An online community manager builds, grows and manages online communities, performing community management, often around a brand or cause.
The most recognized origin of the term (online) community manager is in the computer games industry with the advent of MMORPG (Massively Multiplayer Online Role-playing Games) in the mid 1990s. Roles have expanded to include a wide variety of responsibilities and skill sets including social media management, marketing, product development, PR, and customer support. Game community management often includes supporting open communications between the developer and player community.
While the term "online community manager" may not have been used at the time, the role has also existed since online systems first began offering features and functions that allowed for community creation. These early efforts, in the form of bulletin board systems, had leaders known as system operators or Sysops. The early 1990s saw the growth of mainstream online computer services such as Prodigy, CompuServe and America Online. Prominent features of these services included communities which went by various names; Special Interest Groups, Communities of Interest and so on. And their leaders were often referred to as community managers.
Online community managers may serve a variety of roles depending on the nature and purpose of their online community, which may or may not be part of a profit-motivated enterprise. Patti Anklam has asserted that "every network has an underlying purpose," and motivations for such network creation include mission, business, idea, learning, or personal. [1] She says such leaders hold the collective vision, create and manage relationships, and manage collaborative processes. Anklam does not distinguish a fundamental difference for these roles as related to the varying purposes of network (i.e., community) creation.
Community managers are involved in the computer games industry, branded online communities, online research communities, corporate blogs, and other social media marketing and research activities.
Roles have expanded to include a wide variety of responsibilities and skill sets, including social media management, marketing, product support and development, PR, and customer support. At the core, community management encompasses a little bit of each of these while retaining its core tenet - ensuring open communications between the developer and community.
Community Manager Appreciation Day takes place every 4th Monday of January as a way to recognize and celebrate the efforts of community managers around the world using social media and other tools to improve customer experiences. It was created by Jeremiah Owyang in 2010.
People are encouraged to send sincere Thank You notes to their online community managers. People using Twitter include the #CMAD and #CMGR hashtag in their tweets about this event. Many online community managers and vendors in the social media marketplace post blogs in appreciation of their community managers. Cities with large concentrations of Social Media focused businesses, such as Boston, Austin, and San Francisco hold in-person meetup events to celebrate and honor those who represent and support their online communities.
Customer relationship management (CRM) is a process in which a business or other organization administers its interactions with customers, typically using data analysis to study large amounts of information.
Public relations (PR) is the practice of managing and disseminating information from an individual or an organization to the public in order to influence their perception. Public relations and publicity differ in that PR is controlled internally, whereas publicity is not controlled and contributed by external parties. Public relations may include an organization or individual gaining exposure to their audiences using topics of public interest and news items that do not require direct payment. The exposure is mostly media-based, and this differentiates it from advertising as a form of marketing communications. Public relations aims to create or obtain coverage for clients for free, also known as earned media, rather than paying for marketing or advertising also known as paid media. But in the early 21st century, advertising is also a part of broader PR activities.
The software release life cycle is the process of developing, testing, and distributing a software product. It typically consists of several stages, such as pre-alpha, alpha, beta, and release candidate, before the final version, or "gold", is released to the public.
Social software, also known as social apps or social platform includes communications and interactive tools that are often based on the Internet. Communication tools typically handle capturing, storing and presenting communication, usually written but increasingly including audio and video as well. Interactive tools handle mediated interactions between a pair or group of users. They focus on establishing and maintaining a connection among users, facilitating the mechanics of conversation and talk. Social software generally refers to software that makes collaborative behaviour, the organisation and moulding of communities, self-expression, social interaction and feedback possible for individuals. Another element of the existing definition of social software is that it allows for the structured mediation of opinion between people, in a centralized or self-regulating manner. The most improved area for social software is that Web 2.0 applications can all promote co-operation between people and the creation of online communities more than ever before. The opportunities offered by social software are instant connections and opportunities to learn.An additional defining feature of social software is that apart from interaction and collaboration, it aggregates the collective behaviour of its users, allowing not only crowds to learn from an individual but individuals to learn from the crowds as well. Hence, the interactions enabled by social software can be one-to-one, one-to-many, or many-to-many.
A management information system (MIS) is an information system used for decision-making, and for the coordination, control, analysis, and visualization of information in an organization. The study of the management information systems involves people, processes and technology in an organizational context.
An application program is a computer program designed to carry out a specific task other than one relating to the operation of the computer itself, typically to be used by end-users. Word processors, media players, and accounting software are examples. The collective noun "application software" refers to all applications collectively. The other principal classifications of software are system software, relating to the operation of the computer, and utility software ("utilities").
A massively multiplayer online game is an online video game with a large number of players on the same server. MMOs usually feature a huge, persistent open world, although there are games that differ. These games can be found for most network-capable platforms, including the personal computer, video game console, or smartphones and other mobile devices.
Marketing communications refers to the use of different marketing channels and tools in combination. Marketing communication channels focus on how businesses communicate a message to its desired market, or the market in general. It is also in charge of the internal communications of the organization. Marketing communication tools include advertising, personal selling, direct marketing, sponsorship, communication, public relations, social media, customer journey and promotion.
Web 2.0 refers to websites that emphasize user-generated content, ease of use, participatory culture and interoperability for end users.
Internal communications (IC) is the function responsible for effective communications among participants within an organization. The scope of the function varies by organization and practitioner, from producing and delivering messages and campaigns on behalf of management, to facilitating two-way dialogue and developing the communication skills of the organization's participants.
Nonprofit technology is the deliberative use of technology by nonprofit organizations to maximize potential in numerous areas, primarily in supporting the organization mission and meeting reporting requirements to funders and regulators.
Video game culture or gaming culture is a worldwide new media subculture formed by video game hobbyists. As video games have exponentially increased in sophistication, accessibility and popularity over time, they have had a significant influence on popular culture, particularly among adolescents and young adult males. Video game culture has also evolved with Internet culture and the increasing popularity of mobile games, which has led to an increase in the female demographic that play video games.
Corporate communication(s) is a set of activities involved in managing and orchestrating all internal and external communications aimed at creating a favourable point of view among stakeholders on which the company depends. It is the messages issued by a corporate organization, body or institute to its audiences, such as employees, media, channel partners and the general public. Organizations aim to communicate the same message to all its stakeholders, to transmit coherence, credibility and ethics.
Social media measurement, also called social media controlling, is the management practice of evaluating successful social media communications of brands, companies, or other organizations.
Social media marketing is the use of social media platforms and websites to promote a product or service. Although the terms e-marketing and digital marketing are still dominant in academia, social media marketing is becoming more popular for both practitioners and researchers. Most social media platforms have built-in data analytics tools, enabling companies to track the progress, success, and engagement of ad campaigns. Companies address a range of stakeholders through social media marketing, including current and potential customers, current and potential employees, journalists, bloggers, and the general public. On a strategic level, social media marketing includes the management of a marketing campaign, governance, setting the scope and the establishment of a firm's desired social media "culture" and "tone".
Wix.com Ltd. is an Israeli software company, publicly listed in the US, that provides cloud-based web development services. It offers tools for creating HTML5 websites and mobile sites using online drag-and-drop editing. Along with its headquarters and other offices in Israel, Wix also has offices in Brazil, Canada, Germany, India, Ireland, Japan, Lithuania, Poland, the Netherlands, the United States, Ukraine, and Singapore.
Business Relationship Management (BRM) is viewed as a philosophy, capability, discipline, and role to evolve culture, build partnerships, drive value, and satisfy purpose.
Online presence management is the process of creating and promoting traffic to a personal or professional brand online. This process combines web design, and development, blogging, search engine optimization, pay-per-click marketing, reputation management, directory listings, social media, link sharing, and other avenues to create a long-term positive presence for a person, organization, or product in search engines and on the web in general.
Social selling is the process of developing relationships as part of the sales process. Today this often takes place via social networks such as LinkedIn, Twitter, Facebook, and Pinterest, but can take place either online or offline. Examples of social selling techniques include sharing relevant content, interacting directly with potential buyers and customers, personal branding, and social listening. Social Selling is gaining popularity in a variety of industries, though it is used primarily for B2B (business-to-business) selling or highly considered consumer purchases. C2C companies have been using social selling techniques since far before the Internet existed. B2B and B2C companies are now adopting many of those techniques as they are translated to social media platforms.
Social media use by businesses includes a range of applications. Although social media accessed via desktop computers offer a variety of opportunities for companies in a wide range of business sectors, mobile social media, which users can access when they are "on the go" via tablet computers or smartphones, benefit companies because of the location- and time-sensitive awareness of their users. Mobile social media tools can be used for marketing research, communication, sales promotions/discounts, informal employee learning/organizational development, relationship development/loyalty programs, and e-commerce.