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G a m e v e r s e. Your artistic connection to the universe is only a game away…. T a b l e o f C o n t e n t s. Brief Overview of Campaign Campaign Goal Key Messages Target Audiences Explanation of 4-step process Research Findings and analysis Objectives and Planning
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G a m e v e r s e Your artistic connection to the universe is only a game away…
T a b l e o f C o n t e n t s. • Brief Overview of Campaign • Campaign Goal • Key Messages • Target Audiences • Explanation of 4-step process • Research • Findings and analysis • Objectives and Planning • Evaluation • Theme Explanation • Logo • PR Publications Examples • Press Release Copy • Flyer copy • PSA transcripts • Suggestions for Campaign • Timeline • Budget Breakdown • Overall Written Copy
Brief Overview of Campaign. • Public relations is the mutualistic agreement or understanding among groups and organizations in order to bring about a mutually beneficial relationship for the group and its concerned publics. • Methods must be practiced in handling particular public relations campaigns that fit both the client and targeted audiences’ needs. • Community relations is the campaign we decided on for the Campus Gamers and their 2013 Education and Gaming Symposium. • Overall, our main goal is to increase attendance at the Education and Gaming Symposium. • Primary targeted audiences include: • CSUB students • Students in teacher credential programs • Specific majors – digital media, art, computer science, engineering • Educators • Secondary audiences: Local media outlets • To accomplish these goals, the Campus Gamers must divide themselves into committees and work to address all audiences and the four-step process of this campaign
C a m p a i g n G o a l. • Increase the attendance of the Education and Gaming Symposium from 360 to 750 attendees by creating more awareness in the local and campus community.
K e y M e s s a g e s. • Spreading the message of using games as an educational tool • Convey the importance of games in the classroom in order to increase understanding among students • Teaching CSUB students how to use games to educate people
T a r g e t A u d i e n c e s. • Primary Audiences • Students on campus who showed a lack of interest in attending the symposium • Students in teacher credential programs, digital media, art, computer science, and engineering majors. • Local educators • Secondary Audiences • Local media outlets
The four step process… Research Objectives Planning Evaluation
R e s e a r c h O v e r v I e w… • Research for community relations includes investigation to understand the client, the reason for the program, and the community audience to be targeted or engaged through communication.
P r I m a r y R e s e a r c h… • Group members attended and observed the Education and Gaming Symposium for 2012 • Paper survey for CSUB students • Online Survey from Survey Monkey
R e s e a r c h A n a l y s i s… • Education and Gaming Symposium • 360 people attended • 222 put of the 360 were CSUB Students • The majority of students were there for extra credit • The rest (138 people) were from the community and a few educators.
Gender 1. Male / Female (circle one) 59% 41%
0.7% 4% AGE 9% 2. Age Range (circle one) 30% 55%
Going to csub events 1% 12% 5% 3. How many CSUB events have you attended this year? (circle one) 6% 40% 21%
No csub events 7% 4. If you haven’t attended any why? 8% 48% 24% 9% 1%
0.5% Video games 3% 5. How often do you play video games? (mark one) 9% 19% 68%
campus gamers 6. Have you heard of Campus Gamers? Yes / No (circle one) 48% 52%
symposium 7. Do you know what a symposium is? Yes / No (circle one) If yes, please explain 59% 41%
2012 event 32% 8. Did you hear about the Education and Video Games Symposium this year? Yes / No (circle one) 68%
2012 eventpromo 14% 6% 9. If you did hear about it, how? 1% 5% 21%
Next year’s event 10% 10. A gaming symposium is planned again next Spring on campus. How likely are you to attend the free symposium (from 1= least likely to 5 = most likely)? (circle one) 8% 45% 23% 14%
Proposed Tactics • Game Marathon on CSUB campus • Event flyers and posters distributed on campus • Short presentation for classes in related majors Evaluation of Proposed Tactics… Survey students after the Education and Gaming Symposium in 2013 similar to the one distributed this year for our primary research. The survey asked participants about their knowledge of the club, it can be found in the appendix. Additionally, record the number of students at the Game Marathon that were exposed to information about the Education and Gaming Symposium. 1. To increase by 30 percent CSUB student community knowledge of the organization from its current level by date if the symposium for 2013
Proposed Tactics • Use of uncontrolled and controlled media which includes but is not limited to: a press release, media advisory, flyers, posters, an opinion piece, event submission in community calendars and story pitching. • Promotional street teams for local farmers markets, art museums / galleries, art shows and jazz festivals Evaluation of Proposed Tactics… Create a sign-in sheet with options for each attendee to check indicating their affiliation or interest in the Education and Gaming Symposium. We suggest creating a sheet with options for CSUB students, other students, educators, community interest and media. 2. To increase from 138 to 350 local non-CSUB student community attendance of the Education and Gaming Symposium
Proposed Tactics Meet with CSUB professors in fields related to education and gaming to pitch the importance of incorporating the two areas and how it will benefit students. Evaluation of Proposed Tactic… Create a list of teachers who offered their students extra credit or made the event a mandatory lecture and then compare it to a list from the 2013 Education and Gaming Symposium. 3. To increase by 10 percent CSUB professors who give their students incentive to attend the event (extra credit, mandatory lecture, etc.)
Proposed Tactics Create a list of talking points for a brief presentation with at least five local teacher association meetings to influence them to attend the event. We suggest focusing on local high schools as well as Bakersfield College. Evaluation of Proposed Tactic… The sign-in sheet proposed for the second objective will indicate how many educators are in attendance. 4. To gain the participation of 20 principals or educators for the Education and Gaming Symposium in 2013.
Proposed Tactics • Game Marathon on CSUB campus • Event flyers and posters distributed on campus • Short presentation for classes in related majors • Hold a logo design competition for CSUB students Evaluation of Proposed Tactics… The sign-in sheet will determine how many students are in attendance at the event. 5. To increase the number of student in attendance of the event from 222 to 400.
Proposed Tactics • Use of uncontrolled and controlled media which includes but is not limited to: a press release, media advisory, flyers, posters, an opinion piece, event submission in community calendars and story pitching. • Promotional street teams for local farmers markets, art museums / galleries, art shows and jazz festivals Evaluation of Proposed Tactics… Create a list of promotional efforts for the 2012 Education and Gaming Symposium and compare it to 2013 efforts. 6. To prepare and distribute 15% more promotional pieces within the community compared to 2012 efforts.
E v a l u a t I o n. • Preliminary: Pass out a survey for all those willing to take it after the 2013 Education and Gaming Symposium that will include questions about how they heard about the event, was it what they expected and what they would like to see for next year. • Keep track of attendance of educators and students.
G a m e v e r s e. • The theme we have designed for the 2013 Education and Gaming Symposium is “Gameverse: Your artistic connection to the universe is only a game away.” • From the actual design of the game including level architecture, storyline/plot, character development and design to the marketing and branding of the game, the gaming industry covers virtually every market available. Its influence can be seen in books, in movies, in magazines, and in digital media, making the gaming industry function as a connector of sorts. • Gameverse incorporates all elements of the human condition in order to bridge together the fantasy realm with reality. It is this universal appeal that gave us the inspiration for Gameverse.
P S A T r a n s c r I p t s. • 10 sec. PSA #1: • CSUB's Campus Gamers is having an art and gaming symposium on March 3rd from 7-930pm. Come participate in this year's 2nd annual event and experience a new way of looking at education and the arts. • 10 sec. PSA #2 • On March 3rd from 7-930pm, CSUB will be holding its 2nd annual Gaming Symposium with a focus on the arts this year. Come and enjoy learning about a new outlook on gaming, art and education. • 20 sec. PSA: • Brought to you by the Campus Gamers, CSUB will be having a gaming symposium focusing on the arts and highlighting gaming and education as a learning mechanism in the classroom. There will be guest speakers and game give aways! The event will take place on March 3rd at the Icardo Center from 7-930pm. Don't miss out!
Enforce a dress code for everyone working and volunteering at the event so that they are easily distinguishable from audience members. • Hold a dress meeting or rehearsal 2 to 3 days before the event so that everyone is one the same page as far as how the program will be moving along. • Asses the needs of the symposium a month before the event, detailing individual tasks and the amount of volunteers needed to accomplish them. • Add publicity related tasks to the list of volunteer needs 1. -Lack of Uniformity and Order -Too many volunteers causing a lack of clear communication
Assign someone with stage layout planning to be approved before the date of the event. • Add more decorations to stage, perhaps by gaining more sponsors. • Evidence: conduct volunteer work with local schools or after school programs, show photographs • Advise speakers that not everyone in audience is a gamer, so they should avoid localized game jargon so that all event attendees can understand. • Bring in speakers from computer science and digital media fields as well as a representative from an art institute to give firsthand insight on how a student could go into graphic arts for gaming. 2. -Stage area should look thoroughly prepared as well as equally balanced. -Event sponsors, organizers and volunteers should be clearly listed on all materials.