PCMag editors select and review products independently. If you buy through affiliate links, we may earn commissions, which help support our testing.

Does Ouya Mark a Kickstarter Tech Bubble?

 & Sascha Segan Former Lead Analyst, Mobile

Our team tests, rates, and reviews more than 1,500 products each year to help you make better buying decisions and get more from technology.

Our Expert
LOOK INSIDE PC LABS HOW WE TEST
65 EXPERTS
43 YEARS
41,500+ REVIEWS

Kickstarter isn't a scam. But it might be a bubble.

I recently expressed great skepticism over the massively funded "Ouya" video game project, which has grabbed more than $5 million in donations so far.

In my column, I said Kickstarter is a lousy way to pre-sell consumer technology products because the rate of failure in consumer tech overall is just way too high. The outcry from Kickstarter fans made me want to look much deeper into the issue.

The projects on Kickstarter seem awesome. I want to see these films. I want to play these games. I want to watch these shows. So I think it's critically relevant to ask whether the games, films, dances and shows actually get made.

I decided to put my research where my mouth is and studied 312 of Kickstarter's "most funded" projects so far, the 24 most funded projects in each one of Kickstarter's 13 categories. (Ouya isn't among them, because its Kickstarter hasn't ended yet.) 

Figuring out whether the projects have actually accomplished their goals is more difficult than it seems. Some creators stop providing updates on Kickstarter as soon as they get the money. In those cases, I read the Kickstarter comments for the project and did Web and shopping searches for products or events to see if they ever went on sale. I tried to stay strict on this: a project only counted as "delivered" if a final product was in a backer's hands (or a performance performed) by July 19th, 2012. Pre-orders and promises don't count.

In this I'm following up the excellent work done recently by AppsBlogger and Ethan Mollick from the University of Pennsylvania, who estimated together (in a must-read article full of compelling stats) that only 25 percent of design and technology projects delivered on time, although 75 percent would complete after an eight-month delay.

I wish I could make you guys an infographic, but I frankly have no idea how to make an infographic. I can, however, make extremely bad Excel charts, so that's what you get.

Here's what I've discovered.

The quick summary, because this is tl;dr

  • Design, Games and Technology tend to have far bigger dollar amounts on their top projects than other Kickstarter categories
  • A lot of that money just suddenly flooded in recently
  • Older projects have a good record of success
  • But the $500,000+ mega-projects are so much bigger than the average Kickstarter project that they seem like a completely different class of business
  • These mega-projects don't have much of a track record yet

A few high-profile projects distort Kickstarter's funding curve

The vast majority of Kickstarter projects, even the most funded ones, are pretty modest. Among my 312 "most funded" projects, the median cash involved was $61,150. 

When we talk about Pebble's $10 million, Ouya's $5 million, and Double Fine Adventure's $3.3 million, we're talking about an entirely different class of project. All Kickstarter projects should come under the same amount of scrutiny - after all, if you're pledging $50, you're in for $50 no matter how much the company raises. But the skills needed to manage $10 million are different from the skills needed to manage $30,000.

Dollars Pledged for Top Projects

The scale you need to work on is different, too. Once you get into the millions of dollars, you get beyond the point where you can hand-check every device and to the level where you need a reliable supply chain. Tech project Pen Type-A has had trouble delivering its 4,000 units. Ouya has more than 40,000 backers/pre-purchasers so far.

Furthermore, a huge individual project can really drive the public perception of Kickstarter. Of the 30,900 Google News hits for "kickstarter" in the past month, a third have mentioned Ouya. That puts Kickstarter's reputation on the line with these big gambles.

'Geek' projects involve a lot more money than others

Kickstarter's three "geek" categories - Games, Design, and Tech - attract a lot more money than the other categories. I'm just going to summarize this one as a chart.

Kickstarter Projects by Category

AppsBlogger brings another useful data point: of the 33 large projects it found that received over 10 times its funding goal, all except one were in the geek categories. (That other one was an Amanda Palmer album, and she and her husband Neil Gaiman are epic online celebrities.)

Kickstarter is a mature funding source for art, but not yet for tech

Of the 24 most funded projects in Art, 16 were funded before 2012. Of the 24 most funded projects in Dance, it's 12. In Music, 12. Kickstarter has been used for a few years in these communities and it's been ramping up.

Of the 24 most funded projects in the tech-heavy Design category, 18 are from this year. Ditto for Technology. In Comics, it's 19. In video games, every single big-ticket project was funded this year. So it's no wonder projects in these categories haven't seen as much success as in other categories. They haven't had enough time.

Kickstarter Projects From Past 60 Days

That's what I mean by a "Kickstarter bubble." In certain project categories, there's been a sudden flood of money into the system before backers can see whether it's a functional way of producing products in that category.

Continue Reading: Do Kickstarter creators deliver?>

About Our Expert

Sascha Segan

Sascha Segan

Former Lead Analyst, Mobile

My Experience

I'm that 5G guy. I've actually been here for every "G." I reviewed well over a thousand products during 18 years working full-time at PCMag.com, including every generation of the iPhone and the Samsung Galaxy S. I also wrote a weekly newsletter, Fully Mobilized, where I obsessed about phones and networks.

My Areas of Expertise

  • US and Canadian mobile networks
  • Mobile phones released in the US
  • iPads, Android tablets, and ebook readers
  • Mobile hotspots
  • Big data features such as Fastest Mobile Networks and Best Work-From-Home Cities

The Technology I Use

Being cross-platform is critical for someone in my position. In the US, the mobile world is split pretty cleanly between iOS and Android. So I think it's really important to have Apple, Android and Windows devices all in my daily orbit.

I use a Lenovo ThinkPad Carbon X1 for work and a 2021 Apple MacBook Pro for personal use. My current phone is a Samsung Galaxy S21 Ultra, although I'm probably going to move to an Android foldable. Most of my writing is either in Microsoft OneNote or a free notepad app called Notepad++. Number crunching, which I do often for those big data stories, is via Microsoft Excel, DataGrip for MySQL, and Tableau.

In terms of apps and cloud services, I use both Google Drive and Microsoft OneDrive heavily, although I also have iCloud because of the three Macs and three iPads in our house. I subscribe to way too many streaming services. 

My primary tablet is a 12.9-inch, 2020-model Apple iPad Pro. When I want to read a book, I've got a 2018-model flat-front Amazon Kindle Paperwhite. My home smart speakers run Google Home, and I watch a TCL Roku TV. And Verizon Fios keeps me connected at home.

My first computer was an Atari 800 and my first cell phone was a Qualcomm Thin Phone. I still have very fond feelings about both of them.

Read full bio