In the West, Noblesse oblige is deeply rooted in the sprit of people so that culture of donation is well-established for the socially disadvantaged. However, in South Korea, the culture of donation has not been developed so far due to the regional cli...
In the West, Noblesse oblige is deeply rooted in the sprit of people so that culture of donation is well-established for the socially disadvantaged. However, in South Korea, the culture of donation has not been developed so far due to the regional clique and the spirit of the scholar. In addition, a small number of large fundraising groups monopolize most of donations, therefore, people distrust the current system and the fundraising groups. This also attributes as cultural constraints of donation to be activated. In order to overcome these problems, a variety of companies and organizations recently have tried to switch the recognition of people and to spread the donation culture. One of these efforts is 'Gamification' of donation. Gamification is the latest techniques that apply positive elements of the game to a non-game field to activate participation, and it is situated in the main trend in various fields. This study expected significant synergy effect when Gamifications, a positive effect of marketing practices, and Donations are combined in better way.
The theoretical background of Gamification and the culture of donation was studied and the successful cases of Gamification and apps about gamification of donation were analyzed. User interview and survey of ten men and women in their twenties and fourties were performed to find out their thoughts on the three Gamification App for donations and to analyze pros and cons of Apps. Interview and survey showed that Gamification App of donations now commonly lack the element of fun so that they don’t want to continue to use. Based on the results of survey, the keywords of this study, 'Releability', 'Personalization', 'Real Profit', ‘Realization of Imaginary’, ‘Community’ was derived.
The donations from the App this study proposed, were paid through CSR (Corporate Social Responsibility costs with Cause-related Marketing. When users downloaded the app and used the food brand of sponsored company, an amount of money they spent was donated by the sponsored company. For users, they didn’t need to spend their own time or money and they also earned point. The strategic points of Gamification were events, progress bar, point, badge, and communities. The types of Gamification were accumulation, compare/competition, quiz, gifts/recommend/suggest.
After defining the main features of the app, main frame and use flow were made based on Information Architecture. The main frame and use flow was evaluated to investigate whether the app this study proposed followed the purpose of the app. The evaluation was done by professional in game field and based on the evaluation indicators, including Fun, Reliability, Personalization, Real Profit, Community. Positive feedback were high reliability and donation without economical expense and negative feedback was uncomfortable feeling for abusing the users’ private information.
This study try to meet the needs of gamification app for donations, therefore, it specialized to formation of community, enabled easy communication between sponsored children and sponsortrust the donation by showing the actual result. On the other hand, it also has the limits for the correct interview and evaluation of user exists and the potential of app implementation. Based on this study, further research is required which reinforces relationship factor and a more quantitative user interview.