Selling UGC as Stock Content: What It Honestly Pays.
Can you sell your UGC as stock content? What you can legally sell, what stock royalties honestly pay, and where phone-shot video fits in 2026.
"Listen to your parents."
That was the top-voted answer when a newcomer with an iPhone asked r/stockphotography whether they should start selling stock in 2025.1 The community that actually does this for a living lined up behind it: slow, oversaturated, "as a hobby it's great, as a business it's a disaster."2
Meanwhile, in UGC circles, a different conversation keeps surfacing. Travel creators asking what to do with footage from past trips "that just kind of lay dormant and unused."3 Creators between briefs staring at camera rolls full of b-roll, spec videos, and lifestyle clips that never got delivered to anyone. When your job is making content, unused content starts to look like unpaid inventory.
So which community is right? Both, it turns out, and the difference comes down to three questions: whether you can legally sell what you have, what stock honestly pays, and whether AI already ate the market. Sourced numbers on all three below, then where to sell and how to run it without wasting a year.
Selling UGC as stock: what it actually means
First, separate two ways of earning that get blended constantly.
Client UGC is commissioned work. A brand briefs you, you film their product, they pay a project fee. Platforms built for this, the Billos and Twirls of the world, run on briefs and pay per project: on one large marketplace the average UGC collaboration pays about $154 and 80% of campaigns close under $300,4 with published rates for newer creators commonly in the $90 to $300 band.5 The content belongs to that deal.
Stock is licensing on spec. You upload finished photos and videos to a library, buyers search, and each download pays you a royalty. Nobody briefed you. The same clip can license fifty times, or zero. And the per-sale money is small: royalty percentages in the 15 to 40 percent range, with individual downloads sometimes paying under a dollar.
There's a third, scrappier route worth knowing about: pitching the businesses that already appear in your footage. That hotel from your trip, the cafe in your morning-routine clips, tourism boards for places you've filmed. It's a direct license, priced by negotiation rather than by a platform, and it works more like finding brands to pitch than like stock.
One threshold question first: will a library even take phone footage? Adobe Stock, one of the biggest, answers it on its own contributor pages: "Mobile-captured vertical video performs on par with professional cinema camera videos when both meet technical and creative standards."6 Its spec sheet reads like a description of UGC: native 9:16 vertical at 1080x1920, with 10 to 30 seconds per clip recommended.7 The format you already shoot is the format they're asking for. The gear was never the barrier here. The next two questions are.
Question 1: Can you legally sell what's in your camera roll?
Not all of it, and the sorting matters more than any other step in this post. Your library splits into three buckets. (What follows is orientation, not legal advice.)
Bucket one: content you delivered to clients. Your contract decides this bucket, and nothing else does. The default under copyright is that the person who shot the footage owns it, and creators in rights discussions lean on exactly that: "Unless you offered exclusivity or ownership rights to a brand... you own the content and are free to use it for whatever else you want."3 But four clause types flip the default, and brands increasingly push them. Full ownership or buyout language means the brand "doesn't just get to use the video. They own it outright... even resell or license it to another brand."8 Work-made-for-hire language does the same job in different words. Perpetual usage grants never expire; one creator was offered $150 for perpetual rights to a video, the kind of deal that empties this bucket for good.9 And exclusivity clauses can block you from selling even similar content while they run.
If you've never read your own paperwork closely, the usage rights guide explains what each tier grants, and the contracts guide shows the clauses in the wild. Time-boxed licenses are the good news hiding in this bucket: when a 90-day paid usage term ends, those rights come home, and the calendar returns content to you on its own.
Bucket two: content nobody paid for. Spec videos you made to practice. Portfolio pieces. Personal footage from trips, routines, workouts, cooking. Nobody licensed it, so it's yours, and it's the bucket stock portfolios get built from.
Bucket three: the gate most guides skip entirely. Owning footage isn't enough; commercial stock has its own rules about what's in it. Shutterstock states the big one plainly: "Shutterstock does not accept trademarks or logos in commercial content or metadata (titles and keywords)."10 Their guidance goes further than most creators expect: "If you are working with models, ensure their wardrobes contain no visible brand names or logos." Recognizable people, including you, need a signed model release for commercial use; artwork, building interiors, and private land can require property releases.11 There is an editorial lane for content with trademarks in it, with its own standards, but the commercial collections buyers license from want clean frames.
Sit with the irony for a second: the product-in-hand, label-forward style that makes client UGC valuable is precisely what commercial stock rejects. What passes is the connective tissue of your shooting life. Hands, routines, textures, meals, streets, seasons, workouts, pets, workspaces. Shot vertically, ten to thirty seconds, no logos in frame. If you can film a product demo, you can film that in your sleep.
Question 2: What does it honestly pay?
Here's where the stock photographers earn their pessimism, so let's use their numbers.
The royalty mechanics first, from the platforms' own pages:
| Library | Your cut | Worth knowing |
|---|---|---|
| Adobe Stock | 33% photos, 35% video | Adobe's own example works out to $0.99 on a subscription photo download12 |
| Shutterstock | 15% to 40%, six levels | levels reset to level 1 every January 1; some downloads pay the $0.10 minimum13 |
| Pond5 | 30%, or 40% on exclusive video | video-first marketplace14 |
| Alamy | 20% to 40% by annual sales | tightening announced for September 2026: new bottom tier, payout threshold rising to $7515 |
| 500px | 25%, or 60% exclusive | licenses through distribution partners16 |
| Foap | 50/50 split with the app | brand missions pay $100 to $500, usually to one winner17 |
| Wirestock | 85% of what partner libraries pay | a distributor: upload once, it submits everywhere18 |
A quick decision hiding in that table: exclusive rates pay more per sale, but non-exclusive lets the same clip earn on several libraries at once, which is usually the better math for a small portfolio, and it keeps you free to leave.
Now the part the rate table can't tell you: volume. Two contributors who published full ledgers make the shape clear. One earned $2,939 lifetime across three years, listing a portfolio of roughly 2,300 photos and 250 videos across eight agencies, best month $268.19 Another totaled about $2,664 in 2025 from roughly 2,700 photos and 470 videos.20 Run the unglamorous division and those two portfolios earned somewhere between roughly 40 and 85 cents per asset per year. A hundred uploads at those rates is coffee money. A thousand decent ones starts to resemble a phone bill that pays itself every month. And the trend line under all of it points down: long-time contributors in one thread describe per-image earnings falling from around a dollar to $0.22 over the years, and one watched $2,500 a month erode to $250 across five years.21
So the verdict on "is it worth it" depends entirely on which question you're asking. As a business you build from zero, the stock photographers are right: don't. As a side lane for someone who already shoots constantly, the math changes, because your marginal cost is close to zero. The clips exist. The skills exist. The first contributor above stopped uploading entirely in September 2025 and watched the next first quarter come in 86% above the year before anyway, calling it "the 'passive' part of the model actually working."19 That's the honest pitch: not passive income, but the closest thing to it this field offers, bought with work you were doing anyway, growing on a lag measured in months. The same ledger's warning applies: "That lag is probably the single biggest reason people quit in year 1."
For contrast, a single client order often pays more than a month of a small stock portfolio; the pricing guide covers those rates. Stock isn't competing with client work. It's the floor under it.
Question 3: Didn't AI kill this?
The fear is loud and specific. One contributor describes sales down "like 90%," and when Adobe launched AI generation inside its own stock platform, another wrote: "My wings were cut and thrown in mid air."22
The actual 2026 picture is a two-track market, visible in the platforms' own policies. Getty Images "does not accept submissions created using AI generative models."23 Shutterstock "will not allow AI-generated content to be submitted by contributors for licensing on our platform," on the reasoning that contributors must "prove IP ownership of all submitted content."24 500px rejects AI submissions because they "cannot be copyrighted."16 Adobe Stock runs the other track: it accepts generated content, but requires contributors to check a generative-AI label on every such file.25
Read those policies from a creator's chair and the takeaway is practical. On three of the biggest libraries, human-shot footage isn't competing with AI at all, because AI can't get in the door. On Adobe, it is, openly and labeled. Buyer attitudes lean the human way: Getty's VisualGPS research, surveying over 30,000 adults across 25 countries, found 98% agree "authentic" images and videos are central to establishing trust, and nearly 90% want to know whether an image was made with AI.26 Demand for creator-made content generally is climbing too; on one marketplace, UGC campaigns more than doubled their share of all campaigns last year.4
Two bounds on that optimism. Those are buyer attitudes and commissioned-content trends, not stock sales data; no library publishes numbers showing phone-shot clips outsell studio work. And the flood is real on the tracks where AI is allowed. Your defensible ground is specific: provably human, recognizably lived-in video. One contributor's supply-side observation makes the video case: across agencies there are only around 60 million video files versus over a billion images.2 Take it as a working photographer's estimate rather than an audited count, but the direction matches what the AI-versus-UGC comparison finds on the buyer side: when feeds fill with synthetic content, evidence that a person was there becomes the differentiator. (Brands run the same calculation from their side; here's how they weigh stock against creator content.)
The lane is narrower than it was, and what's left of it favors the format you already shoot.
Where to sell it
Four routes, different economics:
The big general libraries (the table above: Adobe Stock, Shutterstock, Pond5, Alamy, 500px) have most of the buyers and most of the competition. Start with one or two, non-exclusive. Video goes furthest where video is the focus, which on that list is Pond5.
UGC-style stock apps are built for phone content. Foap runs brand missions with named rewards and takes half. CreatorStock pitches exactly this use case, "upload once, earn forever," but publishes no payout split on its public creator page, so read the terms before you upload anything.27
A distributor like Wirestock submits your content to multiple libraries for you and passes through 85% of what they pay. You trade a slice of royalties for not managing five dashboards.
Direct licensing is the venue route from earlier: the hotels, cafes, and destinations already in your footage, pitched directly with a price you set. Slowest, highest per-sale money, and it doubles as client prospecting.
One platform-mortality note, because it's the risk nobody prices in: EyeEm, a photo marketplace many casual creators sold through, "permanently closed" in January 2026, and its successor's own FAQ admits not all content was migrated.28 Keep your originals, spread across at least two platforms, and treat every library as a sales channel rather than the place your only copies live.
The starting playbook: audit, triage, first fifty uploads
If you're already doing client work: start with a thirty-minute contract audit. Pull your last five agreements and read for four things: ownership or buyout language, work-made-for-hire, exclusivity, and usage terms with end dates. Sort what's yours, note when time-boxed rights revert, then harvest bucket two: spec work, portfolio pieces, personal shooting.
If you're starting from a camera roll: skip the audit, you have no contracts to trip on. Triage instead. Recognizable faces need a signed model release, even yours: when you appear in your own clips, you fill one out for yourself. Logos and labels in frame mean edit them out or set the clip aside. From what survives, pick your best thirty and shoot twenty more on purpose, in the vertical, 10-to-30-second shape the libraries themselves recommend.
Then the shared playbook. Pick two platforms, one big library plus one more. Batch your first fifty uploads in a weekend rather than dripping them out; volume is the whole model. Keyword accurately, because discovery is doing all your selling: describe literally what's in frame, tag vertical video as such (Adobe's own tip is to put "vertical" and "video" in titles and keywords7), and never put brand names in titles or keywords, which Shutterstock bans outright.10 Expect friction at the door: review queues, quality rejections, and payout thresholds you have to earn past before money moves ($50 on Foap, $75 on Alamy from September 2026), plus tax paperwork at signup. Then mark a date ninety days out, and hold off judging the experiment until the one-year mark; first sales lag is where almost everyone quits.
And keep client work as the engine while the library compounds. Briefs pay this month, whether you find them by pitching or by listing a profile on a UGC marketplace like Modliflex where brands browse and order from you. Stock earns on the days nobody briefs you, which is what a between-projects income is for. If you'd rather grow the active side, scaling your UGC income is that playbook; the portfolio guide shows how spec shoots do double duty as both samples and stock.
Selling UGC as stock: FAQ
Is UGC actually profitable? The commissioned side is, at modest scale: most orders are small (the marketplace data above puts typical collaborations under $300), and across the wider creator economy just over half of creators earn under $15,000 a year from their content.29 So most people treat UGC as a strong income stream rather than a full salary. Stock won't change that; what it adds is a slow floor.
Can you make money selling stock footage? Yes, in the amounts the ledgers above show: per-asset pennies that add up with volume and years. Video is the stronger lane than photos right now, supply is thinner there, and phone-shot vertical clips are explicitly welcomed at Adobe Stock, the biggest of them.
How much does UGC pay per video? Commissioned UGC commonly pays $90 to $300 per project for newer creators and climbs with experience and usage terms; the pricing guide linked earlier has the full breakdown. Stock pays royalties per download instead: 15% to 40% cuts, often well under a dollar a sale.
Can I sell UGC I made for a brand? Only if your contract left you the rights. Buyout, work-made-for-hire, exclusivity, and perpetual-usage clauses all block resale; a time-boxed license means you may be free after the term ends. Check the paperwork before the upload queue.
The question your camera roll was asking
The stock photographers warning newcomers away are answering a career question, and they're answering it correctly. You're asking an inventory question: whether the content your working life already produces should earn twice. Sort it, price it without illusions, give it a year to compound, and the answer is a quiet yes.
Start small enough to finish tonight: read one old contract, delete the logo shots from your shortlist, and pick the two libraries that get your first fifty clips this weekend. The library does its compounding in the background. Your job is to keep it fed.
Footnotes
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r/stockphotography, "SHOULD I START STOCK PHOTOGRAPHY IN 2025???" (community thread; top-voted reply): "Listen to your parents." Community reports, not a market study. https://old.reddit.com/r/stockphotography/comments/1oggpzx/should_i_start_stock_photography_in_2025/ ↩
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r/stockphotography, "Worth getting back into stock photography in 2026?" (community thread): "As a hobby it's great, as a business it's a disaster"; supply observation from contributor cobaltstock: "video is pretty empty anyway. Only 60 million files over all agencies versus over 1 billion images." Community estimates, not audited counts. https://old.reddit.com/r/stockphotography/comments/1ovs80e/worth_getting_back_into_stock_photography_in_2026/ ↩ ↩2
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r/UGCcreators, "Travel creators, do you do anything to try to monetize old content?" (community thread): creators describe footage "that just kind of lay dormant and unused"; on rights: "Unless you offered exclusivity or ownership rights to a brand... you own the content and are free to use it for whatever else you want." Community discussion, not legal advice. https://old.reddit.com/r/UGCcreators/comments/1t15v8k/travel_creators_do_you_do_anything_to_try_to/ ↩ ↩2
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Collabstr, "2026 Influencer Marketing Report" (first-party data from 2025 marketplace activity): UGC campaigns grew 133%, "more than doubling from 15% to 35%" of campaigns year over year; "80% of influencer campaigns on the Collabstr platform coming in under $300"; average paid per UGC engagement $154. https://collabstr.com/2026-influencer-marketing-report ↩ ↩2
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Fourthwall, "Top 13 UGC Platforms for Creators in 2026" (updated February 2026): Twirl compensation details "usually fall between $90 to $300+ per project"; Influee creators "earn between $150 and $300 per video"; JoinBrands: "High payout potential that's up to $100+ per post or video." https://fourthwall.com/blog/top-12-ugc-platforms-for-creators ↩
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Adobe Stock Contributor, "Video overview" (current, accessed July 2026): "Mobile-captured vertical video performs on par with professional cinema camera videos when both meet technical and creative standards." https://helpx.adobe.com/stock/contributor/submit-your-content/submit-videos/video-submission-overview.html ↩
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Adobe Stock Contributor, "Video submission requirements" (current, accessed July 2026): vertical resolution 1080x1920; "Shoot vertical video natively and upload video in the 9:16 aspect ratio"; "For vertical video, a duration of 10 to 30 seconds per video is recommended"; "Include the keywords 'vertical' and 'video' in titles and keywords for optimal search results." https://helpx.adobe.com/stock/contributor/submit-your-content/submit-videos/technical-requirements-for-video-submissions.html ↩ ↩2
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r/UGCcreators, "Red flag rundown #1: unlimited usage and content ownership" (community thread): "Content ownership means the brand doesn't just get to use the video. They own it outright... even resell or license it to another brand." https://old.reddit.com/r/UGCcreators/comments/1kloanb/red_flag_rundown_1_unlimited_usage_and_content/ ↩
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r/UGCcreators, "Question about usage rights" (community thread): "It shows the contract agreement that states they will own perpetual rights to the video and the payment would be $150." https://old.reddit.com/r/UGCcreators/comments/1pbwaqn/question_about_usage_rights/ ↩
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Shutterstock Contributor, "How to avoid trademarks when creating content for commercial use" (current, accessed July 2026): "Shutterstock does not accept trademarks or logos in commercial content or metadata (titles and keywords)"; "If you are working with models, ensure their wardrobes contain no visible brand names or logos." https://submit.shutterstock.com/help/en/articles/10617403-how-to-avoid-trademarks-when-creating-content-for-commercial-use ↩ ↩2
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Shutterstock Contributor, "Content Publishing Standards: Legal Documentation" (current, accessed July 2026): model release required for "a recognizable person"; property releases required for artwork, "building interiors," and "private land"; "Model releases are not required for recognizable people depicted in editorial content." https://submit.shutterstock.com/help/en/articles/10617411-content-publishing-standards-legal-documentation ↩
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Adobe Stock Contributor, "Royalty rates for assets" (current, accessed July 2026): "Photos, vectors, illustrations 33% / Video 35%"; Adobe's worked example: "the royalty amount... would be US$0.99 per licensed photo (US$29.99 / 10 photos x 33%)." https://helpx.adobe.com/stock/contributor/payments-earnings/royalties-pricing/royalty-rates-assets.html ↩
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Shutterstock Contributor, "How much will I be paid as a contributor to Shutterstock?" (current, accessed July 2026): "There are 6 separate earnings levels for images and for videos, ranging from 15% up to 40%"; "Levels for all contributors will reset to level 1 on January 1st of each year" (https://submit.shutterstock.com/help/en/articles/10594604-how-much-will-i-be-paid-as-a-contributor-to-shutterstock). Minimum payout, from the companion article "Why am I still seeing $0.10 earnings at higher levels": "$0.10 is the minimum payout per download, regardless of level." https://submit.shutterstock.com/help/en/articles/12136655-why-am-i-still-seeing-0-10-earnings-at-higher-levels ↩
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Pond5 Contributor, "Payout overview" (current, accessed July 2026): "Non-exclusive video contributors receive 30% revenue share"; "Exclusive video contributors receive 40% revenue share." https://contributor.pond5.com/getting-started/payout-overview/ ↩
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Alamy contributor commission table (current, accessed July 2026): Gold "You earn 40%," Silver "You earn 20%" (https://www.alamy.com/terms/contributor-commission-table/). Changes from September 1, 2026 per Alamy's blog "Building a stronger Alamy for the future" (2026): "Introducing a Bronze commission tier for contributors with annual sales below $250. Increasing the minimum payout threshold from $50 to $75." https://www.alamy.com/blog/building-a-stronger-alamy-for-the-future ↩
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500px, "Licensing Contributor FAQ" (current, accessed July 2026): "you earn 60% of net sales on images you've submitted exclusively for licensing"; non-exclusive photos earn "25% share of net sales"; on AI: "No, AI-generated content is not eligible for submission to Licensing because it cannot be copyrighted." https://support.500px.com/hc/en-us/articles/204728147-500px-Licensing-Contributor-FAQ ↩ ↩2
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Foap Help Center, "How to make money on Foap" (current, accessed July 2026): mission "Rewards range from $100 to $500. These Missions usually have only 1 winner"; regular photo sales at $10 each; "you split your earnings with Foap 50/50" (https://foap.zendesk.com/hc/en-us/articles/360020928257-How-to-make-money-on-Foap). Withdrawal minimum, from "How to withdraw money": "you need to have at least $50 on your account." https://foap.zendesk.com/hc/en-us/articles/8129890957841-How-to-withdraw-money-and-when-will-I-get-it ↩
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Wirestock, Terms of Use (current, accessed July 2026): "Wirestock will pay you 85% of the Royalty, but will keep 15% of the Royalty." https://wirestock.io/docs/terms-of-use ↩
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r/stockphotography, "3 years of stock photo earnings across 8 agencies" (community ledger, May 2023 to April 2026): "Lifetime earnings: $2,939"; "Best single month: September 2025, at $268"; largest agency listing roughly 2,300 photos and 250 videos; "That lag is probably the single biggest reason people quit in year 1"; "Q1 2026 is up ~86% vs Q1 2025 ($405 vs $218) even though I haven't uploaded anything since September 2025." Community reports, not a market study. https://old.reddit.com/r/stockphotography/comments/1sstx9j/3_years_of_stock_photo_earnings_across_8_agencies/ ↩ ↩2
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r/stockphotography, "Honest breakdown of my 2025 earnings selling stock" (community ledger): ~$2,664 for 2025 across roughly 2,700 photos and 470 videos. Community reports, not a market study. https://old.reddit.com/r/stockphotography/comments/1pygn1n/honest_breakdown_of_my_2025_earnings_selling/ ↩
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r/stockphotography, "Shutterstock not worth it anymore" (community thread): "You dropped not only in volume but also from ~1$/image in best days to now 0,22"; "Dropped from $2,500 a month to $250 and less was relentless and took five long years." Community reports, not a market study. https://old.reddit.com/r/stockphotography/comments/1sd5mxq/shutterstock_not_worth_it_anymore/ ↩
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r/stockphotography, "Earning opportunities declined further as Adobe..." (community thread on Adobe's AI Studio): "My sales dropped like 90%"; "My wings were cut and thrown in mid air." Community reports, not a market study. https://old.reddit.com/r/stockphotography/comments/1sklxpv/earning_opportunities_declined_further_as_adobe/ ↩
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Getty Images Contributors, "Working with AI generative models" (current, accessed July 2026): "Getty Images does not accept submissions created using AI generative models (e.g., Stable Diffusion, Dall-E 2, MidJourney, etc.)." https://contributors-new.gettyimages.com/article/9146 ↩
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Shutterstock Contributor, "Content policy updates: AI-generated content" (current, accessed July 2026): "Shutterstock will not allow AI-generated content to be submitted by contributors for licensing on our platform"; "We want to ensure contributors can prove IP ownership of all submitted content." https://submit.shutterstock.com/help/en/articles/10594622-content-policy-updates-ai-generated-content ↩
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Adobe Stock Contributor, "Generative AI content guidelines" (current, accessed July 2026): "You must always select the Created using generative AI tools checkbox... for all content created with generative AI." https://helpx.adobe.com/stock/contributor/submit-your-content/submit-generative-ai-content/generative-ai-content-guidelines.html ↩
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Getty Images newsroom, VisualGPS research announcement (April 2024; surveys of more than 30,000 adults across 25 countries, 2022-2024): "98% of consumers agree that 'authentic' images and videos are pivotal in establishing trust," and "nearly 90% of consumers globally wanting to know whether an image has been created using AI." https://newsroom.gettyimages.com/en/getty-images/nearly-90-of-consumers-want-transparency-on-ai-images-finds-getty-images-report ↩
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CreatorStock, creator landing page (accessed July 2026): "Upload Once, Earn Forever!"; the public page states no payout split or royalty percentage. https://creatorstock.io/creator ↩
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Magnific (Freepik), "EyeEm closure: Magnific migration FAQ for contributors" (2026): "EyeEm has permanently closed. Following its closure in January 2026..."; "Not all EyeEm content was migrated to Magnific." https://www.magnific.com/ai/contributors/eyeem-closure-magnific-migration-faq-for-contributors ↩
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NeoReach, "Creator Earnings Report 2025" (survey of 3,000+ creators): "More than half of creators (50.71%) earn under $15,000 a year, up from 48.1% in 2023." https://neoreach.com/reports/creator-earnings-report-2025/ ↩
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