kickstarter by the numbers

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By the Numbers June 2012 Michael Wolf about.me/wolf 2012 Michael Wolf h>p://about.me/wolf

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An analysis of Kickstarter projects by category, funding levels and success rates. Done by Michael Wolf of GigaOM. http://michaelwolf.us/

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Page 1: Kickstarter by the numbers

By  the  Numbers  

June  2012  Michael  Wolf  

about.me/wolf  

2012  -­‐  Michael  Wolf  -­‐  h>p://about.me/wolf  

Page 2: Kickstarter by the numbers

What categories are king on Kickstarter?

•  Music  and  Film/video  make  up  over  50%  of  finished  projects.    

•  Technology  only  represents  2%  of  total  finished  projects,  but  expect  that  to  rise  fast  

•  Finished  publishing  projects  likely  kept  low  due  to  ease  of  self-­‐publishing  on  e-­‐book  plaMorms  

Art;%9%%Comics;%2%%Dance;%2%%

Design;%3%%

Fashion;%3%%

Film%&%Video;%30%%

Food;%3%%Games;%4%%

Music;%24%%

Photography;%3%%

Publishing;%10%%

Technology;%2%%

Theater;%5%%

Today’s  its  music  and  video,  tomorrow    will  see  other  categories  grow  

Total  Finished  Projects  by  Category  

2012  -­‐  Michael  Wolf  -­‐  h>p://about.me/wolf  

Page 3: Kickstarter by the numbers

How often to projects succeed?

•  Dance  and  theater  have  the  highest  success  rates,  in  part  due  to  lower  average  financing  goals  

•  Fashion  has  the  lowest  success  rate  at  21%,  but  overall  there  have  been  only  391  fashion  projects  as  of  June  26th  

•  Music’s  54%  success  rate  is  impressive  given  that  music  represents  nearly  a  quarter  of  all  finished  projects  

44%#48%#45%#

69%#

35%#

27%#

40%#41%#34%#

54%#

38%#32%#

29%#

64%#

0%#

10%#

20%#

30%#

40%#

50%#

60%#

70%#

80%#

All#

Art#

Comics#

Dance#

Design#

Fashion#

Film#&#Video#

Food#

Games#

Music#

Photography#

Publishing#

Technology#

Theater#

Success  Rates  by  Category  

Well,  it  differs  by  category…  

2012  -­‐  Michael  Wolf  -­‐  h>p://about.me/wolf  

Page 4: Kickstarter by the numbers

What is average size of a successful project?

•  There  are  three  major  outliers  when  looking  at  average  project  size:  Design  ($49k  avg),  Games  ($38k  avg),  Technology  ($36k  avg)  

•  Large  average  successful  project  sizes  are  driven  by  large  outlier  projects.  An  example  is  the  Pebble  watch  ($10.3  million),  which  drove  average  project  size  for  design  way  up  

•  On  average,  certain  categories  such  as  art  and  dance  tend  to  have  smaller  project  sizes  due  to  lower  overall  financing  needs  for  typical  projects  in  this  space  

Average  Successful  Project  Size  ($)  

The  average  size  of  a  successful  project    varies  dras?cally  by  category…  

!$8,784!!!$4,301!!

!$9,438!!

!$3,460!!

!$49,095!!

!$6,982!!!$8,854!!

!$9,226!!

!$38,152!!

!$5,346!!!$4,980!!

!$5,599!!

!$36,396!!

!$4,199!!

!$.!!!!

!$10,000!!

!$20,000!!

!$30,000!!

!$40,000!!

!$50,000!!

!$60,000!!

All!

Art!

Comics!

Dance!

Design!

Fashion!

Film!&!Video!

Food!

Games!

Music!

Photography!

Publishing!

Technology!

Theater!

2012  -­‐  Michael  Wolf  -­‐  h>p://about.me/wolf  

Page 5: Kickstarter by the numbers

How big is each Kickstarter category in total successful projects and aggregate revenue?

•  As  can  be  seen  by  size  of  categories  and  ver_cal  placement,  music  and  film  lead  all  others  by  large  margin  

•  Art,  theater  and  publishing  have  significant  numbers  of  projects,  but  total  revenues  are  more  on  part  with  other  topics  

•  The  size  of  games  and  technology  circles  indicate  bigger  average  successful  finance  thresholds  reached  

Some  categories  have  small  total  project  counts,  but  big  total  financing  totals  due  to  outliers  

Art$2,548$$13M$

Comics$605$

$6.5M$

Dance$582$$2M$

Design$674$$40M$

Fashion,$391$

$3.7M$

Film$&$Video$6,713$$72M$

Food,$698$

$8.7M$Games,$709$

$31.7M$

Music$7,446$$45M$

Photo,$753$$5M$

Publishing$1,861$$13.5M$

Technology,$333$

$14.6M$

Theater$1,910$$9M$

Key:  Size  of  circle  indicates  rela?ve  size  of  aggregate  successful    project  revenue,  ver?cal  placement  indicated  rela?ve  #  of  total    successful  projects  in  a  given  category.  

Total  Successful  Projects  and    Revenue  ($USM)  by  Category  

2012  -­‐  Michael  Wolf  -­‐  h>p://about.me/wolf  

Page 6: Kickstarter by the numbers

What are the fastest growing categories on Kickstarter?

•  When  comparing  the  current  share  of  a  live  projects  by  category  to  what  the  historical  share  a  category  has  had  of  finished  projects,  games,  publishing  and  fashion  seem  to  be  growing  fastest.  

•  While  a  category  may  have  gone  up  or  down  rela_ve  to  others  and  its  historical  share,  it’s  likely  ALL  categories  of  projects  are  growing  as  the  crowdfunding  _de  li`s  all  boats  

RelaBve  Difference  in  Share  Between  Live    Projects  and  Finished  Projects  

20%$

24%$

26%$

34%$

35%$

37%$

0%# 5%# 10%# 15%# 20%# 25%# 30%# 35%# 40%#

Design$

Comics$

Food$

Fashion$

Publishing$

Games$

Note:  This  chart  show  the  percentage  difference  between  a    category’s  current  share  of  live  projects  (live  cat/total  live  projects)  and  historical  share  of  category  (finished  proj’s  by  cat  /total  finished  projects)  

2012  -­‐  Michael  Wolf  -­‐  h>p://about.me/wolf  

Page 7: Kickstarter by the numbers

How successful are each project by size?

•  Art,  dance  and  theater  tend  to  have  the  smallest  projects  by  size  band,  with  90%  of  projects  in  these  categories  under  $10  thousand  

•  Design  has  the  largest  percentage  of  successful  projects  over  $10k  or  bigger,  with  nearly  50%  of  successful  design  projects  in  that  funding  band  

•  Design  and  games  have  the  largest  percentage  of  successful  projects  at  $100k  or  larger,  with  6.5%  and  4.9%  respec_vely  

Successful  Projects  Percentage  by  Size  &  Category    by  Category  

There  is  slight  varia?on  by  category,  but  not  much…  

0%#

10%#

20%#

30%#

40%#

50%#

60%#

70%#

80%#

90%#

100%#

Art$

Comics$

Dance$

Design$

Fashion$

Film$&$Video$

Food$

Games$

Music$

Photography$

Publishing$

Technology$

Theater$

$1M+$

$100kC$$999.9k$

$20kC$$99.9K$

$10K$C$$19.99K$

$1K$C$$9.99K$$

>$$1k$

2012  -­‐  Michael  Wolf  -­‐  h>p://about.me/wolf  

Page 8: Kickstarter by the numbers

How do unsuccessful projects break down by percent funded?

•  While  projects  that  don’t  achieve  their  goal  usually  miss  by  over  50%,  there  are  some  that  come  very  close.    Technology  has  the  most  near-­‐hits,  with  1.6%  of  projects  geang  over  80%  of  goal.    

•  While  22%  of  total  projects  get  no  funding,  some  categories  usually  do  be>er  in  garnering  some  support.  Only  10%  of  food  projects  get  no  funding,  and  11%  of  design  projects  see  no  support.  

•  When  projects  do  fail,  it’s  in  part  because  they  can’t  get  past  a  certain  threshold.  This  is  illustrated  by  the  fact  only  5.6%  of  unsuccessful  projects  raise  over  40%  of  their  target  

Unsuccessful  projects  by  percentage  funded  by  category  

Looking  at  complete  misses  and  near  hits…  

0%#

10%#

20%#

30%#

40%#

50%#

60%#

70%#

80%#

90%#

100%#

Art$

Comics$

Dance$

Design$

Fashion$

Film$&$Video$

Food$

Games$

Music$

Photography$

Publishing$

Technology$

Theater$

81-99%#Funded#

61-80%#Funded#

41-60%#Funded#

21-40%#Funded#

1-20%#Funded#

0%#Funded#

2012  -­‐  Michael  Wolf  -­‐  h>p://about.me/wolf  

Page 9: Kickstarter by the numbers

Is there a magic threshold which projects must hit to gain momentum?

•  The  vast  majority  of  unsuccessful  projects  get  stuck  at  20%  or  below  of  funding  

•  Talking  to  crowdsourcing  plaMorms,  some  believe  once  you  cross  30%  funded  threshold,  it  gains  momentum  by  moving  outside  of  your  own  personal  network  and  a>racts  strangers.  This  distribu_on  appears  to  confirm  that.  

DistribuBon  of  Unsuccessful  Projects  by  Funding  Threshold  Hit  

It  appears  once  projects  get  past  20%  funded,    likelihood  of  success  goes  up  

2012  -­‐  Michael  Wolf  -­‐  h>p://about.me/wolf  

Page 10: Kickstarter by the numbers

Methodology  

•  All  founda_onal  data  is  from  Kickstarter  available  on  their  stats  page  

•  Kickstarter  updates  their  data  daily,  so  the  data  does  change  slightly  every  day.  The  date  of  the  sta_s_cs  used  for  this  analysis  was  June  26,  2012  

2012  -­‐  Michael  Wolf  -­‐  h>p://about.me/wolf