BlackBerry’s Twitter ‘Fail’

Studies have showed that with new technology being introduced into the society, mass media has been affected from these changes (Moragas, 1990). Overall, social media can push viewers away from old media forms such as newspapers, television, radio and printing press into new media such as personalised news, YouTube, podcasts and blogs (Cassidy, 2017). Since the last global report in January 2015, the number of active social media users has increased in size by 10% or an increase of 219 million people (Kemp, 2016). In regards to twitter, today’s society can use the platform for having personal conversations with friends, strangers, or even possibly getting the attention of their favourite celebrities.

Twitter can also be used by companies and corporations who use the platform to advertise their product as well as communicating with their users. In this strategy critique, we were given the task to choose a social media ‘fail’ and demonstrate our understanding of clearly describing the ‘fail,’ identifying the key factors that may have contributed to the ‘fail,’ and indicating how this situation could have been avoided. For this given task, the social media ‘fail’ that has been chosen is when BlackBerry posted a photo of one of their phones, telling people to keep up with the conversation on Twitter using a BlackBerry. Having said that, the tweet can be seen that it was sent from an iPhone.

On Twitter, BlackBerry has two specific accounts that is connected with the brand. This includes having one for general advertising and communicating with users and the other being a technical support page for BlackBerry users called BlackBerryHelp. Having 4.5million followers on their main Twitter account, BlackBerry (Blackberry, 2017) and 1.5million followers on their BlackBerry technical support page (BlackBerryHelp, 2017), we can assume that the two BlackBerry accounts form a nature of new media from the tools, resources and behaviours which means a high rate of change in social media is possible (Cassidy, 2017b).

Jenkins (2004) states that media convergence as something more than a technological shift and that it alters the relationships between existing industries, markets, technologies and audiences. Technological convergence is a form of media convergence and is the process by which technologies blend together into new forms of media (McGuigan, 2003). This is evident through BlackBerry’s use of their two Twitter accounts as the company uses it as a tool to connect with its users and with any technical support that is needed by anyone.

Twitonomy (2017) shows that the BlackBerry Twitter account tweets at least 5 times a day and since November 2015, they have tweeted almost 3,200 times to this day. Twitonomy (2017) also shows that the technical support account, BlackBerryHelp, tweets close to 25 times a day and from January this year have tweeted 3200 times until now. So it can be seen that BlackBerry use both their accounts to their benefit, but unfortunately it doesn’t always work towards their favour as it was said before about their social media ‘fail’. BlackBerry posted a photo of one of their phones, telling people to keep up with the conversation on Twitter using a BlackBerry but what people noticed is that the tweet can be seen that it was sent from their competitor, an apple iPhone.

Twitter fail
Sourced from: https://www.theverge.com/2015/1/13/7539683/blackberry-tweeting-from-iphone

This caused a massive embarrassment for BlackBerry and the tweet was deleted as soon as they found out. Unfortunately, before it was deleted, techies grabbed pictures of the embarrassing tweet and caused it to spread as a widespread disaster. From the perception of a consumer, if you were following any Twitter account for the purpose of communicating with that account or staying up to date with announcements, it would be confusing to think that the company would only use their product instead of another product to promote and advertise any new products/services.

Many different factors could have contributed to this social media ‘fail.’ This can range from a simple mistake by BlackBerry employees, a possible hack, or the lack of training and qualifications from the company’s employees. It could have been anything but one little mistake can cause the company to go downhill which in this case, it did for BlackBerry in 2015.

As discussed by Cassidy (2017c), a possible factor of the social media ‘fail’ could have been that companies such as BlackBerry are hiring experienced people who don’t have any training or any qualifications. This is also known as crowdsourcing where Cassidy (2017c) discussed it as people who are exploited to simplify the networked publics which are not trained and possibly even go unpaid during there period. Saying that, companies such as BlackBerry rely on the people that run and manage their social media accounts to help with providing and reporting on activities of followers. However, in this case of the Twitter ‘fail’ by BlackBerry, the person who was managing the account, signed into their Twitter account on their own phone which they may have forgotten and then tweeted something which in this case was tweeted by an iPhone.

Media convergence of all different media platforms and communications hasn’t stopped changing and expanding. Papacharissi (2011) states that new technologies blur the boundaries between mass communication and interpersonal events. So expanding on that factor above, new media can lead to companies such as BlackBerry to fall behind on involving training and research. Overall, a range of factors could have contributed to BlackBerry’s Twitter ‘fail.’ This was narrowed down to one mistake as an employee sent a tweet from their personal phone which was an iPhone. This goes back to lack of training and qualifications.

iPhone
Sourced from: https://www.theverge.com/2015/1/13/7539683/blackberry-tweeting-from-iphone

To minimise the risks of an incident like this Twitter fail happening again, it is suggested that to guarantee when choosing an employee to manage their social media accounts, that a compulsory qualification and training course must be completed. This can than be followed by a brief idea of what they can create. Regardless of their experience, this will be compulsory and will include content such as what should be included in the tweet, the language etc. To ensure this fail not to happen again, employees will be provided with a work phone or laptop that is just used for the company itself. As the media is continuously changing, employees will be updated through email so that they are up to date with everything. By applying these tools, it would guarantee people to be fully aware of what is shared with their followers.

In conclusion, it is evident that applying correct and different social media strategies, reduces the risks of of any social media fails including BlackBerry’s Twitter fail. Reducing these risks will avoid potential damage or embarrassment to the company. As the media is changing and will continue to change, it is important that companies stay up to date with everything that goes on behind the scenes.


References

Cassidy, E. (2017a). “KCB206 Social Media, Self and Society: Week 2 Lectorial Notes.” Accessed June 1, 2017. https://blackboard.qut.edu.au/bbcswebdav/pid-6744803-dt-content-rid-8002274_1/xid-8002274_1

Cassidy, E. (2017b). “KCB206 Social Media, Self and Society: Week 8 Lectorial Notes.” Accessed June 1, 2017. https://blackboard.qut.edu.au/bbcswebdav/pid-6789699-dt-content-rid-8347265_1/xid-8347265_1

Cassidy, E. (2017c). “KCB206 Social Media, Self and Society: Week 8 Lectorial Notes.” Accessed June 1, 2017. https://blackboard.qut.edu.au/bbcswebdav/pid-6757687-dt-content-rid-8068876_1/xid-8068876_1

Jenkins, H. (2004). Accessed April 7, 2017, from The Cultural Logic of Media Convergence. VII, 33-43.

Kemp, S. (2016). “Digital in 2016.” Accessed June 1, 2017. https://wearesocial.com/uk/special-reports/digital-in-2016

McGuigan, B. (2003). “What is Technological Convergence?” Accessed April 7, 2017. http://www.wisegeek.org/what-is-technological-convergence.htm

Moragas, M.D. (1990). Accessed June 1, 2017, from New Technology and Changes in the Mass Media. Considerations for Political Scientists

Papacharissi, Z. 2011. Networked Self: Identity, Community, and Culture on Social Network Sites. New York: Routledge

Twitonomy. (2017). BlackBerry: Tweets Analytics. Accessed June 1, 2017. http://www.twitonomy.com/profile.php?sn=blackberry

Twitonomy. (2017). BlackBerryHelp: Tweets Analytics. Accessed June 1, 2017. http://www.twitonomy.com/profile.php?sn=blackberryhelp

 

How the Gaming Industry is Being Impacted by Social Media?

Studies have showed that with new technology being introduced into the society, mass media has been affected from these changes (Moragas, 1990). Overall, social media can push viewers away from old media forms such as newspapers, television, radio and printing press into new media such as personalised news, YouTube, podcasts and blogs (Cassidy, 2017). Since the last global report in January 2015, the number of active social media users has increased in size by 10% or an increase of 219 million people (Kemp, 2016). As media platforms continue to connect to people while growing and expanding, social media is currently changing the gaming industry. In this case study we were to choose any type of industry and demonstrate our understanding of the roles that social media is playing in shaping professional identity which in this case is the gaming industry. Throughout this case study, media convergence will be talked about and how it has impacted a specific Youtuber, how new technology has affected todays society and how users can interact with Youtubers.

Gaming has now been part of the human nature for a long time. From board games to card games to video games. These are all sources of games because it’s a type of way where people can interact with each other as well as a source of entertainment. Having said that, video gaming was introduced to our lives since the early 1970s (Tyson, n.d.). This being said, social media is constantly changing and shaping our lives as it has helped gamers to gain the capability to reach out to their internet audience. One of the main gaming viewing platforms that viewers go to is YouTube. This is because this platform has impacted the methods in which gamers can interact with their viewers and fans.

Screen Shot 2017-04-08 at 12.53.39 PM
Image sourced from: https://www.youtube.com/user/KSIOlajidebt
Youtube
Image sourced from: https://www.google.com.au/search?q=youtube&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiRk7yQ6JPTAhXJoZQKHb8YAGsQ_AUICigD&biw=1446&bih=702#tbm=isch&q=youtube+au&imgrc=3X-YU6TsndF9EM:

Olajide William “JJ” Olatunji, better known as KSI is a YouTube and social media phenomenon having 16million subscribers on YouTube. Being an entertainer and comedian, his videos on YouTube mostly consist of FIFA gameplay/commentary whilst also playing other games on different gaming consoles. He also released his first music single as a solo in 2015. KSI YouTube career has been clearly impacted by media convergence throughout the media industry. Jenkins (2004) states that media convergence as something more than a technological shift and that it alters the relationships between existing industries, markets, technologies and audiences. Technological convergence, which is a form of media convergence is the process by which technologies merge into new forms that bring together different types of media (McGuigan, 2003). Convergence was evident throughout KSI’s use of YouTube as it is used as a tool to connect with the viewers and fans. KSI has previously used still sometimes uses social media profiles such as Twitter, Facebook and Instagram to connect with his fans and to share his YouTube videos.

KSI joined Twitter in 2011 and since then has grown to have around 2.8million followers (Twitter, 2017). As well as Twitter, he has an Instagram account with 4.5million people following him (Instagram, 2017). Furthermore, he also has Facebook page with it nearly reaching 2.5million likes (Facebook, 2017). It is obvious that his main social media platform is his YouTube account as he does videos on himself playing or even just doing a live stream to connect with his fans and viewers. He is a prime example of how he has used social media to gain exposure and popularity throughout his career.  These online social media platforms allow KSI to communicate with his fans at anytime with people commenting on his videos and enabling him to receive feedback. It is for that reason that has allowed KSI to gain a role of an entertainer through social media platforms.

As it was said before, new technology being introduced into the society, mass media has been effected from these changes (Moragas, 1990). An affordance is a quality of an object or environment that allows someone to perform an action (Macmillan Dictionary, 2017). Affordances look at what you can do specifically with technology and saying that, Boyd (2010) mentions that new media has altered the consumption, production and transmission models of entertainment. This can be seen through gaming communities which lately have been a lot more connected as you can share gameplay online through forums and social media platforms such as Twitter and Facebook. These days we not only play video games but watch hours of gaming content online. This is because there’s a whole new layer of content and culture attached between gamers and the audience.

Another YouTube sensation with the most subscribed channel is PewDiePie having 54million subscribers. He is a Swedish web-based comedian and video producer as he is known for his let’s play commentaries such as a video game walkthrough and vlogs on his YouTube account. With new technology changing the society, PewDiePie uses social media platforms to share his YouTube videos as he is not only advertising himself but also advertising the game he is playing. For that reason, PewDiePie has been one of the most successful Youtubers ever.

Screen Shot 2017-04-08 at 1.04.41 PM
Image sourced from: https://www.youtube.com/watch?v=0wLljngvrpw&list=PLYH8WvNV1YEnNVnJb5ZXxDCE2HDAVVo4M

People can easily be employed to play games. For example, KSI. Saying that people are also taken advantage of as they are providing free content for the games makers and how they are doing free advertising. This can lead to a digital identity. Digital identity is the network or internet equivalent to the real identity of a person (Gemalto, n.d.). People can have a presence online that is completely different to their real life. They don’t necessarily have their real name online but could be a really famous gamer but because its not their real names, no one knows them. It only takes one viral piece of content for a gamer or any type of Youtuber to gain popularity. This can be seen in KSI’s music single ‘Lamborghini’ . Since it was published in 2015, it has gained close to 71million views and still growing. Through the comment section, the Youtuber can interact with its fans and receive feedback from what could be other famous gamers which people wouldn’t know because its their YouTube name instead of their real name.

In conclusion, social media platforms such as Twitter, Instagram, Facebook and in particular YouTube has significantly changed, including the influence it has on the present and future professional identities of online gamers. YouTube in particular has created a community where viewers and fans can communicate with the professional gamers. Online gamers can benefit from this, not just from creating videos but building a foundation in this career through advertisements, subscribers and sponsorship. So for that reason we can say that YouTube is one of the most successful platforms when it comes to gaming related content.


References

Boyd, D. (2010). “Social Network Sites as Networked Publics: Affordances, Dynamics, and Implications.” In Networked Self: Identity, Community, and Culture on Social Network Sites (ed. Zizi Papacharissi), pp. 39-58.

Cassidy, E. (2017). “KCB206 Social Media, Self and Society: Week 2 Lectorial Notes.” Accessed April 7, 2017. https://blackboard.qut.edu.au/bbcswebdav/pid-6744803-dt-content-rid-8002274_1/xid-8002274_1

Gemalto. (n.d.). “What is Digital Identity?” Accessed April 7, 2017. https://www.justaskgemalto.com/en/what-is-digital-identity/

Jenkins, H. (2004). Accessed April 7, 2017, from The Cultural Logic of Media Convergence. VII, 33-43.

Kemp, S. (2016). “Digital in 2016.” Accessed April 7, 2017. https://wearesocial.com/uk/special-reports/digital-in-2016

KSI. (2017). “Facebook.” Accessed April 7, 2017. https://www.facebook.com/KSIOlajidebt

KSI. (2017). “Instagram.” Accessed April 7, 2017. https://www.instagram.com/ksi/

KSI. (2017). “Twitter.” Accessed April 7, 2017. https://twitter.com/KSIOlajidebt?lang=en

Macmillan Dictionary. (2017). “Affordance – Definition.” Accessed April 7, 2017. http://www.macmillandictionary.com/dictionary/british/affordance

McGuigan, B. (2003). “What is Technological Convergence?” Accessed April 7, 2017. http://www.wisegeek.org/what-is-technological-convergence.htm

Moragas, M.D. (1990). Accessed April 7, 2017, from New Technology and Changes in the Mass Media. Considerations for Political Scientists

Tyson, J. (n.d.). “How Video Game Systems Work.” Accessed April 7, 2017. http://electronics.howstuffworks.com/video-game2.htm