Author: azeeadmin

18 Jan 2019

Free to play games rule the entertainment world with $88 billion in revenue

They may be free, but they sure pay. Games with no upfront cost but a plethora of other ways to make money generated a mind-blowing $88 billion in 2018 according to SuperData’s year-end report — leaving traditional games (and indeed movies and TV) in the dust.

While it may not come as a surprise that F2P (as free to play is often abbreviated) is big business at the end of 2018, the Year of Fortnite, the sheer size of it can hardly fail to impress.

The total gaming market, as this report measures it, amounts to a staggering $110 billion, of which more than half (about $61 billion) came from mobile, which is of course the natural home of the F2P platform.

Credit: SuperData

The $88 billion in F2P revenue across all platforms is large enough to produce a dynamite top ten and an enormously long tail. Fortnite, with its huge following and multi-platform chops, was far and away the top earner with $2.4 billion in revenue; after that is a jumble of PC, mobile, Asian and Western games of a variety of styles. The top ten together brought in a total of $14.6 billion — leaving a king’s ransom for thousands of other titles to divide.

The vast majority of F2P revenue comes from Asia. Powerhouse companies like Tencent have been pushing their many microtransaction-based games

“Traditional” gaming, a term that is rapidly losing meaning and relevance, but which we can take to mean a game that you can pay perhaps $60 for and then play without significant further investment, amounted to about $16 billion across PCs and consoles worldwide.

An exception is the immensely popular PlayerUnknown’s Battlegrounds, one of the hits that touched off the “battle royale” craze, which took in a billion on its own — though how much of that is sales versus microtransactions isn’t clear. Amazingly, Grand Theft Auto V, a game that came out five years ago, generated some $628 million last year (mostly from its online portion, no doubt).

The top titles there are nearly all parts of a series, and all lean heavily towards the Western and console-based, with only pennies (comparatively) going to Asian markets. China is a whole different world when it comes to gaming and distribution, so this isn’t too surprising.

Lastly, it would be neglectful not to mention the explosion of viewship on YouTube and Twitch, which together formed half of all gaming video revenue, with Twitch ahead by a considerable margin. But the real winner is Ninja, by far the most-watched streamer on Twitch with an astonishing 218 million hours watched by fans. Congratulations to him and the others making a living in this strange and fabulous new market.

18 Jan 2019

FanDuel cofounder Tom Griffiths just closed a seed round for his decidedly noncontroversial new startup, Hone

Tom Griffiths has founded four companies, two of which “weren’t much to write home about,” he jokes. The third captured the world’s attention: FanDuel, the fantasy sports company that was routinely in the press — not always for desirable reasons— from nearly the day it launched, to its near merger with rival DraftKings, to its ultimate sale last May to the European betting giant Paddy Power Betfair in a deal that reportedly saw FanDuels’ founders, along with its employees, walk away with almost nothing at the end of their roller coaster ride.

Little wonder that with Griffith’s new, fourth company, Hone, is targeting the comparatively undramatic world of workforce training. Specifically, Hone and his small team have built a platform for modern and distributed teams, inspired largely by FanDuel’s experience of becoming a unicorn at one point in just six years’ time, and growing its team from 5 to 500 people in the process. Looking back, says Griffiths, “We really didn’t have the manager training we wanted or needed.”

In fact, Griffiths had already left the company by the time it was acquired, around his 10th anniversary last year, to “go back to the start.” It was time, he says. FanDuel had grown like a weed. He was exhausted by the many regulators wrestling with whether FanDuel provided a legally acceptable form of gambling. He knew he wanted to work in education, too. “My mom was a teacher,” he offers simply.

Enter Griffith’s newest act, which is just 10 months old at this point. The goal of the San Francisco-based company is to solve improve people’s skills around leadership management and people management, specifically at companies that already have hundreds of employees and that are wrestling with increasingly distributed and diverse teams.

Hone is obviously not the first company tackling the remote management training or team building. The market already attracts tens of billions of dollars each year. But he insists it will be one of the best, including because it’s unlike a lot of what’s available currently. For one thing, Hone is very anti-traditional workshop. Hone also eschews pre-recorded video, working instead with qualified professional coaches who have to audition for Hone and who are already teaching a growing number of customers 12 different modules, typically in online class sizes of eight to a dozen people.

A company simply signs up, chooses from the programs (these include a intensive manager bootcamp, for example, as well as a manager 101 program), then embarks on what are seven 60- to 90-minute-long sessions one week for seven weeks.

The idea, in part, is for the learnings to stick. According to Griffiths, trainees forget 70 percent of what they are taught within 24 hours of a training experience. Instilling new lessons and reiterating old ones produces a greater return on investment for Hone’s customers, he suggests.

Hone’s underlying platform is also a differentiator, he says. It contains a reporting interface, so companies can not only see who is in attendance, but they can measure learner feedback (including by gauging how many questions were asked), and through students who are asked afterward to provide the company with details about what they’ve learned.

The self-learning platform also gives Hone an easier way to create assess how successful, or not, a particular module proves to be and it allows Hone to continue sharpening its products. In fact, Griffiths says that by working with early, paying customers that include WeWork, Clear, App Annie, Dashlane, Omada Health, SoulCycle and others, Hone has already learned much that it intends to bake into future products,.

“We were in pilot mode last year to get product-market fit.” Now, the company is ready for its close-up, he suggests.

Some new funding should help. In addition to taking the wraps off Hone and opening more widely for business, the company just raised $3.6 million in seed funding led by Cowboy Ventures and Harrison Metal. Other participants in the round include Slack Fund, Reach Capital, Rethink Education, Day One Ventures, Entangled Ventures, and numerous relevant angel investors, like Masterclass CEO David Rogier and Guild Education CEO Rachel Carlson.

What the ten-month-old company isn’t sharing publicly just yet is its pricing, which may remain flexible in any case. Says Griffiths, “We work with customers to diagnose their needs, then we create a package, one that’s far more reasonable than classroom training. There’s no travel. No instructor having to come to you.”

Griffiths is more forthcoming when it comes to lessons learned at FanDuel. Among these is aligning one’s self with investors who share a company’s values. He points to Cowboy Ventures founder Aileen Lee, calling her a “towering pillar of progressive values, equality, inclusion and diversity.” What he saw at FanDuel, he says, is that “investors can influence culture. So from the board down, you want people who share your same values.”

Griffiths also stresses the “importance of establishing a strong culture and a vision from the start, and to live that every day as you grow.

“It’s something we did well at FanDuel at some times,” he says, “and not so well at other times.”

Hone founders, left to right: Savina Perez, who was formerly a VP of marketing at CultureIQ,  a platform that aims to helps companies strengthen their culture; Tom Griffiths; and Jeremy Hamel, who was formerly the head of product at CultureIQ.

18 Jan 2019

Wine-by-the-glass subscription service Vinebox raises $5.9 million

One SF startup wants you to get home from a day at work and polish off a bottle of wine by yourself.

Vinebox isn’t really trying to get you wasted though, these bottles are cute and tiny. The small startup is hoping that they can get consumers into the idea of buying premium quality wine-by-the-glass and they’ve convinced investors there’s something behind this concept as well.

The team has just closed a $5.9 million round of funding led by Harbinger Ventures.

Co-founders Rachel Vodofsky and Matt Dukes were both corporate lawyers several years ago with a taste for good wine, but when Dukes decided to move to France and dig deeper into his burgeoning interest in wineries, the founders set off to see how they could start a consumer business with wine discovery at its heart.

The Y Combinator-backed company began their mission with a quarterly and annual subscription service that set people up with new types of single-serve wine on a rolling basis (as well as a wonderful-sounding wine advent calendar) with the ultimate goal of exposing wine lovers to small-lot wineries they wouldn’t have otherwise come across. The 100ml bottles look more like something you would find in a laboratory than a liquor store.

A quarterly subscription is $78 per quarter and includes 9 wine samples with $15 off purchases of full-sized bottle.

A big drive of the subscription is helping members to discover new favorites. Subscription members can get discounts on full bottles if they stumble upon something that piques their interest. Vinebox says they’ve shipped one million glasses of wine so far.

The company is also now working on multi-packs of their single-serve bottles as they aim to shift consumer habits. With the Usual brand, Vinebox sells what are essentially half-bottles in 6, 12, and 24-packs. Right now  The pricing is similarly premium ( a 12-pack is $96), but Dukes says that they’re trying to reshape the attitudes toward single-serve wine.

“The biggest mold that we wanted to break when we were coming into this was the little bottles of wine you get on the airplane,” Dukes says. “It comes in the little plastic bottles and you just immediately associate with lesser quality, cheaper wine.”

Vinebox is selling a red blend from Sonoma County and a rosé from Santa Barbara under the Usual brand first, but says that they’ve gotten a lot of great customer feedback and can let that drive the direction for what types of wine they move to add next.

With this new bout of funding, the group is looking to grow its team and further scale their online distribution as they hope to get their single-serve bottles into more people’s hands.

18 Jan 2019

Salesforce is building new tower in Dublin and adding hundreds of new jobs

Salesforce put the finishing touches on a tower in San Francisco last year. In October, it announced Salesforce Tower in Atlanta and today it was Dublin’s turn. Everyone gets a tower.

Salesforce first opened an office in Dublin back in 2001, and has expanded to 1400 employees today. Today’s announcement represents a significant commitment to expand even further, adding 1500 new jobs over the next five years.

The new tower in Dublin is actually going to be a campus made up of 4 interconnecting buildings on the River Liffey. It will eventually encompass 430,000 square feet with the first employees expected to move into the new facility sometime in the middle of 2021.

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Martin Shanahan, who is CEO at IDA Ireland, the state agency responsible for attracting foreign investment in Ireland, called this one of the largest single jobs announcements in the 70 year history of his organization.

As with all things Salesforce, they will do this up big with “immersive video lobby” and a hospitality space for Salesforce employees, customers and partners. This space, which will be known as the “Ohana Floor,” will also be available for use by non-profits.They plan to build paths along the river too that will connect the campus to the city center.

The company intends to make the project “one of the most sustainable building projects to-date” in Dublin, according to a statement announcing the project. What does that mean? It will among other things be a nearly Net Zero Energy building and it will use 100 percent renewable energy including onsite solar panels.

Finally, as part of the company’s commitment to the local communities in which it operates, it announced a $1 million grant to Educate Together, an education non-profit. The grant should help the organization expand its mission running equality-based schools. Salesforce has been supporting the group since 2009 with software grants, as well as a program where Salesforce employees volunteer at some of the organization’s schools.

18 Jan 2019

Sony venture arm invests in geocoding startup what3words

Sony’s venture capital arm has invested in what3words, the startup that has divided the entire world into 57 trillion 3-by-3 meter squares and assigned a three-word address to each one.

Financial details were not disclosed.

The startup’s novel addressing system isn’t the whole story. The ability to integrate what3words into voice assistants is what has piqued the interest and investment from Sony and others.

“what3words have solved the considerable problem of entering a precise location into a machine by voice. The dramatic rise in voice-activated systems calls for a simple voice geocoder that works across all digital platforms and channels, can be written down and spoken easily,” Sony Corporation’s senior vice president Toshimoto Mitomo said in a statement.

Last year, Daimler took a 10% stake in what3words, following an announcement in 2017 to integrate the addressing system into Mercedes new infotainment and navigation system—called the Mercedes-Benz User Experience or MBUX. MBUX is now in the latest Mercedes A-Class, B-Class cars and Sprinter commercial vehicles. Owners of these new Mercedes-Benz vehicles are now be able to navigate to an exact destination in the world by just saying or typing three words into the infotainment system.

Other companies are keen to follow Daimler’s lead. TomTom and ride-hailing services like Cabify recently announced plans to enable what3words navigation to precise locations.

And more could follow. The startup says it plans to use the investment from Sony to focus on more initiatives in the automotive space.

18 Jan 2019

Alphabet’s Verily scores FDA clearance for its ECG monitor

Big week for Google wearable news — which, honestly, is not a phrase I expected to write in 2019. But a day after the company announced an agreement to purchase Fossil’s wearable technology for $40 million, Alphabet-owned research group Verily just scored FDA clearance for its electrocardiogram (ECG) technology.

The clearance pertains specifically to the company’s Study Watch. The device, which was announced back in 2017, shouldn’t be confused with the company’s more consumer-facing Wear OS efforts. Instead, the product is designed expressly for the purpose of gathering vitals for serious medical studies of conditions like MS and Parkinson’s.

“The ability to take an on-demand, single-lead ECG, can support both population-based research and an individual’s clinical care,” Verily writes on its blog. “Receiving this clearance showcases our commitment to the high standards of the FDA for safety and effectiveness and will help us advance the application of Study Watch in various disease areas and future indications.”

The Study Watch is a prescription-only device, but the clearance leaves one wondering how this might open the door for an upcoming Pixel Watch. After all, Fossil’s most recent Wear OS devices had a decided health focus, in keeping with most recent smartwatches. After Apple’s recent addition of ECG on the Series 4 Watch, it tracks that Google would want to go to market with a similar health-focused feature set.

Meantime, this news should open the door for the E Ink device’s ability to help collect some meaningful information for medical researchers.

18 Jan 2019

Corruption at DJI may cost the company $150 million

DJI, the world’s leading maker of consumer drones, said today that extensive corruption discovered within the company could lead to losses as great as $150 million in the 2018 financial year. The exact nature of the corruption is not stated, but it seems to involve dozens of people at the least.

The China Securities Journal, a state-operated finance-focused newspaper, got hold of an internal company report on a corruption investigation that said some 40 people had been investigated so far, but the numbers may also be as high as 100.

Reuters confirmed with the company that it “set up a high-level anti-corruption task force to investigate further and strengthen anti-corruption measures,” and that “a number of corruption cases have been handed over to the authorities, and some employees have been dismissed.”

When contacted for details, DJI offered a statement (just after this post went live) partly explaining the situation:

During a recent investigation, DJI itself found some employees inflated the cost of parts and materials for certain products for personal financial gain. We took swift action to address this issue, fired the bad actors, and contacted law enforcement officials. We continue to investigate the situation and are cooperating fully with law enforcement’s investigation.

We are taking steps to strengthen internal controls and have established new channels for employees to submit confidential and anonymous reports relating to any violations of the company’s ethical and workplace conduct policies.

It’s a little hard to believe that people padding invoices and giving sweetheart deals to certain contractors for kickbacks could amount to more than a million dollars per person involved, but then again, DJI makes a lot of hardware and a few well-placed people could siphon off quite a bit.

18 Jan 2019

Veteran Googler heads to Lyft to lead 1,000-plus person engineering team

Eisar Lipkovitz, a veteran Google executive who most recently led the video and display advertising team there, is leaving the company to head up engineering efforts at Lyft .

As executive vice president of engineering, Lipkovitz will be leading Lyft’s engineering team, which now eclipses 1,000 people.

Eisar’s hiring comes on the heels of massive growth at Lyft, specifically its engineering team. The ride-hailing company’s engineering team, doubled in size in the last year. It also follows the hiring of another Google engineering veteran Manish Gupta, who joined Lyft in August as vice president of engineering to build out the ride-hailing company’s business platforms, including enterprise, partnerships and healthcare.

Gupta will report to Eisar.

“It’s clear that Lyft is tackling one of the most interesting and world-changing engineering challenges of our lifetime, and the team has done an exceptional job innovating through dispatch, matching, pricing, and mapping to create the overall experience.” Eisar said. “The work Lyft is doing intersects with my passion of operating extremely complex systems efficiently while developing strong leaders in tech, and I couldn’t be more excited to join the team.”

Eisar will report directly to Logan Green, Lyft’s co-founder and CEO. Luc Vincent, who is vice president of Lyft’s autonomous vehicle technology program, operates separately.

During Eisar’s 15 years at Google, he led the team that built Google display, video and apps advertising products. He previously worked on the infrastructure behind Google Search. He also worked at Akamai.

Lyft has aggressively ramped up its staff and coverage in the U.S. over the past two years. And it’s paid off. The company’s ride-hailing app has more than 96 percent coverage in the U.S. and 35 percent market share.

It has also expanded Lyft Business, the company’s enterprise unit, through partnerships with organizations and companies like Starbucks, LAX,  Allstate, Hewlett Packard Enterprise, JetBlue, Delta and Blue Cross Blue Shield, as well as rolled out various other products such as a monthly subscription plan called Lyft’s All-Access.

18 Jan 2019

Reserve your demo table today for the TechCrunch Winter Party at Galvanize

There are just three short weeks until Silicon Valley’s startup community takes a night off to relax, connect and get down at the 2nd Annual TechCrunch Winter Party at Galvanize. It’s not just an opportunity to have a great time — although you will. It’s also the chance for promising early-stage startups to strut their stuff. We have a handful of demo tables available, but they won’t last long. Why not book a demo table today? You never know who might attend the party and facilitate your big break.

Here’s one legendary example. TechCrunch founder Michael Arrington used to hold these parties in his back yard. And that’s where Box founders Aaron Levie and Dylan Smith met one of their first investors, DFJ. Demo your early-stage startup at our Winter Party, and you just might start your own legend.

What can you expect at our Winter fete? Great food, delicious libations and outstanding company for starters. Last year, nearly 1,000 of the early-stage startup community — movers, shakers and star-makers — attended. Join us for a great night of community, networking and fun.

Here’s the lowdown on the particulars:

  • When: Friday, February 8, 6:00 p.m. – 9:00 p.m.
  • Where: Galvanize, 44 Tehama St., San Francisco, CA 94105
  • Tickets: $85
  • Demo table: $1,500 (includes three attendee tickets)

Demo tables are open to early-stage startups with $3 million or less in funding.

Along with conversation and networking, every TechCrunch bash includes plenty of games, activities, photo ops, swag and giveaways. Who wants free tickets to Disrupt 2019? You do! So, book your demo table now, before they’re gone. Come party with your people on February 8 and show us your stuff!

18 Jan 2019

Facebook is secretly building LOL, a cringey teen meme hub

How do you do, fellow kids? After Facebook Watch, Lasso, and IGTV failed to become hits with teens, the company has been quietly developing another youthful video product. Multiple sources confirm that Facebook has spent months building LOL, a special feed of funny videos and GIF-like clips. It’s divided into categories like “For You”, “Animals”, “Fails”, “Pranks” and more with content pulled from News Feed posts by top meme Pages on Facebook. LOL is currently in private beta with around 100 high school students who signed non-disclosure agreements with parental consent to do focus groups and one-on-one testing with Facebook staff.

In response to TechCrunch’s questioning, Facebook confirmed it is privately testing LOL as a home for funny meme content with a very small number of US users. While those testers experience LOL as a replacement for their Watch tab, Facebook says there’s no plans to roll out LOL in Watch and the team is still finalizing whether it will become a separate feature in one of Facebook’s main app or a standalone app. Facebook declined to give a formal statement but told us the details we had were accurate.

With teens increasingly turning to ephemeral Stories for sharing and content consumption, Facebook is desperate to lure them back to its easily-monetizable feeds. Collecting the funniest News Feed posts and concentrating them in a dedicated place could appeal to kids seeking rapid-fire lightweight entertainment. LOL could also soak up some of the “low-quality” videos Facebook scrubbed out of the News Feed a year ago in hopes of decreasing zombie-like passive viewing that can hurt people’s well-being.

But our sources familiar with LOL’s design said it still feels “cringey”, like Facebook is futilely pretending to be young and hip. The content found in LOL is sometimes weeks old, so meme-obsessed teens may have seen it before. After years of parents overrunning Facebook, teens have grown skeptical of the app and many have fled for Instagram, Snapchat, and YouTube. Parachuting into the memespehere may come off as inauthentic posing and Facebook could find it difficult to build a young fanbase for LOL.

In one of the recent designs for LOL, screenshots attained by TechCrunch show users are greeted with a carousel of themed collections called “Dailies” like “Look Mom No Hands” in a design reminiscent of Snapchat’s Discover section. Below that there’s a feed of algorithmically curated “For You” clips. Users can filter the LOL feed to show categories like “Wait For It”, “Savage”, “Classics”, “Gaming”, “Celebs”, “School”, and “Stand-Up”, or tap buttons atop the screen to see dedicated sub-feeds for these topics.

Once users open a Dailies collection or start scrolling the feed, it turns into a black-bordered theater mode that auto-advances after you finish a video clip for lean-back consumption. Facebook cuts each video clip up into sections several seconds long that users can fast-forward through with a tap like they’re watching a long Instagram Story. Below each piece of content is a set of special LOL reaction buttons for “Funny”, “Alright”, and “Not Funny”. There’s also a share button on each piece of content, plus users can upload videos or paste in a URL to submit videos to LOL.

Facebook has repeatedly failed to capture the hearts of teens with Snapchat clones like Poke and Slingshot, standalone apps like Lifestage, and acquisitions like TBH. Fears that it’s losing the demographic or that the shift driven by the youth from feeds to Stories that Facebook has less experience monetizing have caused massive drops in the company’s share price over the years. If Facebook can’t fill in this age gap, the next generation of younger users might sidestep the social network too, which could lead to huge downstream problems for growth and revenue.

That’s why Facebook won’t give up on teens, even despite embarrassing stumbles. Its new Tik Tok clone Lasso saw only 10,000 downloads in the first 12 days. Despite seeming like a ghost town, Facebook still updated it with a retweet-like Relasso and camera uploads today. Unlike the Tik Tok-dominated musical video space, though, the meme sharing universe is much more fragmented and there’s a better chance for Facebook to barge in.

Teens discover memes on Reddit, Twitter, Instagram, and exchange them in DMs. Beyond Imgur that encompasses lots of visual storytelling styles, there’s no super-popular dedicated meme discovery app. Facebook might seem out of touch, but the fact that it’s even trying to build a meme browser shows it recognizes the opportunity here. Sometimes our brains need a break and we want quick hits of entertainment that don’t require too much thought, commitment, or attention span. As Facebook tries to become more meaningful, LOL could save room for meaningless fun.