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2010 - Public Relations Society of America

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Using a Gaming Scenario in Reputation Management<br />

Gregg Feistman<br />

Temple University<br />

greggf@temple.edu<br />

Introduction<br />

Learning public relations in the classroom <strong>of</strong>ten is guided by listening to lectures,<br />

taking part in discussions, examining case studies, developing good writing,<br />

understanding social media, and putting together strategic PR plans. But another teaching<br />

technique can be just as effective, informative and even fun: using games.<br />

In Reputation Management, a graduate level course on public relations, I use a<br />

gaming scenario to give my students a taste <strong>of</strong> the “what if?” aspect <strong>of</strong> high-level<br />

strategic public relations. According to Fombrum and Van Riel (2004, p. 20), reputation<br />

is defined as:<br />

A mirror that reflects an [organization’s] relative success at convincing upstream,<br />

downstream, and diagonal stakeholders about the current and future validity <strong>of</strong><br />

the [organization]. But the mirror is also a magnet: if stakeholders like what they<br />

see and hear, they support the [organization].<br />

The structure <strong>of</strong> this three week game is based on a scenario developed by the<br />

MIT-Harvard University <strong>Public</strong> Disputes Program, entitled “Dealing With An Angry<br />

<strong>Public</strong>,” (Ansell, Susskind & Wheeler, 2000) which is modified for this particular class.<br />

The scenario especially works well for classes with enrollments under 20 students.<br />

Three parties<br />

In the game, students are divided into three groups: A corporation, a consumer<br />

rights advocacy group, and media organizations (e.g., local electronic or print). The<br />

corporation and consumer rights advocacy group are purposely put into an adversarial<br />

relationship. The third group represents the mass media and will continually report on the<br />

goings-on as the scenario develops.<br />

All three groups are given the same basic background information and context<br />

about the two respective organizations and a medical product about to come into the<br />

market with great promise and potential patient benefits. After this initial phase however,<br />

the corporate and advocacy groups are each given proprietary information, the details <strong>of</strong><br />

which are to remain private within the context <strong>of</strong> the game.<br />

Procedures<br />

In the next stage, students are given approximately 30-45 minutes to consult with<br />

each other in their respective groups, prepare strategies, anticipate questions and create<br />

and deliver mock public positioning statements for an “open meeting.” Prior to the<br />

meeting, the corporate group and the consumer rights group prepare a statement on their<br />

position, which is videotaped and shown before the entire class. The “open meeting”<br />

occurs in class for 30 minutes while the student “reporters” cover the event. It’s their job<br />

to write mock media stories and post them through the class’ Blackboard electronic<br />

grading system. After the initial meeting, “live” interviews with designated spokespeople<br />

from each group are again videotaped, using a reporter-spokesperson format. The taped<br />

interviews are shown to the entire class who discuss and analyze what happened, what<br />

changes could have been made, and come up with suggestions for future actions or how<br />

the results could have been different.<br />

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