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Social Media & Footy: The Art of Social

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For those who don’t like sport…

Social Tech

Social Relevance

Online reputation ie: your

relevance online

Social Media

ie: Slideshare, YouTube

Social Networking

ie: Facebook, Twitter

(Klososky 2011)

Relevance: What’s the Point?

Rules of engagement: 140 characters! Really?

Language: WTFs, <3, #rofl

No kill switch: Rethinking Control & Influence of the Leader

The Marketing Organisation

The Strategic Com-Organisation

www

www dialogue Social tech

Thought L’ship technacy

Governance

Mobility

Probably not.

WHY?

Celebrity 2.0 Power, Personality & Pull

V’s (or + ?)

Media/ Celebrity 3.0 Content, Context & Connectedness

How

© Tiffanny Junee 2011

Bourdieu: Field & Habitus

A structured social space with its own rules, regulations

1.0 2.0 3.0

F-2-F F-2-F F-2-F

-Post match/ Sponsorship events: Talking to Sponsors

Mobile

-Attending events/ community signings/ hospital visits

YouTube

-Print, Radio & TV media interviews (Captain)

Twitter

Contact via media manager, corporate box

PLUS: • Email • www

Instagram

Foursquare

1990s 1996 2012

Celebrity 2.0 Power, Personality & Pull

+ (?)

Celebrity 3.0 Content, Context & Connectedness

Free

Open source Software

Nee

d Habit

Acc

ess Technology

1996 - ARU Online since 1996

2010 - IRB’s ‘Year of Getting Social’

2011 – Rugby World Cup (NZ)

ARU marketing ‘One Team’

•  Traditional marketing tactics •  Social media & social networking strategy = underdeveloped •  Social Relevance is negligible •  Social Media policy non-existent beyond RUPA’s ‘how to’ guidelines.

The Internet is a mirror of the self…

How

© Tiffanny Junee 2011

“Our position is that Twitter and Facebook is just like sitting at a

press conference. [Each] is a media platform and you must manage it like you would any

other form of media” – Anthony MacKaiser,

Communications & Marketing Manager, SANZAR

Watch This Space: Impact of 2012 Arbib Report into Rugby in Oz

Fine:

$60K + 2 yr good behaviour bond

& 2 Test suspension

The Sports Organisation

•  The Athlete •  The Team •  The Organisation •  The Sports Brand

The Person

•  The Athlete •  The Team Member •  The Contractor / Employee •  The Sports Brand

The Event

•  The Sponsors : The Business Community

•  The Teams •  The Celebrities •  The Formalities •  The Fan Communities: Family &

Friends, Fanatics •  The Games

Environment

Personality

Language

Connectedness Dialogue

Governance

Marketing - Sponsorships Extension

Understanding the Fan needs:

- Die hards: Stats - Team Info

- Player Profiles

The Marketing Organisation

The Strategic Com-Organisation

www

www dialogue Social tech

Thought L’ship technacy

Governance

Mobility

Differentiators:

•  Capability – Technacy, Platform Socialisation (marcomms/ IT) •  Language - Personalised Vs Mass produced •  Behaviour – Confident Vs Tentative

- Dialogue Vs Lecture

The content of this presentation is based on on-going research. Full copyright remains with the author, Tiffanny Junee.

Information contained in the visualisations is proprietary and cannot be reproduced without the express permission of the author.

Image references are available on request. © Tiffanny Junee 2012