Module Learning Outcomes
1. DEMONSTRATE UNDERSTANDING OF CRISIS THRESHOLDS AND THE ABILITY TO CONSTRUCT A CRISIS ACTION PLAN
Learning
2.EXPLORE APPROPRIATE METHODS OF MONITORING CHANNEL THROUGH TECHNIQUES AND TOOLS Enquiry
3. COMMUNICATE LOGICALLY, THOROUGHLY THE KEY LINES OF COMMUNICATION REQUIRED IN CRISIS MANAGEMENT
Communication
4.CRITICALLY INTERROGATE PERFORMANCE BY REFLECTING ON THE AFTERMATH PLANNING IN CRISIS MANAGEMENT
Reflection
Module Additional Assessment Details
A crisis management plan. LO 1 and 3
Essay on crisis communications. LO 2 and 4
Module Indicative Content
Building upon community management for developers and community management for AAA titles and global giants, this final project will focus on developing expertise in crisis communications. Students will look at a variety of games crisis communications case studies and will have to put their learning into by analysing the crisis communications for a contemporary crisis. This module is about identifying a potential crisis, planning, monitoring, simulating and planning for the aftermath. This includes:
Developing a Crisis Management Plan to include
Developing a risk register
Roles and responsibilities for departments.
A communication plan for internal updates.
Contact information for key personnel
Approval processes for posted on social media.
Pre-approved digital content or information to be released.
Monitoring Channels of Communication
Social Listening
Social Media monitoring tools
Setting a Crisis threshold
Effective communication in a crisis
Dealing with the aftermath-lessons learned
Crisis case studies
The module includes industry facing elements, professional portfolio preparation and development of industry required skills at its core
Module Texts
Carroll, C. E. ‘Corporate Reputation and the multiple disciplinary perspectives of communication’ in C. E. Caroll, The Handbook of Communication and Corporate Reputation (2013).
Castells, M, Communication, power and counter-power in the network society, International Journal of Communication (2007).
Hobsbawm, J. Where the Truth Lies: Morality and Trust in PR and Journalism (2007).
Moloney, K. Rethinking PR: The spin and the substance (London: Routledge: 2006).
Morris & Goldsworthy (2012) PR Today. Palgrave MacMillan.
Burgess, Jean, Green, Joshua, YouTube: Online Video and Participatory Culture (Cambridge: Polity Press, 2018).
Beck, U, Risk Society: Towards A New Modernity (London: Sage: 1992).
Breakenridge, D, Social Media and Public Relations: Eight New Practices for the PR Professional (Upper Saddle River, NJ: Pearson: 2012).
Module Resources
University library: 24/7 access, for books, journals (PR Week and www.prweek.com a recommended window to the industry) and electronic resources including access to www.cipr.co.uk the industry-standard and professional portal for PR practitioners.
Blackboard: 24/7 access online, for course information, notes, links to publications and updates.
The Media Centre: Editing suites and studios and free loans of all equipment including audio kit, video and stills cameras.
This programme will be supported by:
- An optional trip to a UK games publisher or developer.
Module Special Admissions Requirements
Pre-requisites Community Management Specialisms: Developers (L4) and Publishers (L5)
LEARNING STRATEGIES
Developing an advanced knowledge and understanding of the demands of content creation for the games industry.
24 x 3hr Lectures
Web Descriptor
Building upon community management for developers and community management for AAA titles and global giants, this final project will focus on developing expertise in crisis communications. Students will look at a variety of games crisis communications case studies and will have to put their learning into practice by analysing the crisis communications for a contemporary crisis. This module is about identifying a potential crisis, planning, monitoring, simulating and planning for the aftermath.