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Second Life: Debunking Myths, Identifying Opportunities - Online Fundraising, Advocacy, and Social Media - frogloop

Care2

Second Life isnt just about wasting time, however, nor are its "residents" exclusively teens hunkered down in their parents basements with Hot Pockets and Red Bulls - there may be real marketing potential for both for-profit and nonprofit organizations. million total (500,000 active monthly) residents of Second Life. (IDI)

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Virtual Worlds for Insurrection and Revolution in Education

Beth's Blog: How Nonprofits Can Use Social Media

privacy policy; money (micro-pays, conversion to RW currency); mgmt of abusive behavior; access via subscription, secure areas, age-restricted areas? Example virtual worlds: Second Life; Active Worlds; Entropia; Olive. Legal and Mgmt : open source?; IP (who owns created objects?);

Virtual 50
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Three Keys to Successful Online Campaigns - Online Fundraising, Advocacy, and Social Media - frogloop

Care2

”, where [A] is any cool (or in the case of ‘Second Life’ seriously uncool) new online tool. At Oxfam, Patrick is responsible for all the online components of campaigns: developing online campaigning strategies, new online concepts, managing online activities on the Oxfam Novib site, and various 3rd party platforms.

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Online Video: An Interview Revealing Best Practices and Trends - Online Fundraising, Advocacy, and Social Media - frogloop

Care2

Those that integrate online video into their core marketing activities are seeing the most success. All Care2 terms of service and privacy policies apply. Q: Do you feel that nonprofits are currently maximizing online videos potential for them? Why or why not? Some nonprofits are starting to do so. Copyright © 2008, Care2.com

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See What’s Out There » Blog Archive » Oxfam America and HSUS: Not just Talking about Social Media, Using It

See3

On Second Life : Tim and Carie both say stay away. I say wait for the MacArthur Foundation’s year-long exploration of the role of philanthropy in virtual worlds , and for significantly increased daily activity on Second Life, and in the meantime focus on video and other live action social media opportunities.

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