Battle of the Operating Systems
Whereas sites such as Humble Bundle have publicized the pledging trends of groups based on operating systems, Kickstarter and its project creators have not and cannot, since OSes are generally lumped in one perk level. For this section, data was separated into OS-specific groups and a Linux/Linux+PC group (since Linux-only excluded 82 percent of all Linux users). This group is labeled in the charts as "Linux+nonMac."
Of all respondents, 2 percent used only Linux, 69 percent used only Windows, 6 percent used only Mac, and 7 percent used Linux or Linux+PC.

Of particular note, Mac users were most willing to pay more than the final purchase price for a downloadable copy of a game. Linux-only users most preferred to pay less, and no Linux-only users wished to pay more.
Regarding average pledges, Windows users had the highest percent of $100-plus pledges, and Mac users had the highest percent of $50-plus pledges. Linux-only users did not pledge above $50, and Linux/Linux+PC users pledged the least amount above $50.
Finally, Linux-only users were the largest percent pledging to 10-plus projects in the last six months, followed by Mac users.
Mac users were also the group to least likely fund zero projects, suggesting they rather strongly want to support Mac-compatible game development.


Based on this data, there appeared to be no clear champion of Kickstarter projects. Each operating system-based group had different tendencies to suggest how it chooses to support. Linux users supported the greatest number of projects, Windows users had the highest average of pledges, and Mac users were the most willing to pay extra for the perk that includes a downloadable game.
Conclusion and Further Study
This survey received completed responses from 1,445 individuals, resulting in a 91 percent completion rate. As shown in the data, the motivation to pledge to Kickstarter projects largely comes from spoken suggestion. It is also the most common way in which respondents tell others about the projects to which they pledge.
Developers also may want to use their words (and proof of concepts) adequately to earn pledges. Respondents expressed the two main reasons they don't pledge are when the text and videos failed to ignite interest or instill trust that the projects would be completed.
While many trends surfaced from the majority and subsets of data, this Kickstarter survey is not an exhaustive look at how people pledge to Kickstarter gaming projects. For one, the survey was largely advertised by Gamasutra and IndieGames sites and social media; the former caters to business- and development-oriented individuals and the latter caters to independent game fans. This survey did not record traffic sources, so a broader-reaching survey may be more representative.
A few respondents expressed concern about interpreting the question: "Should a perk level be less, the same, or more than the game's final sale price?" This should have been interpreted as "Should the perk that includes a copy of the game be less, the same or more as the game's final sale price?" Fortunately, the survey included another question that mostly gets at the issue, "Have you ever considered but ultimately decided not to fund a Kickstarter project?" with "Game was not available at a low enough reward tier," as a possible reason.
For the operating system comparison, a future survey could have users select their predominant operating system rather than picking multiple OSes.
A survey regarding one or more specific projects with thousands of supporters could provide different insight, where reactions can be attributed to specific examples. A future survey could also explore the more recently predominant stretch goals.
Finally, this researcher would like to have asked about beta- or alpha-related perks. The Minecraft model suggests charging less (as a means of incentive) when people purchase a game earlier in development. However, Kickstarter perks with beta/alpha access are often set higher than a final digital copy. It would be interesting to learn people's reactions to these differences.
|
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.
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.
"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.
But great info.
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.
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%
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?