patronage

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Facebook launches Brand Collabs search engine for sponsoring creators

Facebook wants to help connect brands to creators so they can work out sponsored content and product placement deals, even if it won’t be taking a cut. Confirming our scoop from May, Facebook today launched its Brand Collabs Manager. It’s a search engine that brands can use to browse different web celebrities based on the demographics of their audience and portfolios of their past sponsored content.

Creators hoping to score sponsorship deals will be able to compile a portfolio connected to their Facebook Page that shows off how they can seamlessly work brands into their content. Brands will also be able to find them based on the top countries where they’re popular, and audience characteristics like interests, gender, education, relationship status, life events or home ownership.

Facebook also made a wide range of other creator monetization announcements today:

  • Facebook’s Creator app that launched on iOS in November rolled out globally on Android today (this link should be active soon once the app populates across Google Play). The Creator app lets content makers add intros and outros to Live broadcasts, cross-post content to Twitter and Instagram, see a unified inbox of their Facebook and Instagram comments plus Messenger chats, and more ways to connect with fans.

  • Ad Breaks, or mid-video commercials, are rolling out to more U.S. creators, starting with those that make longer and original content with loyal fans. Creators keep 55 percent of the ad revenue from the ads.
  • Patreon-Style Subscriptions are rolling out to more creators, letting them charge fans $4.99 per month for access to exclusive behind the scenes content plus a badge that highlights that they’re a patron. Facebook also offers microtransaction tipping of video creators through its new virtual currency called Stars.

  • Top Fan Badges that highlight a creator’s most engaged fans will now roll out more broadly after a strong initial reaction to tests in March.
  • Rights Manager, which lets content owners upload their videos so Facebook can fingerprint them and block others from uploading them, is now available for creators not just publishers.

Facebook also made a big announcement today about the launch of interactive video features and its first set of gameshows built with them. Creators can add quizzes, polls, gamification and more to their videos so users can play along instead of passively viewing. Facebook’s Watch hub for original content is also expanding to a wider range of show formats and creators.

Why Facebook wants sponsored content

Facebook needs the hottest new content from creators if it wants to prevent users’ attention from slipping to YouTube, Netflix, Twitch and elsewhere. But to keep creators loyal, it has to make sure they’re earning money off its platform. The problem is, injecting Ad Breaks that don’t scare off viewers can be difficult, especially on shorter videos.

But Vine proved that six seconds can be enough to convey a subtle marketing message. A startup called Niche rose to arrange deals between creators and brands who wanted a musician to make a song out of the windows and doors of their new Honda car, or a comedian to make a joke referencing Coca-Cola. Twitter eventually acquired Niche for a reported $50 million so it could earn money off Vine without having to insert traditional ads. [Disclosure: My cousin Darren Lachtman was a co-founder of Niche.]

Vine naturally attracted content makers in a way that Facebook has had some trouble with. YouTube’s sizable ad revenue shares, Patreon’s subscriptions and Twitch’s fan tipping are pulling creators away from Facebook.

So rather than immediately try to monetize this sponsored content, Facebook is launching the Brand Collabs Manager to prove to creators that it can get them paid indirectly. Facebook already offered a way for creators to tag their content with disclosure tags about brands they were working with. But now it’s going out of its way to facilitate the deals. Fan subscriptions and tipping come from the same motive: letting creators monetize through their audience rather than the platform itself.

Spinning up these initiatives to be more than third-rate knockoffs of Niche, YouTube, Patreon and Twitch will take some work. But hey, it’s cheaper for Facebook than paying these viral stars out of pocket.

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Patreon acquires Kit to let creators bundle merch in subscriptions

If content creators want to sell pricier monthly content subscriptions, offering stickers, pins, signed photos or t-shirts can convince fans to pay a higher fee and keep them loyal with a physical connection. That’s why patronage platform Patreon just acquired Kit, a startup building a merchandise logistics backend so creators don’t have to fiddle with spreadsheets and stuff envelopes themselves.

“Over 60 percent of today’s Patreon creators either want to or are already delivering some kind of physical merchandise,” says Patreon’s VP of Product, Wyatt Jenkins. Together, the startups could help Patreon creators develop merch items that fans subscribe to get ahold of, potentially shelling out for $10 or $20 per month tiers rather than basic $1 or $5 online content-only tiers.

The deal also could help Patreon stay ahead of YouTube and Facebook, which are encroaching on its subscription patronage model. Patreon now has 2 million patrons backing 100,000 creators. It paid out $350 million over its first five years through 2017, and expects to send creators another $300 million in 2018, while taking a 5 percent cut.

Financial terms of the deal were not disclosed. Ninety percent of Kit’s team, mostly product and engineering talent, will join San Francisco-based Patreon, though they’ll stay put in NYC as a satellite office the rest of the year. Kit had raised $2.5 million from Social Capital, Expa, #Angels, Precursor and Stanford’s StartX, as well as angels like Ellen Pao and Slack’s April Underwood.

“When we think about merch, it’s never been fully about the thing — the sticker or the t-shirt — there’s this relationship. This human-to-human connection,” says Kit co-founder and CEO Camille Hearst.

Kit was in the process of pivoting toward merchandise logistics and raising a Series A when it began talks with Patreon, leading to the acquisition. The startup was originally built as a way for social media stars and online celebrities to earn affiliate marketing fees by recommending products to fans through Kit, which took a cut of the referral dollars. Some creators showing off their “Kit” of camera equipment, sportswear or caffeination supplies were earning tens of thousands of dollars.

“We were at a stage where everything was going in the right direction. We had seen strong growth in monthly active users and how much creators were making,” Hearst says, noting Kit had reached $15 million in gross merchandise value. For what it’s worth, we hadn’t heard the startup was #crushingit and Patreon repeatedly refused to give even a ballpark figure for the price, so this might have been more of a soft landing.

“It just seemed like we would be able to accelerate what we were doing by joining with Patreon. Merch is very transaction-focused compared with a subscription,” Hearst explains, touting the high lifetime value of recurring payments over one-off purchases. “You can help creators earn a lot more money if you use merch to sell subscriptions.”

The pre-Kit Patreon team

The plan at Patreon is to build out a new open merchandise provider platform. Creators will be able to choose between a variety of merch partners ranging from those that turn their existing logo into physical goods to those that will design items based on merely vague ideas from the star. But in the meantime, Kit won’t be shutting down or ditching its affiliate program because “we don’t want to turn off any revenue streams” that creators depend on, Hearst promises.

“Right now creators have to choose between different merch partners,” without collective bargaining power or enough data to know what works, says Jenkins. “We can have set pricing for all those merch partners that will be lower than they can get on their own,” while alleviating creators from having to juggle spreadsheets of who gets what and mailing it all themselves.

The plan for Patreon to monetize merch is a little less clear, though Jenkins says, “We’re going to grow the pie and we want a piece of the growth.” The idea is that using Patreon’s merchandise platform will incur extra fees beyond the skimpy 5 percent it earns on subscriptions. If adding a merch item significantly boosts the subscriber number for a certain tier, Patreon will take a TBD cut. For comparison, YouTube takes a much more hands-off approach, merely listing suggested merchandise partners with whom to work.

“We want creators to make a living. That’s not a side hustle. You have to make more money year over year, You have to be able to do things like buy a house or get healthcare,” Jenkins concludes. “All the other platforms are ‘give us your content and we’ll give you a little side change.’ That kind of led us down the merch path. Creators are were begging for merch.”

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