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: GamePolitics.com

Games Can Fuel Social Change

By pete_gallagher

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Videogames can provide new and effective ways to raise awareness and engage users, prompting an article that asks whether they might be the future of social change.

A piece on Change.org builds its case around a successful promotion put on by Zynga's social game FarmVille, which allowed the game's players to buy special seeds to benefit Haitian charities. The Sweet Seeds for Haiti drive ended up raising over $1.0 million dollars.

The article compares Zynga's successful implementation to one that is more old-school:

…a consortium of foundations and online giving platforms were sponsoring America's Giving Challenge, which put up almost $250,000 in bounty for nonprofits to engage their supporters. In a month, almost 8,000 competing nonprofits raised a total of just over $2 million. One of the biggest pushes in our field basically had the same level of return as releasing a virtual freaking seed.

If that doesn't raise some eyebrows, it should.

While contributing to social change is good and all, the author worries a bit about 'videogame-embedded philanthropy' taking the place of real-world positive actions, though he views it as an opportunity for non-profits:

I worry a bit that for those whose first taste of good is this sort of video game embedded philanthropy, they will feel like their experience of having contributed is good enough. That the input of buying a charitable good equals an output of feeling and having done good, and that is that. Of course where the real opportunity lies is in the conversion of those passive supporters to active users. That may be a great place for creative nonprofits to focus next.

Zynga's Mark Pincus thinks that the future charitable virtual goods market could be worth a billion dollars.

Full post as published by GamePolitics.com on January 12, 2010 (boomark / email).

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