Nonprofit fundraising with virtual reality

AuthorSeung‐Chul Yoo,Minette Drumwright
DOIhttp://doi.org/10.1002/nml.21315
Published date01 September 2018
Date01 September 2018
RESEARCH ARTICLE
Nonprofit fundraising with virtual reality
Seung-Chul Yoo
1
| Minette Drumwright
2
1
School of Communication & Media, Ewha
Womans University, Seoul, Republic of Korea
2
Stan Richards School of Advertising & Public
Relations, University of Texas at Austin, Austin,
Texas
Correspondence
Seung-Chul Yoo, School of Communication &
Media, Ewha Womans University, #301 Ewha-
POSCO BD, 52 Ewhayeodae-gil Seodaemun-gu,
Seoul 120-750, Republic of Korea.
Email: Communication@ewha.ac.kr
An increasingly competitive fundraising environment and
the new media ecosystem have prompted nonprofit organi-
zations to strengthen their digital marketing capabilities.
Recently, a few nonprofits have used virtual reality
(VR) technology in fundraising, which raises questions
about its effectiveness. Does VR work, and if so, through
what psychological mechanisms? Through a lab experi-
ment, the usefulness of VR as a digital fundraising tool was
investigated. Specifically, we compared the media effects
of experiencing thesame fundraising video on two different
devices: (a) a head-mounted VR and (b)a tablet. The results
revealed that donation intention, perceived vividness, per-
ceived interactivity, and social presence were all signifi-
cantly greater with the VR medium than with the tablet
medium. Next, we tested and successfully verified the
mediation effect of social presence on donation intention.
Finally, we verified that a viewer's sensation-seeking ten-
dency served as a moderator when the device type influ-
enced donation intention. Specifically, the media effects of
VR were stronger for high sensation seekers than for low
sensation seekers. This study contributes to theory and
research by verifying the VR fundraising effect and identi-
fying the key role of social presence, and it also provides
important managerial guidelines for media design in VR
fundraising campaigns.
KEYWORDS
fundraising, nonprofit organizations, social marketing,
virtual reality
1|INTRODUCTION
Several trends are converging in nonprofit marketing that highlight the potential of online fundraising
approaches in general and virtual reality (VR) in particular. The number of nonprofit organizations is
Received: 19 August 2017 Revised: 22 March 2018 Accepted: 27 March 2018
DOI: 10.1002/nml.21315
Nonprofit Management and Leadership. 2018;29:1127. wileyonlinelibrary.com/journal/nml © 2018 Wiley Periodicals, Inc. 11
growing rapidly around the world (Casey, 2016), which intensifies competition for donors' discretion-
ary income (Fritz, 2016). Increased competition has prompted nonprofits to emphasize low-risk,
high-efficiency marketing approaches (Collins, 2005; Hurley & Hult, 1998), and the explosive
growth of digital communication in recent years has enabled nonprofit organizations to access large
markets of stakeholders without incurring the significant costs associated with traditional media
(Burt & Taylor, 2003; Maxwell & Carboni, 2016), especially if they have a creative idea. In 2017,
86% of U.S. nonprofits used some form of online fundraising (Nonprofit Research Collaborative,
2017), and 61% of donors worldwide reported that they prefer to give online (Your Public Interest
Registry and Nonprofit Tech for Good, 2017).
Among digital media, VR has the advantage of vividly communicating and enabling viewers to
interact with distant beneficiaries as if they were actually present with them. The immersive experi-
ence provided by VR is in sync with contemporary fundraising trends that encourage viewers to
focus on introspection and their own personal judgment of the cause (Chouliaraki, 2010). Recently, a
few nonprofit organizations have experimented with VR in fundraising. For example, in May 2015,
UNICEF Korea was the first among the UNICEF member nations to raise funds for Syrian refugees
using VR (Kang, 2016). It used VR to enable people to empathize with the suffering of the refugees
even though they were unable to visit the refugee camps. Viewers who experienced the VR campaign
showed 80% higher participation in donating to UNICEF Korea than those who did not (Kang,
2016). The use of VR by a few nonprofits raises questions that are the focus of this research: can VR
close the social and emotional distance between affluent potential donors in developed nations and
those needing donations in the developing world and prompt increased donations? If so, what are the
psychological mechanisms through which this happens, and do individual differences matter?
Research on the use of VR devices has been conducted in various fields such as tourism (Huang,
Backman, Backman, & Chang, 2016), education (Merchant, Goetz, Cifuentes, Keeney-Kennicutt, &
Davis, 2014), advertising (Van Kerrebroeck, Brengman, & Willems, 2016), and communication
(Hammick & Lee, 2014), but no academic studies have been conducted in the field of nonprofit fun-
draising. VR is ripe for investigation as a fundraising technique because it is moving beyond the
stage of experimentation to the stage of marketization in the media market. According to the Knight
Foundation's 2016 report Viewing the Future? Virtual Reality in Journalism," 25 million people
worldwide will own VR devices by 2018, and media content will simultaneously evolve in accor-
dance with the development of VR devices (Doyle, Gelman, & Gill, 2016). For example, the
New York Times is working with a VR specialist company, VRSE, to apply visual storytelling to the
news using advanced video devices such as VR and augmented reality (AR) (New York Times,
2016). This trend is predicted to accelerate with the convergence of various content via social media,
and Facebook is already investing heavily in VR technology with the acquisition of Oculus VR for
$2 billion in 2014 (Matney, 2017).
In the following sections, the theoretical and conceptual underpinnings of this study will be
described, and hypotheses will be proposed. The experimental procedure will then be described, and
the results will be reported. Theoretical and managerial implications of the findings will be discussed,
and limitations and directions for future research will be identified.
1.1 |Background
This study draws its theoretical and conceptual underpinnings from three areas, which are addressed
in this section. First, Media Richness Theory provides a theoretical explanation for the proposed
effectiveness of VR. Second, Social Presence Theory facilitates an examination of the psychological
12 YOO AND DRUMWRIGHT

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