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Principles to Gamify the Online 
Philanthropic Crowdfunding 
A Gamification Framework Applied to kiva.org 
Presented by Nicola Terrenghi 
Supervised by Paulo Gonçalves 
Co-supervised by Benjamin Cole 
University of Lugano 
Faculty of Informatics 
MSc in Management and Informatics 
September 8th 2014
©2014 by Nicola Terrenghi. All rights reserved. 
No part of this document may be reproduced in any written, 
electronic, recording, or photocopying without written permission of 
the author. The exception would be in the case of brief 
quotations embodied. The gamification framewrok named 
“Gamification Wheel” and the game named “Impact”, conceived 
and designed by the author, are copyrighted contents.
1. State of the art 
2. Gamify to engage 
3. Gamification Wheel 
4. The voice of the experts 
5. Playing at Kiva 
6. Conclusions
What is crowdfunding?
5 
Crowd Campaign 
Owner 
Donation
6 
Crowd Campaign 
Owner 
Lending
7 
Crowd Campaign 
Owner 
Reward
8 
Crowd Campaign 
Owner 
Equity
Online Crowdfunding emerged in an 
organised way in the wake of the 2008 
financial crisis. 
cf substitutes 
Business angels? 
Source Source: World Bank infoDev. Crowdfunding’s potential for the developing world. 2013. URL www.infoDev.org. 
9
10 
$2.7Bn 
2012 
Source: Massolution. 2013cf - the crowdfunding industry report. 2013.
11 
+81% 
2012 
Source: Massolution. 2013cf - the crowdfunding industry report. 2013.
12 
1.1M Campaigns 
2012 
Source: Massolution. 2013cf - the crowdfunding industry report. 2013.
Source: Massolution. 2013cf - the crowdfunding industry report. 2013. 13
Source: World Bank infoDev. Crowdfunding’s potential for the developing world. 2013. URL www.infoDev.org. 14
$13M 
in 52 days 
Source: https://www.kickstarter.com/projects/ryangrepper/coolest-cooler-21st-century-cooler-thats-actually? 
ref=nav_search 
Source 15
16 
$1.7M 
in 40 days 
Source: http://www.theoceancleanup.com/
Source: Massolution. 2013cf - the crowdfunding industry report. 2013. 17
What is philanthropic 
crowdfunding?
food 
education housing 
transportation health retail 
Source 19
20 
Project 
example
but…
22
On 
Kiva… 
1/3 of 
users 
never lent 
Source: Yang Liu, Roy Chen, Yan Chen, Qiaozhu Mei, and Suzy Salib. "i loan because...": Understanding motivations for pro-social lending. In 23 
Proceedings of the Fifth ACM International Conference on Web Search and Data Mining, WSDM ’12.
On 
Kiva… 
16% of 
lenders lent 
only once 
Source: Yang Liu, Roy Chen, Yan Chen, Qiaozhu Mei, and Suzy Salib. "i loan because...": Understanding motivations for pro-social lending. In 24 
Proceedings of the Fifth ACM International Conference on Web Search and Data Mining, WSDM ’12.
Why crowdfunding?
“I like to buy things 
that I can play with.” 
Source: Elizabeth M. Gerber and Julie Hui. Crowdfunding: Motivations and deterrents for participation. 26
“I like supporting people that I 
feel have authentically good ideas 
and maybe wouldn’t get 
mainstream support from the 
public.” 
Source: Elizabeth M. Gerber and Julie Hui. Crowdfunding: Motivations and deterrents for participation. 27
“There’s definitely a sense 
of community . . . some 
sort of responsibility 
[to support].” 
Source: Elizabeth M. Gerber and Julie Hui. Crowdfunding: Motivations and deterrents for participation. 28
Why NOT crowdfunding?
“they often underestimate 
the amount of time 
it takes to get something 
out.” 
Source: Elizabeth M. Gerber and Julie Hui. Crowdfunding: Motivations and deterrents for participation. 30
How are platforms 
engaging their users?
The strength of weak ties
33 
Facebook 
Friends 
Success 
Probability 
100 = 20% 
1000 = 40% 
Source: Ethan Mollick. The dynamics of crowdfunding: An exploratory study. Journal of Business 
Venturing, 29(1):1 – 16, 2014.
Mobile is social, social is mobile
35 
Mobile experience 
led to 33% 
conversion rate. 
Source: Jonathan Waddingham. The future of facebook fundraising. International Journal of Nonprofit 
and Voluntary Sector Marketing, 18(3):187–191, 2013.
36 
Mobile users 
shared twice 
compared to 
desktop devices. 
Source: Jonathan Waddingham. The future of facebook fundraising. International Journal of Nonprofit 
and Voluntary Sector Marketing, 18(3):187–191, 2013.
United we stand, divided we fall
38 
+ $31 /month 
+ $16 /month 
Source: Yang Liu, Roy Chen, Yan Chen, Qiaozhu Mei, and Suzy Salib. "i loan because...": Understanding 
motivations for pro-social lending. In Proceedings of the Fifth ACM International Conference 
on Web Search and Data Mining, WSDM ’12.
Telling stories to expand the impact
40 
Volunteers share their 
experience on Kiva. 
Source: Jolynna Sinanan. Lenders, borrowers and fellows: Personal narrative and social 
entrepreneurship in online microfinance. In Proceedings of the 21st Annual Conference of the Australian 
Computer-Human Interaction Special Interest Group: Design: Open 24/7, OZCHI ’09.
41 
Some key 
engaging 
elements.
What else could be engaging?
Games!
“A game is an opportunity to focus our 
energy, with relentless optimism, at 
something we’re good at (or getting better at) 
and enjoy. In other words, gameplay is the 
direct emotional opposite of depression.” 
Jane McGonigal, “Reality is Broken”, http://janemcgonigal.com/my-book/ 44
The planet is 
spending more 
than 3Bn hours 
a week gaming. 
Jane McGonigal, “Reality is Broken”, http://janemcgonigal.com/my-book/ 45
46 
48% of players are women. 
The Entertainment Software Association, http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
44% of gamers 
play on their 
smartphone. 
The Entertainment Software Association, http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf 47
48 
Source: Leonard Reinecke. Games at work: The recreational use of computer games 
during working hours. Cyberpsy., Behavior, and Soc. Networking, 12(4):461–465, 2009. 
61% of 
surveyed 
CEOs, CFOs 
and other 
senior 
executives 
say 
they take 
daily game 
breaks at 
work.
“I want gaming to be something that 
everybody does, because they 
understand that games can be a real 
solution to problems and a real source 
of happiness.” 
Jane McGonigal, “Reality is Broken”, http://janemcgonigal.com/my-book/ 49
Also known as “gamification”
51 
“The use of game design 
elements in non-game 
contexts.” 
Source: Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke. From game design elements 
to gamefulness: Defining "gamification". In Proceedings of the 15th International Academic 
MindTrek Conference: Envisioning Future Media Environments, MindTrek ’11.
52 
“The process of making 
activities more game-like.” 
Source: Kevin Werbach. (re)defining gamification: A process approach. In Anna Spagnolli, Luca Chittaro, 
and Luciano Gamberini, editors, Persuasive Technology, volume 8462 of Lecture Notes 
in Computer Science, pages 266–272. Springer International Publishing, 2014.
http://www.thefuntheory.com/speed-camera-lottery-0 53
54
55
Average speed before the 
experiment: 32 km/h 
56
Average speed during the 
experiment: 25 km/h 
57
Reduction in speed of 22%! 
58
Gamers are philanthropists
Incorrectly folded proteins 
cause diseases like Alzheimer, 
Mad Cow disease and many 
cancers… 
Source: Joachim Pietzsch. The importance of protein folding. 2003. 60
…Scientists need to study 
how proteins fold in order to 
figure out how to stop proteins 
from misfolding but… 
Source: Joachim Pietzsch. The importance of protein folding. 2003. 61
…it would take thirty years 
to test all the different 
combinations. 
Source: Joachim Pietzsch. The importance of protein folding. 2003. 62
63
In 3 weeks they achieved a 
goal that scientists pursued 
for 15 years. 
64 
Source: Dean Praetorius. Gamers decode aids protein that stumped researchers for 15 years in just 3 
weeks. 2011.
www.playseeds.com 65
www.playseeds.com 66
How could we gamify 
crowdfunding platforms?
68
69 
What is the 
organization today? 
What is its mission? 
What is the 
business objective 
to pursue?
70 
Which users can be 
turned into gamers? 
Which activities 
add more value to the 
organizational platform?
71 
What is the gamer 
experience? 
What are the required 
resources to implement the 
designed gamification system?
The Voice of the Experts
Rachel Cook, 
Seeds founder 
and CEO 
73
74 
Benjamin Cole, 
Product Lead 
at Google
75 
Pablo Suarez, 
Associate Director at Red Cross/ 
Red Crescent Climate Centre
About my research… 
76
“building a community 
around a social issue” 
77 
#1
“a sense of urgency is 
needed to foster action” 
78 
#2
“users want immediate 
feedback” 
79 
#3
“unpredictability can 
pleasantly surprise users” 
80 
#4
About my framework… 
81
“we would focus on action 
more than specific KPIs” 
82 
#1
“organizations could ‘enter’ the 
framework from different slices, 
depending on their stage” 
83 
#2
“within an organization, the 
product manager is the main 
responsible of the gamification 
framework” 
84 
#3
Let’s play at the 
Gamification Wheel!
What is Kiva today? 
What is its mission?
87 
“connect people through 
lending to alleviate poverty”
88 
“Unlocking mobile, social and 
gaming (which the site has not 
really leveraged) could easily propel 
Kiva to the $1 billion mark by 2015” 
Source: Premal Shah, President of Kiva. http://techcrunch.com/2010/10/13/kiva-ceo-on-the-next-5- 
years-and-why-zynga-is-their-biggest-rival-tctv/
What is the business objective 
to pursue?
90 
0.014 
0.025 
average loans 
per month 
2014 2016 
average loans 
per month
Which users can be turned into 
gamers?
Living in US 
35 years old Woman 
Profile 
Owns a college 
degree 
Help others 
Motivations 
Something in 
common 
Different cultures 
Share personal 
fortune 
Borrower details Behavior 
Pictures 
Accountability Loan terms 
Source: 92 2https://cms.kiva.org.s3.amazonaws.com/kiva_lenders_faq_20130131_en.pdf
Which activities add more value 
to Kiva?
94 
+ Coordination 
+ Word of mouth
What is the gamer experience?
96
What are the required 
resources to implement the 
designed gamification system?
104 
?
What I figured out…
106
107 
Elements are just a mean to…
108 
…the process of making 
activities more game-like.
109 
Crowdfunding 
(4 weeks) 
Game 
(1 week)
110 
Gamification needs 
for continuous 
novelty
111 
The Gamification Wheel 
for other crowdfunding 
platforms?
“If building a real farm on Kiva can be as 
compelling as building a virtual farm on 
Facebook, then I think we have done our jobs 
really well. . .” 
Premal Shah, President of kiva.org 
& Member of PayPal Mafia
Stopwatch by Scott Lewis from The Noun Project. 
Smartphone by George Agpoon from The Noun Project. 
Basket by mathies janssen from The Noun Project. 
Trophy by Matthew Ryan Miller from The Noun Project. 
Truck by Simon Child from The Noun Project. 
Share by Arun Ganesh from The Noun Project. 
First Aid by Katie M Westbrook from The Noun Project. 
Community by Roger Cline from The Noun Project. 
Dashboard by Dmitry Baranovskiy from The Noun Project. 
Dice by Alex Fuller from The Noun Project. 
oman by Kristin Poncek from The Noun Project. 
Mountain Climbing by Juan Pablo Bravo from The Noun Project. 
Holding Sign by Takao Umehara from The Noun Project. 
Money Bag by Roman Trilo-Denysyuk from The Noun Project. 
Network by Brennan Novak from The Noun Project. 
Crowd by Shane Holley from The Noun Project. 
User by Wilson Joseph from The Noun Project. 
Graph by Filip Malinowski from The Noun Project. 
Shapes by Nick Abrams from The Noun Project. 
Percent by hunotika from The Noun Project. 
Meeting by Dan Hetteix from The Noun Project. 
People by Wilson Joseph from The Noun Project. 
Icon by Joseph Pearce from The Noun Project. 
Coins by im icons from The Noun Project.

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Principles to Gamify the Online Philanthropic Crowdfunding

  • 1. Principles to Gamify the Online Philanthropic Crowdfunding A Gamification Framework Applied to kiva.org Presented by Nicola Terrenghi Supervised by Paulo Gonçalves Co-supervised by Benjamin Cole University of Lugano Faculty of Informatics MSc in Management and Informatics September 8th 2014
  • 2. ©2014 by Nicola Terrenghi. All rights reserved. No part of this document may be reproduced in any written, electronic, recording, or photocopying without written permission of the author. The exception would be in the case of brief quotations embodied. The gamification framewrok named “Gamification Wheel” and the game named “Impact”, conceived and designed by the author, are copyrighted contents.
  • 3. 1. State of the art 2. Gamify to engage 3. Gamification Wheel 4. The voice of the experts 5. Playing at Kiva 6. Conclusions
  • 5. 5 Crowd Campaign Owner Donation
  • 6. 6 Crowd Campaign Owner Lending
  • 7. 7 Crowd Campaign Owner Reward
  • 8. 8 Crowd Campaign Owner Equity
  • 9. Online Crowdfunding emerged in an organised way in the wake of the 2008 financial crisis. cf substitutes Business angels? Source Source: World Bank infoDev. Crowdfunding’s potential for the developing world. 2013. URL www.infoDev.org. 9
  • 10. 10 $2.7Bn 2012 Source: Massolution. 2013cf - the crowdfunding industry report. 2013.
  • 11. 11 +81% 2012 Source: Massolution. 2013cf - the crowdfunding industry report. 2013.
  • 12. 12 1.1M Campaigns 2012 Source: Massolution. 2013cf - the crowdfunding industry report. 2013.
  • 13. Source: Massolution. 2013cf - the crowdfunding industry report. 2013. 13
  • 14. Source: World Bank infoDev. Crowdfunding’s potential for the developing world. 2013. URL www.infoDev.org. 14
  • 15. $13M in 52 days Source: https://www.kickstarter.com/projects/ryangrepper/coolest-cooler-21st-century-cooler-thats-actually? ref=nav_search Source 15
  • 16. 16 $1.7M in 40 days Source: http://www.theoceancleanup.com/
  • 17. Source: Massolution. 2013cf - the crowdfunding industry report. 2013. 17
  • 18. What is philanthropic crowdfunding?
  • 19. food education housing transportation health retail Source 19
  • 22. 22
  • 23. On Kiva… 1/3 of users never lent Source: Yang Liu, Roy Chen, Yan Chen, Qiaozhu Mei, and Suzy Salib. "i loan because...": Understanding motivations for pro-social lending. In 23 Proceedings of the Fifth ACM International Conference on Web Search and Data Mining, WSDM ’12.
  • 24. On Kiva… 16% of lenders lent only once Source: Yang Liu, Roy Chen, Yan Chen, Qiaozhu Mei, and Suzy Salib. "i loan because...": Understanding motivations for pro-social lending. In 24 Proceedings of the Fifth ACM International Conference on Web Search and Data Mining, WSDM ’12.
  • 26. “I like to buy things that I can play with.” Source: Elizabeth M. Gerber and Julie Hui. Crowdfunding: Motivations and deterrents for participation. 26
  • 27. “I like supporting people that I feel have authentically good ideas and maybe wouldn’t get mainstream support from the public.” Source: Elizabeth M. Gerber and Julie Hui. Crowdfunding: Motivations and deterrents for participation. 27
  • 28. “There’s definitely a sense of community . . . some sort of responsibility [to support].” Source: Elizabeth M. Gerber and Julie Hui. Crowdfunding: Motivations and deterrents for participation. 28
  • 30. “they often underestimate the amount of time it takes to get something out.” Source: Elizabeth M. Gerber and Julie Hui. Crowdfunding: Motivations and deterrents for participation. 30
  • 31. How are platforms engaging their users?
  • 32. The strength of weak ties
  • 33. 33 Facebook Friends Success Probability 100 = 20% 1000 = 40% Source: Ethan Mollick. The dynamics of crowdfunding: An exploratory study. Journal of Business Venturing, 29(1):1 – 16, 2014.
  • 34. Mobile is social, social is mobile
  • 35. 35 Mobile experience led to 33% conversion rate. Source: Jonathan Waddingham. The future of facebook fundraising. International Journal of Nonprofit and Voluntary Sector Marketing, 18(3):187–191, 2013.
  • 36. 36 Mobile users shared twice compared to desktop devices. Source: Jonathan Waddingham. The future of facebook fundraising. International Journal of Nonprofit and Voluntary Sector Marketing, 18(3):187–191, 2013.
  • 37. United we stand, divided we fall
  • 38. 38 + $31 /month + $16 /month Source: Yang Liu, Roy Chen, Yan Chen, Qiaozhu Mei, and Suzy Salib. "i loan because...": Understanding motivations for pro-social lending. In Proceedings of the Fifth ACM International Conference on Web Search and Data Mining, WSDM ’12.
  • 39. Telling stories to expand the impact
  • 40. 40 Volunteers share their experience on Kiva. Source: Jolynna Sinanan. Lenders, borrowers and fellows: Personal narrative and social entrepreneurship in online microfinance. In Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7, OZCHI ’09.
  • 41. 41 Some key engaging elements.
  • 42. What else could be engaging?
  • 44. “A game is an opportunity to focus our energy, with relentless optimism, at something we’re good at (or getting better at) and enjoy. In other words, gameplay is the direct emotional opposite of depression.” Jane McGonigal, “Reality is Broken”, http://janemcgonigal.com/my-book/ 44
  • 45. The planet is spending more than 3Bn hours a week gaming. Jane McGonigal, “Reality is Broken”, http://janemcgonigal.com/my-book/ 45
  • 46. 46 48% of players are women. The Entertainment Software Association, http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf
  • 47. 44% of gamers play on their smartphone. The Entertainment Software Association, http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf 47
  • 48. 48 Source: Leonard Reinecke. Games at work: The recreational use of computer games during working hours. Cyberpsy., Behavior, and Soc. Networking, 12(4):461–465, 2009. 61% of surveyed CEOs, CFOs and other senior executives say they take daily game breaks at work.
  • 49. “I want gaming to be something that everybody does, because they understand that games can be a real solution to problems and a real source of happiness.” Jane McGonigal, “Reality is Broken”, http://janemcgonigal.com/my-book/ 49
  • 50. Also known as “gamification”
  • 51. 51 “The use of game design elements in non-game contexts.” Source: Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke. From game design elements to gamefulness: Defining "gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek ’11.
  • 52. 52 “The process of making activities more game-like.” Source: Kevin Werbach. (re)defining gamification: A process approach. In Anna Spagnolli, Luca Chittaro, and Luciano Gamberini, editors, Persuasive Technology, volume 8462 of Lecture Notes in Computer Science, pages 266–272. Springer International Publishing, 2014.
  • 54. 54
  • 55. 55
  • 56. Average speed before the experiment: 32 km/h 56
  • 57. Average speed during the experiment: 25 km/h 57
  • 58. Reduction in speed of 22%! 58
  • 60. Incorrectly folded proteins cause diseases like Alzheimer, Mad Cow disease and many cancers… Source: Joachim Pietzsch. The importance of protein folding. 2003. 60
  • 61. …Scientists need to study how proteins fold in order to figure out how to stop proteins from misfolding but… Source: Joachim Pietzsch. The importance of protein folding. 2003. 61
  • 62. …it would take thirty years to test all the different combinations. Source: Joachim Pietzsch. The importance of protein folding. 2003. 62
  • 63. 63
  • 64. In 3 weeks they achieved a goal that scientists pursued for 15 years. 64 Source: Dean Praetorius. Gamers decode aids protein that stumped researchers for 15 years in just 3 weeks. 2011.
  • 67. How could we gamify crowdfunding platforms?
  • 68. 68
  • 69. 69 What is the organization today? What is its mission? What is the business objective to pursue?
  • 70. 70 Which users can be turned into gamers? Which activities add more value to the organizational platform?
  • 71. 71 What is the gamer experience? What are the required resources to implement the designed gamification system?
  • 72. The Voice of the Experts
  • 73. Rachel Cook, Seeds founder and CEO 73
  • 74. 74 Benjamin Cole, Product Lead at Google
  • 75. 75 Pablo Suarez, Associate Director at Red Cross/ Red Crescent Climate Centre
  • 77. “building a community around a social issue” 77 #1
  • 78. “a sense of urgency is needed to foster action” 78 #2
  • 79. “users want immediate feedback” 79 #3
  • 80. “unpredictability can pleasantly surprise users” 80 #4
  • 82. “we would focus on action more than specific KPIs” 82 #1
  • 83. “organizations could ‘enter’ the framework from different slices, depending on their stage” 83 #2
  • 84. “within an organization, the product manager is the main responsible of the gamification framework” 84 #3
  • 85. Let’s play at the Gamification Wheel!
  • 86. What is Kiva today? What is its mission?
  • 87. 87 “connect people through lending to alleviate poverty”
  • 88. 88 “Unlocking mobile, social and gaming (which the site has not really leveraged) could easily propel Kiva to the $1 billion mark by 2015” Source: Premal Shah, President of Kiva. http://techcrunch.com/2010/10/13/kiva-ceo-on-the-next-5- years-and-why-zynga-is-their-biggest-rival-tctv/
  • 89. What is the business objective to pursue?
  • 90. 90 0.014 0.025 average loans per month 2014 2016 average loans per month
  • 91. Which users can be turned into gamers?
  • 92. Living in US 35 years old Woman Profile Owns a college degree Help others Motivations Something in common Different cultures Share personal fortune Borrower details Behavior Pictures Accountability Loan terms Source: 92 2https://cms.kiva.org.s3.amazonaws.com/kiva_lenders_faq_20130131_en.pdf
  • 93. Which activities add more value to Kiva?
  • 94. 94 + Coordination + Word of mouth
  • 95. What is the gamer experience?
  • 96. 96
  • 97.
  • 98.
  • 99.
  • 100.
  • 101.
  • 102.
  • 103. What are the required resources to implement the designed gamification system?
  • 104. 104 ?
  • 105. What I figured out…
  • 106. 106
  • 107. 107 Elements are just a mean to…
  • 108. 108 …the process of making activities more game-like.
  • 109. 109 Crowdfunding (4 weeks) Game (1 week)
  • 110. 110 Gamification needs for continuous novelty
  • 111. 111 The Gamification Wheel for other crowdfunding platforms?
  • 112. “If building a real farm on Kiva can be as compelling as building a virtual farm on Facebook, then I think we have done our jobs really well. . .” Premal Shah, President of kiva.org & Member of PayPal Mafia
  • 113. Stopwatch by Scott Lewis from The Noun Project. Smartphone by George Agpoon from The Noun Project. Basket by mathies janssen from The Noun Project. Trophy by Matthew Ryan Miller from The Noun Project. Truck by Simon Child from The Noun Project. Share by Arun Ganesh from The Noun Project. First Aid by Katie M Westbrook from The Noun Project. Community by Roger Cline from The Noun Project. Dashboard by Dmitry Baranovskiy from The Noun Project. Dice by Alex Fuller from The Noun Project. oman by Kristin Poncek from The Noun Project. Mountain Climbing by Juan Pablo Bravo from The Noun Project. Holding Sign by Takao Umehara from The Noun Project. Money Bag by Roman Trilo-Denysyuk from The Noun Project. Network by Brennan Novak from The Noun Project. Crowd by Shane Holley from The Noun Project. User by Wilson Joseph from The Noun Project. Graph by Filip Malinowski from The Noun Project. Shapes by Nick Abrams from The Noun Project. Percent by hunotika from The Noun Project. Meeting by Dan Hetteix from The Noun Project. People by Wilson Joseph from The Noun Project. Icon by Joseph Pearce from The Noun Project. Coins by im icons from The Noun Project.