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  Gamasutra's Kickstarter Survey: The Results
by John Polson [Business/Marketing, Indie]
19 comments Share on Twitter Share on Facebook RSS
 
 
August 31, 2012 Article Start Previous Page 2 of 3 Next
 

The Influence of External Sources

Contrary to the magic many find with social media, the data suggests word-of-mouth is more influential than any other external source that leads respondents to Kickstarter projects. However, gaming journalists and bloggers can breathe a sigh of relief, as respondents value their opinions only slightly less than word-of-mouth.

Rated on a four-prong scale, from not influential to completely influential, word-of-mouth was the highest rated factor, being completely influential to 19 percent and very influential to another 40 percent. A gaming website/blog was rated completely influential to 13 percent, with an additional 46 percent feeling it was very influential.



Community forums and the act of browsing Kickstarter were less influential. The majority (at 40 percent) felt forums were only somewhat influential, and 42 percent felt the same way for Kickstarter.

Finally, social media ranks as being the least influential external sources. Reddit posts were chosen as not influential to 66 percent; Facebook posts, 55 percent; an email, 55 percent; and a Twitter message, 48 percent.

Respondents were free to interpret the sources of social media messages to be from whomever they choose. The results suggest that even important tweets, Facebook posts, and emails may get drowned in the noise of several (ineffective) messages compared to communication from friends or journalists.

Incidentally, 81 percent of respondents chose word-of-mouth as one way they mention projects they pledge to, with every other way trailing far behind:

These next charts show a disparity between how many projects respondents pledged to and how many of those projects respondents mentioned to others. One can conclude pledgers do not promote all of the projects they back.

When it comes to how much respondents contribute per project on average, the majority (47 percent) chose the $10.00 to $24.99 range, followed by $25.00 to $49.99 (at 23 percent). Regarding their interest in future Kickstarter projects, 61 percent feel about the same and 29 percent are more interested than before, suggesting interest overall has not waned for the crowdfunding site.

The Big Spenders

The majority of "big spenders," defined here as pledging $50 or more on average, are 31-40 years old and have a higher salary than the majority. Big spenders ranked perks mostly similarly to the majority. However, they ranked physical copies as the second most important perk.

This data may suggest that big spenders donate more because they make more, they are from a generation where boxed video games were more prevalent, or both.

The desire for boxed games seems evident in how the big spenders evaluate projects, too. Big spenders value these limited edition perks more than small spenders.

Big spenders also have more favorable funding rates in the past six months, notably in funding 10-plus projects.

Tapping into big spenders may require knowing what turns them off of a project. Here, 69 percent refused to fund a given project because the text and video were not interesting, while 48 percent feared it would not be completed successfully.

Finally, there is no evidence of nepotism in relation to big spenders and those who create Kickstarter projects. Around 76 percent are neither friends nor relatives and only 23 percent are friends of someone who created a project.

In conclusion, big spenders seem fair game for everyone willing to cater to their inclinations.

 
Article Start Previous Page 2 of 3 Next
 
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Comments

Michael Pianta
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"Interestingly, 39 percent said the project idea was interesting but they lacked confidence in an unproven developer -- almost as many as those who said it wasn't important that a developer previously shipped titles."

I voted this way. That is, I said that it wasn't important for a developer to have previously shipped title and then I said that one reason I wouldn't fund a project was a lack of confidence in an unproven developer. I don't see these as necessarily contradictory - it's all about how you come across in the pitch video. If the pitch video shows really professional looking progress on the game, and the people in the video seem clearly competent, and they can explain why they can do this, and how the money would enable them to complete the game, then the lack of a track record can be over come, but at the same time if you fail to do those things, then even if the game sounds cool I probably won't back it, since I lack confidence that these developers can pull it off.

Similarly, game play videos and demos are more important for unproven developers than for developers with a history. I backed DFA and all I had to go on was Tim Schafer's word, but I wouldn't do that for someone without that history - I would at least need to see game play video.

Matt Hackett
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Good stuff John, thanks for compiling this data. Honestly I think that the biggest barrier to entry in creating a crowd-funding campaign is all the research of best practices it requires. For a small studio like ours, we could be maybe halfway done with the game by the time we got the Kickstarter campaign to where it needed to be.

Curtiss Murphy
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Kickstarter fatigue - it's becoming a 'me-too' phenom. In a few years, maybe Kickstarter will need their own 'kickstarter' :).

Betable Blog
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Wow this data is incredibly insightful. Thanks!

Nick Liow
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Thanks for publishing these survey results!
Crowdfunding is still relatively new, and any info on best practices means a lot.

Wish I had seen these results earlier, I just launched a Games Kickstarter two days ago, and even though it got Staff Picked, it's not gaining as much traction as I'd wished. Knowing the info in this article might have boosted our number of backers. (Here it is if you're curious: http://www.kickstarter.com/projects/craftyy/craftyy-an-online-game-creator)

Of course, our Kickstarter project is for a game creator tool that's meant to be freely available online, not a packaged good like most games on Kickstarter. That could have negatively affected us if having "a downloadable copy of the game" is indeed a major factor.

Justin Lynch
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Thanks for doing the survey and publishing the results! There is a lot of awesome information here!

Phil Lemon
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This sort of information is extremely valuable and thanks for compiling it. Next on my whishlist is a survey that records people's changing attitudes to kickstart and how the level of funding is holding up. Is it a fad that is waning or still going strong and growing?

John Polson
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That could be interesting. I asked one question regarding their future interest. As written in the article, overall people felt positively:

"Regarding their interest in future Kickstarter projects, 61 percent feel about the same and 29 percent are more interested than before, suggesting interest overall has not waned for the crowdfunding site."

I didn't get to ask if they were tending to give more or less, though.

Ron Dippold
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Minor nitpick: Can you reverse the X axis on the 0-10 scale bar graphs so the most important things look the most important?

But great info.

Felipe Budinich
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I agree, I did my own research and I based my rewards on those points (tho it seems that we should have switched our documentary and soundtrack tiers: http://www.kickstarter.com/projects/syrenaica/evilot )

Steven Christian
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Not sure how relevant data from 1.5k game devs is?

John Polson
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Of the 1445 that responded, there are roughly 940 that don't work in the industry.... as stated in the majority demographic overview: "do not work in the game industry (65 percent)."

Raymond Grier
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The "Field of Employment" graph seems to contradict the claim that 65 percent don't work in the game industry. And what is the difference between "Other" and "All other responses" ? Can you please comment on this John? Thanks.

John Polson
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Hey Raymond,

There were fifteen categories of employment the survey listed. People who don't work in the game industry may hold the similar titles/positions.

Accounting / Finance
Art / Animation
Business Development / Analyst / Legal
Customer Service / Tech Support
Educator / Instructor
Executive / Management
Game / Level Designer / Creative Director
Human Resources
Producer / Director / Project Manager
Marketing / PR / Communications
Network / System Admin / IT
Programmer / Engineer
QA / Tester
Sales
Other

All other responses lumped together the four or five responses that were rather small... Essentially having two "others" is a slight oversight, though.

Corey Cole
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I thought maybe the "Other" category mostly consists of people who are unemployed and maybe shy about admitting it. It corresponds well with the "income $0 - $10K" level, which would be unemployed, students, and part-time contractors... or not-yet-successful indie game developers.

John Polson
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Hey Corey:

RE the Other stat, about half were in the low salary band.

0-$10,000.00 51.9%
$10,001.00-$25,000.00 19.5%
$25,001.00-$50,000.00 18.0%

Steven Christian
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Oh snap. Didn't see that 65% didn't work in the industry. Interesting that they read Gamasutra. Are they all Indie devs, or just really interested in how games are made (maybe future devs in the making..).

Still would be nice to get information from people not so closely linked to the industry. Do these people also support kickstarters to the same level I wonder?

Will Buck
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Great data for new kickstarters to take heed of, awesome work John!

David OConnor
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great and useful analysis, thanks John! ;)


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