| Main
> Features > Fifteen Tips for Dealing with Reporters
Productively
Fifteen Tips For Dealing
With Reporters Productively
What follows is a message that was posted
to the CAR-PGa's Yahoo!
Group by John Clark. John is a reporter for the Republic in Columbus,
Indiana, and a gamer. He currently runs a Third Edition D&D campaign
for his wife and three other reporters in his newsroom, and spends the
rest of his free time working on a PBEM game and several personal gaming
sites.
John describes his reasons for being interested
in the CAR-PGa's discussion group:
"I decided to join the list because
I have been appalled at some of the "reporting" that has been done
on my favorite hobby over the years and would like to help defuse that
terrible journalism. But having read some of the posts that have been sent
to these wayward reporters, I think I could also make some suggestions
from a reporter's viewpoint about the best way to get car-pga's message
across without angering, alienating or further inflaming a situation."
Not long after making his introduction
to the group, John gave us this list of 15 tips on dealing with the media,
along with an excellent illustration of how an anti-game story makes it
to the papers. I thought it was something worth reposting here, and
when I asked John if he would mind my doing so, he was more than agreeable.
So here it is. Read this before writing
that letter to the editor or calling the news desk to make a complaint.
Keep these tips in mind, and you're more likely to convince them that you're
not just a raving fanboy (or fangirl).
From: John Clark
Date: Wed Jun 20, 2001 5:46
pm
Subject: Tips for dealing with reporters
productively...
Howdy again folks. I have consulted with
three reporters, an editor and an AP writer, all who are gamers, to get
some consensus on how best to interact with reporters from a pro-RPG perspective.
They generally agreed with my suggestions, so I thought I would zip them
off to the group. Sorry if this comes across as overly wordy, but, well,
I'm a writer. What can I say?
What is this?
From what I have seen presented on the
car-pga list and on the Escapist Web site, it is clear that the anti-gaming
message has a foothold in the public consciousness. Police and some
religious groups are predisposed to view gaming in a bad light and pass
that information on to a reporter when there is the flimsiest of tie-ins
to a gaming product.
Let me be clear on what I am going to suggest
below. I would hope that the goal when interacting with a reporter is for
gaming (and gamers) to receive fair coverage in the media. I think these
tips are the way you are most likely to reach that goal. If your goal is
only to bludgeon someone then feel free to tear into the reporter with
gusto, but I doubt that will advance the group's goals.
How does this negative information get
out there in the first place? Let me set up the scenario on how something
negative makes its way into the paper in the first place. Something
bad has happened in the community the reporter covers. A murder. A shooting.
A vandalism. The reporter either hears about this event over the police
scanner, through a press release or from a source. The reporter then either
goes to the scene or makes a few phone calls and someone he talks to implicates
gaming in the event, blaming it on the perpetrator's hobby.
"This was a D&D game gone bad," Officer
Joe Schmo or the Rev. Ronnie Righteous said. "We are investigating the
suspects' ties to an occult game that led them to commit this crime."
The reporter rushes back to the newsroom
and scans his notes, looking for good quotes and trying to find the gist
of the story. Officer Schmo or the Rev. Righteous's quote jumps out because
it is clear, concise and points to the "Why," which is always the hardest
of the "Who, What, When, Where, Why and How" questions. The reporter is
also looking for the angle that will grab the public and make this story
stand out from the other murder, shooting or vandalism stories that will
go in the paper tomorrow.
Then, under a tight deadline, the reporter
hurriedly pounds out a story and sends it up the editing chain, where he
doesn't see it again until it hits the paper or airs on the news. Editors
are free to change the story as they see fit, playing up some angles or
quotes and playing down others. They want to get the most interesting news
up front, because they are under constant pressure to make the newspaper
or news program more interesting. And a juicy crime story with a nice quote
about the "evils of gaming" can generate some reader interest.
Finally, the story makes the paper or news
broadcast. And then sometime later the car-pga hears about the slander
against a game and is left playing catch-up. The reporter has gone on to
other stories and the editor has probably forgotten that they even ran
a story last week on the "evils of gaming."
So how can this be set right?
When writing a letter or making a phone
call, you have to recognize that the reporter has to be gently persuaded
to give you what you want. And what you should want is a complimentary
follow-up story that exposes the good side of gaming, or at least dispels
some of the myths about gaming. In gaming terms, the reporter is the guardian
you need to pass to get to the treasure and you are unarmed. This is the
time for social skills. But go for the softer, persuasive skills instead
of trying to bluff, intimidate or shame a reporter into doing what is right.
Unloading a blast at the reporter's stupidity, gullibility and general
ineptitude is unlikely to get you that follow-up story.
What motivates a reporter?
Let me take a second to explain two important
aspects of the general reporters' psychology.
First, more so than most other professions,
a reporter lives in a fishbowl. If you make widgets down at the factory,
and you screw up a widget, your supervisor may have a word with you. The
widget-maker himself is unlikely to get a phone call from the customers
about his screwed-up widget. But if you are a reporter, your work is seen
by thousands of people every day. And all of those people are happy to
tell the reporter when he screwed up. Consequently, a reporter works hard
not to screw up. Which makes it even more painful to get that call or letter
saying "You screwed up." So most are a touch sensitive to criticism.
Secondly, a reporter lives or dies by the
stories he produces. Where the story runs in the paper or newscast, the
length of a story, the accuracy, the immediacy and news-worthiness all
are professional benchmarks for a reporter. If they do those things right
they are a good reporter. Do them badly and they are a bad reporter. You
may run into the occasional exceptions, but most reporters are more interested
in hitting these benchmarks than making a given subject appear in a positive
or negative light. They just don't have the time to try to slant a story.
It is good to remember that every reporter
is working on many stories each day on a wide array of subjects, most of
which have nothing to do with gaming. Generally, the larger the newspaper
the fewer stories a day a reporter is expected to produce. But reporters
at the smallest papers may be working on five or six daily stories, plus
a couple of briefs. Conversely, all reporters are always looking for more
stories to do and especially in the case of a sensational story just past,
they are looking for a way to do a follow-up story. Editors love the follow-up
story that gives the reader new
developments, even if that follow-up story
just says "There are no new developments." And reporters are happy to get
a shortcut to a follow-up story.
How can I approach a reporter to get a
positive story?
I have put together "15 Tips For Dealing
With Reporters."
1. Don't blame the messenger.
Most reporters see themselves as a funnel, taking raw information,
filtering it and passing it on to the readers as a story. When the story
quotes Officer Schmo or the Rev. Righteous saying "Gaming is bad," the
reporter is just passing on that information, not creating it. Yes, a reporter
chooses what
information to put in the story and what
to leave out, but few view their role as that of an active participant,
instead believing that they have a more passive role.
2. Recognize the reporter's ego.
A reporter wants to get every story right every time. And they are
generally well-respected in the areas they cover. And they generally are
as smart as the average bricklayer or widget-maker. So attacking the reporters
accuracy, ethics or intelligence is not a good way to get what you want.
I'm not
suggesting you coddle the reporter, but
rein in the instinct to "straighten them out." They will resent it and
it will not get you the story you want. The larger the newspaper or the
bigger the television channel, the correspondingly larger ego the reporter
will
have.
3. Don't go over the reporter's
head.
First of all, editors are probably even more sensitive to criticism
than reporters are. They truly want to believe that yesterday's paper was
error-free and to that end they tend to take a legalistic approach to accuracy.
"Did we spell the name right? Did we accurately quote Officer Schmo or
the
Rev. Righteous?" Second, the reporter
is the one who will be writing the all-important follow-up story and it
makes them look good to come up with a follow-up idea to their editors.
Which means they will be more likely to write that friendly, upbeat story
you want. Having an angry note from on-high saying "call these people and
write a follow-
up," is not a motivation tool for a good,
positive story. Remember that the reporter controls the tone of the story
and a disgruntled reporter is the difference between a story about the
nice, normal kids who play pretend games with neat dice and an article
about the whack-jobs who pretend to slay demons while shouting obscenities
and rolling occult polyhedrons.
4. Moderate your tone and language.
I really can't stress this enough. Accusing a reporter of being a member
of a vast conspiracy against gaming, calling them an uninformed jerk and
bludgeoning them with their own mistakes is not going to win them over.
I have known reporters who will hang up when the language starts getting
foul. Keep it positive, sound professional and act appropriately.
5. Make a suggestion instead of
a complaint. Reporters hear a lot of complaints. No one is ever completely
happy with the story the reporter wrote yesterday and reporters generally
get pretty thick-skinned to the "You didn't cover it the way I wanted it
covered" complaint. Instead, phrase your concern as a suggestion. "I think
there is another angle you ought to look into," are magic words that a
reporter likes to hear.
6. Understand the source-reporter
relationship. When a trusted police officer or community leader says
something to a reporter, the reporter is conditioned to believe it is true,
especially if the source has been accurate and reliable in the past. If
the reporter has worked with Officer Schmo or the Rev. Righteous on 20
other stories, then the source's words carry more weight than yours. Attacking
Officer Schmo's or the Rev. Righteous's credibility is likely to provoke
a defensive reaction from the reporter. You can't discredit the source,
so instead try to provide an alternate
viewpoint.
7. Understand the news cycle.
Reporters work on deadline. They have to get the story done by a certain
time. If Officer Schmo or Rev. Righteous provides them with information
on a breaking news story, they are unlikely to have the time to take six
hours looking for a source to give an opposing viewpoint. Likewise, calling
a reporter
who is working on deadline will not get
the response you want. Instead if it is a morning newspaper, call
early in the morning, and an afternoon paper, call early in the afternoon,
when there is less deadline pressure and the reporter is more likely to
have time to listen to your side and work on your story.
8. Don't ask for a correction,
it's not what you want anyway. A correction is generally run very small,
consists of a short sentence or two explaining an error and is buried somewhere
in the paper. A newspaper is unlikely to run a complete, prominent story
correcting a previous story unless they are provably wrong on a matter
of concern to a great number of readers, or are trying to stave off a potential
lawsuit. Instead, suggest a follow-up story.
9. Suggest a follow-up. Reporters
and editors love follow-ups. It lets them milk an old story, turning it
into an ongoing saga. They keep the readers interested, and allow the reporter
to feel like they are on top of an issue. Especially in police-related
stories, there is a flurry of initial activity and then the well runs dry.
Suggest stories that get local people in the paper, that show a different
opinion, that generate some sense of drama. For example, a valid pro-gaming
follow-up could be a suggestion to talk to local gamers.
10. Provide sources and documentation.
Most reporters have probably had little to do with gamers in the past
and probably will have little to do with them in the future. Give the reporter
ideas on how to contact local gamers, say through the comic book store,
hobby shop, local university or high school. Provide well-written, professional-looking
documentation that they can access for background information. Have industry
contact numbers available. And have important facts and figures, such as
sales numbers that illustrate the point you are making, handy and accesible.
11. Don't be the Pro from Dover.
Do not be the all-knowing voice from afar that calls in to set the
hicks straight. Especially for smaller newspapers, reporters prefer to
talk to local people, or at least people in the region. Newsrooms are notoriously
stingy places, and office managers frown on long-distance phone calls.
Reporters are
unlikely to quote Ernie Expert from across
the country, but Larry Local from the capital city is not too far away.
The only exception is if they can quote an "official source," such as a
game manufacturer representative or an official in an industry group.
12. Provide soundbites or clear
quotes. When you are being interviewed, speak slowly, in short sentences.
Allow pauses in the conversation. Avoid run-on sentences or rambling diatribes.
The more concise and to-the-point your response, the more likely you will
be quoted instead of paraphrased. If the reporter asks you the same
question several times, they probably
are trying to get a complete quote from you and either missed it, or you
never finished your thought. If they feel you didn't answer a question,
they may try to ask it again and again, taking several different tacts.
13. Don't resort to mail bombs
or mass mailings. Having everyone you know flood the newsroom with
the same, or similar letters will not have the result you want. The editors
and reporters will not see the error of their ways or be cowed by the support
of the pro-gaming crowd. Instead they will be annoyed, especially if all
those letters come from out-of-town and have an insulting or threatening
tone. A well-written, polite note or phone call with these tips in mind
will be more likely to generate the response you want. While the entertainment
industry is vulnerable to this tactic and may take heed, a newsroom just
puts up its shields and circles the wagons under such a barrage.
14. Don't be a flack or flake.
A flack is derogatory newsroom jargon for a pushy, clueless, public
relations person. A flake is the one-issue weirdo who ties up your time
without giving you a good story idea. In contrast a public relations person
that is helpful and passes on good story ideas is appreciated, and the
one-issue guy who gives great ideas for stories is a proponent or advocate.
15. Be persistent, but don't overdo
it. Call or write as often as you need to get the story you want, but
don't call every day or expect an immediate response. If you are polite,
interesting and promise a good story a reporter will respond - eventually.
But your story is probably not as important to them as the deadline story
they are working on for tomorrow's paper.
Hope this helps,
John Clark
|