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CONTRIBUTE BLOGS
04/02/2009 18:22
by Marcia Stepanek
When in Britain last week at the Skoll World Forum, I was referred to a recent article in The Observer written by Joss Garman, the 24-year-...
03/02/2009 22:35
by Marcia Stepanek
As the recent copyright woes of Obama poster artist Shepard Fairey show, there's a war raging over what some now are calling a new art form in ...
02/16/2009 07:24
by Marcia Stepanek
I just finished reading an advance copy of "The Blue Sweater: Bridging the Gap Between Rich and Poor in an Interconnected World,&qu...
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People
The Cause Web
Time was, the Internet just distributed information. Then it
evolved into a sort of electronic connector, linking everyone in a person’s social
circle. Now? Fasten your seatbelts. Think social networks, dozens or hundreds
of them — yours, your best friend’s, your coworker’s, your company’s —
all connected together digitally by six degrees, then organized around a single
cause or idea, or a multitude of causes and ideas. Save The Whales. Pave
My Street. Elect John Doe. End Global Warming. But don’t stop there. Raise
some money. Ask each one of these dozens, hundreds, thousands whom you’ve
cause-wired to pitch in a dollar, an idea, a Saturday afternoon — from Delhi
to Detroit. And then keep everyone posted by the hour or by the day on how
much money they’re raising, how their ideas are being harnessed (or not), or
how their time translates into someone else’s health or opportunity, or into
everyone’s clean air. Show them perpetually — with the simple click of a mouse.
Sound far-fetched, like some warmed-over 60s’ social change rhetoric?
Guess again. This stuff is already happening, and maybe faster than you think:
As of June, some 41 percent of all Facebook visitors were over the age of 35.
Suddenly, it seems, the world of philanthropy doesn’t look or feel the same
anymore. Maybe your favorite charity now seems a bit out of touch — or, if it’s
just as connected, it’s now the coolest thing on the planet.
Call it the Cause Web. It’s turning the philanthropy world on its ear. Are
you ready for the revolution?
Facebook Generation: 10 Tech Revolutionaries
Redefining the Power and Face of Philanthropy
PHOTO ILLUSTRATIONS BY SEAN MCCABE
CONTRIBUTE's Tech 10 is not a hot list. It’s a selection not of the most powerful or the most glamorous or the most
famous. There aren’t presidents of established foundations, nor celebrities. They’re not even the most vocal. Rather, they
are a handful of some of the most influential new leaders at the very front lines of advocacy today, all using the power
of the Cause Web to reshape the reach, impact, and experience of what it means to make a difference. They are innovators
like Suzanne Seggerman, who founded Games for Change, to use video games to raise funds and awareness for
those caught in the crossfire of global strife. Or Ailin Graef, a Chinese-born entrepreneur who is the first philanthropist
in the maturing new world of Second Life. Or Charles Best, whose simple online auction model matches specific individuals
on both sides of the give-get divide — a Manhattan banker, say, with an impoverished public school teacher in
South Central Los Angeles — and completely removes the middleman to more quickly help those in need. But the real
magic of our Tech 10 is the array of new technologies they represent. Herewith, our Tech 10:
Q&A: Sean Parker(L) & Joe Green
FACEBOOK, the popular social networking
site spawned on college campuses
several years ago, is growing up — and
getting a social conscience. Some 11.5
million individual visitors to the Facebook
site are now 35 or older, more than
twice the number from the previous
year: according to market researcher
ComScore Media Metrix, the 35-and-up
crowd now accounts for more than 41
percent of all Facebook visitors.
So how
does Facebook grow without alienating
its college core? Think altruism, says Joe
Green and Sean Parker, the forces behind
Facebook’s new Causes application — a bit
of code you can easily add to your online
profile to create a cause (or tout an existing
one), raise money for it, and get others
to sign on.
Launched early this past
summer by Project Agape, a for-profit
start-up funded by venture capitalists in
California and cofounded by Parker and
Green, Causes has attracted more than three million members so far; these millions,
in turn, are combining to support
tens of thousands of nonprofits and political
causes. “This is a natural evolution of
social networking,” says Parker, 27, also a
cofounder of Napster, Plaxo, and Facebook.
Adds Green, 24, a grassroots organizer:
“Nonprofits tend to focus their
fundraising efforts just on the wealthy.
But cause networking unleashes the
power of a multitude of younger, mainstream
donors and gives what they care
about a way to be heard.”
CONTRIBUTE’s Marcia Stepanek and
Tracie McMillan caught up with the pair in
August. What follows is an edited version
of that interview:
How did this start? SEAN: I cofounded Napster. I was 19 with
my friend Sean Fanning; I was running
around Washington, D.C., raising money
from investors, and he was based up in
Boston. It was the catalyst for a lot of the
thinking I was doing around how you
could use viral marketing to propagate
messages and empower activists and try to
do something interesting. I went on to cofound
Facebook. There’s a perception that
Facebook is for college kids but there’s
nothing about Facebook which isn’t
incredibly useful to an older population,
and older people are starting to use it.
Most of the growth is happening in the 25
to 34 demographic. We’ve reached 35 or so
million users, 50 percent of whom come
back to the site every day. There’s no site
with a registered user base besides
Facebook that has that level of activity of
engagement. As people share things
through the network, their friends find out
about it, it sparks little conversations, and
then they pass along the things which they
find of interest. So Facebook is this sort of
decentralized system for filtering information
which is useful to everyone. There’s
nothing age-limited about it whatsoever.So why Causes? SEAN: I think it’s a pretty natural evolution.
The perception that social networking
has been frivolous, I think, has existed
amongst non-core Facebook users for a
while, and certainly most of the applications
up until now have been pretty frivolous.
They’ve been about socializing, not
socializing for a cause.
JOE: When you look at Facebook and social
networking in general, it sort of heralds
a fundamental change in how community
works online. Before social networking, before
Friendster, community online was very
niche and very disconnected. You had Star
Wars fans, and they got online and found
other Star Wars fans, and their identity was
sort of a handle. They were Hans Solo, or
whomever. But it wasn’t them and
there was no real connection to
their real life. Then Facebook
came along, and it’s about real
people and real lives. A person’s
profile contains his or her real
photo and a real name. To convince
your friends that I’m you
would be pretty much impossible.
Facebook creates this very trusted
identity. And so what you’ve got
now with Facebook is what (cofounder)
Mark Zuckerberg likes
to call the social graph — people connected
to other people’s friends. It’s a map of social
connections. What that allows you to do is
to take things that are real-world and put
them on this space and have them work far,
far more efficiently.
What do you mean? JOE: My background is as a political organizer.
I grew up in Santa Monica and
worked on wage campaigns and various
things around students’ rights, and then got
to college and worked on a local L.A. campaign,
and then went and worked on the
[John] Kerry campaign. Most well-done
grassroots organizing uses some version of
a house meeting to convince people they
have power in numbers. Cesar Chavez,
when he was organizing migrant farm
workers, knew they were the most powerless
groups in the country at the time. He
would go and form a relationship with one
person and then get them to host a meeting
at his home and invite their friends and
family, so he’d tap into existing social connections.
And then he would get, at that
meeting, two or three of those people to
agree to host their own meetings.
Our core guiding principle, if you will,
is similar — all about leveraging social
connections for social change. We believe
that every individual has power in their social
connections, but most people don’t really
know it and they don’t really know
how — or even if — they can turn that into
the ability to impact change. And so our
goal is to show people, hey, by inviting 20
friends, you can have a huge impact because
you’re going to invite 20 friends and
they may donate some money, they may
take other action, they may volunteer.This is a for-profit business, right? JOE: Both of us have come to this primarily
for social reasons. We did consider being
a nonprofit but to do this at the scale
we wanted to do it, it had to be for-profit.
But our primary motive is to empower individuals
and to make the nonprofit
process a lot more efficient. So our business
model right now is that we can raise
money very cheaply. Nonprofits are
spending a lot of money hiring firms to do
direct mail and phone. It’s costing them 30
to 40 percent of what they take in — and it’s
locking out smaller nonprofits who don’t
have the institutional machinery to raise
money in that way — and then it also locks
out smaller donors, especially young people
who can afford to write a $50 check
once a year, but nobody ever asks.
We, though, take a very small percentage
of the transaction. The entire transaction
cost on Facebook Causes is 4 percent,
which, compared to what nonprofits pay
now, is a pretty good bargain.
So how does it work? JOE: Anybody can create what we call a
cause. We tie into the Guidestar database of
the 1.5 million nonprofits, so the cause creator
gets to pick an organization that we call
the beneficiary of the cause. So you could
have a hundred different breast cancer related
causes and 25 of them might benefit
Susan G. Komen and 15 of them might benefit
the American Cancer Society and they
might benefit different hospitals. They can
benefit anything that’s a registered 501(c)3.
So the idea is that there is this thing we call
the marketplace of causes where, because
it’s really easy and cost-free to create a cause,
you can experiment and try lots of different
things, and many causes will get created on
a given topic, and a small number of them
will get very large and many of them will
just stay small, which is fine, or it could just
be among friends. But the idea is to create
a very simple, fluid system, and a system
where it’s really centered on the issues people
care about and their networks of
friends — not the individual nonprofits as
the middlemen.
How many causes are there so far? JOE: Somewhere over 10,000. We’ve got
2.5 million people so far donating $10, $20.
Over 500 of the largest nonprofits have
signed up as partners. Our attitude has been
that we have a lot to learn in the nonprofit
world, and so we’ve tried to open as many
lines of communication as possible.
Why do you think traditional nonprofits
are so eager to embrace you? JOE: They see that millions of people are
using it; they see the Internet taking off
and they’re not exactly sure what to do
about it.
I’m a big fan of the book, Bowling Alone.
When you look at how nonprofits were after
World War II, they were really very
chapter based and very social capital rich.
Today, the chapter system has really sort of
gone away, and the distinction between being
a donor and a member has kind of disappeared.
SEAN: Part of the problem with the nonprofit
industry, from our kind of pedestrian
perspective, is that it’s so difficult to justify
going after, as donors, the younger demographic
because young people are not
high-value donors. And so the economic incentive
to pursue young people as donors
just doesn’t exist; there’s not a lot of social
capital between members of these largescale
direct-marketing-oriented nonprofits.
In that world, it’s hard to include everybody.
And so if you can restore social capital
and bring it back into the process and ultimately
make it much more efficient to raise
money from young people or people who
maybe aren’t super-wealthy who are not yet
in that giving stage in their life, then you can
actually engage them in the process.
Facebook is not a dating application, it’s
not a way of specifically staying in touch
with college kids. It’s a multipurpose social
map, a general purpose communication
network. What we’ve been looking for is a
way to grow this network large enough to
reach a critical mass that would allow us to
begin moving into other demographic segments.
Causes is it. We have this phrase
that we come back to a lot, which is unlocking
the power of your social network.
Facebook Causes is a way of leveraging
the power of your social network to raise
money or ultimately achieve a social goal.
We’re very much trying to take social dynamics
that exist in the real world and represent
them online, which wasn’t really
possible a few years ago.So where do you both see this going? JOE: We’ve been very focused on growth
right now — just getting the application
used by as many people as possible. We’re
also going to be working on building out a
lot more types of actions people can take
and various ways to raise money around
cause. One of the real powers of the Internet,
though, is rich media. You have the
power to make a cause real for someone.
Instead of saying, ‘end malaria,” you can
show someone what it means to give a bed
net to a child. You can say, after watching
a video, ‘Give us ten bucks, and you’ll save
the life of one child by buying one bed net.’
You’re much more likely to get someone to
give that way.
SEAN: What’s interesting about Facebook,
and distinguishes it even from My-
Space is that it’s so incredibly real. Causes
is all about sort of broadening that concept
of identity to include one’s higher calling, if
you will — what you think about, your values,
your beliefs, your sense of social purpose
and mission. Second Life is about
virtual identities. Facebook is about real
identity, real relationships. There’s a much
deeper social capital on Facebook than, say,
something like Second Life.
JOE: When I was a student at Harvard,
we did a study twice a year about college
student civic involvement and what we
consistently found was that this generation
of college students cares incredibly
deeply about changing the world, and
probably has expressed more interest, in
fact, in that of any generation since the 60s
but doesn’t understand how to do it and
feels that the existing institutions really are
not responding to them.
We think we can show people that
young people can make a difference. I
mean you look at this one breast cancer
cause now on Facebook. It has amassed
more than a million members in seven or
eight weeks. I mean, it’s pretty hard to argue
that this young guy who started it hasn’t
made some kind of impact. He’s not the
Susan G. Komen foundation. He’s one guy
trying to get a breast cancer study funded
at Brigham and Women’s Hospital up in
Boston. He’s already raised something like
$40,000 so far for that cause. It’s not big
money — yet. But by exposing people to the
power of their social networks, it can be.
Anybody can create what we call a
cause; a cause can be about anything —
Save The Whales, Pave My Street, Elect
John Edwards, whatever. People are donating
$10, $20, and there are some who
have given thousands of dollars so far.
My grandfather grew up very poor in
Minnesota. He was Jewish, and he sold
Christian bibles door-to-door to pay for
night law school. Later, he got to be
friends with Hubert Humphrey when
[Humphrey] was mayor of Minneapolis.
Minneapolis was very anti-semitic back
then, and Humphrey worked to change
that. When he got elected to the Senate, he
didn’t have a lot of money. The only luggage
he had was cardboard, so my grandfather
and his law partners bought him his first
real set of luggage and sent him off to Washington.
I like that image of politicians without
a lot of money, motivated by possibility.
PERSUASIVE MEDIA: Colleen Macklin
Colleen Macklin, 37, the chair of the communications
design and technology lab at Parsons, is at
ground zero in the assault on old thinking around
social change. Her new PET Lab — an incubator for
Prototyping, Evaluation, Teaching, and Learning
around the use of multimedia for social change — will
work with interested nonprofits and community
groups to create rapid prototypes of video games
and other media for use in encouraging philanthropy.
Macklin’s goal: to engage new generations, globally,
around social problem-solving that matters.
“There’s a need for philanthropy to engage a
younger audience,” says Macklin, an interactive designer
who has collaborated globally with such
clients as Citibank, France Telecom, and Moët.
Game design — which involves discovering which
emotional triggers can evolve altruism — has traditionally
been an undertaking too costly and complex
for most nonprofits. Creating the average video
game, for example, can be nearly as complicated as
creating a blockbuster film. “You need to understand
programming, visual design, animation, and
sound,” she says. With her Manhattan-based, student-
populated PET Lab, Macklin, in cooperation
with the nonprofit, Games for Change, is establishing
the first affordable space for nonprofits worldwide
to experiment. “Can we design video games
and other forms of persuasive media to achieve real
impact in the world? It’s already happening,” says
Macklin, who has led collaborative projects for
UNESCO, the UN, and George Soros’ Open Society
Institute. “All designers are optimists who hope
their work will represent change for the better.”
PET Lab, says Macklin, will prove it.A
— MARCIA STEPANEK
VIRAL COMMUNITIES: Michael Furdyk
Michael Furdyk’s computer talents came early: At age two, he was
already fiddling with a Commodore 64 computer, brought home by
his father, who worked at the local phone company. By age 16, he’d
already sold his first Internet start-up for $1 million and was
consulting for Microsoft. Today, Furdyk, 25, leads Toronto-based
TakingITGlobal, an international online community to ignite social
change. The social networking site hosts more than 2,000 projects from
over 50 countries, in 12 languages, ranging from youth voter
mobilization efforts in Togo to a Canadian hip hop summer camp focused
on boosting youth media literacy. Though the group doesn’t
hit up any of its 150,000 global affluentials for donations, it does
provide a closely vetted list of more than 1,000 funding opportunities.
When Muhammed Abdul Wahed Tomal, a Bangladeshi college activist, joined
TIG in 2003, he wanted to use his computer skills to alleviate
poverty. Through TIG’s site, he organized a campaign with more than 100
members to push Bangladesh to take on technology
access as a way to fight poverty and mobilize his efforts. It’s a
surprisingly substantative take on social networks—but that’s precisely
the point, says author and digital media expert Don Tapscott, an early
mentor to Furdyk. Says Tapscott: “TakingITGlobal is one of the
world’s best examples of how Net-Geners are using digital technologies
to transform the world around them.” — TRACIE MCMILLAN
ONLINE AUCTIONS: Charles Best
DonorsChoose.org matches donors directly to need — no nonprofit middlemen or experts
required. Teachers post their wish lists for supplies, projects, and field trips;
donors troll the listings, and when they find something inspiring, they donate a sum of
their choosing with a few quick clicks of a mouse. Best, 29, dreamt it up seven years
ago, while teaching at a public school in the Bronx, where he shared his colleagues’
frustration over chronic underfunding for even basic learning tools. Since then,
DonorsChoose has grown exponentially, raising $13.5 million to fund more than 29,000
projects in eight states [plus four additional cities]. In September 2007, every public
school in the country became eligible for support through DonorsChoose. While some
compare DonorsChoose to a kind of philanthropic eBay — matching, say, a Manhattan
millionaire with a public school teacher in South Central LA — Best says Wikipedia is an
equally apt comparison. “In the same way that nobody thought an encyclopedia could
be produced by laymen,” he says, “we’ve had a democratizing effect. Donors become
their own program officers.” This rise of the “citizen philanthropist” hasn’t made
everyone happy. “Some foundation executives have reacted a bit territorially,” says
Best, and at least one big-city principal threatened to fire a teacher who posted a request
for money to buy dictionaries because he was embarrassed that kids in his school
didn’t have them already. Best, though, is forging ahead. He’s already planning to apply
the same model to other causes — and other countries. — MATTHEW MCCANN FENTON
VIRTUAL REALITY: Susan Tenby
Susan Tenby, 36, is the first nonprofit
organizer in the virtual, 3-D
world of Second Life. Her avatar,
or digital “self,” is a svelte pink
cat with pointy ears and whiskers
named Glitteractica Cookie (far
right) — reminiscent of the Japanese
anime and manga comic books that
Tenby read as a child growing up in
Hawaii. But “Glitter” isn’t Tenby’s
first creative foray into the rapidly expanding
virtual world. A few years after
she helped to launch TechSoup.org in
2000 as a one-stop online technology resource
for traditional nonprofits, Second
Life’s parent company asked Tenby to join a focus
group to help it build the virtual community.
“I immediately saw the potential of it,” Tenby recalls.
“It was more of a platform than a game.” A cancer
survivor, Tenby wanted to focus her life on making a
difference, so she dispatched her avatar to organize nonprofits
in the virtual world — and then sought out a virtual philanthropist
to donate virtual office space to keep the momentum going. Enter
“in-world” real estate tycoon Anshe Chung (near right), an
avatar and Second Life’s wealthiest entrepreneur. Earlier this
year, Chung’s creator, Chinese-born Ailin Graef (below,
right), donated 16 acres of pricey virtual space worth
roughly $5,000 in the real world to the effort.
Tenby’s Nonprofit Commons is now “home” to
32 charities, from CARE USA to America’s
Second Harvest. — JANET RAE-DUPREE VIRTUAL REALITY: Ailin Graef
Susan Tenby (top, center) and her avatar, Glitteractica (top right) and Ailin Graef (bottom right) and her avatar, Anshe Chung (bottom left).
Ailin Graef (below, right) is a provocative, 34-year-old Chinese business entrepeneur whose famous
digital self, avatar Anshe Chung (below, left), is the first real estate tycoon in Second Life — and
its first virtual philanthropist. More than a year ago, Graef parlayed $10 into a virtual real
estate empire now worth more than $1 million in real money, an accomplishment that landed
her virtual doppelganger on the cover of BusinessWeek in 2006. Graef’s Second Life
holdings are the equivalent of 40 square kilometers of land, supported by 550 servers or
land “simulators”. Graef also owns a handful of shopping malls, store chains, and brands —
all of them virtual — along with significant virtual stock market investments in Second Life
companies. Graef buys “land” wholesale from Second Life’s operator, San Francisco-based
Linden Lab, and then sells or rents it to real-world companies and organizations who want
to establish a virtual toehold. Earlier this year, Anshe Chung donated 16 acres of “land”
to support the creation of a nonprofit office park in Second Life. The Nonprofit Commons,
officially announced in August, provides a virtual meeting space to 32 charities,
along with a courtyard where advocates meet every Friday morning. “I hope businesses
will get more involved in helping NGOs and nonprofits to collaborate in the metaverse,”
Graef says. She has a reason to be optimistic: Graef runs Anshe Chung Studios in Hubei,
China, which stands to profit even further when China unveils its own version of Second
Life later this year. — MARCIA STEPANEK
VIDEO GAMES: Susan Seggerman
Suzanne Seggerman, 44, has made a game of controversies such as genocide in
Darfur and the Israeli-Palestinian struggle. As cofounder of Games For Change,
a partnership that helps create video games to educate people about serious issues,
Seggerman hopes to deepen the public’s understanding of social need —
beyond and behind the day’s headlines. A former PBS documentarian,
Seggerman was inspired when a colleague gave her a copy of Hidden Agenda, a
1990s video game about the challenges of governing an unstable Central American
country in the wake of a revolution. Intrigued, she began attending developer
conferences to find others interested in creating games to enable people
to “play” in simulated environments to help boost comprehension of the complexities
feeding various social ills. Today, G4C brings together charities with
for-profits, then partners them with media behemoths like MTV and Microsoft
to create cause games such as Darfur is Dying, which was played more than 2
million times after its April 2006 debut. New games, like A Force More Powerful,
teach people how to fight tyranny — Gandhi-style, using passive resistance —
in oppressive countries like Iran, North Korea, and Myanmar. “G4C does
what the Sundance Festival did for independent film,” Seggerman says. — MATTHEW MCCANN FENTON
BRIDGE BLOGS: Ethan Zuckerman
Ethan Zuckerman, 34, runs GlobalVoicesOnline. With 1.2 million visitors a
month, it stands as one of the Web’s hottest sites — and the only one among
them to function as a “bridge blog,” a daily, edited, and often translated scan
of developing-world blogs aiming to bring long-hidden stories — and social problems —
into mainstream social consciousness. Founded by Zuckerman in 2004
with former CNN journalist Rebecca McKinnon, the site is “glocal” — it’s global
coverage of local events — and it highlights the day’s best blog postings from
around the world in nine languages, from the Japanese launch of YouTube to
child sex abuse in the Maldives. “It covers news overlooked by the mainstream
media,” says Jan Schaeffer of J-Lab, a news group that awarded GV a prestigious
Knight-Batten Grand Prize for Innovations in Journalism in 2006. It also
finds itself a powerful advocate for free speech: When GV editor Hao Wu was
detained by Chinese authorities in early 2006, the site ran coverage for seven
months and organized a letter-writing campaign and online petition seeking his
release. The ruckus led The Wall Street Journal and The Washington Post to
run stories that coincided with a U.S. visit by Chinese President Hu Jintao. Wu
was released the following week. “Initially, we meant GV as a resource for journalists,”
says Zuckerman, who is also a research fellow at the Berkman Center
for the Internet and Society at Harvard Law School. “We had no idea we’d end
up being a vast community project.” — TRACIE MCMILLAN
DYNAMIC DATA: Hans Rosling
“There are three kinds of lies,” Mark Twain once wrote.
“Lies, damned lies, and statistics.” But if Twain had lived to
see Swedish global health professor Hans Rosling demonstrate
Trendalyzer, his software program that brings dry-asdirt
statistics to life, he might have reconsidered. Rosling’s
goal: to give today’s policymakers — and tomorrow’s — the
power to “see” the real triggers behind global problems.
Trendalyzed data dances with caffeinated animations that
resemble nothing so much as a lava lamp on steroids — and
leave PowerPoint looking like yesterday’s mashed potatoes.
In the 59-year-old Rosling’s presentations, figures like national
income, infant mortality, carbon emissions, and Internet
usage (often represented by colored bubbles) soar and
float, quiver and vibrate, bulge and shrink, with all of those
movements representing changes in policy, time, climate,
birth rates, and poverty levels — to name just a few. Best of
all, time is not represented by a line, but acts like time itself,
with passing seconds ticking off years and decades. Trendalyzer
can plot dozens of variables simultaneously, and what’s
more, the dynamic movement of the data can often reveal
hidden relationships — between, say, overfishing of local waters
in coastal Africa and a regional decline in human life
expectancy, or the lowering of trade barriers in a developing
nation and a spike in educational achievement. The technology
is so powerful that Google bought it last year
from Rosling and will distribute it for free. — MATTHEW MCCANN FENTON
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