Insights we discovered when we scraped and analyzed all of Indiegogo’s campaigns
31–37 of 37 posts
Re: Insights we discovered when we scraped and analyzed all of Indiegogo’s campaigns
#32Re: Insights we discovered when we scraped and analyzed all of Indiegogo’s campaigns
#33Re: Insights we discovered when we scraped and analyzed all of Indiegogo’s campaigns
#34Why did Ubuntu choose Indiegogo over Kickstarter?
From: http://www.kickstarter.com/help/guidelines
>>> Projects cannot offer rewards in bulk quantities (more than 10). >>> No product simulations or photorealistic renderings
Technical drawings, CAD designs, sketches, and other parts of the design process are awesome and encouraged. Photorealistic renderings and simulations that could be mistaken for finished products or real events, however, are not allowed. <<<
Re: Insights we discovered when we scraped and analyzed all of Indiegogo’s campaigns
#35Is there any reason that the ultimate price for these services won't approach $0? They're not actually providing promotion, right? That seems like the only real value they could really provide.
I find out about 90% of these things from the kickstarter website or emails saying my friends invested. So I would say for the projects I funded, I would have never given them money if they weren't on kickstarter.
Re: Insights we discovered when we scraped and analyzed all of Indiegogo’s campaigns
#36Hard to really evaluate the info without the time factor. KickStarter is massively popular, but I wonder how much of total haul is attributable to activity before IndieGoGo came along (I believe KS started first). It would have also been interesting to compare historical figures to activity in the past calendar year, overall trends (eg timeline to when KS got to 6X IGG) vs per categories, etc.
Indiegogo started in 2008 and Kickstarter was launched in 2009. Also, we saw from the live dollar amounts that Kickstarter was quickly expanding it's lead.