Indexing the Creator Economy
stripe.com
stripe.com
Look carefully, you'll see that the secret to making it and getting rich in the creator economy is to sell the secret to getting rich and making it in the creator economy, which is itself the secret to getting rich and making it in the creator economy. It's all very ironic.
Been that way for many years. It's almost like recursion.
The web has a dominant bias for itself. The users who engage with it the most promote themselves and their own views. It is not a true representation of all people because not all people engage with it on the same level or to the same degree.
This makes it all the more confusing that "9%" of the population can have such influence on the other 91.
https://nypost.com/2021/10/15/airplane-creator-slams-joy-kil...
Though there are some streamers getting rich through performance and sponsorships. At least if the Twitch leaks are to be believed. Some YouTubers are also earning upper middle-class incomes producing niche content. So I don't think it's all get rich schemes. Sadly that does still appear to be the easiest road.
Get rich schemes have always had the tools to sell and market their stuff—snake oil and Nigerian princes have been around since the beginning of the internet. What's different about the past year (and what the big jump can be attributed to) is that creators have the tools now—from streaming services to newsletter platforms. More individuals are equipped to pursure their passions—selling their books, art, or podcasts—motivated by the largest audience that's ever been online, due to 2020's accelerated shift. As the post says, the category that was fastest growing over the past year was community—connecting real people with each other, surrounding the output of these creators.
If you take a look at some of the top grossers on Gumroad and Stripe independents (Tai Lopez comes to mind) they’re all selling an multimedia version of a self-help book. Maybe they work, maybe they don’t, but I have a strong distaste for the genre in general and don’t like that most of the success stories are people selling dreams.
Edit: And I was off in remembering by quite a bit the figures are 0.008% and 0.002%. https://news.ycombinator.com/item?id=28771960
Speaking of Twitch specifically, a lot of people are lured into streaming with the promise of earning money doing what they love. And a lot of them don't make it, despite streaming 8+ hour sessions most days of the week. The unfortunate reality is that success is not purely proportional to dedication, and it quickly leads to horrible problems like burnout and depression.
I do feel that this changes when people act outside platforms and companies. For example, a surfboard maker, putting in a ton of labor should see some return on the time invested, but it won't necessarily be in money earned.
Which brings up another point entirely. These pieces that used money earned as a metric for success are dated af. Thanks for the advice, dad.
For example, how much do the "95%" of walled garden, mobile app developers make.
The discovery process for such apps is also interesting. Does the arrangment of apps into "Top 20", "Most popular", etc., type lists, as seen in Apple's AppStore, boost the success of the "5%" at the expense of the "95%" that become less likely to be discovered.
There is also an analogy to SERPs. Users are encouraged to consult only the "top result" on page one. This structure plays well with an ads sales business, where advertisers compete for a spot on the top of page one. Search results not in the top 5 are like the "95%", unlikely (and not intended) to be discovered.
To me, these "businesses" resemble a lottery in some respects. Winners are promoted but "99.9%" of players are not, and will never, be winners.
Granted, this is a subjective viewpoint I have had for a long time, and the necessary evidence to prove/disprove it is not made public, but the Twitch discovery seems to support the idea.
It's still possible to make a livable wage by publishing high-quality niche apps and investing in some ASO
-- Stripe reported "aggregate earnings" as $10B, so maybe $3B last year. Unclear what the platform skims and if that was included: I bet 30%, but let's go with 0% for this
-- Based on Twitch, those 680K earners is really 34,000 people getting most of it, so say average $88K per significant earner. But we know averages are misleading in celebrity-driven fields like music/sports/writing, so probably a few lottery winners getting rich while most supposedly "successful" earners are still getting below $88K, so maybe a median of say $30-50K for them
-- Put to scale, Amazon has 150K+ drivers, so 4-5X the number of 'creators'
So the bad news this article tries to hide is that the creator economy is much smaller and lower paying than folks are marketing. But the good news is what they say little about but appears in the chart: that's an awesome growth rate! If the 30K worldwide keeps doubling over 10 years, that turns into 30M people world wide! 0.4% of the world population is a real number!
Then again, I'm unsure how different the 'creator economy' companies ultimately are for most creators, sort of like a band not caring whether they're using an accountant vs turbotax. Maybe they provide some lift for some creators, but for the regular (non-celebrity) earners, unclear how much is the platform vs the creator.
Interestingly, it looks like this creator is involved in the credit repair "industry" and runs some sort of "academy" teaching people how to start a credit repair business.
Forget the creator economy. It speaks volumes about the state of the economy.
I feel like the creator economy is going to be a rather short-lived event.
I don't imagine AI overlords will be appearing in the next century, but I do imagine primitive brains capable of simple tasks will appear and with it, replace whole swaths of the economy, including teaching positions.
It's not the same as AI producing content but people like people so I'm not surprised by that.
Yes, and it's so profitable that someone will inevitably try to use AI-animated "people" to harvest market demand for organic people. Similar to cloning popular software or movies with lower-rent talent. Andrew Niccol, creator of Truman Show, Lord of War, Gattaca and Lord of War, made a film called Simone about a computer-generated fashion/celebrity avatar. Some of the dynamics in that film have already been seen on social media and will likely expand in future metaverses.
If early AI overlords were used to manipulate human perception, would most humans even know it happened?
This began in the early 2010s (e.g. Cambridge Analytica), if not earlier.
I do quibble with the article throwing around terms like exponential growth. While growth has picked up, it doesn’t seem like it is growing at 10x a year.
Or put another way -- any exponential function can be locally approximated by a linear function, so we might use the term exponential growth for a function where growth is poorly approximated by a linear function over the relevant domain