Notes

Chapter 1 Why create a community?

  1. 1.These taxonomies aren’t mutually exclusive.
  2. 2.https://www.amazon.com/Group-Dynamics-Forsyth/dp/9386650932.
  3. 3.https://www.amazon.com/Logic-Collective-Action-Mancur-Olson/dp/B001AZMNCC.
  4. 4.Kopelman, S. (2009) ‘The effect of culture and power on cooperation in commons dilemmas: Implications for global resource management’. Organizational Behavior and Human Decision Processes. 108: 153–63.
  5. 5.ROI stands for return on investment.
  6. 6.https://www.amazon.com/Indispensable-Community-Communities-Thrive-Others/dp/1947635107.
  7. 7.It’s important that your goal isn’t to drive as much engagement as possible here.

Chapter 2 Who is your community for?

  1. 1.https://www.fentybeauty.com/you-did-that.
  2. 2.https://greatbrook.com/survey-statistical-confidence-how-many-is-enough/.

Chapter 3 Creating your community experience

  1. 1.Discourse and Vanilla have both open source platforms and enterprise options.
  2. 2.Fitbit actually does all three – but it’s an outlier.
  3. 3.https://www.feverbee.com/communityparticipation/.
  4. 4.https://basecamp.temenos.com/s/.

Chapter 4 Setting the rules

  1. 1.https://mitpress.mit.edu/books/high-noon-electronic-frontier.
  2. 2.https://www.amazon.com/Art-Gathering-How-Meet-Matters/dp/1594634939.
  3. 3.Site hosted by Reddit.
  4. 4.Qi, M. Edgar-Nevill, D. and Mousoli, R. (2009) ‘Spam and Social Effects’, Symposia and Workshops on Ubiquitous, Autonomic and Trusted Computing. Brisbane: QLD, pp. 498–501, doi: 10.1109/UIC-ATC.2009.89.
  5. 5.Bevans, B., DeBruhl, B. and Khosmood, F. (2017) Understanding Botnet-driven Blog Spam: Motivations and Methods. In DH.
  6. 6.Markines, B., Cattuto, C. and Menezer, F. (2009) ‘Social spam detection’ in Proceedings of the 5th International Workshop on Adversarial Information Retrieval on the Web (AIRWeb '09). New York, NY, USA: Association for Computing Machinery, 41–48. DOI: https://doi.org/10.1145/1531914.1531924.
  7. 7.Buckels, E.E., Trapnell, P.D. and Paulhus, D.L. (2014) Personality and Individual Differences. Vol. 67, pp. 97–102. Available at: https://doi.org/10.1016/j.paid.2014.01.016.
  8. 8.Torgersen, S., Kringlen, E. and Cramer, V. (2001) ‘The prevalence of personality disorders in a community sample’, Arch General Psychiatry. 58(6): 590-6. DOI: 10.1001/archpsyc.58.6.590.
  9. 9.https://www.syfy.com/syfywire/how-star-trek-darkness-just-ignited-wikipedia-grammar-war.
  10. 10.https://www.slideshare.net/FeverBee/justin-isaf-how-to-reduce-your-moderation-costs.
  11. 11.Matias, J. N. (2019) ‘Preventing Online Harassment and Increasing Group Participation Through Social Norms in 2,190 Science Discussions’. Proceedings of the National Academy of Science. Available at: https://doi.org/10.1073/pnas.1813486116.
  12. 12.https://www.wired.com/2015/01/inside-the-largest-virtual-psychology-lab-in-the-world/.

Chapter 5 Attracting your first members

  1. 1.https://www.feverbee.com/datacommunities/.
  2. 2.http://community.geotab.com.
  3. 3.https://www.jmir.org/2019/11/e14421.
  4. 4.Ridings, C. M. and Gefen, D. (2004) ‘Virtual community attraction: Why people hang out online’. Journal of Computer-mediated communication, 10(1), JCMC10110.
  5. 5.Velasquez, A., Wash, R., Lampe, C. and Bjornrud, T. (2014) ‘Latent users in an online user-generated content community’. Computer Supported Cooperative Work (CSCW), 23(1), 21–50.
  6. 6.Rodgers, S. and Chen, Q. (2005) ‘Internet community group participation: Psychosocial benefits for women with breast cancer’. Journal of Computer-Mediated Communication, 10(4), JCMC1047.
  7. 7.Nimrod, G. (2012) ‘The membership life cycle in online support groups’. International Journal of Communication, 6, 23.
  8. 8.Lee, J. and Suh, A. (2015) ‘How do virtual community members develop psychological ownership and what are the effects of psychological ownership in virtual communities?’ Computers in Human Behavior, 45, 382–91.

Chapter 6 Nurturing superusers in your community

  1. 1.Airgetlam is a pseudonym.
  2. 2.An active contributor is a member who created a post or discussion within the previous month.
  3. 3.It’s difficult to analyse internal communities and those on platforms like Facebook, Slack, and other channels.
  4. 4.https://en.community.sonos.com/members/airgetlam-7880809.
  5. 5.https://www.amazon.com/People-Powered-Communities-Supercharge-Business-ebook/dp/B07R4YN5JR.

Chapter 7 Keeping members engaged

  1. 1.https://sparktoro.com/blog/resources/10x-content-by-rand-fishkin/.
  2. 2.https://stackoverflow.blog/newsletter/.

Chapter 8 Rewarding your members

  1. 1.https://www.amazon.com/Community-Building-Web-Strategies-Communities-ebook/dp/B004SHDFH6/ref=sr_1_1?dchild=1&keywords=community+building+on+the+web&qid=1586769072&sr=8-1.
  2. 2.Kuo, M. S. and Chuang, T. Y. (2016) ‘How gamification motivates visits and engagement for online academic dissemination–An empirical study’. Computers in Human Behavior, 55, 16–27.
  3. 3.Kuo, M. S. and Chuang, T. Y. (2016) ‘How gamification motivates visits and engagement for online academic dissemination: An empirical study’. Computers in Human Behavior, 55, 16–27.
  4. 4.Mekler, E. D., Brühlmann, F., Tuch, A. N. and Opwis, K. (2017) ‘Towards understanding the effects of individual gamification elements on intrinsic motivation and performance’. Computers in Human Behavior, 71, 525–34.
  5. 5.https://lithosphere.lithium.com/t5/Science-of-Social-Blog/Applying-the-Gamification-Spectrum-Part-1-Solving-Business/ba-p/184812.
  6. 6.Farzan, R., DiMicco, J. M., Millen, D. R., Dugan, C., Geyer, W. and Brownholtz, E. A. (2008) ‘Results from deploying a participation incentive mechanism within the enterprise’. In Proceedings of the SIGCHI conference on human factors in computing systems, April, pp. 563–72. ACM.
  7. 7.Hamari, J. and Koivisto, J. (2013) ‘Social Motivations to Use Gamification: An Empirical Study of Gamifying Exercise’. In ECIS, June, Vol. 105.
  8. 8.Hamari, J., Koivisto, J. and Sarsa, H. (2014) ‘Does Gamification Work? A Literature Review of Empirical Studies on Gamification’. In HICSS, January, Vol. 14, No. 2014, pp. 3025–3034.
  9. 9.Hanus, M. D. and Fox, J. (2015) ‘Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance’. Computers & education, 80, 152–61.
  10. 10.Sailer, M., Hense, J., Mandl, J. and Klevers, M. (2014) ‘Psychological perspectives on motivation through gamification’. Interaction Design and Architecture Journal, (19), 28–37.
  11. 11.Farzan, R., DiMicco, J. M., Millen, D. R., Dugan, C., Geyer, W. and Brownholtz, E. A. (2008) ‘Results from deploying a participation incentive mechanism within the enterprise’. In Proceedings of the SIGCHI conference on Human factors in computing systems, April, pp. 563–72. ACM.
  12. 12.Mekler, E. D., Brühlmann, F., Tuch, A. N. and Opwis, K. (2017) ‘Towards understanding the effects of individual gamification elements on intrinsic motivation and performance’. Computers in Human Behavior, 71, 525–34.
  13. 13.Hamari, J. and Koivisto, J. (2013) ‘Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise’. In ECIS, Vol. 105.
  14. 14.Tsay, CH-H, Kofinas, A. K., Trivedi, S. K. and Yang, Y. (2020) ‘Overcoming the novelty effect in online gamified learning systems: An empirical evaluation of student engagement and performance’. J Comput Assist Learn. 36: 128–46.
  15. 15.Hamari, J. (2013) ‘Transforming Homo Economicus into Homo Ludens: A Field Experiment on Gamification in a Utilitarian Peer-To-Peer Trading Service’. Electronic Commerce Research and Applications. 12. 236–45. 10.1016/j.elerap.2013.01.004.
  16. 16.Anderson, A., Huttenlocher, D., Kleinberg, J. and Leskovec, J. (2012) ‘­Discovering value from community activity on focused question answering sites: a case study of stack overflow’. In Proceedings of the 18th ACM SIGKDD international conference on Knowledge discovery and data mining (KDD ’12). New York, NY: Association for Computing Machinery, 850–8.
  17. 17.https://support.apple.com/en-us/HT209033.
  18. 18.https://help.salesforce.com/articleView?id=networks_reputation_points_setup.htm&type=5.
  19. 19.You could theoretically relaunch the gamification program and award people all the people they’ve already earned as ‘bonus points’ but it’s tricky to do and requires some technical development.
  20. 20.Li, Z., Huang, K. W. and Cavusoglu, H. (2012) ‘Quantifying the impact of badges on user engagement in online Q&A communities’.
  21. 21.Mutter, T. and Kundisch, D. (2014) ‘Behavioral mechanisms prompted by badges: The goal-gradient hypothesis’.
  22. 22.Bornfeld, B. and Rafaeli, S. (2017) ‘Gamifying with badges: A big data natural experiment on Stack Exchange’. First Monday, 22(6).
  23. 23.Cavusoglu, H., Li, Z. and Huang, K. W. (2015) ‘Can gamification motivate voluntary contributions?: the case of stack overflow Q&A community’. In Proceedings of the 18th ACM conference companion on computer supported cooperative work & social computing, pp. 171–4. ACM.

Chapter 9 Overcoming problems

  1. 1.https://www.sun-sentinel.com/sports/fl-xpm-2012-11-09-sfl-mike-tyson-explains-one-of-his-most-famous-quotes-20121109-story.html.
  2. 2.Rev. Williams, H.K. (1919) ‘The Group Plan’ (excerpt) in ‘Young People’s Service’, January. The Biblical World, Vol. 53, No. 1, Religious Education, pp. 80–1, Col. 2. Chicago, Illinois: The University of Chicago Press.
  3. 3.At the time of writing, the potential repeal of section 230 of the Communications Decency Act in the USA may make hosts of online communities in the USA liable for the content posted by community members.
  4. 4.https://archives.cjr.org/the_news_frontier/aol_settled_with_unpaid_volunt.php.
  5. 5.https://www.polygon.com/2018/5/29/17406254/microsoft-layoffs-twitter-support-xbox-ambassadors.
  6. 6.https://www.extremetech.com/gaming/270234-microsoft-replaces-xbox-support-reps-with-unpaid-volunteers#comment-3925594642.
  7. 7.https://hrdailyadvisor.blr.com/2018/01/04/can-accept-volunteer-labor/.
  8. 8.https://ofm.wa.gov/state-human-resources/compensation-job-classes/compensation-administration/fair-labor-standards-act-flsa.
  9. 9.https://www.theguardian.com/business/2019/oct/15/wework-sack-staff-workers-adam-neumann.
  10. 10.https://cmxhub.com/cmx-summit-code-of-conduct/.
  11. 11.https://www.theverge.com/2017/12/29/16830626/call-of-duty-swatting-prank-kansas-man-dead-police-shooting.
  12. 12.Self-care was the theme of the 2020 Community Management Appreciation Day.
  13. 13.https://tim.blog/2020/02/02/reasons-to-not-become-famous/.
  14. 14.It’s actually an outstanding achievement, kudos to you!.
  15. 15.95% confidence intervals.
  16. 16.Click-through data is not scrapable and is instead gathered from Mailchimp’s industry reports, available at: https://mailchimp.com/resources/email-marketing-benchmarks/.
  17. 17.This applies to small communities; it would not include customer support communities.
  18. 18.We calculate this by using the highest range of registered members who participate (48%). Thus 100/48 × 100 (needed members) = 208.
  19. 19.This feels ridiculously high to me.
  20. 20.We calculate this per above using the highest possible range who might register (51%). Thus 100/51 (the conversion rate) multiplied by the number of people we need (208) = 408.
  21. 21.A heatmap mapping tool.
  22. 22.https://mailchimp.com/resources/email-marketing-benchmarks/.
  23. 23.100/2.62 × 408.

Chapter 10 Building your community strategy

  1. 1.https://www.mindtools.com/pages/article/newTMC_09.htm.
  2. 2.https://en.wikipedia.org/wiki/OKR.
  3. 3.103 hours / 12 weeks + 17 one-time hours.

What’s next?

  1. 1.You can find a full list of community books here: https://medium.com/@growingcommunity/resource-books-on-online-community-127c981732ef.
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