This report evaluates the issues faced by the Singapore Cyber sports and Online Gaming Association (SCOGA) and proposes a communication plan to improve PR functions with gamers.
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Running head: PULIC RELATIONS IN ONLINE GAMING PULIC RELATIONS IN ONLINE GAMING Name of the student Name of the university Author note
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1PULIC RELATIONS IN ONLINE GAMING Table of Contents 1. Introduction..................................................................................................................................2 2. Issues faced by Singapore Cyber sports and Online Gaming Association (SCOGA).................2 3. Communication plan....................................................................................................................3 4. Target audience............................................................................................................................7 5. Measurement of success..............................................................................................................7 6. Conclusion...................................................................................................................................8 References........................................................................................................................................9
2PULIC RELATIONS IN ONLINE GAMING 1. Introduction The online gaming and cyber sports evolved gradually in Singapore. The nation has taken steps to support the interests of the online gamers through diploma courses, which has helped the same in maintaining the efficacy of the operations. However, the different changes in the online gaming industry are based on supporting the needs of the gamers. The report will be evaluating the different issues that are faced by the gamers in Singapore. The report will also assess the different steps that might be undertaken by Singapore Cyber sports and Online Gaming Association in maintaining suitable PR functions with the gamers. 2. Issues faced by Singapore Cyber sports and Online Gaming Association (SCOGA) The major issues that are faced by the Singapore Cyber sports and Online Gaming Association (SCOGA) are based on the insufficient support of that the organization provided to the gamers. The eSports have been introduced as a part of the 2022 Asian Games (Andreae, 2017). Therefore, the organization is expected to provide financial and talent based support to the gamers for enhancing their operations and keep them motivated. However, the lack of suitable resources has affected the organizational operations while operating in diverse international markets. Greydanus and Greydanus(2012) stated that the most crucial issue that is faced by the gamers are due to the player inconsistency and frequent roster changes. The inability of the organization, SCOGA, in providingsufficient monetary supportandproduct sponsoringhas affected the Public Relations of the same while considering the different activities of the gamers. On the hand, lack of suitable training programs due to insufficient funding has affected the
3PULIC RELATIONS IN ONLINE GAMING growth of the organization while supporting the interests of the gamers (Li et al.,2013). The lackofsuitableproductsponsoringeventsandpromotionalactivitieshasrestrictedthe capabilities of the organization to reach out to the target groups of audience. Moreover, the lack of suitableresource allocationcapabilities has affected the organizational operations while upholding the efficacy of the Public relations needs of the same. Lack ofpromotionsand marketinghas affected the organizational capabilities of making the target audience aware of the operations that the concerned business is undertaking. Seo(2013) stated that promotional activities help organizations in maintaining the efficacy of the operations that are undertaken by the same through making the target audience aware. It helps the organization in gaining the support of the relevant stakeholders for fulfilling the objectives. The major drawback that is encountered by the organization is due to the inadequate funding, which has restricted their operations relating to training the gamers. On the other hand, Lisk,Kaplancali and Riggio(2012) stated that the gamers switch their profession in order to make their livelihood more stable as the organization is unable to provide the same with adequate remuneration so that they might continue with their designation. The major issues that are faced by the organization is due to the insufficient funding that the business receives from the government. The restricted functioning of the organization has affected the efficacy of the same in upholding suitable Public Relations with the stakeholders. 3. Communication plan The communication plan that might be undertaken by the organization will be based on the objective of making the target audience aware of the different propositions that are made by the same. On the other hand, the communication plan will be helping the organization in
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4PULIC RELATIONS IN ONLINE GAMING maintaining the efficacy of the operation through making the stakeholders aware of their objectivesandtherebymaximizetheinvolvementofthesameintheprocesses.The communication plan is made with the objective of making the relevant stakeholders aware of the different processes that are undertaken by the organization (Smahel, Brown& Blinka,2012). This section of the report aims at evaluating the communication plan that might be framed by the same in order to maximize the involvement of the relevant stakeholders in the processes. GoalsResponsible person Medium of communication TimeframeRationale Making the gamers aware of the policies and offerings of the organization PR manager of the concerned organization E- mail. newsletters, website, social media platforms promotional campaigns and interviews 2- 7 monthsMaking the gamers awareofthe differentactivities plannedbythe organizationwill behelpingthe same in promoting theofferingsand therebymaintain the efficacy of the PR(Borowy, 2012).Onthe otherhand,the promotional practiceswillbe helpingthe associationin
5PULIC RELATIONS IN ONLINE GAMING maximizingthe involvement of the gamersinthe onlinegaming arenathrough motivationand support. Making the relevant stakeholders aware of the processes that are undertaken by the business The operations manager of the concerned organization Social media, dedicated portal, meetings and sessions 4- 9 monthsMakingthe relevant stakeholders aware ofthedifferent processes .that are plannedbythe organizationwill behelpingthe same in facilitating thesmooth functioning of the processes(Kim, 2013).Moreover, theconscious stakeholderswill beassistingthe organizationin maximizingthe involvement of the
6PULIC RELATIONS IN ONLINE GAMING stakeholders in the processes. Undertaking collaboration with different government bodies and game developing institutions The IT manager of the concerned organization E- mails. newsletters, company website, social media platforms 7- 9 monthsUndertaking frequent communications withthedifferent government agencies and game developing institutions will be helpingthe concerned organizationin maintainingthe efficacyofthe operations through sufficientfunding andsupport. Communication withtherelevant businesshouses will be helping the associationin maintainingthe efficacyofthe operationsofthe
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7PULIC RELATIONS IN ONLINE GAMING samethrough enhanced collaborative functioning. The communication plan will be helping the organization in maximizing the involvement of the stakeholders in the processes that are planned by the same. On the other hand, the communication strategy aims at promoting the value that the business might create through the enhanced collaboration with the stakeholders,. Therefore, the promotional strategy that might be undertakenby the businessin orderto uphold theefficacyof theirPR initiatives.The promotional strategy will be helping the organization in making the gamers and therelevant stakeholders aware of their proposition and the manner in which the collaborative functioning of the same will assist the business in facilitating the interests of the gamers. 4. Target audience The target audience of the concerned organization is specifically the gamers and the people who are indulged in playing e- Games. 5. Measurement of success The success will be measured through the assessment of the growing motivation levels of the gamers in Singapore. On the other hand, the market assessment of the growth of the online games in the respective nations will be helping to measure the success factors.
8PULIC RELATIONS IN ONLINE GAMING 6. Conclusion Therefore,fromtheaboveanalysisitcanbeconcludedthattheissuesthatare encounteredbytheconcernedorganization,SingaporeCybersportsandOnlineGaming Association, might be mitigated through the creation of a clear communication plan in order to maximize the involvement of the relevant stakeholders in the business processes.
9PULIC RELATIONS IN ONLINE GAMING References Andreae, N. (2017). Online Gaming. InThe Challenge of Teaching(pp. 93-98). Springer, Singapore. Borowy,M.(2012).Publicgaming:eSportandeventmarketingintheexperience economy(Doctoraldissertation,Communication,Art&Technology:Schoolof Communication). Greydanus,D.E.,&Greydanus,M.M.(2012).Internetuse,misuse,andaddictionin adolescents: current issues and challenges. Kim, M. H. (2013). Gaming Across the Divide: Racial Dynamics in e-Sports and the Changing Landscape of East-West Relations. Li, D. D., Liau, A. K., Gentile, D. A., Khoo, A., & Cheong, W. D. (2013). Construct and predictivevalidityofabriefMMOplayermotivationscale:Cross-sectionaland longitudinal evidence based on Singaporean young gamers.Journal of Children and Media,7(3), 287-306. Lisk, T. C., Kaplancali, U. T., & Riggio, R. E. (2012). Leadership in multiplayer online gaming environments.Simulation & Gaming,43(1), 133-149. Seo,Y.(2013).Electronicsports:Anewmarketinglandscapeoftheexperience economy.Journal of Marketing Management,29(13-14), 1542-1560.
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10PULIC RELATIONS IN ONLINE GAMING Smahel, D., Brown, B. B., & Blinka, L. (2012). Associations between online friendship and Internetaddictionamongadolescentsandemergingadults.Developmental psychology,48(2), 381.