BostonFIG Student Hub
In the month and a half leading up to the event, I was onboarded to run the official Student Hub Facebook community for the 2017 Boston Festival of Indie Games (BFIG). During this time period, I grew the page by around 80 members by reaching out to students with the help of the College Outreach Coordinator. I was assisted by two other admins, though most of the mod activity during this time period was by me. On average, approximately 40 of members would view any given post.
Most importantly, it was my job to both advertise the event and prepare students to attend it. This was something I kept in mind when planning my content release calendar. Originally, my plan was to post about every day of the week (excluding weekends, since traffic is traditionally not as strong on weekends), but I loosened up on this over time since it lead to a lot of repetitive and uninteresting content. One thing I chose to do to break the monotony was to take a poll on what parts of the convention students were most interested in. Not only did this help promote engagement (as we had about 10 people respond to the poll), but it helped guide future content for the group.
My favorite post that I made to this group was an interview with a student who was showcasing her game at the event. While it was a lot lengthier than my other posts, it surpassed our average views by a whole 10 viewers. This was a pleasant success--not only because it allowed me to change up the content I was posting, but because it put the target demographic--students--in the spotlight while still encouraging the group's members to attend the event.
Overall, running the Student Hub was an interesting experience. It was my first time running an online community for a client, and I learned so much from it. If I could do this again, I would be more mindful of the group's analytics as I made posts and content. For example, it would've been helpful to note that Thursdays were the group's more active days, as I would've emphasized more important content (pass discounts, parking information, etc.) on those days. Also, I would've pushed more to reach out to devs both inside and outside of the group, as it was obvious these posts were more interesting for members to read.
Thrifty Game Corner
During the summer of 2017, when I first committed to focusing my efforts into a career in community management, I really wanted to start my own public Discord community. In October of 2017, I made this dream a reality and launched Thrifty Game Corner--a "book club" for inexpensive video games. I was inspired to start this community after realizing that many people who, like me, are in their 20's often don't have a lot to spend on games and would always keep an eye out for good sales. I was also really interested in sitting down with a bunch of fellow gamers and having thorough critical analysis and discussion about games as well. Additionally, since many inexpensive games are from independent game developers, I also wanted to use this platform to encourage people to invest in smaller studios.
Because there aren't many communities like this online, running Thrifty Game Corner has been a fascinating learning experience for me. I run this community with the help of three other mods, and together we foster a safe place for discussion in a server of around 25 people. We've had a total of three meetings since our launch: one on Little Cat Feet's OneShot, one on Supergiant Games' Transistor, and one on Sukeban Games' VA-11 Hall-A. On average, we have around four to five members in attendance at each game's meeting.
One of the most interesting challenges in running this community is figuring out how to encourage members to play the game and constantly discuss it in the server between the time the game is announce to the night of our meeting. Of course, to engage the server, we try our best to check in with the community every few days to see how everyone is enjoying the game. This month, we're also experimenting with discussion of a more mechanically-focused game, Crypt of the Necrodancer, as we noticed our previous games had an emphasis on narrative. Because Necrodancer is focused on its roguelike rhythm game mechanics, the mods and I felt it necessary to emphasize that members would be able to join the monthly discussion at whatever point in the game they've reached.