Category: UNCATEGORIZED

16 Jul 2019

Mercari’s new Instant Pay feature transfers verified sellers’ balances to their debit cards within minutes

For online sellers, waiting three to five days for e-commerce platforms to transfer their balance is one of their biggest pain points. Mercari is going after rivals with its new Instant Pay feature, which deposits money in a few minutes. Once sellers are verified, they can instantly transfer up to $500 per month of their Mercari balance to a debit card for a $2 processing fee.

Bradford Williams, Mercari’s head of communications, told TechCrunch in an email that the new feature is a first for peer-to-peer selling apps. “Uber and Lyft made instant payments table stakes for U.S. drivers; we’re extending that to casual sellers. Mercari U.S. is focused on casual sellers (versus power sellers); therefore, we’d like to attract sellers from all marketplaces/platforms,” he said. “Frankly, we see our biggest opportunity in influencing U.S. consumer behavior versus taking share incrementally from established competitors.”

To use Instant Pay, sellers need a debit card and to register for ID Check, Mercari’s new verification system. The feature, currently available only through Mercari’s mobile app, involves uploading a government-issued ID and a selfie. Mercari checks to see if the user’s selfie matches the ID’s photo before verifying them, a process that can take up to 48 hours.

Mercari, which has been downloaded about 45 million times in the United States and currently has 150,000 new listings every day, is typically used by people looking to declutter or make extra cash by offloading items they no longer need. It competes with eBay and Amazon, but its most direct rivals are apps designed for peer-to-peer transactions like Poshmark, Depop, OfferUp and LetGo, as well Facebook Marketplace. Mercari competes with a low selling fee, easy listing process (it says most items can be listed in about three minutes). Its Instant Pay feature will help it attract sellers who want to make quick cash.

The platform also offers free direct deposit for transfers over $10, with a waiting time of up to five days, in-line with its competitors.

Mercari was founded in Japan, where it raised $1.1 billion in its initial public offering last year (Instant Pay will be available only in the U.S.). The company entered the U.S. in 2017.

16 Jul 2019

Sony’s new A7R IV camera is a 61 MP full-frame mirrorless beast

Sony unveiled the latest in its line of interchangeable lens mirrorless cameras on Tuesday, debuting the A7R IV, its top-of-the-line full-frame digital shooter aimed at pros. The new camera packs a walloping 61-megapixel sensor, and will retail for $3,500 when it goes on sale this September.

The camera’s image resolution is a “world first” for a 35mm equivalent full-frame digital sensor, Sony notes, and that’s not where the improvements on this successor to the wildly popular A7R III ends: The A7R IV also has 10fps rapid shooting with continuous autofocus and autoexposure tracking capabilities; 567 phase-detect autofocus points that cover 74% of the frame; real-time eye autofocus tracking for stills and movies, which can handle both human and animal subjects; 4K movie recording without any pixel binning and with S-Log 2/3 support for editing (although without a 60p mode, as it caps out at 30p); ISO range of 100-32000 (and 50-102400 expandable); battery life of around 539 shots with the EVF or 670 shots without, and much more.

sony alpha a7r iv

This Sony camera is clearly a shot across the bow at recent entrants into the full-frame mirrorless camera market including Nikon and Canon, and it looks like Sony will be upping one of its biggest advantages by offering even better subject-tracking autofocus, which is a category where it already has a strong lead. The high-resolution sensor is another area where the competition will be left behind, since the Nikon Z7 captures at 45.7 MP and the Canon R maxes out at 30.3 MP.

Real-time eye autofocus in movie recording will also help a lot for video shooters, after Sony introduced it to still shooting for the A7 and A7R III via a firmware update in April. Touch tracking allows shooters to just tap the thing they want to maintain autofocus on using the back display LCD while shooting, and a new digital audio interface added to the camera’s hot shoe connector means recording with shotgun mic that support the feature without any additional cable clutter.

The A7R IV also offers five-axis in-body image stabilization, a 5.76 million-to UXGA OLED EVF, boosted weather and dust resistance, wireless tethered shooting capabilities and dual UHS-II SD card slots for storage.

4c655fcd857f3705932f315b2c74b332

16 Jul 2019

Learn how to change banking one dollar at a time at Disrupt SF

Fintech startups are the hot new thing. Everybody wants to reinvent the way you manage money, invest and pay for things. That’s why we’re inviting three fintech experts to TechCrunch Disrupt SF to help you learn everything about the space.

They know that the bank of the future is not necessarily a bank and that the payment method of the future is not necessarily a card. And they’re going to tell you all about it.

First up is Chris Britt, the founder and CEO of Chime. While there are plenty of challenger banks in Europe, Chime is a rare success in the U.S. market.

The company has managed to attract over 3 million customers and $300 million in funding with a simple value proposition — a better user experience, an automatic way to save money and no fees for basic features. But Chime isn’t an overnight success. Britt has amassed a ton of experience in retail banking as Chief Product Officer at Green Dot and as a senior product leader at Visa.

We also invited Angela Strange, a general partner at VC firm Andreessen Horowitz . As a founder of a fintech startup, you might want to know what investors are looking for. And Strange is an expert on this front.

She focuses on financial services of all sorts, including insurance, real estate and increasing inclusivity. She’s a board observer at Branch, Earnin, HealthIQ, Mayvenn, PeerStreet and Point. As you can see, it’s an impressive portfolio and she has encountered a ton of different situations in the fintech industry.

And finally, Omer Ismail from Goldman Sachs has seen both sides of the banking coin. After many years working in private equity investing and investment banking, he was asked to lead an unusual team — the consumer business of Goldman Sachs.

Goldman Sachs hasn’t been a powerful brand when it comes to consumer products — until very recently. The company successfully launched Marcus, a banking product focused on personal loans and online savings with high interest rates, and Clarity Money, a mobile app that acts as a financial dashboard.

More recently, Ismail was in charge of the surprising partnership with Apple for the Apple Card. It’s clear that he knows where the industry is heading, so you’ll want to learn a few tips from Ismail.

Buy your ticket to Disrupt SF to listen to this discussion and many others. The conference will take place on October 2-4 at the Moscone Center in San Francisco.

In addition to fireside chats and panels, like this one, new startups will participate in the Startup Battlefield to compete for the highly coveted Battlefield Cup.

16 Jul 2019

3 lessons from Roblox’s growth to gaming dominance

Our recently published EC-1 on Roblox recounts the origin story and growth prospects of the company. But there’s one more piece to the story: what Roblox’s impact will be on gaming and the broader startup industry, if the company manages to multiply its current 90 million users.

roblox maus 1

Sources: TechCrunch, VentureBeat, Roblox

We’ve distilled three key ideas out of the EC-1 — lessons that may apply not only to game developers and gaming entrepreneurs, but also to the broader startup industry.

Lesson 1: UGC is a missed opportunity in games

Roblox has shown that user-generated content (UGC) is a missed opportunity for much of the game industry. The company aspires, in a way, to be the YouTube of games. And it is succeeding, with 2 million experiences to date.

The game industry generally has two problems with UGC. One is the games themselves: AAA games today are too complex, and lack the flexibility and simplicity needed for robust UGC. Roblox shows that a simpler look and feel is a valid alternative to today’s super-sized, beautiful AAA games. (Minecraft proved much the same.)

The other problem is the greater complexity of making games than, say, videos or music. Roblox solved this problem by building its own game engine, which is designed solely to output Roblox-style experiences.

But increasingly, engines like Unity are capable of accomplishing similar feats: games are getting easier to build. It’s now possible that savvy entrepreneurs could build a platform like Roblox, without building an entire game engine.

Lesson 2: New opportunities in gaming are still coming

The game industry is infamously cyclical. New platforms emerge, become promising, then grow overcrowded and competitive. Usually, this cycle relates to hardware (the iPhone, virtual reality helmets, game consoles like the Nintendo Switch) or massive changes in consumer behavior (the emergence of Facebook, the early growth of the internet). But Roblox, a pure software play, shows that exceptions could exist.

It’s still early days. Roblox reported that it paid out $30 million to game developers in 2017, doubling to $60 million in 2018. Since Roblox keeps 65 percent of revenue from its games, that means it made around $230 million total in 2018. Its top 10 developers made about $2.5 million each. Seven of its games have also entered a “billion plays” club:

Adopt Me, a newer game, hit 440,000 concurrent users in June, a new record for the platform.

When a new platform appears, it’s usually found by amateur developers first. That’s certainly the case with Roblox: its successes are being created almost exclusively by first-time game developers in their teens and twenties. At some point, professional developers are likely to conclude they can do at least as well. The current market is particularly exciting because many games are fairly simple and lightweight — recent breakout hits like Camping 2 and Weight Lifting Simulator 3 are significantly smaller than comparable games on other platforms.

For entrepreneurs interested in creating new platforms or portals Roblox’s success as a combined game engine and self-contained platform also shows that opportunities still exist — if you have the patience to wait for them to mature.

Lesson 3: Patience can create amazing growth cycles

It took Roblox 15 years to grow to its current point. But most of that growth is recent: as seen in the chart above, Roblox experienced 10x growth in about 3 years, from 9 million users in February 2016 to 90 million in April 2019.

So what went into the decade or so during which Roblox was a much smaller platform? As we tell it in the origin story: a great deal of work, and very little paid acquisition.

In its early years, Roblox did buy users, to seed a user base while it worked on an impossibly large vision that included a game engine, platform, social features, a creator community, and its own games. But after a few years, it stopped buying users.

All of its growth since has been organic. That’s from two main sources: word of mouth, and YouTube users who watch one of the many Roblox streamers. Of course, any company can try to do the same. But Roblox had the patience to build a unique product — one which took years of work to even reach partial completion.

The key to it all was long-term adherence to a long-term goal: the creation of a new category, which it calls “human coexperience”. Today, Roblox still can’t be called part of a new category; it’s a game platform. But with more years of work, it may eventually get there.

For more on the Roblox story, see Part 1: The Origin Story, and Part 2: The Business Plan.

16 Jul 2019

Large retailers saw 64% increase in sales on Monday, thanks to Amazon Prime Day

It’s no longer a winner-take-all scenario for Amazon Prime Day — in fact, that hasn’t been true for years. As soon as other large retailers realized they could piggyback on Amazon’s annual sales event to boost their own revenues from counter-sales, they’ve been doing just that. According to new data from Adobe Analytics out this morning, large retailers have already seen a big jump — a 64% increase — in their U.S. e-commerce spending thanks to Prime Day on Monday, July 15, when compared with an average Monday.

That’s up quite a bit from the 54% increase seen by these large retailers (those with over a billion in annual revenue) last year, the report notes.

Smaller retailers did well yesterday, too. Niche retailers with less than $5 million in annual revenue saw a 30% increase in their online sales on Monday, due to more people shopping online for deals.

Adobe earlier predicted Amazon Prime Day 2019 would push U.S. e-commerce sales to over $2 billion, when it all wraps. That will make it the third time outside the holiday shopping season that sales will hit that milestone, following Labor Day 2018 and Memorial Day 2019.

The increase in sales on non-Amazon sites so far can be attributed to the increased visitor traffic, which accounted for 66% of the revenue lift. Another 27% was caused by an increase in conversions, and 7% to bigger basket sizes.

Yesterday’s best non-Amazon deals were on electronics, Adobe also noted — particularly smart devices including smartwatches (12% off), smart TV (10% off), and smart home items (9% off).

Adobe’s data comes from its analytics business and is based on an analysis of one trillion visits to over 4,500 retail sites and 55 million SKUs. The company measures transactions for 80 of the top 100 U.S. e-commerce retailers.

Amazon, meanwhile, is reporting a successful Prime Day on Monday, without detailing revenues. It says that customers already saved “hundreds of millions of dollars” in the U.S., including on top sellers like the Fire TV Stick with Alexa Voice Remote and Echo Dot, with millions sold.

16 Jul 2019

Newsletter platform Substack raises $15.3M round led by A16Z

Andreessen Horowitz is betting that there’s still a big opportunity in newsletters — the venture capital firm is leading a $15.3 million Series A in Substack.

To be clear, although Substack started out two years ago as a way turn newsletters into a paid subscription business, it’s since added support for podcasts and discussion threads . As CEO Chris Best put it, the goal is to allow writers and creators to run their own “personal media empire.”

Writers using Substack include Nicole Cliffe, Daniel Ortberg, Judd Legum, Heather Havrilesky and Matt Taibbi. The startup says that newsletters on the platform have now amassed a total of 50,000 paying subscribers (up from 25,000 in October), and that the most popular Substack authors are already making hundreds of thousands of dollars a year.

A16Z’s Andrew Chen — a blogger and newsletter writer himself — is joining the Substack board of directors. In Chen’s view, the startup represents the combination of the old and the new, allowing writers to reach longstanding “passionate online communities,” while also pursuing “a new way of doing micro-entrepreneurship,” where they make money directly from their audience.

“When you combine the two — wow, this is something special,” Chen said.

Y Combinator, where Substack was incubated, is also participating in the funding.

Substack screenshot

Best told me that until now, the team consisted entirely of the three co-founders — CTO Jairaj Sethi, COO Hamish McKenzie and Best himself — “working out of my living room.” (The three of them are pictured above.) Even with the new funding, Best and McKenzie said they want to grow cautiously.

“We’re conscious of the writers depending on a reliable and stable Substack for their income,” McKenzie said. “We don’t want to go out there and do a bunch of crazy startup stuff.”

Still, they will be moving out of that living room and hiring a bigger team. Best also said they have plans to build more “writer success” tools that help creators get the most out of the platform, and to expand into other formats, like video.

Even as Substack grows, McKenzie said it will maintain a focus on subscription products for “people who are attracted to the idea of owning their relationship with their audience.” Best argued that that this approach avoids the incentives that have pushed online news in the direction of “cheap outrage, attention and addiction.”

He added, “It’s just a better model for creating culture.”

As for whether the newsletter boom might eventually reach a saturation point, making it harder for new titles to find an audience, Best acknowledged that there’s probably “some finite limit” to the number of newsletters that most readers will subscribe, but he said, “Even if that’s the case, it can still be a very successful model. The magical thing about paid subscriptions is that you don’t need to have millions of people in your audience.”

16 Jul 2019

Esports org 100 Thieves raises $35 million in Series B

100 Thieves has today announced the close of a $35 million Series B funding round. Artist Capital Management led the round, with ACM’s Chief Investment Officer Josh Dienstag joining Mike Sepso, MLG cofounder, on the board of directors. Group Arnault, the investment arm of LVMH, also participated in the round.

CEO and founder Matthew “Nadeshot” Haag confirmed to TechCrunch that this latest round brings 100 Thieves’ post-funding valuation to $160 million, which is up from the $90 million valuation it had in October 2018.

100 Thieves was founded in 2017. Haag is a former pro gamer and content creator with one of the biggest followings in esports.

“The most important lesson I’ve learned going from gaming to leadership is ‘over-communicate, over-communicate, over-communicate’,” said Haag, explaining that he went from working by himself creating content to working with many people each day. “Making sure we’re all aligned on our goals for each day and each week and each month, to have an open and transparent environment, really builds a culture where everybody enjoys working with one another. Over-communication helps drive success.”

The org has investment from Drake, Dan Gilbert, and Scooter Braun. 100 Theives has three revenue channels.

The first is esports. Right now, the organization competes in Call of Duty (where its team has won the last two tournaments), League of Legends, and Fortnite (100 Thieves is sending six of its players to the Fortnite World Cup).

The second channel is content creation. 100 Thieves includes big-name streamers such as Jack “Courage” Dunlop, who has nearly 1.9 million Twitch followers, and Rachell “Valkyrae” Hofstetter, who has more than 800K Twitch followers.

Finally, 100 Thieves has gotten into apparel, with limited edition hats, sweaters, jackets and t-shirts. As of right now, everything in the 100 Thieves Shop is sold out.

“What’s hurt me the most is having so many community members not be able to purchase this apparel for themselves,” said Haag. “We want to 100 Thieves to be all inclusive. If you want to support us, you should be able to.”

According to Haag, one goal is to expand into new esports titles — a few titles in consideration include “Counter-Strike: Global Offensive”, “Rainbow 6 Siege”, and “Rocket League”.

Another top-of-mind goal is building out a new HQ facility in Los Angeles that will house the esports, content creation and apparel divisions all under one roof. The 15,000 square-foot facility will include streaming stations, a content production sound stage for 100 Thieves two podcasts, and will serve as the storefront for 100 Thieves apparel lines.

16 Jul 2019

Workplace, Facebook’s service for business teams, is raising its prices for the first time since launch

Three years into its life with 2 million paying users signed up, Workplace — Facebook’s platform for businesses and and other organizations to build internal communities and communications — is about to make a significant business shift of its own. Come September 2, Workplace is changing its pricing tiers, how it charges its users, and the services that it provides customers.

Up to now, Facebook has taken a very simple approach to how it charges for Workplace, unique not just because of it being a paid service (unlike Facebook itself, which is free), but for how it modelled its pricing on the basic building block of Facebook-the-consumer product: a basic version was free, with an enhanced premium edition costing a flat $3 per active user, per month.

In September, that will change. The standard (basic) tier is getting rebranded as Workplace Essential, and will still be free to use. Meanwhile, the premium tier is being renamed Workplace Advanced and getting charged $4 per person, per month. And Facebook is introducing a new tier, Workplace Enterprise, which will be charged at $8 per person, per month, and will come with a new set of services specifically around guaranteed, quicker support and first-look access at new features. (Those who are already customers have the option of being grandfathered for a year, the company said, before switching to a new plan.)

Screenshot 2019 07 16 at 14.16.02

Those are not the only changes. Two other notable shifts are getting introduced with these new tiers. First, these prices will be for all users, regardless of whether they are active in the month.

And second, they are specifically prices for people who access Workplace as general “knowledge workers” — marked by having email addresses and specific job functions. Frontline workers — for example cashiers or baristas or others mostly on their feet all day helping customers — will be an add-on at $1.50 per person per month, also regardless of whether they are active or not.

For now, the rest of the features in the different tiers are remaining the same:

Screenshot 2019 07 16 at 14.16.33

The changes at Workplace come amid a number of other developments among workforce collaboration and communication platforms.

First and foremost, Slack has how gone public, subjecting it and its ups and downs to a lot more public scrutiny, but also putting it on the map as a business of some standing, helping it make a bigger move into brokering more deals with the larger enterprises that Workplace has been winning over. The latter’s customers include the likes of Walmart, the worlds biggest employer; as well as Nestle, Vodafone, GSK, Telefonica, AstraZeneca and Delta Airlines, and Facebook says that there are more than 150 companies signed up with more than 10,000 employees each.

Teams, meanwhile, has now passed Slack in user numbers, and in a way is a more direct competitor: it has positioned itself (like Workplace) as a tool for both knowledge and frontline workers, helping with actual back-office collaboration, as well as a way to broadcast communications to a wider group of employees.

Julien Codorniou, the VP of Workplace, said that the changes in pricing tiers was not a reaction to competition, but rather a reaction to customers. Although the pricing for Workplace was an interesting twist on how enterprises tend to procure IT, it turned out to be too novel by half: it turned out that most actually like the predictability of paying the same amount for a service upfront, rather than having the pricing change each month depending on usage.

“Today, customers’ bills change every month, for example when a coworker goes on vacation or whatever,” he said. “It’s a nightmare for the accounting department, who needs to know how much to pay two years out.”

He added that this doesn’t mean you can’t change how much you pay: you could change the pricing each month if necessary.

So far,  no one has made the shift to the new tiers, so it will be interesting to see how and if they have much of an impact. I do know that from retail theory, customers in stores are more likely to select a middle-priced product if they are given an option of something cheap and something expensive at either end, and so this could be an interesting way to drive more users to Workplace’s paid tier.

What is more clear is that this is also a way for Facebook to raise its prices for the first time since the service launched, and lays the groundwork for more differentiation between different kinds of offerings.

 

16 Jul 2019

Patreon raises $60M Series D, targets international growth and more customization

Patreon, the San Francisco-based platform that helps over 100,000 online content creators manage paid membership communities for their most dedicated fans, has raised $60 million in Series D funding.

Glade Brook Capital, a late-stage fund based in Greenwich, Connecticut, led this round with participation from prior investors like Index Ventures, CRV, Thrive Capital, Initialized, and DFJ Growth. This totals $165 million in funding that Patreon has raised since its founding in 2013.

In February, I published a 5-part series analyzing Patreon’s founding story, product evolution, business, competition, and overarching vision. The company has prioritized established creators who can generate $1,000+ per month in membership revenue as its core customer and is focused on being the underlying platform they use to manage relationships with superfans through a CRM, payment processing, and gating of exclusive access to content and discussion groups.

It makes money by taking a cut of each creator’s monthly revenue earned from their fans’ Patreon memberships.

Co-Founder & CEO Jack Conte shared news of the Series D via a blog post and tells me the new funds will contribute toward these priorities:

  1. Benefits functionality: integrating with more tech platforms using the Patreon API to ensure only paying members receive access to creators’ exclusive discussion groups on Discord or Discourse, receive special badges that mark them as a patron on Reddit, etc.
  2. Premium features: adding more features to the new Pro and Premium pricing tiers it launched in March which provide extra services and functionality to creators in exchange for a higher cut of their membership revenue (8% and 12%–plus payment processing fees–respectively, compared to 5% for the original Lite tier).
  3. Page customization: enabling creators to customize their Patreon pages more by changing colors, layout, and font to fit their own brand.
  4. Merchandising: expanding Patreon’s fulfillment of merchandise for creators who offer merch as a reward to their fans who subscribe to a given membership tier by adding international shipping options and more merch products to select for custom branding.
  5. International expansion: ensuring Patreon is available in more languages and can easily handle international payments, plus staffing new offices in Dublin (Ireland), Porto (Portugal), and other locations yet to be finalized.

When I asked Conte whether he plans to use this new funding to make more acquisitions — Patreon acquired the white-label membership management platform Memberful last summer — he responded that there are no deals currently in the pipeline but M&A is certainly on the table if they identify the right opportunity:

“It’s been a few years that we have been seeing the ‘Patreon for X’ trend of startups focused on a specific niche like podcasting. We’re looking at those companies and always open to joining forces if the mission is aligned and product is great.”

As it announced in January, Patreon expects to surpass $500 million in payments processed during 2019, which would result in it having processed over $1 billion cumulatively since founding. Roughly 40% of those payments are international and the overall monthly spend of fans who use Patreon is $12 on average.

 

Glade Brook Capital’s managing partner Paul Hudson, who originally founded the firm as a hedge fund, shared a statement with TechCrunch on why he invested in Patreon:

“Too many talented creators struggle to monetize their efforts in the digital era. Patreon is growing so fast because creators recognize the value in building recurring fan-based revenue streams and improving engagement with their most passionate fans.”

Conte also revealed that a handful of artists, including musician Serj Tankian and comedian Hannibal Buress, invested in Patreon as part of this new round. He hopes that the Pro and Premium tiers will draw more creators who don’t already use Patreon and support existing customers who need more advanced toolset given the size of their fanbase.

16 Jul 2019

Watch 5,000 rockets attempt a world record simultaneous launch to celebrate Apollo 11

50 years ago today, at 9:32 AM ET, Apollo 11 took off from Kennedy Space Center in Florida aboard a Saturn V rocket. At 9:32 AM ET this morning in 2019, you can watch as the U.S. Space & Rocket Center in Huntsville, AL attempts a record of its own.

The Space & Rocket Center will play host to a launch of 5,000 model rockets all blasting off at once, in what will be an attempt at a Guinness world record for the most rockets launched at once. It’s a demonstration with sponsors including Boeing, Lockheed Martin and the United Launch Alliance, which all of course manage actual rocket launches with fair frequency.

Those model rockets may be small, but 5,000 of anything that’s propelled by controlled explosions into the sky is bound to be quite the show, so keep an eye on the stream above for the fireworks.