I think I nested this below Jon’s comment in a reply so I will re-post as a new comment and retract the previous:
Hi there! Thank you for this write-up. Before starting this post, I want to be clear that I currently work for The Giving Games Project. I wish to add a couple of points and, if I may, offer some clarifications to this document.
“Giving Games” are a broad category of outreach activities, including “Speed Giving Games” (i.e. tabling activities where participants are asked where they would like to donate $1. Speed Giving Games, which I believe you are referring to in your review, are designed to offer an effective and exciting hook with the goal of gathering as many email addresses as possible so you can follow up into the future. They are not designed to provoke long-term behavioural change, they are designed to get as many people into the top of the funnel as possible with the expectation that many will not engage further. Eli Nathan here discusses this approach in the broader context of Fall Outreach events and mentions Oxford who follow-up with sign-ups throughout the academic year and appear to utilise (I welcome corrections here from the group) a “Get as many chances at a second pitch as possible” approach. As such, I might suggest you a) clarify that you are discussing “Speed Giving Games” not “Giving Games” (which are longer-events and used in a ton of different contexts) and b) clarify the aims of a “Speed Giving Game” verses a “Giving Game.”
On long-term behavioural change and Giving Games. While Speed Giving Games alone are not designed to provoke long-term engagement, both Speed Giving Games and Giving Games can be combined with activities such as pledge weeks. An examples of this combination model is designed here (“We had a huge turnout of 110 students, which resulted in a total of $1,100 being donated to the three amazing charities, with Against Malaria Foundation receiving the highest number of votes. Ten students were inspired to take the 1% pledge. We felt it was really beneficial to have the Giving Game outside to involve people who otherwise might have not attended the event. It took no more than 15-20 minutes of their time and they were very receptive to One for the World’s mission! The Giving Game was a huge success that helped spread the message of effective giving.”) Given Aaron’s comment below, you may wish to amend or footnote the comment, unless he objects of course :)
On the Giving Game (not Speed Giving Games) impact, we describe here how we approach this here. We will release these results by the end of 2019.
As a meta point, I encourage you to reach out to me (kathryn.mecrow@thelifeyoucansave.org) if you would like testimonies on the impact of Giving Games (Speed or otherwise) or information on the Project more broadly, I am always happy to help and would have been able to point you at some of our most recent write-ups. Many of them are here.
I think I nested this below Jon’s comment in a reply so I will re-post as a new comment and retract the previous:
Hi there! Thank you for this write-up. Before starting this post, I want to be clear that I currently work for The Giving Games Project. I wish to add a couple of points and, if I may, offer some clarifications to this document.
“Giving Games” are a broad category of outreach activities, including “Speed Giving Games” (i.e. tabling activities where participants are asked where they would like to donate $1. Speed Giving Games, which I believe you are referring to in your review, are designed to offer an effective and exciting hook with the goal of gathering as many email addresses as possible so you can follow up into the future. They are not designed to provoke long-term behavioural change, they are designed to get as many people into the top of the funnel as possible with the expectation that many will not engage further. Eli Nathan here discusses this approach in the broader context of Fall Outreach events and mentions Oxford who follow-up with sign-ups throughout the academic year and appear to utilise (I welcome corrections here from the group) a “Get as many chances at a second pitch as possible” approach. As such, I might suggest you a) clarify that you are discussing “Speed Giving Games” not “Giving Games” (which are longer-events and used in a ton of different contexts) and b) clarify the aims of a “Speed Giving Game” verses a “Giving Game.”
On long-term behavioural change and Giving Games. While Speed Giving Games alone are not designed to provoke long-term engagement, both Speed Giving Games and Giving Games can be combined with activities such as pledge weeks. An examples of this combination model is designed here (“We had a huge turnout of 110 students, which resulted in a total of $1,100 being donated to the three amazing charities, with Against Malaria Foundation receiving the highest number of votes. Ten students were inspired to take the 1% pledge. We felt it was really beneficial to have the Giving Game outside to involve people who otherwise might have not attended the event. It took no more than 15-20 minutes of their time and they were very receptive to One for the World’s mission! The Giving Game was a huge success that helped spread the message of effective giving.”) Given Aaron’s comment below, you may wish to amend or footnote the comment, unless he objects of course :)
On the Giving Game (not Speed Giving Games) impact, we describe here how we approach this here. We will release these results by the end of 2019.
As a meta point, I encourage you to reach out to me (kathryn.mecrow@thelifeyoucansave.org) if you would like testimonies on the impact of Giving Games (Speed or otherwise) or information on the Project more broadly, I am always happy to help and would have been able to point you at some of our most recent write-ups. Many of them are here.