This document discusses using online social games to raise funds for charitable causes. It notes that millions of people spend billions of dollars each year on virtual goods in casual games. Some games like Farmville have successfully raised over a million dollars for organizations supporting causes like disaster relief. However, only about 20% of players account for 80% of spending. The document proposes the idea of social games that not only provide fun gameplay but also allow players to support organizations like Greenpeace through their participation and in-game purchases. Examples of existing citizen science and journalism games are provided as models for how activism games supporting causes like forest protection could work.