Fantasy World E-Doptions

'Cenarion Hatchlings' Donate $2 Million Toward Japanese Relief Efforts

Even the most dedicated zoologists aren't familiar with the Cenarion Hatchlings, but not because it's an endangered species; in fact, $10 the going rate for a newborn. No, the half-deer, half-eagle amalgam evades classification because it's not real!

In the hopes of improving the still-unstable situation on Japan's tsunami-swept coasts, developer Blizzard Entertainment has launched an e-doption program in the fantasy World of Warcraft. For a mere $10, players can adopt an adorable and loyal Cenarion Hatchling pet -- better still, 100% of the sales go to affected Japanese communities. Thus far, the games developer has collected nearly $2 million!

After witnessing the destruction which many of their cyber comrades were subjected to, World of Warcraft players opened their hearts and wallets wide open. It seems as though virtual communities can be just as close-knit as their 'real' counterparts.

Fantasy E-doption Programs
Virtual adoption of fantasy creatures for charitable causes has significant potential for growth and impact.
Gaming for Good
Charitable gaming initiatives can harness the passion and generosity of gaming communities to make a positive impact.
Virtual Communities for Real Impact
The close-knit nature of virtual communities can be leveraged to drive social impact and philanthropy.

Who This Affects Most

Gaming Industry
The gaming industry has an opportunity to drive social impact by creating charitable initiatives within their virtual worlds.
Charitable Organizations
Charitable organizations can partner with gaming companies to fundraise and create unique virtual charitable experiences.
Tech Industry
The tech industry can facilitate the creation of virtual charitable experiences through innovative and seamless integration of virtual worlds and charitable causes.
SCORE
0.5 out of 10
GENDER
70% Men30% Women
MARKETTop markets: North America, Europe
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 5%
Activity 3%
Freshness 8%