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I cover a lot of data breaches. From inadvertent exposures to data-exfiltrating hacks, I’ve seen it all. But not every data breach is the same. How a company responds to a data breach — whether it was their fault — can make or break its reputation.
I’ve seen some of the worst responses: legal threats, denials and pretending there isn’t a problem at all. In fact, some companies claim they take security “seriously” when they clearly don’t, while other companies see it merely as an exercise in crisis communications.
But once in a while, a company’s response almost makes up for the daily deluge of hypocrisy, obfuscation and downright lies.
Last week, Assist Wireless, a U.S. cell carrier that provides free government-subsidized cell phones and plans to low-income households, had a security lapse that exposed tens of thousands of customer IDs — driver’s licenses, passports and Social Security cards — used to verify a person’s income and eligibility.
A misconfigured plugin for resizing images on the carrier’s website was blamed for the inadvertent data leak of customer IDs to the open web. Security researcher John Wethington found the exposed data through a simple Google search. He reported the bug to TechCrunch so we could alert the company.
Make no mistake, the bug was bad and the exposure of customer data was far from ideal. But the company’s response to the incident was one of the best I’ve seen in years.
Take notes, because this is how to handle a data breach.
Their response was quick. Assist immediately responded to acknowledge the receipt of my initial email. That’s already a positive sign, knowing that the company was looking into the issue.
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Another busy week in cybersecurity.
In case you missed it: A widely used messaging app used by over a million protesters has several major security flaws; a little-known loophole has let the DMV sell driver’s licenses and Social Security records to private investigators; and the U.S. government is suing to reclaim over $2.5 million in cryptocurrency stolen by North Korean hackers from two major exchanges.
But this week we are focusing on how a Tesla employee foiled a ransomware attack, and, ahead of Palantir’s debut on the stock market, how much of a risk factor is the company’s public image?
$1 million. That’s how much a Tesla employee would have netted if they accepted a bribe from a Russian operative to install malware on Tesla’s Gigafactory network in Nevada. Instead, the employee told the FBI and the Russian was arrested.
The Justice Department charged the 27-year-old Russian, Egor Igorevich, weeks later as he tried to flee the United States. According to the indictment, his plan was to ask the employee to deliberately deploy ransomware on the Gigafactory’s network, grinding the network to a halt for a ransom of several million dollars. The would-be insider threat is likely the first of its kind, one ransomware expert told Wired, as financially driven hackers continue to up their game.
Tesla founder Elon Musk tweeted earlier this week confirming that Tesla was the target of the failed attack.
The attack, if carried out, could have been devastating. The indictment said that the malware was designed to extract data from the network before locking its files. This data-stealing ransomware is an increasing trend. These hacker groups not only encrypt a victim’s files but also exfiltrate the data to their servers. The hackers typically threaten to publish the victim’s files if the ransom isn’t paid.
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Most gamers may not view Apple as a games company to the same degree that they see Sony with PlayStation or Microsoft with Xbox, but the iPhone-maker continues to uniformly drive the industry with decisions made in the Apple App Store.
The company made the news a couple times late this week for App Store approvals. Once for denying a gaming app, and the other for approving one.
The denial was Microsoft’s xCloud gaming app, something the Xbox folks weren’t too psyched about. Microsoft xCloud is one of the Xbox’s most substantial software platform plays in quite some time, allowing gamers to live-stream titles from the cloud and play console-quality games across a number of devices. It’s a huge effort that’s been in preview for a bit, but is likely going to officially launch next month. The app had been in a Testflight preview for iOS, but as Microsoft looked to push it to primetime, Apple said not so fast.
The app that was approved was the Facebook Gaming app which Facebook has been trying to shove through the App Store for months to no avail. It was at last approved Friday after the company stripped one of its two central features, a library of playable mobile games. In a curt statement to The New York Times, Facebook COO Sheryl Sandberg said, “Unfortunately, we had to remove gameplay functionality entirely in order to get Apple’s approval on the stand-alone Facebook Gaming app.”
Microsoft’s Xbox team also took the unusually aggressive step of calling out Apple in a statement that reads, in-part, “Apple stands alone as the only general purpose platform to deny consumers from cloud gaming and game subscription services like Xbox Game Pass. And it consistently treats gaming apps differently, applying more lenient rules to non-gaming apps even when they include interactive content.”
Microsoft is still a $1.61 trillion company so don’t think I’m busting out the violin for them, but iOS is the world’s largest gaming platform, something CEO Tim Cook proudly proclaimed when the company launched its own game subscription platform, Apple Arcade, last year. Apple likes to play at its own pace, and all of these game-streaming platforms popping up at the same time seem poised to overwhelm them.
Image Credits: Microsoft
There are a few things about cloud gaming apps that seem at odds with some of the App Store’s rules, yet these rules are, of course, just guidelines written by Apple. For Apple’s part, they basically said (full statement later) that the App Store had curators for a reason and that approving apps like these means they can’t individually review the apps which compromises the App Store experience.
To say that’s “the reason” seems disingenuous because the company has long approved platforms to operate on the App Store without stamping approval on the individual pieces of content that can be accessed. With “Games” representing the App Store’s most popular category, Apple likely cares much more about keeping their own money straight.
Analysis from CNBC pinned Apple’s 2019 App Store total revenue at $50 billion.
When these cloud gaming platforms like xCloud scale with zero iOS support, millions of Apple customers, myself included, are actually going to be pissed that their iPhone can’t do something that their friend’s phone can. Playing console-class titles on the iPhone would be a substantial feature upgrade for consumers. There are about 90 million Xbox Live users out there, a substantial number of which are iPhone owners I would imagine. The games industry is steadily rallying around game subscription networks and cloud gaming as a move to encourage consumers to sample more titles and discover more indie hits.
I’ve seen enough of these sagas to realize that sometimes parties will kick off these fights purely as a tactic to get their way in negotiations and avoid workarounds, but it’s a tactic that really only works when consumers have a reason to care. Most of the bigger App Store developer spats have played in the background and come to light later, but at this point the Xbox team undoubtedly sees that Apple isn’t positioned all that well to wage an App Store war in the midst of increased antitrust attention over a cause that seems wholly focused on maintaining their edge in monetizing the games consumers play on Apple screens.
CEO Tim Cook spent an awful lot of time in his Congressional Zoom room answering question about perceived anticompetitiveness on the company’s application storefront.
The big point of tension I could see happening behind closed doors is that plenty of these titles offer in-game transactions and just because that in-app purchase framework is being live-streamed from a cloud computer doesn’t mean that a user isn’t still using experiencing that content on an Apple device. I’m not sure whether this is actually the point of contention, but it seems like it would be a major threat to Apple’s ecosystem-wide in-app purchase raking.
The App Store does not currently support cloud gaming on Nvidia’s GeForce platform or Google’s Stadia which are also both available on Android phones. Both of these platforms are more limited in scope than Microsoft’s offering which is expected to launch with wider support and pick up wider adoption.
While I can understand Apple’s desire to not have gaming titles ship that might not function properly on an iPhone because of system constraints, that argument doesn’t apply so well to the cloud gaming world where apps are translating button presses to the cloud and the cloud is sending them back the next engine-rendered frames of their game. Apple is being forced to get pretty particular about what media types of apps fall under the “reader” designation. The inherent interactivity of a cloud gaming platform seems to be the differentiation Apple is pushing here — as well as the interfaces that allows gamers to directly launch titles with an interface that’s far more specialized than some generic remote desktop app.
All of these platforms arrive after the company already launched Apple Arcade, a non-cloud gaming product made in the image of what Apple would like to think are the values it fosters in the gaming world: family friendly indie titles with no intrusive ads, no bothersome micro-transactions and Apple’s watchful review.
Apple’s driver’s seat position in the gaming world has been far from a wholly positive influence for the industry. Apple has acted as a gatekeeper, but the fact is plenty of the “innovations” pushed through as a result of App Store policies have been great for Apple but questionable for the development of a gamer-friendly games industry.
Apple facilitated the advent of free-to-play games by pushing in-app purchases which have been abused recklessly over the years as studios have been irresistibly pushed to structure their titles around principles of addiction. Mobile gaming has been one of the more insane areas of Wild West startup growth over the past decade and Apple’s mechanics for fueling quick transactions inside these titles has moved fast and broken things.

Take a look at the 200 top grossing games in the App Store (data via Sensor Tower) and you’ll see that all 199 of them rely solely on in-app micro-transaction to reach that status — Microsoft’s Minecraft, ranked 50th costs $6.99 to download, though it also offers in-app purchases.
In 2013, the company settled a class-action lawsuit that kicked off after parents sued Apple for making it too easy for kids to make in-app purchases. In 2014, Apple settled a case with the FTC over the same mechanism for $32 million. This year, a lawsuit filed against Apple questioned the legality of “loot box” in-app purchases which gave gamers randomized digital awards.
“Through the games it sells and offers for free to consumers through its AppStore, Apple engages in predatory practices enticing consumers, including children to engage in gambling and similar addictive conduct in violation of this and other laws designed to protect consumers and to prohibit such practices,” read that most recent lawsuit filing.
This is, of course, not how Apple sees its role in the gaming industry. In a statement to Business Insider responding to the company’s denial of Microsoft’s xCloud, Apple laid out its messaging.
The App Store was created to be a safe and trusted place for customers to discover and download apps, and a great business opportunity for all developers. Before they go on our store, all apps are reviewed against the same set of guidelines that are intended to protect customers and provide a fair and level playing field to developers.
Our customers enjoy great apps and games from millions of developers, and gaming services can absolutely launch on the App Store as long as they follow the same set of guidelines applicable to all developers, including submitting games individually for review, and appearing in charts and search. In addition to the App Store, developers can choose to reach all iPhone and iPad users over the web through Safari and other browsers on the App Store.
The impact has — quite obviously — not been uniformly negative, but Apple has played fast and loose with industry changes when they benefit the mothership. I won’t act like plenty of Sony and Microsoft’s actions over the years haven’t offered similar affronts to gamers, but Apple exercises the industry-wide sway it holds, operating the world’s largest gaming platform, too often and gamers should be cautious in trusting the App Store owner to make decisions that have their best interests at heart.
If you’re reading this on the TechCrunch site, you can get more of my weekly opinions and notes on the news by subscribing to Week in Review here, and following my tweets here.
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New numbers from NPD confirm what we’ve known for a while: The first quarter of 2020 was a very good one for gaming companies. The new report notes that sales hit a record $10.86 billion in the States between January and March of this year, marking a 9% increase over a year prior; $9.58 billion of that figure was from video game content.
The primary driver is, you guessed it, COVID-19. As stay at home orders have been enacted on the federal and state levels, people are coping with the ongoing daily horror that is life in 2020 by playing video games. Lots and lots of video games.
Here’s NPD’s Mat Piscatella further confirming our suspicions: “Video Games have brought comfort and connection to millions during this challenging time. As people have stayed at home more, they’ve utilized gaming not only as a diversion and an escape, but also as a means of staying connected with family and friends. Whether it was on console or mobile, PC or virtual reality, gaming experienced play and sales growth during the first quarter.”
According to NPD’s Q1 2020 Games Market Dynamics: U.S. report, overall total industry consumer spending on #videogaming in the U.S. reached a record $10.86 billion in the first quarter of 2020 (Jan. – Mar.), an increase of 9 percent compared to the same time period last year.
— NPD Games (@npdgames) May 15, 2020
That last bit is, in part, key to many consumers’ choice of game titles. As already noted by the firm, Animal Crossing: New Horizons had its own record-setting first quarter. That, in turn, helped drive Switch sales, in spite of Nintendo’s well-documented supply issues. The title arrived just in the nick of time for stay at home orders in the U.S., delivering a kind of front-facing social experience that much of the competition lacks. Also, turnips.
Matter of fact, the Switch’s success actually helped supplement losses of other platforms. Microsoft and Sony will no doubt make up gains at the end of the year with their next-gen consoles. For now, however, many consumers are likely holding out until their holiday arrives to invest in Xbox or PlayStation hardware, in spite of the pandemic. The U.S.’s soaring unemployment rate no doubt also had an impact on the industry’s bottom line.
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SoftBank Investment Advisers and WeWork Labs say they’ve officially kicked off the first session of Emerge, an accelerator program designed for underrepresented founders.
In their press release, the companies describe Emerge as “launched by SoftBank with support from WeWork Labs” (that’s the co-working company’s global accelerator program), with a goal of bringing more equality to tech and venture capital.
It’s an equity-free, eight-week program that includes workshops, access to mentors from SoftBank and the WeWork community and sessions with SoftBank executives. It all culminates in a showcase event for investors and SoftBank partners.
The Emerge website describes the program as based in San Mateo, Calif. — but given COVID-19, the sessions and programming are all virtual.
“Supporting underrepresented founders is a top priority for us, ensuring we see more diverse startups across the tech ecosystem,” said Catherine Lenson, managing partner and chief human resources officer at SoftBank Investment Advisers, in a statement. “There is a lack of diversity in the sector as a whole, and we need to do more to address it. That is why we’re excited to launch this program and to see the positive impact that these inspiring founders will have.”
This is also a reminder that while the larger corporate entities are currently embroiled in a legal and financial dispute, WeWork and its largest investor remain closely intertwined.
Here are the 14 startups in the initial program:
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A little over a year after its graduation from Y Combinator’s demo day, the on-demand construction materials delivery service Curri is beginning to offer its services in all 50 states.
Co-founded by Matt Lafferty and Brian Gonzalez, Curri aims to solve one of the major hurdles for local construction suppliers who miss out on sales because of an inability to deliver to contractors when they need it.
The company estimates that it saves its customers roughly half the cost of deploying an in-house fleet for delivery.
“They act as a wholesaler doing all the sales, but they’re also acting as a logistics company as well,” said Lafferty. “We provide a solution for them to flex up or down and save money.”
After graduating from Y Combinator in the summer of 2019, the company tested its services in the Southern California region. Now, as construction looks ready to return to a more normal schedule in the aftermath of the COVID-19 epidemic, the company is capitalizing on increased demand to offer its services nationwide.
“Construction has stayed essential through this whole crisis,” said Lafferty. “Depending on how states were handling it there were different levels of what was seen as essential construction. Industry-wide there was what I would call a great pause… [But] since April we’ve grown week-over-week and even more so now when things are really lifting.”
The company charges its customers by mile traveled and operates with a similar business model to Uber or Lyft, says Lafferty. The drivers are all gig workers, but Lafferty says they’re paid a premium to other delivery services because of the urgency of the company’s deliveries. “We have high-dollar items that are going out and they’re typically more urgent,” Lafferty said. “We’re able to pay our driver 25% to 30% better.”
The Los Angeles-based company raised seed funding from Initialized Capital, the firm founded by Garry Tan and Alexis Ohanian (which also employs former TechCrunch staffer, Kim-Mai Cutler… Hi Kim-Mai!)
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As a small business owner, I was excited to learn about the $2.2 trillion Coronavirus Aid, Relief, and Economic Security Act that offers low-interest loans to firms impacted by the COVID-19 pandemic. However, as I read through the details and began to apply, it became clear that this legislation — while well-intentioned — may not be enough to help many SMBs and startups.
Here’s a quick recap of my experience.
First and foremost: You need to act swiftly. Emergency Economic Injury Grant and Economic Injury Disaster Loan programs included in the CARES Act function on a first-come, first-served basis, and are funded from a limited pool of resources.
I began my company’s application process by submitting our EIDL and EEIG applications through the SBA website. This was easy, if tedious. It took about two hours to complete the necessary online forms and about two seconds to click the EEIG checkbox. Submission was seamless, but I haven’t received any further communication from the SBA since completing my application, which is a bit confusing — EEIG funds are supposed to be dispersed within 3-5 days of the submission date.
However, I know there’s been a huge volume of submissions recently and this must be exceptionally difficult to handle. I look forward to any email correspondence or updates from the SBA that might give me — and other applicants — an updated estimate of the expected dispersal timeline.
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On-demand mobility, when done successfully, strikes a balance between demand and supply while providing reliable service and making a profit. It’s a sweet spot that can be difficult, if not impossible, to find.
Autofleet, a startup that develops fleet optimization software to redirect underused vehicles into ride-hailing and delivery services, wants to solve that mission impossible. Now, the company founded by former Avis and Gett employees, has raised $7.5 million in seed and Series A funding to expand into international markets and grow its research and development team.
The Series A was led by MizMaa Ventures with participation from Maniv Mobility, Next Gear Ventures and Liil Ventures. Its seed financing was led by Maniv Mobility.
Autofleet developed a fleet management platform that can be used by rental car companies, car sharing operators and automakers to launch or better manage mobility services. The platform includes a booking app and integrations to delivery services, demand prediction, pooling and optimization algorithms as well as a driver app, and control center. The company also has developed a simulator tool that lets operators plan how a fleet will be deployed before a single vehicle hits the road.
For example, a rental company with abundant inventory and little demand for traditional multi-day contracts could use the platform to launch and then manage a car-sharing service. Autofleet already has partnerships with Avis Budget Group, Zipcar, Keolis and Suzuki .
That focus on managing supply side constraints is what attracted Maniv Mobility to invest in the seeding and Series A rounds, according the firm’s general partner Olaf Sakkers.
Autofleet’s biggest markets today are in Europe and the U.S., CEO Kobi Eisenberg told TechCrunch . The company is seeing early traction and fast growth in Latin America and Asia-Pacific. Eisenberg said they plan to double down on these markets. The company also expects to announce a partnership in Asia to accelerate growth in that region.
Autofleet is also looking for new opportunities for how vehicle fleets can be used, including ways to help micromobility companies improve their unit economics, according to Eisenberg.
In this age of COVID-19 — when asset-heavy businesses like rental car companies have seen their businesses upended — Autofleet has already discovered new uses for its platform. The platform is being used to help companies shift fleets to meet today’s demand for logistics and medical transportation. Autofleet is also selling its platform to companies looking to leverage their vehicle assets for their delivery services.
“We’re hearing from fleet partners around the globe who are experiencing dramatic drops in demand, and therefore significant portions of their fleet and drivers are un-utilized,” Eisenberg said. “At the same time, we have seen a sharp increase in demand for delivery services from businesses across all verticals: retail and supermarkets, restaurants.”
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Tesla’s Model 3 is among the top 10 choices for car buyers in 2020, according to Consumer Reports. The nonprofit organization released its “Top Picks” of the year on Thursday, and it included Tesla’s most affordable vehicle alongside cars from automakers including Toyota, Subaru, Honda, Kia and Lexus.
The Model 3 was chosen as one of three vehicles in the $45K-$55K category, alongside the Lexus RX and the Toyota Supra. CR lauded its “thrilling driving experience,” including “impressive handling and quick precise steering [that] help it feel like a sports car.” They did ding it slightly for having a “stiff ride” overall, but said that that’s more than made up for by its long EV battery range and emission-free eco-friendly qualities.
Consumer Reports also specifically called out a worry about the Model 3 that “Autopilot, an optional system on the vehicle, does not require the driver to stay engaged, creating safety concerns.” Tesla has always positioned Autopilot as a driver-assist feature that still requires a driver to be ready to take over control at a moment’s notice, but critics have suggested its implementation can lead to misuse resulting in inattentiveness.
Clearly, that concern wasn’t enough to prevent CR from counting the Model 3 among its top recommendations for vehicles in 2020. Tesla also ended up ranking 11th overall out of 33 automakers in Consumer Reports’ 2020 automotive brand report card, climbing eight positions from last year. The Model 3, and the rapid improvements that Tesla was able to make in its production as it scaled assembly of the vehicle, clearly helped it in the eyes of the consumer-focused nonprofit.
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It has been 10 years since Pantheon launched. At the time, it was mostly a hosting service for Drupal sites, but about six years ago, it added WordPress hosting to its lineup and raised more VC money as some of its competitors did the same. After its 2016 Series C round, things started quieting down, though the company has clear ambitions to become a public company in the next few years. To chat about those plans and the overall state of the business, I sat down with Pantheon co-founder and CEO Zack Rosen and new Pantheon board member Elissa Fink, former CMO of Tableau.
Maybe the biggest change at Pantheon is that when it launched, its team was almost solely focused on the developer experience. And while Pantheon was essentially a hosting service and offers personal plans, its focus was never on individuals who wanted a WordPress blog (which a lot of companies focused on, especially in the pre-Twitter days). Its efforts always revolved around businesses, large enterprises and the agencies that serve them.
“Back then, our overriding focus was really around the developer experience — the practitioner experience — of using our product,” Rosen explained. “And frankly, at the time, we actually really didn’t know what to call it. It really didn’t have a category, but we always felt it was something new.” He noted that over the last few years, Pantheon started talking to a lot of marketers and realized that the needs of these marketing leaders are driving this space.
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