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User:Czar/k/drafts/Kickstarter

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Model

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Through Kickstarter's online platform, creators fundraise from an Internet audience and offer rewards for their support. For example, a film project might feature several reward tiers based on amount pledged: a "thank you" credit in the film, a digital download, a work of art, or a personal experience with the filmmakers. Project campaigns run for a set period of time, generally a month, and money is only exchanged if the project had met or exceeded its all-or-nothing funding goal. Kickstarter collects a five percent fee from the project's total.[1]

In the early 2010s, commentators suggested this model was the future of the media and finance industries.[1]

History

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External videos
video icon A brief history of Kickstarter, company video on the first five years


As of 2012, the company had 55 employees and had revenue of $14 million in project fees from $274 million raised in projects.[1]

References

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  1. ^ a b c Chafkin, Max (March 18, 2013). "True To Its Roots: Why Kickstarter Won't Sell". Fast Company. Retrieved November 20, 2017.
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Further reading

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