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Industry Online fundraising
Founded May 19, 2010; 6 years ago (2010-05-19)[1]
Headquarters Detroit, Michigan, U.S.
Key people
Edward Norton, Shauna Robertson, Robert Wolfe, Jeffrey Wolfe
Footnotes / references

CrowdRise is a for profit crowdfunding platform that uses crowdsourcing to raise charitable donations.[2][5] CrowdRise was founded by Edward Norton, Shauna Robertson, and the founders of Moosejaw, Robert and Jeffrey Wolfe.[2][6][7][8]


CrowdRise's fundraising model is based upon the notion of making giving back fun,[9] which will lead more people to do it, and the fundraisers will raise more money than they would have otherwise.[10] The platform uses gamification and a rewards point system to engage users to participate in fundraising and donating.[11]

Its primary model is donation-based, and the campaign defaults to keep-what-you-raise, making it good for charities.

See also[edit]


  1. ^ Ivana Pais; Paola Peretti; Chiara Spinelli (2014-09-09). Crowdfunding: La via collaborativa all'imprenditorialità. EGEA spa. pp. 36–. ISBN 978-88-238-7669-9. 
  2. ^ a b c Wallace, Amy (5 September 2010). "Online Giving Meets Social Networking". The New York Times. Retrieved 29 November 2012. 
  3. ^ Jason Kelly (29 March 2016). Sweat Equity: Inside the New Economy of Mind and Body. Wiley. pp. 118–. ISBN 978-1-118-91460-1. Wolfe says the off-kilter culture is imported directly from Moosejaw, the retailer he started at age 21, with no retail experience. ... It's a short philosophical hop from there to CrowdRise's tagline: “If you don't give back, no one will like you.”) Wolfe ... 
  4. ^ Yair Amichai-Hamburger (7 February 2013). The Social Net: Understanding Our Online Behavior. OUP Oxford. pp. 148–. ISBN 978-0-19-963954-0. Not only is it easy to make a helpful contribution, it is also easy to control the extent of further involvement. ... example, the tag line for Crowdrise acknowledges the importance of social pressure with, “if you don't give back, no one will like you. 
  5. ^ Matrix Thompson; Sarika Khambaita (25 January 2016). Who Is Winning The Social Media and Crowd Funding War: The Battle For Good Vs Evil - Will You Be A Casualty Or Emerge As A Trailblazer?. Pamper Me Network. pp. 43–. ... CrowdRise is the world's largest and fastest growing fundraising platform dedicated exclusively to charitable giving. ... 
  6. ^ "CrowdRise: Ed Norton Launches Fundraising And Volunteerism Site". Huffington Post. 2011-05-26. Retrieved November 30, 2012. 
  7. ^ Kerric Harvey (20 December 2013). Encyclopedia of Social Media and Politics. SAGE Publications. pp. 14–. ISBN 978-1-4522-9026-3. Edward Norton cofounded Crowdrise, which is ... Crowdrise allows users to tap into their social networks to raise funds for their charitable causes. Celebrities such as ... Crowdrise allows users to create a microsite to raise money for a cause. 
  8. ^ Ananda Kiamsha Madelyn Leeke (September 2013). Digital Sisterhood: A Memoir of Fierce Living Online. iUniverse. pp. 277–. ISBN 978-1-4917-0639-8. Nonprofit Organizations and Social Causes Women • is an online fundraising web site that allows individual fundraisers, nonprofit fundraising, and event fundraising (co-founded by female film producer Shauna Robertson). 
  9. ^ Patricia Wallace (26 November 2015). The Psychology of the Internet. Cambridge University Press. pp. 161–. ISBN 978-1-107-07913-7. Actor Edward Norton promotes the site called, which takes an offbeat and often humorous approach to crowdfunding for good causes. It adds contests, social networking, and a community feel designed to appeal to younger ... 
  10. ^ Shane J. Lopez (22 July 2014). Making Hope Happen: Create the Future You Want for Yourself and Others. Simon and Schuster. pp. 171–. ISBN 978-1-4516-6623-6., founded by Robert Wolfe and a cast of characters including actor Ed Norton, has a different focus. It helps individuals and groups raise funds to bankroll a community project or charity. Once you sign up on the website, you can ... 
  11. ^ Vincenzo Petruzzi (4 June 2015). Il potere della Gamification. Usare il gioco per creare cambiamenti nei comportamenti e nelle performance individuali: Usare il gioco per creare cambiamenti nei comportamenti e nelle performance individuali (in Italian). FrancoAngeli. pp. 97–. ISBN 978-88-917-1294-3. 

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