Thursday, December 1, 2011

Rest in Peace, PR



            Sam Whitmore of Media Survey moderated a panel called “Is Social Media Killing PR?” The panel addressed the role of social media in the evolving public relations environment. Critics of social media contest that they dilute the message, eliminate the need for third-party intervention, and make it too difficult for audiences to hear the message. Though these facts hold weight, they overlook the most important nature of the business. Public relations exists to bolster and maintain relationships with the public.
            Does offering consumers a mechanism to directly communicate with the organization really lessen the need for good PR? Absolutely not!  On the contrary, it makes PR more important. Consumers now and have always had strong opinions that, while traditionally were expressed through spending habits, boycotts, and carrot mobbing, are now expressed via Facebook, Twitter, and YouTube. PR should embrace its new role as monitor and first responder. The consequences of ignoring their influence can be devastating to an organization. On the other hand, brands that harness their power will surely reap the benefit.

MMORPGS IRL!!!ol


            In case that title doesn’t have enough letters, the quick brown fox jumps over the lazy dog! MMORPGs stands for mass multi-player online role playing games. Games, like World of Warcraft, unite millions of users in online environments to conquer quests, complete missions, or just socialize with one another. Users, justifiably, blame WoW for stealing hours of their lives, but the online gaming giant has received negative attention for dropouts, divorces, and even deaths. What about something as seemingly innocent as a video game warrants such harsh accusations?
            As of July 2007, World of Warcraft had more than nine million active subscribers. According to researcher Nick Yee, the typical subscriber is a 28 year old male who logs about 22 hours of game time per week. Subscribers play the game to gain a certain feeling of accomplishment, to socialize with others, to explore virtual worlds, or to compete against opponents. Researcher Richard Battle groups users into four categories: achievers, socializers, explorers, and killers. A Ghent University study in Belgium, conducted by Dr. Simone Kuhn, found that active video gamers have larger ventral striatum, the part of the brain that triggers when people feel pleasure. This part of the brain is also where some believe causes addiction.
            When engaged by individuals who are prone to addiction, MMORPGs can have chilling affects. Ryan van Cleave of South Carolina once played the game for 60 hours straight. Cleave’s habit of binge gaming continued for more than three years. It eventually cost him his marriage, his relationship with his parents and his two young daughters, and his dream job with Clemson University in South Carolina. 
            So who is to blame? Should we hate the player or hate the game?