(A 6X differential isn't too surprising when there's a clear first-mover or early-mindshare-leader... but it also isn't insurmountable as long as the market is growing and fluid.)
Judging from the live dollar amounts that we saw over time, Kickstarter is continuing to widen it's lead.
https://www.statwing.com/open/datasets/cb2e735b5e8428f521828...
Thanks OP for making the raw data available.
(Edit: Disclosure, I work at Statwing)
I imagine they are missing out on a pile of revenue by not establishing a good connection with members.
When Kickstarter put in place restrictions on pre-sales and other types of projects (http://www.kickstarter.com/blog/kickstarter-is-not-a-store), they were primarily addressing the hardware/tech category that changed the core nature of what Kickstarter was meant for.
Just the other day I was complaining about this. As someone who tends to back tech and film projects, and lives in Seattle, a film project about the Seattle tech scene went totally under my radar until I had read about the tech company I work for being one of the main backers of it --just hours after the funding period had ended.
As most inventions, it was separate individuals recognizing the semi-obvious.
"Cumulatively, Kickstarter (KS) has over 110,000 campaigns..."
"KS ($612M) has successfully raised over 6 times more dollars than IGG ($98M)."
From: http://www.kickstarter.com/help/guidelines
>>> Projects cannot offer rewards in bulk quantities (more than 10). <<<
>>> No product simulations or photorealistic renderings
Technical drawings, CAD designs, sketches, and other parts of the design process are awesome and encouraged. Photorealistic renderings and simulations that could be mistaken for finished products or real events, however, are not allowed. <<<