer project,
wanted to make sure that the wrong message wasn’t be brought across and I believe
that is what led the downfall of mass collaboration in my organization.
The new Digital age.
Both Jaron Lanier book You are not a Gadget and Schmidt and
Cohen’s The New Digital Age have interesting takes on what will come of this digital
world we are creating. Lanier mostly warns about the dangers of this Digital
age while Schmidt and Cohen give us some of the positives that can come from
it. I find myself set somewhere in the middle. I love electronics, the
possibilities that can come from them, but also understand that we can’t let
the digital side of the world overcome the natural side. When we start to
become more immersed in the internet and other forms of digital immersion over
natural immersion and communication is when we will have went too far. Schmidt
and Cohen talk about fully immersive virtual reality and other things of that
nature and that is sort of scary to think about because at that point, that is
when we are starting to rely on technology to keep us alive.
Social Media in a Dead Video Game
I work with an online organization working to emulate a
video game there are plenty of challenges we are faced with when it comes to
social media. The video game has been under development for emulation for about
3+ years so one of our biggest hurdles is to keep people interested. We
currently have a Twitter, Facebook and Youtube. The Twitter is mostly underused
and youtube nearly non-existent. We have a member of our team which posts on
Facebook quite regularly however and tries to keep the consumer base
interested. Besides keeping people interested in what can be considered a dead
game, is also the hurdle of trying to keep things new and fresh on the social
media pages, so we can keep people talking and interested about the game. These hurdles of trying to keep people interested in the emulation of the game when it has been for over three years is tremendous, but it'll be interesting to see how well we can complete this task.
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