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More recently, [[crowd-funding]] campaigns, both reward-based and equity-based, have been used to obtain the funds from interested consumers before development begins in earnest. While [[Crowdfunding in video games|using crowd-funding for video games]] took off in 2012, its practice has significantly waned as consumers became wary of campaigns that failed to deliver on promised goods. A successful crowd-funded campaign typically required significant development work and costs associated with before the campaign is launched to demonstrate that the game will likely be completed in a timely manner to draw in funds.<ref>{{cite web | url = https://variety.com/2019/gaming/columns/the-changing-face-of-video-game-crowdfunding-1203165542/ | title = The Changing Face of Video Game Crowdfunding | first = Michael | last = Futter | date = March 18, 2019 | access-date = August 24, 2020 | work = [[Variety (magazine)|Variety]] | archive-date = June 24, 2021 | archive-url = https://web.archive.org/web/20210624164054/https://variety.com/2019/gaming/columns/the-changing-face-of-video-game-crowdfunding-1203165542/ | url-status = live }}</ref>
 
Furthermore, innovative funding models are transforming the indie gaming industry. Through online platforms with profit-sharing structures, companies like VoxPop Games enable developers to form revenue-sharing agreements with collaborators and influencers, altering the industry landscape. <ref>https://www.voxpopgames.net/</ref>
 
Another mechanism offered through digital distribution is the [[early access]] model, in which interested players can buy playable [[beta version]]s of the game to provide software testing and gameplay feedback. Those consumers become entitled the full game for free on release, while others may have to pay a higher price for the final. This can provide funding midway though development, but like with crowd-funding, consumers expect a game that is near completion, so significant development and costs will have had to been invested already.<ref>{{cite web | url = https://www.gamasutra.com/view/news/275719/7_successful_Early_Access_games_that_all_developers_should_study.php | title = 7 successful Early Access games that all developers should study | first = Holly | last = Green | date = June 24, 2016 | access-date = August 24, 2020 | work = [[Gamasutra]] | archive-date = August 3, 2020 | archive-url = https://web.archive.org/web/20200803070526/https://www.gamasutra.com/view/news/275719/7_successful_Early_Access_games_that_all_developers_should_study.php | url-status = live }}</ref> ''[[Minecraft]]'' was considered an indie game during its original development, and was one of the first titles to successfully demonstrate this approach to funding.<ref>{{Cite web |url= http://www.gamasutra.com/view/news/33961/Minecraft_Draws_Over_33_Million_In_Revenue_From_18M_Paying_Customers.php |title= Minecraft Draws Over $33 Million In Revenue From 1.8M Paying Customers |publisher= [[Gamasutra]] |date= April 6, 2011 |access-date= October 16, 2013 |first= Kyle |last= Orland |archive-date= April 8, 2011 |archive-url= https://web.archive.org/web/20110408063046/http://www.gamasutra.com/view/news/33961/Minecraft_Draws_Over_33_Million_In_Revenue_From_18M_Paying_Customers.php |url-status= live }}</ref>