Gameplayarts: Helping Cultural Institutions Break Into Games

What does it really take to build a sustainable community around experimental games? In this essential conversation, we sit down with Bria Davis, Community Director at Young Horses, to explore the intricate dynamics of gaming communities and what art-forward creators need to know before diving in. Bria brings a unique perspective to community building, having worked her way from Discord moderator to leading community strategy for some of gaming's most innovative studios. Her journey through p...

Show Notes

What does it really take to build a sustainable community around experimental games? In this essential conversation, we sit down with Bria Davis, Community Director at Young Horses, to explore the intricate dynamics of gaming communities and what art-forward creators need to know before diving in.

Bria brings a unique perspective to community building, having worked her way from Discord moderator to leading community strategy for some of gaming's most innovative studios. Her journey through projects like the cultural phenomenon Blaseball offers invaluable insights for creators bridging art and gaming audiences.

Key insights for experimental game creators:

  • Why fandom is like an ocean—beautiful but requiring respect and careful navigation
  • The crucial differences between Discord and Twitch communities and how they serve different creative goals
  • How "intimate publics" form around shared media consumption and why understanding this matters for your artistic vision
  • Practical strategies for launching your first gaming community without losing creative control
  • Why the loudest voices aren't always the ones worth listening to

Whether you're preparing for your first Steam release or cultivating an audience for your interactive art project, this conversation reveals how authentic community building can amplify your creative vision while maintaining artistic integrity.

Bria's expertise spans community health, cultural engagement, and the delicate balance between creative expression and audience development—making this a must-listen for any creator serious about finding their people in the gaming space.

This episode was hosted by Jamin Warren. Music was provided by Lusine.

Twofivesix is a strategic consultancy that helps artists and cultural organizations engage with gamers. Founder and CEO Jamin Warren speaks to experts at the intersection of game-based art and marketing to help you find your audience.

What is Gameplayarts: Helping Cultural Institutions Break Into Games?

From writing for the Wall Street Journal to advising MoMA’s permanent collection to launching one of the first game-based arts spaces in the world, Jamin Warren talks through contemporary issues in bringing games to the arts-world public

Jamin Warren: Warren. Hey,
there. I'm Jamin Warren, and

today we're going to be diving
deep into one of the most

fascinating and I think
misunderstood aspects of gaming

community management and fandom.

It's something I get asked
about, and I have the perfect

guest. My guest today is Bria
Davis, who we recorded this back

in 2023 and she was working as a
freelance community director,

and has since moved on to become
the community director at young

horses, the studio behind games
like bugsnax. Bria brings a

really unique perspective to
community building. She cut her

teeth monitoring discord
servers. Worked her way up

through some of the more
interesting community based

projects, specifically the wild
cultural phenomenon that was

Blaze ball, which was an online
baseball simulator game that was

really community driven. One of
the things I really liked about

beer's perspective is that she
has a minor in creative writing,

art, pop culture, and then
worked in tour guiding a

distillery. She'll talk a little
bit about her background, and

that eventually became a passion
for moderation. In this

conversation, we're going to
explore some critical concepts

that anyone who's looking to run
their own Discord server or

participate with somebody else,
or is just interested in space

really needs to know. Bria
breaks down the crucial

differences between platforms
like Twitch and discord. She

explains why fandom is an ocean
beautiful but potentially

dangerous if you don't respect
it. And also talks about why the

loudest voices in gaming
communities are not necessarily

the ones that you should be
listening to. We also had some

fun talking through some theory
we dig into what she calls

intimate publics, which is how
shared media consumption can

create a false sense of shared
values, and why that matters if

you're an artist trying to
navigate complex cultural

conversations, so if you're
someone who's working on

artboard games, you're trying to
bridge the gap between art world

recognition and gaming
audiences. Maybe you've been

toying with the idea of starting
a Discord server for your

specific community. This
conversation is going to be

super authentic and really
essential for you, particularly

for anyone who's doing
communities around experimental

work, which is a lot of the
stuff that Priya does, albeit in

a very specifically video game
context. So if you're looking to

cultivate genuine fandom without
losing that you know so precious

artistic integrity, and you also
really want to understand how

the platform dynamics work in
these spaces, this is going to

be a great conversation for you.

All right, let's jump into it.

Bryn, well, thank you so much
for joining me. I really

appreciate it. I think to get
started, can you just tell me a

little bit about like who you
are and what you do and like how

you moved into your current
role?

Bria Davis: Sure. So hello. My
name is Bria. I actually don't

come from a games background. I
studied communication in school,

and are a triple minored in
creative writing, art and pop

culture, and then I did a bunch
of jobs that had nothing to do

with video games. I was a tour
guide at a distillery for a

while. I did project management
for a screen printing studio. I

worked in instructional design
for a bit, but I always really

liked games, especially indie
games, and the capacity that

they have to tell interesting
stories and connect with people.

And so I joined a discord for a
game studio that I liked a lot.

I liked the stuff that they
made, and I just took a big

investment in their work. And
eventually they were like, This

person seems cool. We should
make her a mod. And so I started

moderating the space, and
through that, met a bunch of

really incredible folks in the
industry. And when a job opened

up, I was like, what about me?

And they said, Yeah, you seem
good enough. Let's see, yeah.

And it worked out, they haven't
got rainy yet.

Jamin Warren: Is that? Is that a
common path for folks into your

particular role. I presume you
can't get like a like a BA in

Bria Davis: Yeah, game degree do
exist, but they're usually much

more like technical I find a lot
of the folks that I know in

community management and in
games in general have very

unique career paths where they
eventually land in, like, the

right time, the right place, the
right needs from a specific

studio when they know someone,
or they apply on a whim, and

then the studio is like, yes,
that skill set makes a lot of

sense for us. Let's bring you on
and see what we can do

community, especially since it's
so many, like social soft

skills, so many skills that
apply to a bunch of different

types of roles. People come from
all sorts of backgrounds, and

then connections are a really
great way to get put in a place

that allows you to succeed.

Jamin Warren: Got it. Got it.

Can you tell me a little bit
about moderation? You know, this

is a place where I think games
are. Games are really

interesting in terms of they're
often these developed

communities. They have a high
interest area. Can you tell me a

little bit about, like, what a
mod does? I'm sure people have

heard the term before, but maybe
they're unfamiliar with like,

what that person day

Bria Davis: to day is, yeah. So
in. It. It's really going to

depend on what website you're
on. So a moderator on Reddit is

going to do something different
than a moderator on Discord is

going to do something different
than a moderator on like a forum

for a niche interest. I
primarily do discord moderation,

Twitch moderators also would
have different skill sets and

day to day activities, but in
general, what you are doing is

making sure that content that
you don't want to exist in your

space exists in your space. This
changes depending on context,

but for a place like discord,
you know, you don't want people

showing up and posting spam
links to crypto websites. You

don't want people showing up
saying hot singles in your area.

You don't want people shouting
racial slurs or harassing your

users, or, you know, any of that
kind of inappropriate content

that you don't like seeing on
the internet. It is my job to

get rid of that content, and
then potentially get rid of the

people that are doing that. And
then on a much smaller scale, it

is just about curating a space
that's fun to be in. So making

sure that you're setting rules
for a space that makes sense

with what what you want. So if
you want a friendly community,

making sure that people are
being friendly, if you want a

community that participates in
healthy competition, making sure

that your rules are set up for
that and that you're enforcing

those boundaries. So it's
everything from deleting cuss

words to taking someone aside
and saying, Hey, I don't know if

you're understanding or reading
the room properly. This is how

your behavior is, like coming
off to other people. Can you

change course? It also can
involve customer support,

depending on if you're in like a
games official setting, or

you're like a volunteer
Moderator. So you know, people

will show up and say, I found an
issue with my game. What do I do

about it? Or, right? I can't
figure out how to do this. Will

you help me? Or, you know, all
sorts of things that customers

ask and want to know about. We
lead a lot of that communication

as well in official game spaces.

Do you have

Jamin Warren: a sense of like
the the brief history of online

mods. I mean, I know online
communities are one of those,

like, one of the oldest forms of
interaction on the internet. I

mean, arguably, I guess that is
what the internet was designed,

yeah, to do, to, like, use that
and but do you have a sense of,

like, what that, how that role's
changed over, like, your, at

least your life as a as an
internet internet user?

Bria Davis: Yeah, I think,
honestly, there is a lot of

connective tissue between, at
least when I started on the

internet as a as probably too
young in age, and now you do a

lot of the same things with a
lot of the same tools, or

similar tool sets, remove a
user, stop a user from posting,

communicate with a user, delete
a post. You know, those things

haven't really changed in a
large capacity, but I think the

expectations of moderation have
changed because of how the

Internet has changed. So, you
know, 20 years ago, it's

troubling to say 2003 Oh no,
I've made myself feel old.

Communication on the internet
was a lot more asynchronous. So

if you were to go to a Neopets
forum, if you were to pull up a

like knitting community and ask
about whatever, you would expect

to come back, maybe the next
day, the next few days, and see

one or two responses from
people, and it would be spread

out over a longer period of
time. So the energy, I imagine,

that went into moderation was a
lot more. One off this post is

inappropriate, let's get rid of
it kind of thing. And as

internet speeds have increased,
as platforms have become more

focused on, like, instantaneous
communication, things like

Twitter, things like, I mean,
even texting, you know, we're

much more interested in quick
communication, the expectations

for the amount of work that goes
into moderating that content is

very different. You know the
difference between deleting

comments on an Instagram page
because someone is being mean or

said something inappropriate and
wading into a discord argument

where two people are fighting
over a contentious subject, and

like hundreds of people are
watching and you want to figure

out how to de escalate a
conflict live, when at any point

somebody else could hop in and
contribute to that conversation.

That's very different, even if
the tools are still primarily

the same. So. It definitely
evolved. But yeah, I think, I

think expectations for the kind
of stuff that you moderate has

changed, and the ask of the
platforms that facilitate our

social conversation has changed
significantly. The moderators

themselves, I feel, are
primarily

Unknown: the same, yeah, humans
are humans. Like, yeah, we're

we're all

Bria Davis: just people that are
like, I like this space and I'd

like to make it better. Oh no.

Oh God, what have I done? Why
did I do that?

Jamin Warren: Well, along those
lines, on the platform side, one

of the things that I think makes
games very unique is the fact

that there are two very large
platforms, specifically twitch

and discord, that are primarily,
although, you know, now they're

trying to diversify a bit, but
primarily their growth was

driven explicitly by video
games. You can't say that about

film. You can't say that about
TV. You can't say that. You

couldn't you. There's no place.

I mean, there's things like
letterboxed and things like

that. But I think just the scale
of those platforms and the fact

that they primarily focus on
games and gaming communities is

really unique in terms of games
having these places. Could you

tell me a little bit you alluded
to this about the differences

between those two, Twitch and
discord, as it relates to like

community, like your particular
role? Yeah,

Bria Davis: absolutely. So
Twitch, at its base is going to

be a live streaming platform, so
people can go on to the website,

and if I real time and playing a
video game, I can let other

people watch me play that video
game. So it's more of a live

participatory event. People are
talking with each other. People

are talking with the streamer
and interacting, as opposed to

like pulling up a Netflix
episode or pulling up a YouTube

video where someone played the
game and then uploaded it. It's

a very interpersonal
interaction. And of course,

people can pull little videos
from that watch them later, see

what's happened in the past. But
Twitch itself is a facilitator

of like, instantaneous
connection over video games,

which I think is part of why
it's so successful. It really

opened up the experience of
video games to be even more

social than they were before,
and even more interactable than

they were just at like a base
experience. Yeah, this floor

varies depending on on the game,
I think, but by and large, it is

like a very big chat room that
you can organize into different

subjects. So let's say you have
3000 people in one big room.

They can go into a channel and
share pictures at their pets and

look at other people pets. They
can hop into a voice channel and

talk with other people and maybe
play a game together. But by and

large, a Discord is going to be
a supplemental social experience

to whatever a game is, so you
play the game. Wow. This was

really fun. I liked it a lot. I
want to go talk to other people

who played this game and see
what they thought, and that's

going to involve a lot more
content creation. So fan work,

fan fiction theories, wiki
building, where people are

writing about the game instead
of just playing the game. Some

discords will facilitate the
kind of thing that Twitch does,

where people will play a game
and people can watch or where

you can experience something
happening live in a game

together in a chat room. But
those are much more they're

smaller, more curated
experience. It's less

discoverability and more like
retention. I think in those

instances when discords do that
kind of thing, yeah, I

Jamin Warren: mean, there's
also, it's interesting with

Twitch, there's a sense of
authority too, right? Like the

like the person on camera is,
arguably, that is the beauty.

Will have its own interactions,
but there is someone,

ostensibly, like, in charge, you
know, as opposed to and

moderators are, you know,
they're supplement, they're

supplementing that experience,
yeah, whereas discord, I get the

sense it's like, yes, the mods
are there, but the dynamic is

interpersonal between individual
users and their ability to

social influence. And yeah, how
engaging they are. They post

good things or whatever, and
it's much more dynamic in that

way as well. Yeah, it's a

Bria Davis: lot more. Twitch is
more content creator, fan,

relationship and discord is
usually like a bunch of people

in a room and people that ask
them not to break the rules.

Relationship, you get sort of
parasocial dynamics in all of

those places, but you're going
to get them a lot more in in

Jamin Warren: Twitch got God.

And by parasocial, that means
like someone sort of, uh,

projecting a relationship on the
someone, yeah. Someone relation,

Bria Davis: yeah, someone
misunderstanding a relationship

with a content creator as, uh,
friendship. Or a much more.

Intimate, close relationship,
instead of like, oh, I watch

this person's videos and I like
a lot of what they do.

Parasocial relationships drive a
lot of her dynamics on social

media, Twitter, like main
characters of Twitter stuff,

people's relationship with
celebrities, all of that is has

undercurrents of people's
different understandings of what

their relationship is to
consumption versus knowing

someone or connecting with them.

Jamin Warren: Great. Well, I
wanna talk about fandom, and

then we can talk a bit about,
like, connecting what we just

discussed on the community side
compared to as it relates to

fandom, and we can

Bria Davis: bring the whole
picture together. Yeah, exactly,

Jamin Warren: exactly. Can you
tell me a little bit I loved, I

was looking at your talk at the
Game Developers Conference, and

I love that distinct the analogy
used about fandom being an

ocean. Can you tell me a little
bit about about that analogy to

help people understand like,
what fandom is? I

Bria Davis: think fandom as a
word has so many different

definitions, depending on who
you're asking and what scale,

especially your company is
working on the difference

between fans of like a cartoon
that is going to be on Cartoon

Network or Disney Channel, the
scope of that, versus fans of

like a small web comic that one
person is making in college, are

going to be very different
contextual experiences, and are

also audiences that are probably
going to be pretty different in

how you engage with them. I
think fandom, for me, is a level

of engagement that you get
beyond a casual fan or a casual

like audience member. So the
kind of person that is going to

use your product once or twice
and be like, yeah, that was

cool, or like, oh, I watched
this movie. I liked it. I'm not

gonna watch it again. Maybe I'll
talk about it at work. I don't

necessarily consider that part
of fandom. I just consider that

an audience. Fandom, for me, is
sort of one step more, someone

who's going to re watch the
movie, someone who is going to

still be thinking about a piece
of media for a week after,

someone who is going to go onto
social media and talk about it.

This can involve sort of
creating their own content, fan

art, fanfic, those things that
people have heard, where her

fans will take whatever world
they're experiencing and like

and then make their own stuff
out of it. And I think it also

just includes, like, hearing a
lot about a thing driving

engagement higher, revisiting
websites, that kind of stuff. So

when I say fandom is an ocean,
it is almost a precautionary

language that I use, because I
think a lot of people do say,

like, we want a fandom, and
don't necessarily understand

that that is not something that
you can control, both in a like

literal sense, you can't control
what your fandom does and how it

behaves and how it impacts your
brand. And also, you can't

necessarily control whether or
not you develop a fandom. There

are definitely aspects of media
or things that you can use that

tend to attract fandoms. But
more than anything, I think of

fandom as just a very intense,
not even very intense, just

slightly more intense, group of
people that are going to engage

with your thing over and over
again. And as we know, people

are not easily controlled,
necessarily. And so I think

fandom should be treated with
respect and care as something

that is uncontrollable and is an
ecosystem that we all exist

within, especially when we're
all so connected online. And the

way that you treat the ocean, at
least the way that I treat the

ocean, is know when there's
danger, and don't go into the

danger like, be smart about how
you engage with it. Be smart

about how you like enter it. And
I guess, like, invite it into

your space. You know, you don't
take 14 shots of tequila and

then run into the ocean with no
one around at night. That might

be unsafe, but if you go to the
beach during the day with your

friends and there's a lifeguard,
that's great. And so I think

thinking about how you engage
with something as big and as

tumultuous as the human
condition, as we consume media,

takes a lot of care, and when
done right, can be really

successful and also make a
really good experience for your

users. And if not, you're you're
most likely, your customer

support team, or your user
experience team, is going to get

swallowed by the ocean and drown
a horrible death if you don't

think about the ramifications of
what you're asking for. And

ideally, we don't want that.

Ideally we want everyone to have
a good time and benefit from the

experience. And, you know, I
think sandom fandom comes from

like a deep emotional connection
to a character, to a story, or

to a version of the world where
you can see your place as

something is something different
than it is. You know, it's it's

escapism, it's self
actualization, it's identity

exploration and its connection,
and connecting to a story is a

lot easier than connecting to
whether or not I'm going to buy

an eyeliner brand that's new on
the market. You know, yeah,

yeah. And so I think, I think
people will get a lot more

realistic and productive
results, if they think about

having fans and having people
that are really energetically

enthused about what they're
doing without trying to

replicate, you know, Marvel's
fandom, Disney's, yeah, I think

something that I do a lot in my
role, because of the the game

that I work on, is very weird
and different from a lot of

standard ones. I look to a lot
of different places that have

done things that are pieces of
what I want to do. So if we are

going to do like a scary plot
line, I look at academic

research on grief and collective
trauma. I look at horror movies

and how horror movies have done
marketing around those things,

and I think companies can do the
same. You know, if you want

people to really care about your
stuff, look at other places that

are adjacent to what you do,
movies that have really

compelling music scripts, if
you're a music company, or video

game audio and the culture
around that. And I think there's

so much to learn without feeling
like you need to copy something

word for word, you know?

Jamin Warren: Yeah, yeah,
absolutely. Can you tell me

about the fandom cycle? I think
people are familiar with it at a

distance. But what is that cycle
for? Yeah. Can you tell me a

little about like, what the,
what the life cycle for fans

often, often looks like. I feel
like people catch the tail end

when people freak out about
something, yes, but maybe not

how that relationship like
develops?

Bria Davis: Yeah, it's, it's
really interesting how people

become involved in a fandom. By
and large, I think someone

consumes a piece of media. Let's
say they play a game. They

really like it. They go, this is
cool. I want some more of this.

And they seek out other people
who are interested in that

thing. Conversations happen. Fan
work happens. People are excited

and they are focused around this
piece of media, and then

especially on, like a
centralized platform. So just on

a discord, we'll say everybody
in that space is going to have

very common natural human
behaviors. So you know, I am

talking with this person, and I
know more about this than them,

so I want to share that with
them, or I have these really

funny jokes that I want people
to read, so I'm going to tweet

about them. And in doing that,
we sort of unknowingly accrue

power in a social space. They
become a resource for other

people. So if I am the person
that played this game, and I

know every name of the
characters. I know all of their

backstories. I know how all of
them are related. You don't have

to know any of that, as long as
I'm also in the space and can

just tell you. And as people
sort of accrue that power in

this natural, sort of social
dynamics forum, in an online

space, the people that have the
most power get to set the topic

of conversation. So if I want to
talk about why these two people

should kiss because of their
backstories, if I'm the one that

people go to to learn about
people's backstories, then

they're also going to talk about
why these two people should kiss

or not they should. I don't know
who these people are, but they

should, and in setting those
conversations, you set these

social norms in a space the way
that any of us do in any

environment, in an office, in a
friend group, in a sports team,

whatever, and anyone new coming
into that space is then either

going to have to get with the
program and meet those social

norms, or If they divert, they
either have to accrue enough

power to overturn those social
norms or leave. And so when you

are asking to develop a fandom,
a lot of times, what you're

asking is to create a social
environment where you have a

limited number of people that
are still going to give you a

lot of engagement. I think a lot
of people don't realize that

fandom can actually limit your
potential. For growth. It

operates.

Jamin Warren: Yeah, absolutely.

Um, I love that phrase that you
you've used the intimate public

around that conflating a sense
of shared experience with a

sense of like shared shared
values. Can you talk a little

bit? Yeah? About that, just
like, how does that go about?

Like, what? What is happening
there between, between fans that

maybe is mistaking, like, one
form of interaction for maybe

something else.

Bria Davis: So there is a
theorist named Laura verlant who

wrote a piece called the female
complaint on 2008 and she talks

about this idea of an intimate
public, which is effectively a

sense of a shared like public
experience and connection with

other people, maybe not based on
our values. So you know what? I

how I think we should treat
people in our community, how I

think people should get support,
or even just like, whether or

not I think honesty is important
as a person, and you think

honesty is important, but in how
we respond to the consumption of

something particularly media. So
if you and I both go and see the

Avengers movie, and we leave and
we're like, that was so fun.

Iron Man is so cool. I liked it
when the Hulk threw Loki around.

That was great. We would feel
like we are a part of a

community together that makes a
meaningful impact on the world,

because we liked that movie a
lot. You know, we feel

connection through that, but we
may have very different values

about how we engage with the
world, how we engage with our

community, how we're people on
this earth, and a lot of times,

because media consumption is
such an easy way to connect with

other people, that supersedes
the way that we exist within the

world in sort of meaningful
ways, because We like the same

things. We like the same band.

We both want to see the Barbie
movie. We both want to play

Fortnite. Those things are
significantly less important

than you know, whether or not I
think that healthcare should be

free for people or whatever.

Spicy and what that does is it
facilitates an environment

where, if you and I like the
same movie, and then our friend

who came with us to watch the
Avengers was like, I thought

that was terrible, and I hated
it. Joss, Whedon, sucks. That

person would be in the out
group, and that sets up

opposition over something that
doesn't, doesn't matter at all,

but is really easy to take
advantage of and to to

weaponize. You know, I'll, I'll
pull literally the quote from

Berlin that I put in my
presentation, which is, what are

the political consequences of a
commoditized relation among

subjects who are defined not as
actors in history, but as

persons who shop and feel. And
you know, the the layman version

of that is, I think, in the end
there, like, what does it mean

for us to connect with other
people and to connect with the

world around us by how we shop
and feel, as opposed to how we

like, actually interact with our
fellow person. And that is very

beneficial from a marketing
capacity, if people want to take

advantage of it, you know, like
if we if we define our

identities based on what we
spend money on, based on what we

like, what we think is cool,
that's really easy to tap into

for success, and I think has
been used really successfully, I

would also argue that that's
something that could be really

forefront in the mind of people
who are who want to market in

what feels like ethical and
aligned with specific values, of

like, how, how are we appealing
to people in meaningful ways,

versus, how are we Taking
advantage of the systems around

us to convince people that their
way of improving the world, that

their way of interacting, of
caring for other people, is by

buying that thing that we're
selling. And that applies to

fandom as well. You know, we
form these really strong

identities with what we consume,
with what we make, with what we

buy. You know how many Funko
Pops we have, and that feels

very meaningful, that to bring
it all back, like part of

community management is ensuring
that those connections extend

beyond just shared interest in
media. But yeah, we treat other

people. And I think what's
really interesting about

community management I'm this is
live. I'm figuring it out as we

talk my cogs are turning, is
that one of the things that I

tell people my job is, is just
professionally setting

boundaries. And a lot of times
in community management, like

something rolls out in a game,
maybe the audience doesn't like

it very much. I have no control
over whether or not that gets

rolled back. I can just
communicate feedback, and then

we have to move forward, and I
have to start setting boundaries

about engagement. Community
management plays a really

valuable role in reinforcing
those values, in making sure

that people engage with your
brand in alone. Fine with those

values, and can help you set
those boundaries and set the

terms of that conversation, so
that even if people don't like

what you've done, they can pound
sand or they can pound sand

elsewhere, the people that like
what you've done are going to be

even more committed to what you
do, to be committed to

facilitating a space that they
want to spend time in. It's all

it's all connected, but mostly
like his boundaries, baby, all

of his boundaries, all the way
down, its values and,

Jamin Warren: well, last thing I
had for you was just maybe on

the very practical, practical
side, what does like a

beginner's engagement from a
community management standpoint

with a gaming audience look
like, versus maybe a more, some

more advanced, advanced
strategies. What does that look

like?

Bria Davis: Yeah, that's that is
an excellent question. I will

spare you the nitty gritty
details, like turn this

permission off and do this
instead, but reach out if you

want help. But know some folks,
I think the biggest thing is

going in with a clear focus on
what you want to accomplish and

what you want to facilitate. The
advice that I have gotten the

most feedback from of being like
extremely useful for folks, when

thinking about discords is the
more things that you host in

your space, the more types of
conversations you host, the more

channels you have with different
subjects, the more work you are

putting on yourself to moderate.

I think at the end of the day,
it is really like figure out

easy, low stakes ways for people
to participate. Make sure that

you have a focus on what your
space is supposed to accomplish

it shouldn't just be a nebulous
come hang out and talk to people

and pay your moderators. You're
gonna get much better moderation

if you pay your moderation team.

Jamin Warren: You should do that
well. Thank you, Bria, so much.

I really appreciate it. This was
an amazing

Bria Davis: conversation. Yeah,
my pleasure. Thank you. Thank

you for doing the good work of
demystifying the world of video

games for others. You're doing
the Lord's work,

Unknown: of course. All right.

I.