Abstract

ABSTRACTUnprecedented access to global philanthropic audiences via social media demands creative strategies to identify and motivate donors. One social medium not typically considered in the popular mix is virtual worlds. Using a multi-method ethnographic approach, this study contributes to the strategic communication body of knowledge by examining the purposeful usage of communication by organizations in virtual environments to build support communities and fulfill their respective fundraising missions. Through a descriptive case study, this research explores the efforts of three organizations in the 3D virtual world of Second Life: The American Cancer Society, the Michael J. Fox Foundation, and Live and Learn in Kenya. These organizations have raised millions of dollars/pounds/euros from avatars. The results reveal that social capital plays an important role in the motivation and success of virtual world fundraising activities, especially for individuals who may not otherwise engage due to physical, social, or geographic barriers. The results also highlight the opportunity for organizations to engage with international audiences and build active communities within virtual worlds.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.