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⁣ Job: Senior Content Engagement Manager Dept: Alumni and Supporter Engagement 💷 Salary: £37,412 – £39,484 p.a. 👉 Apply: 🗓 Closes: 17 Feb 2019 📄 

The Senior Content Engagement Manager will drive, oversee and help implement all alumni communications produced by the team. This includes alumni magazine InTouch, digital communications and integrated communications planning.



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was awesome! Drawing young PR & pros to have a conversation about issues that affect us in our industry was very fulfilling. Cheers to everyone who made it possible. We look forward to seeing you at the next workshop.



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It's almost here! In a few minutes will begin. Young and pros will be discussing common misconceptions about our job and new trends we can take advantage of to be better at what we do.






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Week 10 - Gaming

This week explores how the gaming community is enhanced by digital platforms whilst considering the sociality and player conflict resulting from online gaming. The term ‘social games’ has come to refer to those games specially made for, and profiting from, social network sites like Facebook. The combination of the worlds of social media and gaming, have generated a wide range of online communities dedicated to the pursuit of social gaming.

As time has gone on, the complexity and scale of these games has developed, and so has the level of social interaction. The worlds that these games enable players enter is becoming increasingly complex and allows for more and more involvement by the player to engage with other players and build relationships. However, we now see the extent to which gamers are involved within these virtual worlds reaching levels of obsession. Many gamers are developing strong obsessions for these games, and some even refusing to stop for sleep, meals or to leave the screen to use the bathroom. This activity is now being recognised as a diagnosable disorder (WHO). Of a particular concern is the influence of these games on younger members of our population. Games like Fortnite are incredibly popular amongst children, and many are swapping the time they previously would have spent being physically active, for time in front of a screen. Not only are their potential physical health impacts of this shift, but levels of obsession can reach levels where children are becoming sleep deprived, that negatively affect their overall demeanour and may see them suffer academically.  

Originally posted by mvbxr

It seems to me that social gaming has developed far beyond an amalgamation of social media and gaming platforms. The level of involvement that these games now allows is negatively impacting the lives of many players outside of the game itself. They may be thriving within the social aspects of the game, but often their real life social lives are being damaged by the fact that so much time and effort is being put into these games, and the real world is being left behind.

References:

Swinburne Online 2018, Lecture ‘10.1 This week’s focus’, MDA20009 Digital Communities, Learning materials on Blackboard, Swinburne University of Technology, 10 January 2019, <https://swinburneonline.instructure.com/courses/704/pages/10-dot-1-this-weeks-focus?module_item_id=60121>.

Jordan Ericka Webber ‘Dangerous gaming’: is the WHO right to class excessive video gameplay as a health disorder?’ viewed 22nd January 2019 Gam2018 https://www.theguardian.com/games/2018/feb/05/video-gaming-health-disorder-world-health-organisation-addiction

Week 8 - Crowdsourcing

Disaster strikes at the worst of times and as a result so does our exposure of information. Media and communication are fundamental to sharing precise and up to date information and for arranging a response where needed. During this time, social media acts as a platform to communicate these needs effectively.

Broadly defined, crowd surfing is “the practice of obtaining needed services, ideas, or content by soliciting contributions from a large group of people and especially from the online community rather than from traditional employees or suppliers”. (Merriam Webster Online 2014). Crowdsourcing allows people and the media to obtain or input information via the internet through the use of the public. One of the most successful forms of crowd sourcing is Wikipedia where viewers can engage in up-to-date information and forever evolving content. This collaborate process enables the everyday social media user to engage and participle in the content for the source.

Originally posted by support

As social media is ever evolving, media and news companies need to implement new strategies of media communication to their audiences in the most efficient and accurate way possible. The Australia Journal of Emergency Management released by the ABC in 2012 highlights the ways in which community communication is changing in relation to notifying their audience at a time of crisis and how social media can benefit this. This was apparent at the 2008 Black Friday and 2011 Queensland floods where members of staff used social media platforms, specifically Twitter, to communicate coverage and associated updates. Based off this use it became evident that social media can have a profound impact in an emergency situation and shaped the way our journalists use these platforms in future practices (Postetti & Lo 2012 p. 34).

Crowdsourcing and crisis management is imperative to use in situations of need in order to communicate efficiently and effectively. Social media platforms act as a specific source of power to translate up-to-date and ‘real-time’ information immediately as the public are able to be involved which highly benefits our society.

References

Postetti, J & Lo, P 2012, The Twitterisation of ABCs Emergency & Disaster Communication, Australian Journal of Emergency Management, Vol. 27, no. 1, pp. 34-39.

Swinburne Online 2018, Lecture ‘8.1 This week’s focus’, MDA20009 Digital Communities, Learning materials on Blackboard, Swinburne University of Technology, 20 January 2019, <https://swinburneonline.instructure.com/courses/704/pages/8-dot-1-this-weeks-focus?module_item_id=60090>

Social Gaming

In week 10, we entered the very intriguing world of social gaming and discovered the many forms of sociality and player conflict that can come with it. We considered the long history of playing games and the way that people connect and communicate via gaming. At present, gaming communities are formed in many different ways and vary between networked platforms.

A real concern of gaming is the lack of physical activities that are being undertaken by children and teenagers due to the amount of time spent in their gaming world. In 2017, the world was introduced to the game Fortnight; a game where up to 100 players battle against each other on an island, and the aim is to be the last man standing.

According to The World Health Organisation, gaming is becoming quite a medical condition, explaining that the addiction of the game is leading children and teenagers to sleep deprivation, anger issues and hindering their awareness at school.

Brad Marshall from the Internet Addiction Clinic at Kidspace in Sydney explains that

“We’re seeing about 60-70 per cent of the kids coming through the door reporting that Fortnite is their primary game of use… We’ve also seen quite a lot of anger outbursts at home.”

He further explains that the level accessibility is contributing to the addiction as the game is easily able to be downloaded by the user. When I wanted to find some more research for this blog, I typed into Google ‘Fortnite addiction’. The first page to appear lead me to a website called Game Quitters. ENOUGH SAID. This website explained that over 40 million users played it last month alone. Moreover, it was reported that a 9-year-old girl in the UK was sent to rehab for refusing to use a toilet due to being unable to pull herself away from the game. When she finally was pulled away by her parents, she attacked her parents (Gaming et al, 2018). Again, ENOUGH SAID. It’s one scary world we live in. And I can only assume it could get quite scary being within the gaming world.

Originally posted by neondreams83

When I think of gaming, it’s not really the term I’d use to describe how I used to play when I was growing up. However, the more I think about it… I did go through a bit of a gaming phase (The Sims anybody?!?!). And WOW it used to take up a lot of time. It’s only as of recently when I had to look after a young boy who was on work experience that I really got to know the world of gaming and just HOW important it can be for some. This school boy could hardly take his eyes away from his laptop (which he had bought in to play on during the ahhh… quiet times). He was fully immersed in his own little world and would only really communicate with the other player in his world. Is this normal or is social gaming becoming somewhat anything but social???

References

Gaming, R., Ones, R., Detox, 9., Rehab, T., Fundamentals, T., HobIdeas, 6., Gamers, V., Articles, B., Ones, L., Ones, R., Ones, V., Group, P., Ones, B., Rehab, T. and Presentations, L. (2018). Parents Guide to Fortnite Addiction | Game Quitters, viewed 27 January 2019 <https://gamequitters.com/parents-guide-to-fortnite-addiction/>.

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