kickstarter by the numbers
DESCRIPTION
An analysis of Kickstarter projects by category, funding levels and success rates. Done by Michael Wolf of GigaOM. http://michaelwolf.us/TRANSCRIPT
By the Numbers
June 2012 Michael Wolf
about.me/wolf
2012 -‐ Michael Wolf -‐ h>p://about.me/wolf
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
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
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
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 ($USM) by Category
2012 -‐ Michael Wolf -‐ h>p://about.me/wolf
What are the fastest growing categories on Kickstarter?
• When comparing the current share of a live projects by category to what the historical share a category has had of finished projects, games, publishing and fashion seem to be growing fastest.
• While a category may have gone up or down rela_ve to others and its historical share, it’s likely ALL categories of projects are growing as the crowdfunding _de li`s all boats
RelaBve Difference in Share Between Live Projects and Finished Projects
20%$
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
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
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
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
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