Abstract :
Humans and the environment are two natural elements that can never be separated. The environment provides all human needs for survival and humans have also used the environment from 2.5 million years ago to this moment. Currently, the environmental damage that is accelerating cannot be separated from human intervention itself, and the solution should also start from human hands as well. One of the solutions that the government can do is to provide a space for cross-stakeholder collaboration such as the community, non-profit organizations, youth communities in Indonesia with the same enthusiasm to present solutions for environmental restoration, it is hoped that this can accelerate solutions to environmental damage. From this problem, the Greeneration Foundation is trying to be present to offer a concrete solution by inviting the public to donate a minimum of Rp. 10,000 for a sustainable environmental solution by adapting technological developments that are implemented on an online Green Fund Digital Philanthropy donation platform. As a new institution that operates as a fundraiser, the Greeneration Foundation has quite a tough challenge to be able to improve aspects of donor involvement so that they can continue to donate to the Green Fund Digital Philanthropy platform.
One way that can be done to increase donor involvement is to implement a gamification scheme on the donation platform, but in its implementation it requires a big commitment from the Greeneration Foundation and must pay attention to the needs of donors. To answer these problems, the methodology used uses a mixed approach (quantitative and qualitative). In-depth interview data is used as qualitative data as an internal consideration for the gamification scheme development process, and survey data is used as quantitative data to illustrate user/donor awareness of the gamification scheme that will be implemented on the donation platform. The results will be calculated using several tools such as the value proportion canvas.
Keywords :
Donor Engagement, Donor Experience, Gamification, Online Donation Platform, Sustainable Environment., Sustainable FundingReferences :
- Arief, N.N., Pangestu, A.B. (2021) Perception and Sentiment Analysis on Empathic Brand Initiative During the COVID-19 Pandemic: Indonesia Perspective Journal of Creative Communications 1–17.
- Behl, A., Jayawardena, N., Pereira, V., Islam, N., Giudice, M. del, & Choudrie, J. (2022). Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda. Technological Forecasting and Social Change, 176. https://doi.org/10.1016/j.techfore.2021.121445
- Benzaghta, M. A., Elwalda, A., et., al (2021) A social gamification framework for a K-6 learning platform, Simon et,al 2013 SWOT analysis applications: An integrative literature review. Journal of Global Business Insights, 6(1), 55- 73.https://www.sciencedirect.com/science/article/pii/S0747563212001574
- Berger, A., Schlager, T., Sprott, D. E., & Herrmann, A. (2018). Gamified interactions: whether, when, and how games facilitate self–brand connections. Journal of the Academy of Marketing Science, 46(4), 652–673. https://doi.org/10.1007/S11747-017-0530-0
- Bitrián, P., Buil, I., & Catalán, S. (2021). Enhancing user engagement: The role of gamification in mobile apps. Journal of Business Research, 132, 170–185. https://doi.org/10.1016/J.JBUSRES.2021.04.028
- Bogdan, R., Biklen, S. 1992. Qualitative Research for Education. Boston, MA: Allyn and Bacon. Buil, I., Catalán, S., & Martínez, E. (2020). Engagement in business simulation games: A self-system model of motivational development. British Journal of Educational Technology, 51(1), 297–311. https://doi.org/10.1111/BJET.12762
- Chia-Lin and Mu-Chen 2018 How does gamification improve user experience? An empirical investigation on the antecedents and consequences of user experience and its mediating role. https://www.sciencedirect.com/science/article/pii/S0040162517305097#bb0480
- Donor Engagement: Best Practices & Strategies for Nonprofits, 2022 https://snowballfundraising.com/donor-engagement/
- Donation to Honour Someone, WWF Indonesia 2022 https://support.worldwildlife.org/site/Donation2?df_id=13830&13830.donation=form1&s_src=AWE2 209OQ18336A06078RX&s_subsrc=topnav
- Engagement Flow in Gamification | Strategic Synergy. (n.d.). Retrieved December 26, 2022, from https://stratsynergy.wordpress.com/2010/11/02/engagement-flow-in-gamification/ Eppmann, R., Bekk, M., & Klein, K. (2018). Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]. Journal of Interactive Marketing, 43, 98–115. https://doi.org/10.1016/j.intmar.2018.03.002
- Feng, W., Tu, R., & Hsieh, P. (2020). Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements. Journal of Retailing and Consumer Services, 57. https://doi.org/10.1016/j.jretconser.2020.102229
- Feng, Y., Yi, Z., Yang, C., Chen, R., & Feng, Y. (2022). How do gamification mechanics drive solvers’ Knowledge contribution? A study of collaborative knowledge crowdsourcing. Technological Forecasting and Social Change, 177. https://doi.org/10.1016/j.techfore.2022.121520
- Hollebeek, L. D., Das, K., & Shukla, Y. (2021). Game on! How gamified loyalty programs boost customer engagement value. International Journal of Information Management, 61, 102308. https://doi.org/10.1016/J.IJINFOMGT.2021.102308