Is there life after Kickstarter?
An Empirical and Descriptive analysis of the outcomes of video game crowdfunding campaigns on Kickstarter.com
In this study the influence of successful crowdfunding campaigns on product availability in the context of video game crowdfunding projects was investigated. The dataset contained over 11,000 different video game campaigns containing projects from 2009 to 2017. A sample of 300 was drawn to allow for detailed examination of the outcomes of these projects, specifically what the characteristics were of their products. Are the products available, in what state, and how long did it take for the product to get to that state. The sample incorporated information about video game projects regarding overfunding, time since the deadline of the crowdfunding campaign until product was released to the market, the different states products are in, and the price of the product. The effects of the amount of backers and average amount pledged per backer on crowdfunding success were tested with the entire dataset and used additional variables such as the average amount pledged per backer and duration of the crowdfunding campaign. Logistic regression was employed to test these assumptions. The sample was analyzed with univariate and bivariate descriptive analyses. In this research it was found that the amount of backers increases the chance of a crowdfunding campaign being successful. However, the average amount pledged per backer decreases the chance of a crowdfunding campaign being successful. These results carry important implications for the democratic nature of crowdfunding. Descriptive analyses on the sample showed reasonably low product availability for products of successful video game crowdfunding campaigns, with the segmentation of different product states changing considerably when overfunding increases. Little or no overfunding was the largest category of unavailable products. These findings contain important applications for the future of crowdfunding in the context of video game development and funding.
|Keywords||Cultural Economics, Cultural Entrepreneurship, Crowdfunding, Kickstarter, Video Game Projects, New Ventures, Entrepreneurial finance|
|Thesis Advisor||C. Handke|
|Series||Cultural Economics and Entrepreneurship , Master Arts, Culture & Society|
P. Geensen. (2019, June 11). Is there life after Kickstarter?. Master Arts, Culture & Society. Retrieved from http://hdl.handle.net/2105/49343