Bachelorarbeit, 2015
43 Seiten, Note: 1,7
1. Introduction
2. Crowdfunding for German NGOs
2.1 From Classical Fundraising to Crowdfunding
2.2 Features, Advantages and Limitations
2.3 A Comparison of German Crowdfunding Platforms
2.3.1 Betterplace.org
2.3.2 Helpdirect.org
2.3.4 Ammado.com
3. Classification of Donors
3.1 The Donor Pyramid
3.2 Donor Segmentation
3.3 German Donor Statistics and Developments
4. Motives for Donating to Crowdfunding Projects
4.1 Motivational Theory
4.2 General Motives for Charitable Giving
4.2.1 Socially-oriented Motives
4.2.2 Identity-oriented Motives
4.2.3 Development-oriented Motives
4.2.4 Morally-oriented Motives
4.3 The Motives’ Relevance for Crowdfunding
5. Creating Incentives for Contribution to a Crowdfunding Campaign
5.1 Influencing Donor Behavior
5.1.1 Commitment
5.1.2 Reciprocity
5.1.3 Social Comparison
5.1.4 Tangible Incentives
5.2 Incentives in Applications and Features
5.2.1 The Community of Funders and the Meaning of Social Media
5.2.2 The Fun Factor: Gamification
5.2.3 The Democracy in Crowdfunding
5.3 Incentives in Content
5.3.1 Storytelling
5.3.2 Credibility and Transparency
5.3.3 Updates and Further Contact
6. Conclusion
This thesis examines how web-based crowdfunding projects for non-profit organizations must be designed and presented to effectively satisfy prospective donors' needs and encourage sustainable, long-term contributions. The central research objective is to identify motivational factors for donors and translate them into concrete incentives within the crowdfunding context, focusing exclusively on donation-based models.
5.2.2 The Fun Factor: Gamification
Every child needs to play in order to learn, and also adults still like to play. This is proved by the existence of a whole industry creating video games with contents exclusively for grown-ups. Recently, the increasing popularity of gaming has captured the attention of human resources and marketing experts. People prefer to fulfill tasks or spend their money when there is some kind of gaming element involved. The transfer of gaming elements to a real-life environment is called gamification. The aim of gamification is to solve problems by “influencing human motivation and behavior” (Zichermann & Cunningham, p.XIV), by making boring, unpleasant or difficult topics more attractive. What counts is not what some game is about, but how its features are implemented and whether it is fun to play.
An early and simple example for gamification in marketing is the Payback-system. The consumers collect points with every purchase made in partner shops. When having enough points, they can swap them against rewards which come in form of goods, vouchers or cash. As soon as the “players” can compete with each other and earn badges for fulfilling tasks, like for instance the members of WeightWatchers®, the gaming character of a commercial environment cannot be overlooked.
This is what connects gamification with the social media approach for crowdfunding explained in the previous paragraph. The idea of a donor community could be complemented with a rewarding system. Donors get different titles or badges for having donated certain amounts. For example, someone who donates 5 Euros is a friend, a 500 Euro donation makes the donor an angel et cetera. The names could be adapted to fit the respective project. They have to be visible to others to unfold their whole power, which is to be a status symbol for the bearer and to attract others to “play”. All types of crowdfunding could benefit from gamification as they have the characteristics of big multiplayer games. Crowdfunding is highly dependent on the motivation of people to participate. The more fun and exciting the tools are, the more likely becomes the participation and thereby the success of a project.
1. Introduction: This chapter highlights the impact of internet development on fundraising, defines the scope of donation-based crowdfunding, and outlines the research objective of analyzing donor needs and incentives.
2. Crowdfunding for German NGOs: This section explores the transition from classical to online fundraising, discusses the advantages and limitations of crowdfunding, and compares relevant German platforms.
3. Classification of Donors: This chapter investigates how donors are categorized using models like the donor pyramid and segmentation, while also reviewing German donor statistics and demographic trends.
4. Motives for Donating to Crowdfunding Projects: This part analyzes motivational theories and specific types of charitable giving motives, such as social, identity, development, and morally-oriented factors, and their relevance to crowdfunding.
5. Creating Incentives for Contribution to a Crowdfunding Campaign: This chapter provides an in-depth look at how to influence donor behavior through psychological techniques, social media integration, gamification, and strategic content design.
6. Conclusion: The concluding chapter summarizes the key findings, reiterating the potential of crowdfunding as an additional funding source and the importance of adapting strategies to meet modern donor demands.
Crowdfunding, NGO, Fundraising, Donor Motivation, Donation-based Crowdfunding, Donor Segmentation, Online Fundraising, Social Media, Gamification, Altruism, Donor Behavior, Charity, Digital Natives, Relationship Fundraising, Transparency
The thesis explores the application of crowdfunding as a financing tool for NGOs in Germany, specifically focusing on how to analyze and leverage motivational factors to acquire and retain donors.
Key themes include the shift from traditional to online fundraising, the psychology of donor motivation, donor classification and segmentation, and the design of digital incentives for crowdfunding campaigns.
The goal is to provide fundraisers with actionable insights on how to design and present crowdfunding projects to satisfy donor needs and foster long-term relationships.
The work utilizes a descriptive analytical approach based on existing motivational theories, donor statistics, industry studies, and behavioral psychology principles to interpret the effectiveness of crowdfunding features.
It covers the framework of German crowdfunding, donor classification, the psychological motives for donating, and a comprehensive analysis of incentives—ranging from social networking and gamification to storytelling and transparency—that fundraisers can implement.
The work is characterized by terms such as donation-based crowdfunding, donor pyramid, motivational theory, gamification, and relationship fundraising, all within the context of the digital transformation of charitable giving.
The author argues that while the traditional donor pyramid remains a conceptual reference, the internet revolution has changed the linearity of donor engagement, allowing for more fluid and unpredictable shifts between levels of support.
Gamification is proposed as a way to make the donation process more engaging and fun, using elements like badges, titles, and competition to tap into the "playful" nature of adults and encourage higher levels of participation.
Storytelling uses available media (texts, photos, videos) to present beneficiary stories, which activates empathy and makes abstract needs more tangible, thereby increasing the likelihood that a prospect will donate.
Der GRIN Verlag hat sich seit 1998 auf die Veröffentlichung akademischer eBooks und Bücher spezialisiert. Der GRIN Verlag steht damit als erstes Unternehmen für User Generated Quality Content. Die Verlagsseiten GRIN.com, Hausarbeiten.de und Diplomarbeiten24 bieten für Hochschullehrer, Absolventen und Studenten die ideale Plattform, wissenschaftliche Texte wie Hausarbeiten, Referate, Bachelorarbeiten, Masterarbeiten, Diplomarbeiten, Dissertationen und wissenschaftliche Aufsätze einem breiten Publikum zu präsentieren.
Kostenfreie Veröffentlichung: Hausarbeit, Bachelorarbeit, Diplomarbeit, Dissertation, Masterarbeit, Interpretation oder Referat jetzt veröffentlichen!

