Virtual reality for philanthropy: A promising tool to innovate fundraising

IF 1.9 3区 心理学 Q2 PSYCHOLOGY, MULTIDISCIPLINARY
Nina M. Sooter, Giuseppe Ugazio
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引用次数: 0

Abstract

Philanthropic organizations experience difficulties in obtaining support from younger generations, highlighting the need for modern fundraising strategies. Advances in technology provide a potential solution by offering alternatives to traditional fundraising practices. In an experimental study in collaboration with the International Committee of the Red Cross (ICRC), we investigated whether virtual reality (VR) could be harnessed to innovate fundraising. We customized a VR module developed by the ICRC and tested its effectiveness at eliciting donations compared to that of an on-screen version of the experience. In addition, we explored mechanisms that might drive this effect, namely the level of interactivity (active/passive) and the type of affect elicited by the module (positive—happy ending/negative—tragic ending), as well as subjective perceptions and emotions related to the experience. Our findings showed that VR, compared with an on-screen experience, led to both an increase in incentivized donations and a larger reported propensity to become regular donors. Investigating the mechanisms that might drive the effect, we found that the VR experience led to stronger emotional feelings (notably being moved and sadness) and improved quality of the experience (e.g., level of interest and vividness). We further found physiological evidence showing a significant increase in arousal for the VR condition compared with the on-screen condition, although this was not correlated with an increase in donations. Taken together, our study provides evidence that VR could be a viable tool to innovate fundraising and identifies some of the features that may make this medium more effective than traditional practices.
慈善事业的虚拟现实:创新筹款的有前途的工具
慈善组织难以获得年轻一代的支持,这凸显了现代筹款策略的必要性。技术的进步通过提供传统筹款方式的替代方案,提供了一个潜在的解决方案。在与红十字国际委员会(ICRC)合作的一项实验研究中,我们调查了虚拟现实(VR)是否可以用于创新筹款。我们定制了一个由红十字国际委员会开发的虚拟现实模块,并与屏幕版本的体验相比,测试了其在募集捐款方面的有效性。此外,我们还探索了可能驱动这种效应的机制,即互动性水平(主动/被动)和模块引发的情感类型(积极-快乐结局/消极-悲惨结局),以及与体验相关的主观感知和情绪。我们的研究结果表明,与屏幕上的体验相比,VR既增加了激励捐赠,也增加了成为常规捐赠者的更大倾向。在研究可能导致这种效果的机制时,我们发现VR体验会导致更强烈的情感感受(尤其是感动和悲伤),并提高体验的质量(例如,兴趣水平和生动程度)。我们进一步发现生理证据表明,与屏幕上的情况相比,虚拟现实条件下的唤醒显着增加,尽管这与捐款的增加无关。综上所述,我们的研究提供了证据,证明虚拟现实可以成为创新筹款的可行工具,并确定了一些可能使这种媒介比传统做法更有效的特征。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Judgment and Decision Making
Judgment and Decision Making PSYCHOLOGY, MULTIDISCIPLINARY-
CiteScore
4.40
自引率
8.00%
发文量
0
审稿时长
12 weeks
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