Week 1 T&L Activities:

A1 Social media websites

Developments in social media affect the way in which esports organisations promote products and services:

Social media websites are constantly evolving and new features are introduced regularly in August 2022 facebook introduced a feature that allowed integration of cross platform posting between itself and Instagram. Things like adding stickers on reels grabbed the attention of others on the other platforms. 

Facebook added insights to "Reels" that enabled its users to better understand how well-posted content was performing. 

The continual development of features in social media is driven very much by the user's and audience's desires. Platforms will always want to keep their uniqueness however they always have a close eye on their competitors for features that extended their functionality

The developments of social media platforms further enable the Esports sector to utilise these exciting features and functions to present, promote and discuss updates to games, game and merchandise that is available to its audiences in a fast and impactful way.

 

What are the features, structure and target audience of different social media websites, e.g. Facebook®, Twitter®, Instagram®, Reddit®, YouTube®?

Facebook:

  • Features: News feed, profile pages, groups, events, messaging, photo and video sharing, live streaming, marketplace, advertising platform.
  • Structure: Primarily a social networking site with a focus on connecting friends, family, and acquaintances. Also used by businesses and organizations for marketing and customer engagement.
  • Target audience: People of all ages, but most popular among adults aged 25-54.
  • Statistical data source: Statista (https://www.statista.com/topics/751/facebook/)

Twitter:

  • Features: Short-form messaging, hashtags, retweets, likes, direct messaging, video and photo sharing.
  • Structure: Microblogging platform that allows users to share thoughts, ideas, news, and opinions in real-time. Tweets are limited to 280 characters.
  • Target audience: People of all ages, but most popular among adults aged 18-29.
  • Statistical data source: Hootsuite (https://www.hootsuite.com/pages/digital-in-2021)

Instagram:

  • Features: Photo and video sharing, stories, reels, IGTV, direct messaging, hashtags, filters, and editing tools.
  • Structure: Visual-centric platform that focuses on sharing photos and videos. It is popular among influencers, celebrities, and businesses that want to showcase their products or services.
  • Target audience: Primarily used by younger generations, with the majority of users aged 18-34.
  • Statistical data source: Oberlo (https://www.oberlo.com/blog/instagram-statistics)

Reddit:

  • Features: Communities (subreddits), upvotes and downvotes, discussions, links, and media sharing.
  • Structure: Discussion forum that allows users to submit content and vote on its popularity. It is organized into subreddits based on different topics and interests.
  • Target audience: People of all ages, but most popular among adults aged 18-29.
  • Statistical data source: Pew Research Center (https://www.pewresearch.org/internet/2021/04/07/social-media-use-in-2021/)

YouTube:

  • Features: Video sharing, comments, subscriptions, playlists, live streaming, and advertising platform.
  • Structure: Video-sharing platform that allows users to upload and watch videos on a variety of topics, including music, gaming, education, and entertainment.
  • Target audience: People of all ages, but most popular among younger generations aged 18-24. It is also popular among content creators and businesses that want to reach a wider audience through video marketing.
  • Statistical data source: Google (https://www.thinkwithgoogle.com/marketing-resources/youtube-insights-data-trends-stats/)

 

How esports organisations can use social media websites to support their business aims and needs

  1. Creating an image or brand: Esports organizations can use social media platforms to showcase their personality and create a unique brand image. For example, FaZe Clan uses Instagram to share photos and videos of their esports players, gaming content, and lifestyle shots that reflect their edgy and youthful brand image. They also use Twitter to engage with fans and promote their merchandise and events.

  2. Promoting products and services: Social media platforms provide a cost-effective way for esports organizations to promote their products and services. For example, Team Liquid uses Twitter and Facebook to promote their merchandise, share special offers, and provide updates on upcoming events. They also use Instagram to showcase their esports players and create engaging content around their brand.

  3. Communicating with customers: Social media platforms allow esports organizations to communicate directly with their fans and customers. For example, Cloud9 uses Twitter to engage with fans, share news and updates, and respond to inquiries and feedback. They also use Instagram to showcase their esports players and create content that resonates with their fanbase.

  4. Providing customer service: Social media platforms also provide a convenient way for esports organizations to offer customer service. For example, G2 Esports uses Twitter to respond to inquiries, resolve issues, and provide support to their fans and customers. They also use Instagram to showcase their brand and engage with fans on a more personal level.

  5. Resolving queries and managing issues: Social media platforms enable esports organizations to monitor their online reputation and respond quickly to any negative comments or issues. For example, TSM (Team SoloMid) uses Twitter to respond to inquiries, resolve issues, and address any concerns raised by their fans and customers. They also use Instagram to showcase their esports players and create engaging content that reinforces their brand image.

 

Features of social media websites tailored to organisational needs, including:

Advertising

Social media websites offer a variety of features that can be tailored to meet the needs of organisations. One such feature is advertising, which can be a powerful tool for reaching new customers and promoting products and services. Here are some examples of social media advertising features, along with sources where you can learn more:

  1. Targeted advertising: Social media platforms allow organizations to target specific audiences based on factors such as age, location, interests, and behaviors. This can help ensure that ads are seen by people who are more likely to be interested in the product or service being advertised. For example, Facebook allows advertisers to create custom audiences based on data such as email addresses, website visitors, and app users.

  2. Sponsored content: Social media platforms also allow organizations to sponsor content such as posts, videos, and stories. This can help increase the visibility of the content and reach a larger audience. For example, Instagram allows businesses to promote their posts to users who do not follow their account.

  3. Ad formats: Social media platforms offer a variety of ad formats, including images, videos, carousels, and stories. This allows organizations to choose the format that best suits their advertising goals and the type of content they want to promote. For example, Twitter offers promoted tweets that appear in users' timelines and can include images, videos, or links.

Sources:

These sources provide more information on social media advertising and the specific features available on each platform. By leveraging these features, organizations can create targeted and effective advertising campaigns on social media.

 

Website and mobile device integration

Social media websites can be a valuable tool for organizations to connect with their audience and promote their brand. When it comes to esports, there are several features of social media websites that can be particularly useful for organizations in this industry. Here are some examples:

  1. Live Streaming Integration: Many esports events are broadcasted live on platforms like Twitch or YouTube. Integrating these live streams into an organization's website or mobile app can provide a seamless viewing experience for fans, and keep them engaged with the brand.

  2. Social Sharing: Esports organizations can encourage fans to share their content on social media by incorporating social sharing buttons on their website or app. This can help to increase the reach of the organization's content and attract new followers.

  3. Community Features: Building a sense of community is important in the esports industry. Social media websites can provide features like forums, chat rooms, and social groups that allow fans to connect with each other and with the organization. Examples of social media platforms that provide community features include Reddit, Discord, and Facebook Groups.

  4. Mobile App Integration: With the increasing use of mobile devices, it's important for organizations to have a mobile app that complements their website. Social media websites like Twitter and Instagram have mobile apps that can be integrated with an organization's own mobile app to provide a more seamless user experience.

  5. Analytics: Social media platforms provide analytics tools that can help organizations track the performance of their content and campaigns. By analyzing engagement metrics like likes, shares, and comments, organizations can gain insights into what content resonates with their audience and adjust their strategy accordingly.

Examples of esports organisations that utilise these social media features include:

  1. Team Liquid: The esports organization has a website that integrates their Twitch channel, as well as social sharing buttons for Twitter, Facebook, and Reddit. They also have a mobile app that provides access to their content and community features.

  2. FaZe Clan: The esports organization has a website that integrates their YouTube channel, as well as social sharing buttons for Twitter, Facebook, and Instagram. They also have a mobile app that provides access to their content and community features.

  3. Cloud9: The esports organization has a website that integrates their Twitch channel, as well as social sharing buttons for Twitter, Facebook, and Discord. They also have a mobile app that provides access to their content and community features.

 

Relationship with search engine optimisation (SEO)

Social media websites can have a significant impact on an organization's search engine optimization (SEO) efforts. Here are some features of social media websites that can be tailored to organizational needs to improve their SEO efforts in the esports industry:

  1. Hashtags: Hashtags are a powerful tool for organizing and categorizing content on social media platforms. By including relevant hashtags in their posts, esports organizations can increase their visibility and improve their SEO efforts. For example, a team may use hashtags like #esports, #gaming, or #videogames to make it easier for users to find their content.



  2. Social Signals: Social signals are the engagement metrics (likes, shares, comments, etc.) that are generated by social media activity. Search engines like Google consider social signals as a ranking factor in their algorithms. By producing high-quality content that generates engagement, esports organizations can improve their SEO rankings.



  3. Link Building: Social media platforms can also be used to build links to an organization's website. By sharing links to their website on social media, esports organizations can drive traffic to their site and improve their SEO rankings.



     

  4. Multimedia Content: Social media platforms like Instagram and YouTube are ideal for sharing multimedia content, including images and videos. By creating high-quality multimedia content that is relevant to their audience, esports organizations can improve their SEO efforts by driving engagement and backlinks.

Examples of esports organisations that utilise these social media features for SEO purposes include:


  1. G2 Esports: The esports organization has a strong social media presence on platforms like Twitter, Instagram, and YouTube. They regularly use hashtags in their posts and produce high-quality multimedia content to generate engagement and drive traffic to their website.

  2. Team SoloMid (TSM): The esports organization has a website that is optimized for SEO and utilizes social media platforms like Twitter, Facebook, and YouTube to generate engagement and drive traffic. They also use hashtags and link-building strategies to improve their SEO efforts.


  3. 100 Thieves: The esports organization has a strong social media presence on platforms like Instagram, Twitter, and YouTube. They regularly produce high-quality multimedia content that generates engagement and backlinks, improving their SEO rankings.

 

Profile on the sites, describing the esports organisation to visitors

Social media profiles are an important part of any esports organization's marketing strategy. They allow organisations to connect with fans, promote their teams and players, and generate excitement for upcoming events.

A well-crafted social media profile should include the following elements:

  • A clear and concise bio: The bio should briefly explain what the organization does and what it stands for. It should also include a link to the organisation's website.
  • High-quality photos and videos: Photos and videos are a great way to showcase the organisation's teams and players. They can also be used to capture the excitement of esports events.
  • Regular updates: Organisations should post new content to their social media profiles on a regular basis. This could include news about the organization, its teams, and its players, as well as highlights from recent events.
  • Engagement: Organisations should encourage their fans to interact with them on social media. This could be done by asking questions, running contests, or simply responding to comments and messages.

Esports organisations can use social media profiles to connect with fans, promote their teams and players, and generate excitement for upcoming events. Some additional options for possible inclusion within social media profiles could be the use of:

  • Use relevant hashtags: Hashtags are a great way to get content seen by more people. When relevant hashtags are used, posts will show up in searches for those hashtags.
  • Run contests and giveaways: Contests and giveaways are a great way to engage fans and grow a following. When contests or giveaways are done organisations should be sure to promote it on all of their social media channels.
  • Collaborate with other organisations: Collaborating with other organisations is a great way to reach a new audience. When an organisation collaborates with another organisation, it should ensure that they promote the collaboration on both social media channels.

By following these tips, you can use social media profiles to effectively market your esports organization.

 

Usage data indicating the profile of followers and effectiveness of posts, e.g. Facebook® Insights, Twitter® Analytics and Google AnalyticsTM

Social media usage data is a valuable tool for understanding a company's or organisation's followers and the effectiveness of their posts. By tracking metrics like reach, engagement, and demographics, companies or organisations can get a better sense of what content resonates with their audience and what they can do to improve their reach.

Here are a few examples of how you can use social media usage data:

  • Track your reach: Reach is the number of people who see your content. This is an important metric to track because it shows how many people are exposed to thier brand. You can track reach on Facebook, Twitter, and Google Analytics.
  • Track your engagement: Engagement is the number of people interacting with their content. This includes likes, shares, comments, and clicks. Engagement is a good indicator of how well a  company's or organisation's content resonates with thier audience. Engagement can be tracked on Facebook, Twitter, and Google Analytics.
  • Track your demographics: Demographics are the age, gender, location, and interests of your followers. This information can help companies or organisations target their content more effectively. Tracking of demographics can be done on Facebook and Twitter.

By tracking these metrics, companies or organisations can get a better sense of followers and the effectiveness of their posts. This information can help them improve their social media strategy and reach more people.

Companies or organisations are able to then extend their use of social media by using the below based on the information and data that they gather from above:

  • Set goals: Before you start tracking your data, set some goals for yourself. What do you want to achieve with your social media marketing? Once you know your goals, you can track the data that is most relevant to them.
  • Track over time: It's important to track your data over time so you can see how your performance is changing. This will help you identify trends and make adjustments to your strategy as needed.
  • Compare yourself to your competitors: It's also helpful to compare your data to your competitors. This will give you a benchmark to measure your performance against.

 

 

Audience profiles (age, gender, income) of social media websites.

 


A2 Organisational use of social media for esports purposes

 

• Posting different content formats, e.g. text, images, video, links, polls, quizzes.

The use of different posting content in social media is very important to the overall success of a channel. Providing a variety of different types of content on a social media platform can engage different users of different ages and genders and backgrounds. The content formats that are available to social media platforms are things such as text, Images, Videos, Links, Polls, and quizzes. When used correctly these types of content can provide opportunities to capture new members from those in your target audiences that were not already subscribed or part of your following

 

• Content focus and meaning, e.g. information, promotion, humour, special offers and customer service.

 

• Developing an audience and encouraging people to follow or ‘like’ the esports organisation through the creation and use of engaging content.

 

• Keywords and their use in posted content.

Image taken from: https://blog.kissmetrics.com

Further Information can be found using the following link https://blog.hubspot.com/marketing/how-to-do-keyword-research-ht

What do Google use?
What is Keyword research?
What is a longtail keyword?
Give an example of a longtail keyword?

Try and find the least amount of results based on search criteria.

What were the most searched for thing on the internet this year (Please keep it clean)

 

Developing contacts by following and linking to relevant esports organisations and individuals, and sharing content posted by others.

Creating links through social media is a powerful thing. Organisations are able to open potential opportunities for competitions, collaborations and shared communities in driving up their fan bases in a specific genre or format. An example is Team Liquid a global esports organisation that has teams competing in a variety of games, including League of Legends, Dota 2, and Counter-Strike: Global Offensive. They have developed strong relationships with other esports organisations, such as Fnatic and G2 Esports. These relationships have allowed them to collaborate on events and tournaments, as well as to share resources and expertise 

 

Direct and indirect advertising.

  Direct Advertising

Indirect Advertising

Definition

Advertising that targets a specific audience with a clear call to action, such as "Buy now" or "Sign up today".

Can be more effective at generating leads and sales.

 

Advertising that indirectly promotes a product or brand through content that is not primarily focused on selling.

Can be more effective at building brand awareness and engagement

 

Goal To encourage immediate action from the audience, leading to more direct conversions. To build brand awareness and engagement with the audience, leading to more long-term conversions.
Cost Can be more expensive than indirect advertising.

Can be less expensive than direct advertising

Examples (UK)

-

Gfinity: Gfinity is a UK-based esports organization that hosts esports tournaments and events. They use direct advertising on social media to promote their tournaments and events. For example, they might run ads that target people who have expressed interest in esports on social media.

.

- Fnatic's sponsored posts for their merchandising products on Instagram.

- Red Bull Esports' social media posts featuring sponsored players and teams.

- Coca-Cola's social media campaign that promotes gaming culture and community-building.

Examples (Global)

- ESL's Facebook ads promoting their online gaming platform.

- Activision's sponsored tweets for their latest esports game releases.

- Intel's social media campaign that promotes their partnership with esports leagues.

- Nike's Twitch streams that feature esports athletes wearing their products.

 

Links to commercial information, e.g. esports organisation’s website, e-commerce websites.

Organisations can also make their social media platform point towards their own websites which may provide further opportunities to direct and drive up sales in things like merchandise, or to promote sponsor content. It must be pointed out that a large number of teams and organisations are supported by large corporate entities that invest significant amounts of investment to teams, this will always come with a responsibility to promote and display their logos and potentially merchandise to those that follow. 

A great example is Corsair's recent announcement on LinkedIn of a deal with Alpine as shown below.

 

Relationship between the social media website and the esports organisation’s website, e.g. using:

o social media buttons on the esports organisation’s website

o esports organisation’s website links within social media posts

o social media news feeds on the esports organisation’s website.

 


 

A3 Risks and issues

Negative comments on social media sites and damage to reputation.

From time to time companies may find that they gain negative comments about their services and or products. This is all part of a business, however, this is a good thing!, Why? well think about when you made a purchase last online, did you look at the reviews? would you make a purchase from a company that has a number of negative reviews? would you purchase from a company that has all positive?

On average most people will go with sites that have some negative and mostly positive, the key is to how the company responded to the negative. In life we know that accidents happen, losses in the post, damaged in transit, incorrect sizes to that what was expected. All of these can happen and upset customers enough for them to make a comment on companies social media, the key here, is how you can respond. Customers and potential customers will look to how a company responds to these. So a comment back to the customer via the social media platform, in response to the complaint demonstrates a company that will listen and acts. The response to negative comments can actually lead to a company gaining a good reputation.

Further information on how to deal with Social Media and Upset customers http://www.socialmediaexaminer.com/10-ways-to-deal-with-upset-customers-using-social-media/

 

It is worth considering also your own personal reputation on comments made by you or about you, these can lead to your reputation and potential standing being used against you as an employee.

 

In groups of no larger than 3, discuss the ways in which the previous link suggests how to deal with upset customers and compare these against each other and review which ones you think are better than others.

Time constraints on social media interaction, return on time investment.

The use of Social Media as a business presence is not achieved quickly and will take time for the network to spread over the web, usually, most companies will have a social media champion or role that requires a member of staff to update and keep accurate the social media channels. In some companies, these have even been opened up to work experience people. A recent example (June 2017) a student took over the control of Southern Trains Twitter Channel, and it went Viral that he was looking after it, and the questions came pouring in.

To see the questions that came up use the following link EDDIE TWITTER 

This use of free labour can be useful to small and medium organisations as they may not be able to have any positive improvement on sales, therefore it could cost the company more than their investment.

Return on investment is a consideration that all companies small to large will consider on any project or venture, this is where the company will review the returns/ money coming in against the expenditure/ money going out to ascertain whether the investment in the project of venture is profitable or not and whether to cancel it or continue, companies will check this over a period of 6 to 12 months to get sufficient data.

Unforeseen consequences of posted content.

There may be times when companies post comments on their social media platforms that can be intended to have humorous or witty meanings behind them, however, the written word can be taken in different ways and could have the potential to provoke and upset those that read it.

The potential for inappropriate posts to happen is easy and can be very damaging to a company's reputation and or image. Because of the nature of social media being a large-scale network, this negativity can be spread very quickly and become viral within minutes.

The article is taken from https://www.entrepreneur.com

Sometimes you almost wish for the company's sake that its account was hacked. Such was the case when MTV Australia sent out an astonishing offensive tweet, asking "Where are the English subtitles?" while America Ferrera and Eva Longoria were on stage at the Golden Globes.

MTV didn’t need a translator to figure out an apology was in order. Still, the crowd wasn’t satisfied and another apology was issued.

 

Increased vulnerability to cyber criminals.

 

Assignment Support

For distinction standard, learners will produce a comprehensive, well-balanced evaluation of how an esports organisation uses social media to support its business requirements, making realistic and well-explained business-related observations on the benefits and disadvantages while considering its target customers or audience. Learners will provide real-life, relevant examples of how esports organisations have used social media effectively and how some esports organisations have not managed the risks involved effectively. Learners must articulate their arguments fluently and their views concisely, providing an evaluation that makes reasoned, valid judgements. The evidence will demonstrate high-quality written/oral communication using accurate and fluent technical vocabulary that supports a well-structured and considered response that clearly connects chains of reasoning.

For merit standard, learners will present a reasoned and well-explained assessment of a range of different ways in which an esports organisation can use social media to interact with the target audience for its products and/or services. The assessment will be balanced and supported by clear examples. Learners will focus their comments on the esports organisation’s business uses of the social media sites. The evidence must be technically accurate and demonstrate good-quality written or oral communication.

For pass standard, learners will provide detailed information, supported by real-life examples, covering all the ways in which esports organisations can use social media to support their business requirements (as listed in the unit content). They will research the different audience profiles for the main social media sites and explain how the different sites appeal to different audiences. Learners will relate this to how different esports organisations can use social media. The evidence may have some inaccuracies and include a limited range of examples.

 

 


Files that support this week

English:

Assessment:

Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.
Learning Outcomes:

Learning aim A: Explore the impact of social media on the ways in which esports organisations promote their products and service


Awarding Organisation Criteria:

A.P1 Explain the different ways in which an esports organisation can use social media to promote products or services to a target audience.

A.P2 Explain the audience profiles of different social media websites.

A.M1 Assess the different ways in which an esports organisation can use social media to promote products or services to a target audience.

A.D1 Evaluate the use of an esports organisation’s use of social media to interact with customers and promote products or services to a target audience.


Maths:
Stretch and Challenge:
E&D / BV
Homework / Extension:
ILT
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Week 2 T&L Activities:

B1 Social media planning processes

Processes to consider when planning the potential use of social media in an esports organisation, including:

The specific requirements of the esports organisation

When looking at the use of social media within a business setting it is vital to understand the organisation that your are working with, or for. Each organisation will have their own specific requirements and the outcomes from these may be recorded in many different ways. For example, a company may want to elevate their membership/follower/subscriber counts, therefore the social media platforms and campaigns may need specific activities to happen.

 

Content planning and publishing

The planning of content towards an esports organisation is vital to any success that is sought after, things like, content planning involves some discussion around determining the types of content that will be shared on social media, as well as the frequency and timing of those posts. A strategy used by most organisations is to use a "content calendar" that outlines all of the content that will be shared in advance so that there is no scrambling to find something to post at the last minute.

Once the content has been created, it is time to publish it on the chosen social media platform. This involves scheduling posts in advance, as well as responding to comments and questions from followers. It is important to be consistent with social media publishing so that followers know when to expect new content.

 

Developing online communities

When using any social platform for business purposes, consideration must be applied to the communities that are either being targeted or created.  Companies will want to create a following of people that feel part of a community of like-minded people that have the same, if not similar interests. This will need to be done by using some planning strategies to establish these communities, through the use of things like, 

  • Hosted online discussions and forums. This is a great way to encourage fans to interact with each other and with the organisation.
  • Running contests and giveaways. This is a great way to generate excitement and engagement.
  • Creating exclusive content for social media followers. This could include things like behind-the-scenes videos, interviews with players, or early access to new content.
  • Using social media to promote events and tournaments. This is a great way to get the word out and generate excitement.

 

Enforcing social media policies.

Social media policies are important for esports organisations because they help to protect the organisation, its players, and its fans. By having a clear and concise social media policy, organisations can ensure that their players and fans are aware of what is expected of them when using social media.

Here are some examples of social media policies that are commonly used in esports:

  • Policy on harassment and discrimination: This policy prohibits harassment and discrimination of any kind, including on the basis of race, religion, gender, sexual orientation, or disability.
  • Policy on self-promotion: This policy prohibits players from using social media to promote themselves or their personal brands.
  • Policy on gambling: This policy prohibits players from promoting or participating in gambling on social media.
  • Policy on streaming: This policy sets forth the rules for players who stream their games on social media.

Research different esports organizations and their social media policies. Compare and contrast the different policies. Create a simple poster on the importance of social media policies in esports.

 

B2 Organisational requirements

Working with a client to set requirements for the use of social media and the potential benefits for the esports organisation when compared with traditional promotional methods.

When working with a client to set requirements for the use of social media, it is important to understand their goals and objectives. What do they hope to achieve with their social media presence? Do they want to increase brand awareness, generate leads, or build a community of fans? Once you know what they want to achieve, you can start to develop a plan to reach their goals.

This is a point where some comparisons with traditional marketing may strengthen the argument to use social media over other options. In most places costs can be a factor in what an organisation can/will do for marketing, however, the relatively low costs of using social media may entice them to the option.

It is also important to consider the target audience. Who are they trying to reach with their social media content? Once you know who their target audience is, you can tailor your content to appeal to them, some audiences may use traditional leaflets over a digital option. 

Finally, it is important to consider the competition. What are other esports organisations doing with their social media? What are they doing well, and what could they be doing better? By understanding the competition, you can develop a social media strategy that will help you stand out from the crowd.

 

 Establishing timescales and responsibilities for the use of social media within an esports organisation.

Establishing timescales and responsibilities for the use of social media within an esports organisation is essential for ensuring that the organisation's social media presence is managed effectively. By setting clear expectations and guidelines, organisations can help to ensure that their social media accounts are used in a way that is consistent with their values and goals.

Timescales

It is important to set clear timescales for the use of social media. This will help to ensure that posts are made on a regular basis and that there is no overlap in content. For example, an organisation might decide to post on social media at least once a day, Monday to Friday. This would give the organisation's social media team enough time to create and schedule posts, as well as to respond to comments and questions. Whereas others may find that they are not creating sufficient content to be able to do this so may need to post on a weekly basis instead.

Responsibilities

It is also important to assign clear responsibilities for the use of social media within an organisation. This will help to ensure that everyone knows what they are responsible for and that there is no confusion. For example, the organisation's social media team might be responsible for creating and scheduling posts, while the team's manager might be responsible for approving posts before they are published. However, in most esports organisations, there are limited personnel meaning that others may play multiple roles in the organisation such as, the team captain being the social media designated person and the vice-captain as the content creator.#

 

 Identifying criteria for measuring the success of social media within an esports organisation.

Companies should look at using a wide range of criteria to measure the success of their social media campaigns. Criteria such as follower growth, engagement, impression and reach, conversion rates, and brand awareness are all very key factors for any company when looking at the overall success of their social media campaigns. So what are these factors?

  1. Follower growth: This metric measures the number of followers on social media platforms such as Twitter, Facebook, Instagram, and YouTube. It's a key indicator of the team's popularity and reach on social media.

  2. Engagement rate: This metric measures how much the team's social media content is resonating with its followers. It includes likes, shares, comments, and other forms of engagement. A higher engagement rate suggests that the team is producing content that its followers find interesting and engaging.

  3. Impressions and reach: Impressions measure how many times a team's social media content has been viewed, while reach measures the number of unique users who have seen that content. These metrics are important because they show how far the team's social media content is spreading and how many people are seeing it.

  4. Conversion rate: This metric measures how many social media followers are taking action based on the team's social media content. This could include buying tickets to events, purchasing team merchandise, or visiting the team's website. A high conversion rate suggests that the team's social media content is effective at driving user actions.

  5. Brand awareness: This metric measures how well-known the team's brand is among its target audience. It could include measuring how often the team's name or logo is mentioned on social media, or conducting surveys to measure brand recognition.

An example of how these metrics might be applied to measure the success of a single esports team's social media:

Team: Cloud9

  1. Follower growth: Cloud9's Twitter following has grown from 400,000 to 500,000 in the past year, representing a 25% increase in followers.

  2. Engagement rate: Cloud9's most engaging content on Instagram is its player highlights, which receive an average of 10,000 likes and 500 comments per post.

  3. Impressions and reach: Cloud9's tweets during the League of Legends World Championship were seen by over 5 million unique users, with over 10 million impressions.

  4. Conversion rate: Cloud9's social media promotion of its new merchandise line resulted in a 50% increase in sales compared to the previous month.

  5. Brand awareness: In a survey of esports fans, Cloud9 was recognized as the third most popular esports team in North America, behind only TSM and Fnatic.

 

 Selection of social media websites by matching site profiles to requirements, in terms of an esports organisation’s business use of social media.

 

Social Media Website Site Profile Requirements
Facebook Largest social media platform in the world Reach a wide audience, build a community, promote events and teams, generate leads
Twitter A microblogging platform that is ideal for quick updates Share news and updates, engage with fans, build buzz around events
Instagram Visual social media platform that is ideal for sharing photos and videos Show off the team's personality, give fans a behind-the-scenes look, promote merchandise
YouTube Video-sharing platform that is ideal for live streaming and sharing highlights Livestream events, share highlights from matches, create educational content
TikTok A short-form video platform that is ideal for sharing quick and engaging content Share funny or interesting videos, create challenges, engage with fans

 

Identifying targets for the use of social media e.g. number of followers, ‘likes’ and ‘shares’.

Organiations will identify targets that they would like to achieve when using social media, these could include;

 

Building a following on social media: Esports organizations aim to build a strong following on social media to increase brand awareness and reach new fans. For example, the esports organization Team Vitality, based in France, has over 1.5 million followers on Twitter. Here's an example of a recent tweet they posted to engage with their followers:

https://twitter.com/TeamVitality/status/1388324723658172416

 

Likes and shares: Esports organizations use social media to create engaging content that fans will like and share. For example, the esports organization G2 Esports, based in Germany, has over 1.5 million followers on Twitter and often posts humorous content that fans enjoy sharing. Here's an example of a recent tweet that received over 23,000 likes and 5,000 retweets:

https://twitter.com/G2esports/status/1389316700504910849

 

Promoting events: Esports organizations use social media to promote upcoming events and tournaments to their fans. For example, the esports organization Cloud9, based in the United States, has over 1 million followers on Twitter and often posts updates about their events. Here's an example of a recent tweet promoting their Valorant team's participation in a tournament:

https://twitter.com/Cloud9/status/1389944736308182023

 

Generating revenue: Esports organizations use social media to generate revenue through sponsorships, partnerships, and merchandise sales. For example, the esports organization FaZe Clan, based in the United States, has over 6 million followers on Twitter and often promotes their merchandise through social media. Here's an example of a recent tweet promoting their apparel line:

https://twitter.com/FaZeClan/status/1388315738364281862


Files that support this week

English:

Assessment:

Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.
Learning Outcomes:

Learning aim B: Develop a plan to use social media in an esports organisation to meet its business requirements


Awarding Organisation Criteria:

B.P3 Produce a plan to use social media in an esports organisation to meet its business requirements.

B.P4 Review the plan with others in order to identify and inform improvements.

B.M2 Justify planning decisions made, showing how the plan will fulfil its purpose and the esports organisation’s business requirements

BC.D2 Evaluate the plan and use of social media in an esports organisation against its business requirements.

BC.D3 Evaluate the extent to which the optimised content, format and features has improved search engine rankings, using an effective and detailed review of data.


Maths:
Stretch and Challenge:
E&D / BV
Homework / Extension:
ILT
  →  →  →  →  →  →
Week 3 T&L Activities:

B3 Content planning, publishing and review

 

Planning posts and other content to be published on social media websites, including:

o identifying a target audience, e.g. age, gender, interest, income

o linking the type of content to the target audience to ensure it is engaging

 

Researching keywords (such as Google Adwords) and creating keyword strategies to help users identify content

The words and sentences that are used by an organisation when creating content for their social media need to be very considered for a number of reasons, these being 

Clarity - The message that is being attempted to be given to followers in their communities

Spelling - The eyes of the world may be looking at and reading this content and if spelt incorrectly a different message may be presented.

Searchable - This is possibly the most important of the three points covered. The use of "Key words" can determine where a post or content appears in search engines and in the newsfeeds of social media platforms themselves. This is such a key area that web applications and software are available to support organisations to find the correct words, terms and sentences to push their content higher in search areas. This is also often referred to as SEO or Search Engine Optimisation. 

Google Keyword Planner Tool

Google provide a tool called "Google Adwords" that shows a user the competition of a word and if they wanted to use another program called "Google Adsense" to pay for their content to be shown in the sponsored area of search engine results at the top.

 

o researching the best time to publish content and creating a publishing schedule (type of content, frequency, day and time).

 

The use of a posting schedule is vital to the overall success of any social media campaign. Manyy posting schedules will provide guidance to those members of staff that are interacting with the social media platforms, such as when and where they should be posting content to their users and followers. Some posting schedules follow an agenda element, such as identifying the times and days as a list. Others display this as a tabular version so that people can easily and quickly see when and where they're supposed to be posting.

An example schedule could run like so;

Monday:

  • 9:00 am - A post highlighting the upcoming esports event of the week
  • 12:00 pm - A behind-the-scenes look at the team's training regimen
  • 3:00 pm - A fan poll asking which player the fans are most excited to see in action

Tuesday:

  • 9:00 am - A post featuring an interview with a team member
  • 12:00 pm - A video showcasing the team's recent performance highlights
  • 3:00 pm - A post sharing information about the upcoming ticket sale for an upcoming event

Wednesday:

  • 9:00 am - A post announcing a giveaway contest for fans
  • 12:00 pm - A post highlighting a sponsor's involvement with the team
  • 3:00 pm - A post asking fans to share their favourite esports memories or moments

Thursday:

  • 9:00 am - A post sharing a fan-created artwork of the team
  • 12:00 pm - A post featuring a throwback photo of the team in action
  • 3:00 pm - A post sharing a funny or interesting moment from the team's recent games

Friday:

  • 9:00 am - A post sharing a news article or press release about the team or esports in general
  • 12:00 pm - A post highlighting the team's merch store or new merchandise launch
  • 3:00 pm - A post sharing a teaser for the team's upcoming event or game

 

Day/Time Platform Content Type Description
Monday 9 AM Twitter Event Announcement Share details about the upcoming esports event of the week
Monday 12 PM Instagram Behind-the-Scenes Provide a glimpse into the team's training regimen or preparations for upcoming events
Monday 3 PM Facebook Fan Poll Ask fans which player they're most excited to see in action and encourage engagement
Tuesday 9 AM Twitter Interview Post an interview with a team member to provide insights into their background, strategy, or gameplay
Tuesday 12 PM Instagram Performance Highlights Share a video or images showcasing the team's recent performance highlights
Tuesday 3 PM Facebook Ticket Sale Announce the upcoming ticket sale for an event and share information about where and how to purchase tickets
Wednesday 9 AM Twitter Giveaway Contest Launch a giveaway contest for fans, encouraging engagement and interaction
Wednesday 12 PM Instagram Sponsor Highlight Share information about a sponsor's involvement with the team, highlighting the sponsor's benefits and support
Wednesday 3 PM Facebook Fan Memories Ask fans to share their favorite esports memories or moments
Thursday 9 AM Twitter Fan Art Share fan-created artwork of the team
Thursday 12 PM Instagram Throwback Post a throwback photo of the team in action
Thursday 3 PM Facebook Funny Moment Share a funny or interesting moment from the team's recent games
Friday 9 AM Twitter News Article Share a news article or press release about the team or esports in general
Friday 12 PM Instagram Merchandise Highlight the team's merch store or new merchandise launch
Friday 3 PM Facebook Event Teaser Share a teaser for the team's upcoming event or game

 

Legal and ethical considerations of social media content.

Social media content can be a powerful tool for esports organisations and individuals to connect with fans, promote their teams and events, and generate revenue. However, there are also a number of legal and ethical considerations that need to be taken into account when creating and sharing social media content.

Some of the key legal and ethical considerations include:

  • Copyright: When creating or sharing social media content, it is important to be aware of copyright law. Copyright law protects original works of authorship, such as written content, images, and videos. If you are not the copyright owner of a work, you must obtain permission from the copyright owner before using it.
  • Intellectual property: In addition to copyright law, there are a number of other intellectual property laws that may apply to social media content. These include trademark law, patent law, and trade secret law. It is important to be aware of these laws before using any content that may be protected by intellectual property rights.
  • Privacy: When creating or sharing social media content, it is important to be respectful of the privacy of others. This means not sharing personal information about others without their consent. It also means being aware of the privacy settings on social media platforms and making sure that your content is only shared with the people you want to see it.
  • Defamation: Defamation is the act of making a false statement about someone that damages their reputation. If you post something on social media that is defamatory, you could be sued for libel or slander.
  • Harassment: Harassment is any form of unwanted contact that creates a hostile environment. This can include things like sending threatening or abusive messages, posting embarrassing or humiliating content, or stalking someone online. If you are being harassed online, you should report it to the social media platform and the police.

There are a number of examples of esports organisations and individuals who have not followed these legal and ethical considerations. For example, in 2019, the Overwatch League fined the Shanghai Dragons $40,000 (US) for using copyrighted music in their promotional videos. In 2020, the Counter-Strike: Global Offensive team Astralis was fined $10,000 (US) for using a logo that was too similar to the logo of another team. And in 2021, the League of Legends player Tyler1 was banned from Twitch for streaming himself using racial slurs.

Working with a client and other relevant stakeholders to improve the quality, effectiveness and appropriateness of the plans, e.g. gathering feedback from a client and potential users, communicating with a client, refining ideas and solutions.

 


Files that support this week

English:

Assessment:

Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.
Learning Outcomes:

Learning aim B: Develop a plan to use social media in an esports organisation to meet its business requirements


Awarding Organisation Criteria:

B.P3 Produce a plan to use social media in an esports organisation to meet its business requirements.

B.P4 Review the plan with others in order to identify and inform improvements.

B.M2 Justify planning decisions made, showing how the plan will fulfil its purpose and the esports organisation’s business requirements

BC.D2 Evaluate the plan and use of social media in an esports organisation against its business requirements.

BC.D3 Evaluate the extent to which the optimised content, format and features has improved search engine rankings, using an effective and detailed review of data.


Maths:
Stretch and Challenge:
E&D / BV
Homework / Extension:
ILT
  →  →  →  →  →  →
Week 4 T&L Activities:

B4 Developing an online community

 

Working with a client to develop a strategy to encourage online community building, including:

There are a number of reasons why it is important to work with a client to develop a strategy to encourage online community building. Areas that should be discussed with the client include,

Gather an understanding of the client's needs and goals.  Before you can develop any successful strategy, you need to understand what the client's needs and goals are. What is it that they are hoping to achieve by building a community? 

The creation a sense of belonging. People are more likely to engage in a community if they feel like they belong, this could involve personalisation within the content that is used or welcomes to a platform. When people feel like they are part of a community, they are more likely to stay engaged and contribute to the community.

Providing a platform for sharing ideas and experiences. A community can be a great platform for people to share their ideas and experiences. This can be a valuable way for people to learn from each other and grow as individuals.

Generating potential leads or sales. A strong community can be a great way to generate leads and sales. When people are engaged in a community, they are more likely to be interested in the merchandise (merch) products or services that the community is centered around.

In the UK, there are a number of esports organisations that have successfully built strong online communities. For example, Fnatic is a UK-based esports organisation that has over 10 million fans on social media. Fnatic's community is built around a shared passion for esports, and the organisation uses its community to engage with fans, promote its brand, and generate revenue.

 

So how can this be done? using promotional techniques, e.g. requesting feedback, surveys, special offers or initiatives, creating links between social media websites and the esports organisation’s website

The monitoring of social media website streams and responding to queries, requests, and complaints is key to any potential success of the development of any community.

 

Your discussions with any client should be recorded in a way that both you and your client can refer back to if there was clarification required around the discussions. Using a documents like  "Meeting Minuets" will provide access to this information to anyone that needs it and also to those that possibly may not have been able to attend. below is an example of a possible structure that could be used.


Meeting Minutes

Meeting Name: Esports Community Building Strategy Meeting

Date: 2023-06-01

Time: 10:00 AM - 11:00 AM

Location: Zoom

Attendees:

  • John Smith, CEO
  • Jane Doe, Marketing Director
  • Bill Jones, Sales Director
  • Susan Green, Customer Success Manager

Agenda:

  1. Welcome and introductions
  2. Review of the current esports community
  3. Discussion of the goals for the esports community
  4. Brainstorming of ideas for how to achieve the goals
  5. Next steps

Notes:

  • The current esports community is small and inactive.
  • The goals for the esports community are to increase membership, engagement, and activity.
  • Some ideas for how to achieve the goals include:
    • Creating a dedicated website or forum for the esports community.
    • Hosting regular events and meetups for the esports community.
    • Using social media to connect with the esports community.
    • Partnering with other esports organizations.
    • Sponsoring esports teams and events.
    • Creating educational content about esports.
    • Hosting tournaments and leagues.
  • The next steps are to develop a more detailed plan for how to implement the ideas that were discussed.

Action Items:

  • John Smith will create a draft of a more detailed plan for how to implement the ideas that were discussed.
  • Jane Doe will reach out to other organizations that have successfully built esports communities to get their advice.
  • Bill Jones will create a budget for the esports community.
  • Susan Green will create a timeline for implementing the plan.

Next Meeting:

The next meeting will be held on 2023-06-15 to discuss the progress that has been made on the plan.

Notes:

  • This template is just a starting point. You may need to adjust it to fit the specific needs of your meeting.
  • It is important to be as detailed as possible in your notes. This will help you to remember what was discussed and to make sure that any decisions that were made are followed through on.
  • If you are taking minutes for a meeting that is being recorded, you may not need to take as many notes. However, it is still a good idea to take some notes so that you can refer back to them if necessary.

 


Files that support this week

English:

Assessment:

Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.
Learning Outcomes:

Learning aim B: Develop a plan to use social media in an esports organisation to meet its business requirements


Awarding Organisation Criteria:

B.P3 Produce a plan to use social media in an esports organisation to meet its business requirements.

B.P4 Review the plan with others in order to identify and inform improvements.

B.M2 Justify planning decisions made, showing how the plan will fulfil its purpose and the esports organisation’s business requirements

BC.D2 Evaluate the plan and use of social media in an esports organisation against its business requirements.

BC.D3 Evaluate the extent to which the optimised content, format and features has improved search engine rankings, using an effective and detailed review of data.


Maths:
Stretch and Challenge:
E&D / BV
Homework / Extension:
ILT
  →  →  →  →  →  →
Week 5 T&L Activities:

C1 Creating accounts and profiles

 

Sign-up, creation and administration of esports organisational accounts on social media website.

How to set up a Twitter Business account

 

How to Create a Facebook Business Account

How to create an Instagram Business Account

 

Creation and set-up of a profile for the esports organisation.

 

Customisation and configuration of the esports organisation’s profile, including privacy settings, colour schemes, images, text and other assets that follow branding guidelines

Once a social presence has been created by an organisation it is essential to give it the look, feel and theme of the organisation that it is representing, as this is now an extension of the organisation's platform for marketing. Organisations should carefully select how the profile looks, this is so that users don't feel like they have stumbled on to another organisation's site or area. Hootsuite have provided a top ten list of things that organisations should do to customise their platform

Ways to improve your social media profiles


Files that support this week

English:

Assessment:

Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.
Learning Outcomes:

Learning aim C: Implement the use of social media in an esports organisation


Awarding Organisation Criteria:

C.P5 Produce business-related content for an esports organisation, using appropriate features of social media that meet the requirements of the plan.

C.P6 Review data obtained on social media usage, interaction and search engine rankings.

C.M3 Optimise the content, format and features of social media that meet the requirements of the plan.

BC.D2 Evaluate the plan and use of social media in an esports organisation against its business requirements.

BC.D3 Evaluate the extent to which the optimised content, format and features has improved search engine rankings, using an effective and detailed review of data.


Maths:
Stretch and Challenge:
E&D / BV
Homework / Extension:
ILT
  →  →  →  →  →  →
Week 6 T&L Activities:

C2 Content creation and publication

Carry out research in order to produce engaging content for the intended target audience.

The use of any form of research can be crucial to the creation of engaging and captivating content for use on a social platform. Being able to target directly the audience of interest could be key to the success of any campaign. So any opportunity to gather the thoughts of this group should be taken as soon as possible. Asking questions, and discussing previously created content that had been produced by others could enable future content to be better suited for the targeted audiences. 

 

Produce, publish and manage content.

Using the selected platforms of choice the publication of content should follow the plan, or posting schedule that has been agreed with the organisation. Content can be created in advance of the time that it is due to appear on socials. It is important to check and verify that the created content is correct and that there are no spelling or image issues prior to posting.

 

To assist in the creation of content to go in to your assessments you may find a number of sites online that can generate "simulated" posts that will allow you to show how your posts might appear. Some fantastic sites that will support this generation are;
Ad Mock ups
Prank Me Not

 

Improving the visibility of published content.

There are a number of things organisations can do to improve the visibility of their posted content such as

Selection of right keywords - When creating content, consideration around the correct keywords that people are likely to use when they are searching for information on content linked to the organisation's posts. Organisations should attempt to include these keywords in their title, meta description, and throughout their content.

Promotion of content on social media. - Sharing content on social media and encouraging their followers to share it as well. Organisations can also use social media to run contests and giveaways to promote their content.

Blogging on other websites. Guest blogging is a great way to get any organisation's content in front of a new audience. When guest blogging, organisations should make sure to include a link back to their website in their bio.

Paid advertising campaigns. Some organisations may, if they have the budget, run paid advertising campaigns to promote thier content. This can be a great way to reach a large number of people quickly.

Optimisation of content for search engines. There are a number of things organisations could do to optimize their content for search engines. This includes using the right keywords, writing clear and concise titles, and creating informative and engaging content. Again this links back to the careful selection of keywords.

 

Methods to encourage audience interaction, e.g. use of images, the phrasing of text content, and timing of posts to coincide with times when followers are online.

The content that is included in posts can have a huge impact on the success or failure of the post or campaign. The use of stimulating images, videos and the colour and positioning of text on posts can catch users' eyes when on notification boards within social media platforms, so it is very important to consider the images, videos and music used in the post this could be used in a suggestive way to "hook" an audience into a thread of posts over a period of time, for example, the use of "head over to our Twitter channel to see whos performing on the main stage at an event" on an Instagram account, or,  coupon image and a link to a website. 

The time that these posts appear is also vital to how many users interact with the content.  When are your audiences more likely to look at their socials 9:00 am 3:00 pm, and 11:00 pm? having the content scheduled to land at the time your audiences are online is a great option if you were unable to post it at that time manually.

 

Integration of information across the esports organisation’s website and social media websites.

 

Adapting and testing content on different devices/platforms, e.g. mobile phones, tablets and notebooks.

The generation of content and the platforms that it will appear on requires some caution to be applied before making it live. Some platforms may require content to appear using specific dimensions and "Safe Areas" which basically means that the content within set zones will be viewable and visible to those that are likely to interact with the content. However, if the content falls/spills over these areas the message of the content may be lost as some words/images may be cut out.

Additionally, this content may not appear in the same size on a device as it was in the graphics or video editor. This could have a significant impact if key details like address, phone numbers, web links and cost were affected by the size difference.


 

C3 Implementation of online community building

 

Implementation of an online community-building strategy, including:

When building or even contributing to an online community within social media organisations may use strategies to put their content in the browsers and apps of those that might want to see this type of content. Organisations are able to use the # or "hashtag" symbol to use as a keyword or identifier of the link to a specific discussion, topic or event. The use of these tags can be very powerful in putting content in the right places.

As you can see from the image below, posts on the LinkedIn platform use hashtags to build a following around teams and also events.

The ability to contribute content within groups on social media can provide organisations weight in their presence, opinions and possibly direction. This is often referred to as "influence". 

Finally following people and other esports organisations or businesses can be beneficial to an organisation's status within the sector, whilst the other may be competition to what an organisation is doing, the acknowledgement of each other is important.

 

Monitoring and responding to comments, the importance of prompt responses.

The creation of a community requires continual discussion and interaction with the audiences and followers. Organisations should not just simply post and forget, followers and community will quickly remove themselves from your socials or not engage with any future content. The image of the tweet below demonstrates the discussion between G2 Esports and their fans but also provides a little mystery to future events.

 

Using tools and techniques to automate content posting

There are a number of tools available to organisations to allow them to monitor and automate their social media presences under a single web applications. Some of the most popular are;

SproutSocial

Hootsuite

 

 

 


Files that support this week

English:

Assessment:

Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.
Learning Outcomes:

Learning aim C: Implement the use of social media in an esports organisation


Awarding Organisation Criteria:

C.P5 Produce business-related content for an esports organisation, using appropriate features of social media that meet the requirements of the plan.

C.P6 Review data obtained on social media usage, interaction and search engine rankings.

C.M3 Optimise the content, format and features of social media that meet the requirements of the plan.

BC.D2 Evaluate the plan and use of social media in an esports organisation against its business requirements.

BC.D3 Evaluate the extent to which the optimised content, format and features has improved search engine rankings, using an effective and detailed review of data.


Maths:
Stretch and Challenge:
E&D / BV
Homework / Extension:
ILT
  →  →  →  →  →  →
Week 7 T&L Activities:

C4 Data gathering and search engine optimisation

The gathering and capture of data from the interactions of posts and social media content is vital to enable any company to judge any success from the content or campanges that they have been running. In most social media platforms today there are sections within them to allow the owners to review and analyse significant amounts of data that include;

Number of interactions - This is where visitor have actively looked at, or interacted with content that has been posted.

Numbers of Likes -  The number of people that enjoyed/liked the content that has been posted. In the case of  Youtube, this statistic and feature is reviewed in collaboration with others by their "algorithm" that then helps Youtube to rank content and display it higher up in the listings of searches, and on suggested feeds.

Age - This provides a breakdown of the age groups that engaged with posted content

Gender - This analytic is useful to companies to ensure that any content posted is not un-intentionally biased towards any gender groups

Reposts  - When used correctly the data from reposts can detail topics and content that a community might feel is important that others in their networks should be aware of.

Engagement - Understanding of the drop off of interest in any post can be vital to companies. How long users are engaged with content will support the creators of the content to understand if there are any areas that users are looking for within your content, for example, this could be a video that has lots of great general content within it but at a specific point in the video users, either loose interest or there is a surge in those that start the video at that point.

Platforms - This is useful to companies as they are able to understand what type of devices the community are using to look at their content, such as mobile, tablet, laptop, desktop and even smart devices (TVs, Fridges e.t.c).

 

Gathering and interpreting data on social media websites using dedicated tools, for example, Facebook Insights, Twitter Analytics, Google AnalyticsTM and TweetReachTM.

 

Identifying interaction relating to individual posts.

Identifying audience profiles, e.g. age, location.

When looking into audience profiles we can gather data about the location of our visitors. This data may be of use when looking at things such as sales. If a social media platform or website is gaining lots of hits and engagement from users in specific global locations where products and services that are not being made available (within esports this could be "Merch" the organisation could be losing potential revenue opportunities in these locations. The Google Analytics program displays this information very clearly using a map and table of information.

 

 

Monitoring the number of interactions e.g. ‘reposts’, ‘likes’ and ‘shares’.

Comparison of intended target audience versus actual audience.

 

 

Identification of posts and types of content that create the highest levels of interaction.

The use of analytical programs and features within social media platforms provides fantastic detail and insight to companies and organisations as to what works and what didn't. As is demonstrated in the image below, posting or different types of content, and at different times can have a different outcome in relation to reach and engagement.

Principles of search engine optimisation, including:

o keyword research and strategy

o website URL and content

o significance of regular updates

o importance of inbound links and ways of developing them

o timescales for achieving change in search engine rankings.

 

Monitoring website interaction.

The gathering of data from websites can be done using the Google Analytics program. This application will allow users to add some additional tracking HTML code to their website pages. This additional code will provide the owners with data such as 

 

Acquisition - Where did the user come from to get to your site? Was this through search engines or directly by typing in a web address?

 

Engagement on the website -  A very useful set of data for any company as this will show the user's flow around the site. Data showing how long users spent on pages and if they came directly to that page or through others. This is particularly useful as it may highlight to companies that users are going straight to the product pages and not to the home page where new adverts and new about the site are being posted.

Social media links to search engine optimisation, including:

o social media profiles

o use of keywords in content

o use of social media to encourage visitors to the company website

o importance of search engine rankings linked to a social media service.

 


Files that support this week

English:

Assessment:

Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.
Learning Outcomes:

Learning aim C: Implement the use of social media in an esports organisation


Awarding Organisation Criteria:

C.P5 Produce business-related content for an esports organisation, using appropriate features of social media that meet the requirements of the plan.

C.P6 Review data obtained on social media usage, interaction and search engine rankings.

C.M3 Optimise the content, format and features of social media that meet the requirements of the plan.

BC.D2 Evaluate the plan and use of social media in an esports organisation against its business requirements.

BC.D3 Evaluate the extent to which the optimised content, format and features has improved search engine rankings, using an effective and detailed review of data.


Maths:
Stretch and Challenge:
E&D / BV
Homework / Extension:
ILT
  →  →  →  →  →  →