With the ability to Flattr all users on services you hang out on, you can flattr a creator that hasn’t signed up to Flattr. Some people have misunderstood how it works.
This is how it works
First of, we are not holding onto money for creators we don’t know the owner of. This is the most important thing.
When you flattr a creator on Twitter, YouTube, Soundcloud, Instagram, Github, Flickr, Vimeo, 500px or App.net that hasn’t yet signed up to Flattr that microdonation will be an unclaimed flattr.
Unclaimed flattrs are not be taken from your monthly budget, until they sign up. The month the creators signs up, is the month that flattr will be a part of your budget. The creator will then get the money on the 10th the coming month.
Again, we don’t keep any money in the meantime as we don’t want to hold money for creators that has not said they want to accept it. We also think it’s better that creators with accounts get the money.
How creators that have flattrs waiting get notified
At the moment we are relying on our amazing community’s help us be the messenger to creators. Head over to our Unclaimed flattrs page to be the messenger to popular creators.
We are working on a way to send automated notifications to creators that aren’t a flattr user to let them know that their fans want to support them with money. We just need to make sure people don’t feel spammed by our system.
After signing up to Flattr you are able to receive microdonations from your fans on Twitter, Soundcloud, Instagram etc. It’s very clear in our stats that the creators that communicate that they are flattrable with there fans regularly are the ones that receive the most money.
Here’s some resources you can use to communicate with your fans that you are flattrable.
Make your Flattr profile pretty Edit your profile to add your photo, a short bio and write a sentence about why your fans should send microdonations to you. Take the chance to drive some traffic to your site by adding your url.
Here you also have the chance to be a transparent super modern and share with the world what you in return flattr, what your monthly budget is and how much you make.
Always find a reason to tweet
The life of tweet is a only a couple of seconds and only a fraction of your followers will see each of your posts. Each tweet is another reason to be flattred.
By sharing what you do often you enable the same fan to support you many times during a month.
The first thing you can do is to tell your fans that you use Flattr and that they can sign up to send microdonation to you by favoriting your tweets.
I just started to use @flattr. Sign up to to support me with microdonations on Twitter by favoriting my tweets! flattr.com
Mention Flattr in your podcast
Many podcaster mention how an episode was produced and who sponsored it. This is a great opportunity to tell your listeners how and where they can flattr you.
Here’s your manuscript
“Beloved listeners. I love doing this and I’m very happy that you listen. You could say that I’m flattred. Speaking of being flattred I use service called Flattr. It means that I can receive microdonations on services like Twitter and Instagram. All you have to do to support me is to sign up at www.flattr.com and favorite my tweets as well as other creators you appreciate.”
Publish a photo on Instagram
Since Instagram is a all about beautiful pictures, that’s of course how you should communicate with your fans there.
So! Go out and spray paint a house with your message, draw the Flattr logo in the sand or observe when the clouds say “support me” and capture it all with your mobile.
Or, just download this photo and share it on Instagram. Add the caption “It’s time to give back to creators” to rubb your message in.
Last but not least, tell your fans why you need money and why it matters to you to get their support.
Here’s why supportes should use flattr:
Supporting creators gives you a warm fuzzy feeling. Flattr is a “Like” with real value. It’s about being a part of the creation of great content.
By flattring creators you help them create. It gives them both money and energy to create more and better content. Content for you to enjoy. We believe in an open and free internet. Supporting creators is the way to enable more content to be free and open.
Help us make the internet a better place, one microdonation at a time.
Here’s the deal, we fix the tech and you tell your followers to support you!?
It’s really easy to start using Flattr as a creator. Here’s the super easy four steps to be flattrable on the services you already use.
1. Sign up and hit “I’m a creator”
It’s as simple as it sounds. Head over to flattr.com and sign up with your email address, Twitter or Facebook.
Choose “I’m a creator” in the next screen to get you started.
2. Connect your accounts
You’ll get a list of the eight services (Twitter, YouTube, Instagram, Soundcloud, Flickr, Github, Vimeo, App.net and 500px) we currently support. Simply connect with the services you use.
After you’ve made the connections you receive microdonations when supporters that use Flattr favorite, like and star your content!
3. Let your followers know you are flattrable
We can’t stress it enough how important it is to communicate with your followers that they can support you. This goes for Flattr as well as Kickstrater, donation buttons on your site or other good ideas you’ve come up with to enable your fans to support you.
We’ve made it easier than ever to support creators. Now you can give and receive microdonations directly on services you use. Connect your Flattr account to Twitter, Instagram, Soundcloud, Github etc and just “favorite”, “like” or “star” to flattr content you appreciate.
Everyday creators post 400 million tweets to Twitter and upload 5 million photos to Instagram. For most of us the internet is our most important source for information and creative work.
We are on a mission to help creators get money for the value they create for all of us. We believe that the way people pay must be in line with the way people behave online. If you think about it, we click a lot of links only to realize it wasn’t for us. That’s because we are explorers.
With Flattr supporters can send money to creators after they’ve consumed content and found it valuable for them.
New Flattr makes all the content on services you use flattrable!
How it works Connect to services you use
You can connect your Flattr account to Twitter, Instagram, Soundcloud, Github, Vimeo, Flickr and 500px. We will continuously add support for more services. You can always turn connections on and off in your settings at any time.
“Like”, “favorite” or “star” to flattr creators
When you’ve done the connections you can start flattring creators on the services you’ve connected. Regardless if you use a service on the web, in mobile apps or in third party apps, you just “like”, “favorite” or “star” to flattr content.
Creators get their money
At the end of the month we divide supporter’s budgets in the number of flattrs made and send the equally big parts to creators. Creators receive their money on the 10th the coming month. The value of a flattr is a users monthly budget divided by the number of flattrs he or she makes during a month.
Give back to creators
With new Flattr, supporting creators becomes a natural part of your life. By doing what you already do on service you already use you can easily support the creators that make the internet so valuable for you.
We believe in a free and open internet. We want people to value what they get from internet and support creators monetarily / voluntarily, and help them create more awesomeness.
Join us on our mission to make the internet a better place, one microdonation at a time!
At Flattr we are on a mission to get people to support creators monetarily based on voluntary micro payments after a piece of content is consumed.
Amanda Palmer and Peter Sunde
The reasons why we are trying to push this model are many. One of the strongest ones is that it’s aligned with the way in which we consume media on the internet. We watch, listen and read a lot of content. Most of the time to find out we didn’t like it. In some cases we fall in love. That’s when we’re willing to pay. And that’s when creators needs enable supports to pay.
This behaviour will likely never change. We are explorers, on a constant mission to find stuff that add value to our lives.
We are building a tool for creators to get paid, but it will always be up to creators to ask for money and for supporters to acknowledge the value they get and make sure they pay the creators they appreciate.
Our big idol Amanda Palmer phrases it very well in her TED talk last week:
“Perfect tools ain’t gonna help us, if we can’t face each other and give and receive fearlessly. But more important, to ask without shame.
If you’re a creator please communicate what you are doing and sign up to Flattr to ask fans for support. If you want to support musicians we strongly recommend to Flattr them on Grooveshark, where thousands of artist profiles are flattrable.
Sean and Jon are the two piece duo behind Analgesic Productions which recently release their debut indie game Anodyne. Think 16 bit Zelda meets twilight zone, updated for the internet age, complete with cats.
This game really draws you in with it’s masterful craft and unique, moody, gameplay. You’ll appreciate the humour and nuanced design as you explore it’s abstract dreamscape. We wanted to give Sean and Jon a chance to talk about their game and the challenges independent creators face.
There have been different descriptions of Anodyne on the web but I’m still curious as to how you would describe the game to someone?
Jon: I would probably describe Anodyne as a game in which you explore and fight your way through a diverse and atmospheric dream world. Talking about it as a Zelda-like or Zelda style game helps to convey the basic mechanics of the gameplay, but our goal with Anodyne wasn’t just to replicate the experience of playing Zelda. We hope that the atmosphere conveyed through the graphics, music, text, etc, is intriguing and valuable in it’s own right.
The comparisons to early Zelda makes sense to me. What other forces inspired you?
Jon: In terms of graphics, I took influence from games like Final Fantasy VI, Chrono Trigger, Seiken Densetsu 3, etc. I also tried to draw on expressionist painters such as van Gogh and Monet. The dialogue was mostly inspired by my own experiences and things that I had heard or read that stuck with me.
Sean: Any games that really set a good mood or create an immersive world have at least passively influenced me, even if I don’t remember the game off of the top of my head – in addition, lots of sort of experiences in lives (taking a walk, walking up a quite staircase) have all been good for building up a sort of vocabulary for writing songs for areas.
One of the things that most impressed me was the fact that this awesome game was made by just two people. Over what period of time did you craft this together and what are some things you enjoy doing between making awesome games?
Sean: I started it in March and did some basic groundwork before Jon jumped on board. Outside of that I like to compose music and… I guess that’s mostly it! I’ve been trying to get into reading more and drawing. I do computer science in school and will graduate soon.
Jon: I’ve been working on Anodyne since midway through this summer. Aside from games, I am interested in comics, books, and animation. I’m currently finishing up an art major at Carleton College.
The sound design in Andonye is really fantastic and I saw that you’ve even offered the soundtrack on Bandcamp. What are your thoughts on how sound shaped this game?
Sean: We used sound and visuals to sort of restrict the sphere of interpretations of the game to be similar to the themes we designed the game around (this was a good way of thinking about the game my friend Etan brought up). In that way, sound can definitely set the mood. I think I should have done a lot more ambient sound effects, but I’m pretty happy with the game as is, helping to set a mood for a forest, mountains, etc.
I’ve noticed lately that the indie game scene really embraces psychological exploration more than big studio games. I really love this trend but what do you think is behind it?
Sean: I think a lot of creative work is done to express something that we think about a lot, or a certain mood. It’s easier to do this when you are working alone or in a small team, and it’s become easier and easier to make games in the past years, so that possibly might be a reason why the whole psychological exploration idea is growing!
There is a rough consensus among indie game devs that I’ve chatted with that while platforms like XBLA (Xbox Live Arcade) and XBLIG (Xbox Live Indie Games) are nice and provide decent markets the barriers to entry are quite high for small teams. Do you think that platforms like Steam and soon OUYA can solve this issue?
Jon: Steam certainly helps a lot through Greenlight and by allowing devs to easily patch their games. Steam also is less picky about exclusivity, which I think is really important for small teams. I don’t really know what kind of impact Ouya will have, I guess we’ll wait and see.
You guys happen to have something in common with our founders in that you both have very progressive views on piracy. Let’s say I were to pirate, play, decide that I love it, and then give you money e.g. via Flattr, what are your thoughts about this play first pay later model?
Jon: It’s interesting. I like it in the sense that it really allows the game to get out to people who might like it, and it allows us to really partner with people and create a community around the game instead of having an antagonistic relationship with people who pirate the game.
For me personally, however, I’m not sure if this method would lead to the best experience of games. I think if all of my game purchases worked like this, I would approach games more like demos–in a way looking for reasons not to buy the game.
I’m not sure if I could totally just forget about the financial aspects and obligations and just appreciate the game and be immersed in it. That’s just how I feel though, maybe I’m old-fashioned. I am certainly in full support of the general concept, and would never try to fight piracy of my own games with negativity or DRM.
What’s next for Analgesic productions?
Jon: Well, we’d like to work together on a game again at some point. My involvement with games in the near future will depend a lot on how Anodyne does, as that will affect how much freedom and flexibility I will have after graduating this spring. So, we’ll have to wait and see, I guess!
Sean: Same as Jon. We’ll see how Anodyne does!
Anodyne is available for Mac, Linux, Windows, and Android and if you would like to support the work of Sean and Jon play their game, be sure to vote for Anodyne on Steam Greenlight and send them a flattr here:
Last Friday the documentary about The Pirate Bay premiered at the Berlin Film Festival and on the internet respectively. It’s an incredible success with over 1 million views on Youtube and lot’s of seeds on TPB in only four days. I’m in it, and I get a brief chance to describe what Flattr is.
The director Simon Klose has not only created a movie, he understands how the internet works and by example shows a way forward. Not just by the fact that he lets you download the movie for free, he even tells you to do it. He knows that the more people that sees the movie, the better. For him, the movie, the industry and for the internet. Then he politely asks you to support him financially for the movie if you liked it.
I started Flattr to give everyone a completely equal chance to make money on the content they make. Without coercion, censorship, or locking up the of information. Flattr encourages sharing of information and money. This is how the internet works.
We consume a lot, not because we like everything, rather because we’re curious. We need to know if something is worth paying for, that’s not the same as just clicking a link. We consume lots of content, only to decide it was crap. Some of it we really like, that’s the stuff we want to support!
Many years ago a record label lawyer asked me: “how can we make money on the internet when everything is free?”. A question that in itself is wrong. For me the main thing is how can creators be supported for their work. Why is it a given that record companies or other media houses should survive? If people support creators financially the rest will also be solved.
Be a modern person, enjoy TPB AFK and pay for it afterwards, if you liked it. That’s the model we believe in and it is one we’re bringing to the world.
The mission of Flattr is to make it easy to give to creators of all types by providing a quick, ubiquitous, and simple to use platform. We want to see the greatest diversity possible in the numbers of people and projects being supported through our service.
The creative tech industry has been growing at very impressive rate but there is still work to be done to ensure that this dynamic scene is open, accessible, and welcoming. We would like to take a moment to highlight just a few of the many awesome folks who have been working very hard in this regard.
Feminist Frequency When pop culture media critic Anita Sarkeesian started a Kickstarter project to examine gender dynamics in pop culture and female tropes in video games she received a tidal wave of abuse in the form of racist, sexist, and generally threatening comments. This completely uncalled for behavior once again brought to light the often unspoken oppressive environment of modern day gaming culture. Currently, roughly only 11% of gaming developers are women while women make up a massive percentage of gaming consumers.
Although Anita has even received death and rape threats she didn’t back away from her important project (which was fully funded by backers 25x over) and has turned her site Feminist Frequency into platform for smart conversation and critical dialog. You can watch Anita’s latest talk at TEDx Women, as well as, support her awesome work via Flattr here.
Gender Equality at Conferences For many years media and tech conferences made no effort whatsoever to have a balanced gender dynamic. To this day many conferences have many more male speakers and male dominated panels and thus much higher male attendance. Luckily, conferences like The Conference from Media Evolution in our hometown of Malmö are doing their part in making a more accessible forum.
This year representation has even gotten better at conferences like Austin’s SXSWi which had once been described as a “brogrammers playground”. We’re very excited to watch this trend grow tremendously in 2013.
Other great projects for gender equality, respect, and diversity in tech that you can support via Flattr right now: adainitiative.org We have a vision: A world in which women are equal and welcome participants in open source software, open data, and open culture.
A german based queer news, arts, and culture magazine and community site.
Feminist blog on motherhood, career, society, and relationships.
This guest post is written by the Belgian Pirate Party member, Lionel Dricot. He was 14 votes away of becoming the first Pirate elected in Belgium. He blogs on www.ploum.net and is a Flattr advocate since 2010.
A year ago, in order to support the blackout against SOPA, I wrote a blog post explaining why I was pirating your work. A few hours later, the sudden closure of Megaupload gave an unexpected popularity to my text. In the weeks that followed, nearly 100,000 people read it on this blog, not to mention the numerous translations.
The only income of my blog is Flattr. Without surprise, that post became the most profitable with a total of €34,70, including its French translation. If I had a €1 paywall, this post alone would worth €100,000. Even considering that only 10% of readers would pay, it would still be around €10,000. Not bad, isn’t it?
Paywall vs virality
But if I charged visitors, nobody would have read that text in the first place. It would never have become viral and I would not have earned a single euro on Flattr. This seems obvious, isn’t it? It is nevertheless exactly what the entertainment industry makes you believe when they say that pirates steal. Pirates steal your art as much as readers stole mine when reading my blog post.
The fundamental error is to consider art as a commodity. Even selling MP3 or eBooks follows the principle of hardware. Buyers keep their ”MP3s” as a collection of records. DRM even attempts to artificially mimic physical constraints in the virtual world.
But what is your goal as an artist? Selling records, books and paintings? Or to be read, listened to and admired? Hopefully, money put aside, you would choose the second. Discs and books are only physical mediums that allow you to broadcast your art.
Finding your model
Being a fiction writer, I would definitely like to make a living out of my writing. This is currently not the case. Either I did not found the right business model or I don’t have enough talent. Is it the fault of people who read for free the small stories I publish on my blog? Definitely not – they spread my writings and even flattr me. Yet again, this is exactly what the industry makes you believe: that your fans are your enemies, those that prevent you from living from your talent.
You want to broadcast your art, and if possible, earn money. We want to enjoy your art, and if possible, contribute financially to your talent.
However, when we buy your art “legally”, we know that over 95% of our money goes to intermediaries that are not always useful anymore. They are even sometimes counterproductive because they fight to ensure that your art does not spread too much. We are ready to invest in the launch of your projects, eg on Kickstarter. We are ready to directly donate money. But we do not want to pay to “own” a file. It does not make any sense. Nor do we do imagine paying a fixed price each time we “consume” a piece of art. Your hardcore fans would be ruined. Not to mention those who listen to background music while working. It would be a barrier to your success.
How I support creators
My personal solution is to give, every month, a fixed amount through Flattr. On Grooveshark, an artist is flattred if I listened to one of his song at least once during the month.
Thanks to FlattrStar, an interesting webpage is also automatically flattered if I read it through Pocket or Readability. I’d like to see that kind of automatism being generalized for any content like ebooks and movies.
If we generalize such a system, your interest as an artist would become to be heard, read, admired. Even if it is years later, allowing you to focus on the long term. An old piece of art might be rediscovered, shared and bring you some flattrs even years after! On the opposite, mixing a work with its physical support encourages quick consumption, aggressive marketing and ephemeral success before falling into oblivion.
In order to preserve its own obsolete interests, the entertainment industry, which benefits from the vast majority of your earnings, threatened your fans as criminals. In some cases, they perverted our laws and our educational system. They standardized our culture and creativity making it harder to discover anything outside of the mainstream flow. But, even if they pretends that we are enemies, we share a common interest: that you could devote yourself to your art without having to flip burgers. While their own is to earn money, regardless of your accomplishment.
Dear artists, would you embark on a pirate ship bound for the new world where fans and artists cooperate? Everything has to be discovered yet. Flattr is still anecdotal and, moreover, might be more an experiment than a solution. Many problems have to be solved. This is why we need you and your creativity.
The idea had already been initiated in 2007, but the first release was in 2010 due to typical geeky laziness.
Flattr was founded to help people share money, not just content. Before Flattr, the only reasonable way to donate was Paypal but the transaction cost was (and still is) too high. Visitors would ignore the option. Sending just a small sum has always been a pain in the ass. Flattr is changing this.