Area 120
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Hundreds of millions of users, especially in developing markets, don’t own high-end smartphones and can’t afford fast data plans to enjoy much of anything on the web.
Google has been exploring multiple ways to better serve this segment of the user base. It has tried partnerships to make the internet more affordable to tens of millions of users. It has worked with smartphone makers to bring reliable Android experience to cheap smartphones. In fact, it’s currently working on a project with telecom operator Jio Platforms in India to further lower the price point for decent Android experience.
For mobile games, however, Google has a slightly different idea to reach users. Area 120, Google’s in-house incubator for experimental projects, last year launched GameSnacks. It’s an HTML5 gaming platform, where titles are bite-sized and they load much faster and consume far less resources because of the way they have been designed.
And that idea appears to be working.
Google said on Tuesday that over the past year it has made inroads with GameSnacks, and is now ready to scale the platform and test monetization models to make it worthwhile for game developers.
In an exclusive interview with TechCrunch, Ani Mohan, general manager of GameSnacks, said the platform has amassed over 100 titles and millions of users.
“HTML5 gaming has been growing, especially outside of the United States. HTML5 is a great way to get games to users who have just come online and probably haven’t played games online before. These games are cross-device, work on low-bandwidth connection, and are instantly playable as they don’t require users to install any files,” he said.
These single-player games, that work on any device with as low RAM as 1GB and 2G to 3G data connection, are available to users through the GameSnacks website. They can be played on desktop as well as Chrome on an iPhone or iPad (if you wanted to give it a whirl).
Now the company is using its scale to expand the reach and discoverability of GameSnacks. Mohan said in recent weeks GameSnacks games have been made available from the New Tab page in Chrome for users in India, Indonesia, Nigeria and Kenya.

In India, Google’s biggest market by users, GameSnacks games are also arriving to Google Pay. The company is also experimenting with bringing GameSnacks games to Discover feed.
Mohan said the company is starting these integrations is select countries because that’s where many users face the challenges the platform is trying to address. “We view this as an early stage of experimentation. If it goes well, we will love to expand it,” he said.
Additionally, Mohan said the company is experimenting with bringing GameSnacks games to the Google Assistant.
“Now that few of these integrations are live, one of things we are hoping to do is talk to developers, and tell them that there is an easy way to get on Google,” he said.
Developers on GameSnacks currently monetize their games via a non-exclusive licensing model. Mohan said the team, which comprises six people (though more people from Google contribute to it), is working on helping these developers monetize their games using next-generation AdSense for Games ad formats.
“We want to help them build viable businesses over time so we’re going to start experimenting with advertising on the platform,” he said. However, this will be for a select number of GameSnacks games for now.
Emerging markets such as Africa and Asia are not new to the world of HTML games. In India, for instance, a gaming platform called Gamezop raised $4.2 million last year to expand its HTML5 games to reach more developers and embed them into over 1,000 apps.
In 2018, South African telco MTN Group launched the Bonus Bucks HTML5 game portal for its subscribers in the Southern African country. Facebook operated HTML5 Instant Games on Messenger for years until taking it off the messaging service. A quick search on our own archive returns scores of firms that work on HTML5 games in the past, though we have seen fewer examples in recent years.
Mohan remains bullish that there is a big opportunity for HTML games and this extends beyond Africa and Asia. “We don’t see these markets as our only option. These are just the markets we’re starting with because the need for HTML5 games… is especially compelling. We think the market size for this is much broader because HTML has users all around the world,” he said.
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Google’s latest experiment is a video shopping platform designed to introduce consumers to new products in under 90 seconds. The company today is launching Shoploop, a project from Google’s internal R&D division, Area 120, where it tests out new ideas with a public user base.
Shoploop’s founder, Lax Poojary, had previously worked on online trip planner, Touring Bird, also at Area 120. Last year, that effort became one of a small number of R&D projects to graduate and become a part of Google itself.
Poojary says his new idea for interactive shopping was inspired by how consumers today use a combination of social media and e-commerce sites together when considering purchases. For example, users will pop between a social media app, like Instagram, then head to YouTube to see a tutorial or demo, then — if they like what they saw — actually make a purchase.
Of course, video shopping is not a novel idea. A number of startups, and even large companies, have already embraced a combination of video and commerce.
Image Credits: Google
Amazon, for example, runs a livestreaming platform, Amazon Live, on its retail site. YouTube this year introduced a new shoppable ad format and is placing products to buy underneath videos. Facebook has enabled live shopping, as well, and made an acquisition in this area in 2019. Instagram now has its own Shop destination, too.
There are also a number of mobile shopping startups that have embraced video, like Dote, which raised $12 million last year. Popshop Live raised $3 million in January. NTWRK combines shopping and live events. Depop sells with both photos and videos, similar to Instagram.There’s also Yeay, Spin, and other apps. And there are startups focused on providing technology for brands and influencers engaging in this space, like Bambuser, MikMak, and Buywith, to name a few.
That is to say, Shoploop hasn’t discovered a new, untapped trend. It’s simply joining in.
The shopping experience on Shoploop is interactive. Users don’t just scroll through images and text, but instead watch videos where creators show off things like nail stickers, hair products or makeup. The team says it’s starting with products in categories such as makeup, skincare, hair and nails and its working with creators, publishers and store owners in this market for the app’s content.
Currently, the creators work out their own brand deals for the content they showcase. The Shoploop product itself is not monetized.

The experience is similar to watching YouTube tutorials, but distilled down to the best bits. (Or perhaps it’s more like TikTok, in that case) The demos are meant to be relatable, giving consumers a feel for the brands and products in real life. When consumers find a product they like, they can save it for later or click to be directed to the merchants website to complete the purchase. The app also allows you to follow your favorite Shoploop creators and share videos with friends and family.
Such a product could prove important to Google’s larger mission around Shopping, if it gains traction. Google recently redesigned its Shopping vertical and shifted it to include mostly free listings, in response to Amazon’s growing ad business. Finding more ways to engage online consumers could be beneficial to the internet giant, and this video-slash-influencer fueled shopping experience appeals to a younger demographic, in particular.
Shoploop is launching today on mobile and is working on a desktop version. You can reach it via https://shoploop.app from your smartphone.
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A new project called GameSnacks is launching today from Google’s in-house incubator, Area 120, with the goal of bringing fast-loading, casual online games to users in developing markets. Billions of people are coming online through mobile devices. But they’re often on low memory devices with expensive data plans and struggle with unreliable network connections. That makes web gaming inaccessible to millions, as the games aren’t optimized for these sorts of constraints.
Today, over half of mobile website visitors leave a page if it takes more than 3 seconds to load, but on low memory devices and 2G or 3G networks, a typical web game will load much more slowly — even triple or quadruple that load time, or worse.
The idea with GameSnacks is to speed up load time and performance of web games by reducing the size of the initially-loaded HTML page, compressing additional assets like scripts, images, and sounds, then waiting to load them until necessary.
GameSnacks says this allows its games to load in a few seconds even on network connections as slow as 500 Kbps.
For instance, A GameSnacks title called Tower is ready to play on a 1 GB RAM device over 3G within just a few seconds. A typical web game on that same device took as long as 12 seconds, the company claims.
In addition, GameSnacks’ games are simple, casual games that only last a few minutes. They’re meant to fill those idle moments you have when waiting line, waiting at the bus stop, or waiting for a doctor’s appointment to start, for example. The games are also designed to have straightforward rules so they can be learned without instructions.

While mobile may be a primary platform, GameSnacks’ games are also accessible on any web-capable device, including desktop computers with a keyboard and mouse. On mobile, both iOS and Android are supported.
At launch, GameSnacks is partnering with a leading technology platform in Southeast Asia, Gojek, which is bringing the new games to their ecosystem through the GoGames service. Initially, this partnership is focused on delivering games to users in Indonesia before expanding elsewhere in Southeast Asia.
Currently, GameSnacks is working with developers including Famobi, Inlogic Games, Black Moon Design, Geek Games, and Enclave Games. Other HTML5 game developers who think their title may make sense in the GameSnacks catalog are encouraged to reach out.
GameSnacks’ business model will ultimately involve other partnerships that allow other developers to embed GameSnacks games into their own apps, even customized to feel native to that app’s experience.
Founded by Ani Mohan and Neel Rao, GameSnacks is a team of six working within Area 120 at Google, which is home to a variety of experimental ideas, including those in social networking, video, advertising, education, transit, business and more.
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Facebook’s former teen-in-residence Michael Sayman, now at Google, is back today with the launch of a new game: Emojishot, an emoji-based guessing game for iOS, built over the past 10 weeks within Google’s in-house incubator, Area 120.
The game, which is basically a version of charades using emoji characters, is notable because of its creator.
By age 17, Sayman had launched five apps and had become Facebook’s youngest-ever employee. Best known for his hit game 4 Snaps, the developer caught Mark Zuckerberg’s eye, earning him a demo spot onstage at Facebook’s F8 conference. While at Facebook, Sayman built Facebook’s teen app Lifestage — a Snapchat-like standalone project which allowed the company to explore new concepts around social networking aimed at a younger demographic.
Lifestage was shut down two years ago, and Sayman defected to Google shortly afterward. At Google, he was rumored to be heading up an internal social gaming effort called Arcade where gamers played using accounts tied to their phone numbers — not a social network account.
At the time, HQ Trivia was still a hot title, not a novelty from a struggling startup — and the new gaming effort looked liked Google’s response. However, Arcade has always been only an Area 120 project, we understand.
To be clear, that means it’s not an official Google effort — as an Area 120 project, it’s not associated with any of Google’s broader efforts in gaming, social or anything else. Area 120 apps and services are instead built by small teams that are personally interested in pursuing an idea. In the case of Emojishot, it was Sayman’s own passion project.

Emojishot itself is meant to be played with friends, who take turns using emoji to create a picture so friends can guess the word. For example, the game’s screenshots show the word “kraken,” which may be drawn using an octopus, boat and arrow emojis. The emojis are selected from a keyboard below and can be resized to create the picture. This resulting picture is called the “emojishot,” and also can be saved to your Camera Roll.
Players can pick from a variety of words that unlock and get increasingly difficult as you successfully progress through the game. The puzzles can also be shared with friends to get help with solving, and there’s a “nudge” feature to encourage a friend to return to the game and play.
According to the game’s website, the idea was to make a fun game that explored emojis as art and a form of communication.
Unfortunately, we were unable to test it just yet, as the service wasn’t up-and-running at the time of publication. (The game is just now rolling out, so it may not be fully functional until later today.)
While there are other “Emoji Charades” games on the App Store, the current leading title is aimed at playing with friends at a party on the living room TV, not on phones with friends.
Sayman officially announced Emojishot today, noting his efforts at Area 120 and how the game came about.
“For the last year, I’ve been working in Area 120, Google’s workshop for experimental products. I’ve been exploring and rapidly prototyping a bunch of ideas, testing both internally and externally,” he says. “Ten weeks ago, we came up with the idea for an emoji-based guessing game. After a lot of testing and riffing on the idea, we’re excited that the first iteration — Emojishot — is now live on the iOS App Store…We’ve had a lot of fun with it and are excited to open it up to a wider audience,” Sayman added.
He notes that more improvements to the game will come over time, and offered to play with newcomers via his username “michael.”
The app is available to download from the U.S. iOS App Store here. An Android waitlist is here.
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“Conversational marketing” is a phrase that I hear a lot, but when the team at AdLingo uses it, they mean something specific — namely, bringing chatbots and other conversational assistants into online advertising.
The startup is part of Google’s Area 120 incubator, and co-founder and general manager Vic Fatnani said he’s worked on advertising at Google for more than a decade.
“One of the things we saw happening was this paradigm shift with users and consumers going towards more of a conversational medium,” he said. “Everything is becoming more conversational, whether it’s through devices such as your phone, your speaker and eventually your car … We asked ourselves, ‘Hey if this shift is happening, why can’t marketing be more conversational?’”
You may be wondering whether consumers are really clamoring to interact with ads, but Fatnani said he and his co-founder Dario Rapisardi were determined not to build “a solution that needs a problem,” so they spent months talking to marketers and chatbot developers.
Apparently, when they asked about what challenges everyone was facing, the big answer was “discovery.” As Fatnani put it, “Hey, I have this amazing conversational assistant, but it’s really hard for me to bring this in front of an audience.”
General Manager Vic Fatnani, Head of Partnerships Stephanie Lyras, Head of Engineering Dario Rapisardi
In his view, advertising provides the perfect medium to solve this problem. Instead of building a chatbot and just letting consumers find it on their own website or app, brands can integrate it into their advertising, allowing people who see the ad to ask questions and provide feedback.
“Imagine you want to launch a new soda drink in Brazil, a market that you’ve never entered before,” he said. “Imagine you can now run a conversational display ad and actually have people vote to say what kind of flavor would you like to drink.”
Or for a real example, there’s the Allstar Kia experience that you can see at the top of this post. The company’s director of internet marketing Chris Ferrall said in a statement that “AdLingo lets our customers browse inventory, determine car trade-in value and make an appointment with a salesperson — all within an engaging, interactive experience that meets them right where they are.”
To be clear, AdLingo isn’t building the chatbots. Instead, Fatnani said, “The brands and developers bring the conversational experience to us, and we distribute that experience all over the web.”
To do this, the platform integrates with chatbot tools like Dialogue Flow, Microsoftbot Framework, LiveEngage and Blip. It’s also partnered with Valassis Digital and LivePerson (the Kia campaign happened through Valassis).
How does this all fit into Google’s larger plans for advertising? Fatnani said it doesn’t, at least not yet.
“We are completely separate efforts in terms of our product roadmap and what we execute,” he said, later adding, “At this point, we just want to make sure we’re really, really focused on our customer.”
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There’s a new app coming out of Google’s Area 120 incubator that could help New York City subway commuters navigate the ever-growing number of delays.
While the Pigeon app is already live on the Apple App store, it currently requires an invite code to access, so I wasn’t able to try it out myself.
However, the Pigeon website describes it as a way for users save their favorite routes, then get recommendations on which route to take on a given day based on delays and crowds reported by other users. It’s almost like a transit-oriented version of Google-owned navigation app Waze.
“After years of living in New York City and commuting on the subway, the Pigeon team knows first-hand that public transit can be frustratingly unpredictable,” the website says. “So when we started this project, we decided to create a product that lets subway riders help each other avoid delays, crowds, and incidents that make can make commuting so stressful.”

As a New Yorker myself, I mostly rely on Google Maps for subway navigation — it does a reasonably good job of including arrival times and information about delays provided by the MTA, but there’s definitely room for more up-to-date and accurate data. Plus, I usually don’t check the app on my normal commute, which can mean I end up late to important meetings, or missing them entirely, due to an unexpected delay.
Startups like Transit (backed by Accel Partners) and Moovit (backed by Sequoia and Intel Capital) are also trying to offer better navigation for public transit commuters.
When asked about the app, a Google spokesperson sent us the following statement:
One of the many projects that we’re working on within Area 120 is Pigeon, an iOS app that helps New York City subway goers find the best route with live alerts from other riders. Like other projects within Area 120, it’s a very early experiment so there aren’t many details to share right now.
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Google’s internal incubator, Area 120, is today releasing its next creation: a learn-to-code mobile app for beginners called Grasshopper. At launch, the app teaches would-be coders how to write JavaScript, via short lessons on their iPhone or Android device. The goal is to get coders proficient in the basics and core concepts, so they can take the next steps in their coding education – whether that’s taking online classes, attending a bootcamp, or playing around in Grasshopper’s own online playground where they can create interactive animations.
Like other Area 120 projects, Grasshopper was built by a small team of Googlers, who had a personal interest in working on the project.
“Coding is becoming such an essential skill, and we want to make it possible for everyone to learn even when life gets busy,” the app’s About Us page explains. “We made Grasshopper to help folks like you get into coding in a fun and easy way.”
Area 120 has now been around for just over two years, but Google’s hadn’t heavily publicized its efforts until last year, when it launched a dedicated website for the incubator. To date, Area 120 has released things like Advr, an advertising format for VR; personal stylist Tailor; emoji messenger Supersonic; a job-matching service in Bangladesh, a booking tool called Appointments; and the YouTube co-watching app UpTime.
The incubator’s goal – beyond potentially finding Google’s next breakthrough product – is to retain talented engineers who may have otherwise left the company to work on their own passion projects or startups.
Grasshopper – whose name is a tribute to early programming pioneer Grace Hopper – was already known to be one of the projects in the works at Area 120.
However, it hadn’t launched to the public until today.
The app itself offers a series of courses, beginning with “The Fundamentals,” where users learn how code works, along with various terminology like functions, variables, strings, for loops, arrays, conditionals, operators, and objects. Grasshopper then moves into two more courses where coders learn to draw shapes using the D3 library, and later create more complex functions using D3.
The courses are actually designed as a series of puzzles and quizzes that increasingly get more difficult, explains Laura Holmes, founder of Grasshopper.
“Each coding puzzle has the student writing real JavaScript code using a custom built code editing environment. The student is given a challenge, and the user has to solve it using code, but it only takes a few taps to write out,” she says. “Each time the student runs code, they’re given real-time feedback to help guide them towards solving the challenge. Many students have told us that this real-time feedback feels like a tutor, since the feedback feels so tailored to the student’s current state.”
Also included are motivational features like achievements, progress indicators and coding streaks.
This curriculum will expand over the next couple of months. Grasshopper will add more content to The Fundamentals section as well as a new course.

The team says it’s not currently focused on expanding beyond JavaScript, a language used by over 70 percent of professional developers, the site notes.
“We see Grasshopper as a launchpad to help introduce people to code. For one-third of our users, Grasshopper is the first time they’ve ever encountered coding,” says Holmes. “Many people think that coding isn’t for them or don’t have the access and time needed to consider it as a viable career path, and we want to help change that perception,” she adds.
In early tests, there have been over 5,000 graduates from Grasshopper’s program. 47 percent were students from backgrounds that are traditionally underrepresented in tech, and 68 percent of users said they’re more motivated to learn to code after using Grasshopper.
Holmes, a senior product manager at Google, leads the Grasshopper team. She was previously the first Product Manager on Project Fi and Google Tag Manager.
Other Grasshopper team members include CTO Elliott Sprehn, a staff software engineer and formerly the tech lead for web platform architecture on Chrome; Curriculum Manager Heather Smith; software engineers Lucas Mullens and Phil Nova; and Curriculum Specialist Frankie Mercado.
The Grasshopper app is now available worldwide on both iOS and Android, but only in English.
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