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Thor Fridriksson is no stranger to trivia. The tech entrepreneur founded QuizUp, one of the hottest mobile games of the early aughts, which attracted more than 100 million downloads, a deal with NBC and had raised more than $40 million from notable investors. Plain Vanilla Games, the parent company of QuizUp, eventually sold to GluMobile for $7.5 million.
But that doesn’t mean Fridriksson is hanging up his hat on trivia. In fact, the lessons he learned the first time around have led him to this very moment. Today, Fridriksson is launching Trivia Royale, the latest game out of Iceland-based TeaTime Games.
Trivia Royale is, like it sounds, a trivia game in the genre of Battle Royale. It’s a 1,000-person head-to-head Trivia tournament. Like QuizUp, players can choose to do one-to-one Trivia matches based on categories in a casual way. But the real draw of the mobile game is Trivia Royale.
It starts with 1,000 people who are matched into one-on-one battles around general trivia. Each battle includes five questions that go from easy to more difficult, with 10 seconds to answer each question. The faster you answer the question, the more points you get. The final question in the battle is worth double points.
If you lose your battle, you’re out of the tournament. The pool then drops to 500 people, and then to 250 people, and so on and so forth, until you’re down to the final four and the final two. Folks who win a Trivia Royale get a “crown” that’s displayed on their avatar, as well as access to the Royale Lounge, where they can check out global and local leaderboards and chat with other Royales.
What’s most interesting about Trivia Royale is that it’s built on the TeaTime Live platform.
TeaTime, co-founded by Fridriksson, launched in February of 2018. The platform is not a game in and of itself, but rather a developer platform for game makers that adds a new level of engagement, interaction and monetization to mobile games.
On TeaTime, users can create an Animoji-style avatar that employs the front-facing camera of a smartphone to let players interact in real time with facial expressions as they play a game. Since most users don’t necessarily want to show their actual face to strangers during gameplay, TeaTime uses Snap-style filters and Apple Animoji-esque avatars to let users engage with one another without revealing their actual identity.
The initial failure of QuizUp was an inability to monetize. TeaTime was built to avoid making that same mistake twice. The existence of avatars offers a built-in monetization strategy as users look to customize and build out their avatars.
Fridriksson was also extremely averse to mobile advertising within games while he was running QuizUp, and has made his peace with some advertising with the launch of Trivia Royale. When a user wins and is rewarded with points, the user can double those points by watching an ad.
Users can also supplement their winnings by buying virtual currency to update their avatar with hats, piercings, hand gestures, glasses and more.
Moreover, users need a ticket to enter into a Trivia Royale tournament. These tickets are provided every couple hours, so users who want to play game after game without waiting will need to use virtual currency to buy a ticket.
Obviously, it would be difficult to get and keep 1,000 players in a single tournament at once, so Trivia Royale focuses on matching people who are at the same level in the tournament rather than holding these tourneys in individual lobbies.
“The challenge is to get a hit game on a platform before it becomes a platform because you need that,” said Fridriksson. “So what I did, essentially, is that I just totally changed my focus as a CEO and went into full-hearted product mode for this game. I find myself back in the mode of creating a cool user experience, and it’s the most fun I’ve ever had.”
In beta, the company has used bots to fill in the gaps where there aren’t available matches for players. In the first five rounds of the Trivia Royale tournament, Fridriksson says there is about a 60% chance that users will be matched with a real person, with the likelihood of being paired with a bot getting higher the further a user gets in the tournament.
The company ran a beta in Ireland, New Zealand and Canada over the past two weeks and has gotten 9,000 beta users, with day-one retention at 50% and with average users playing around 12 games per day.
As the game gets more users, the company hopes to match users with real people 95% of the time and ultimately get to a place where the bots fade out of the equation.
At this point, the game has more than 20,000 questions across 40 categories including TikTok, Geography, Movies, Superheroes, Videogames, Sports, Disney and Logos, with more questions added every day.
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If you’re a business owner or investor and are wondering about the long-term impacts of the COVID-19 pandemic on the business world, you’re not alone.
Today’s business leaders have been plunged into the deep end of telecommuting with little notice, and the way we do business has been impacted at almost every level. Travel is restricted, meetings are virtual and delivery of goods and even raw materials is being delayed. While some industries that depend on large gatherings are seeing extremely difficult challenges due to the pandemic, others such as the tech industry, see the opportunity and responsibility for innovation and growth.
As many states begin phased reopening, companies are trying to determine what the workplace and business environment will look like in a post-quarantine world. The first obvious step is the integration of personal protective equipment (PPE). Sanitization and face masks will become required and nonessential face-to-face meetings will be a thing of the past, along with shaking hands.
Additionally, relationship-driven careers such as sales and recruiting will have to find new ways to connect to be successful. Physical distancing rules will have to be established, which may include employees coming in alternate days while telecommuting the other days of the week to keep offices at reduced capacity. Large offices of 10 or more may implement thermographic camera technology for fever screening or other real-time technology-based health screenings.
One thing is for sure: IoT devices that enable physical distancing will become an integral part of reopening businesses, facilitating sales connections and embracing a different way of living.
There are a variety of IoT devices available that can help business leaders successfully implement physical distancing in their offices. Thermographic camera technology coupled with facial recognition can create a baseline for each employee and then assist in determining if an employee has a temperature outside of their norm. Other remote health monitoring may also take place with healthcare providers, helping employees determine on a daily basis if they are well enough to go into work.
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The COVID-19 pandemic is accelerating the adoption of new technologies and cultural shifts that were already well underway. According to a clutch of heavy-hitting investors, this dynamic is particularly strong in gaming and extended reality.
Unlike other segments of the startup and tech world, where valuations have been slashed, early-stage companies focused on building new games, gaming infrastructure and virtual or extended reality entertainment are having no trouble raising money. They’ve even seen valuations rise, investors said.
“Valuations have increased pretty significantly in the gaming sector. Valuations have gone up 20 to 25% higher than I would have seen prior to this pandemic,” Phil Sanderson, a co-founder and managing director at Griffin Gaming Partners, told fellow participants on a virtual panel during the Los Angeles Games Conference earlier this month.
Driving the appetite for new investments is the entertainment industry’s bearhug of virtual events, animated features, games and social media platforms after widespread shelter-in-place orders made physical events an impossibility.
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Welcome back to This Week in Apps, the Extra Crunch series that recaps the latest OS news, the applications they support and the money that flows through it all.
The app industry is as hot as ever, with a record 204 billion downloads and $120 billion in consumer spending in 2019. People are now spending three hours and 40 minutes per day using apps, rivaling TV. Apps aren’t just a way to pass idle hours — they’re a big business. In 2019, mobile-first companies had a combined $544 billion valuation, 6.5x higher than those without a mobile focus.
In this Extra Crunch series, we help you keep up with the latest news from the world of apps, delivered on a weekly basis.
This week we’re continuing to look at how the coronavirus outbreak is impacting the world of mobile applications. Notably, we saw the launch of the Apple/Google exposure-notification API with the latest version of iOS out this week. The pandemic is also inspiring other new apps and features, including upcoming additions to Apple’s Schoolwork, which focus on distance learning, as well as Facebook’s new Shops feature designed to help small business shift their operations online in the wake of physical retail closures.
Tinder, meanwhile, seems to be toying with the idea of pivoting to a global friend finder and online hangout in the wake of social distancing, with its test of a feature that allows users to match with others worldwide — meaning, with no intention of in-person dating.
Apple this week released the latest version of iOS/iPadOS with two new features related to the pandemic. The first is an update to Face ID which will now be able to tell when the user is wearing a mask. In those cases, Face ID will instead switch to the Passcode field so you can type in your code to unlock your phone, or authenticate with apps like the App Store, Apple Books, Apple Pay, iTunes and others.
Technology can help health officials rapidly tell someone they may have been exposed to COVID-19. Today the Exposure Notification API we created with @Google is available to help public health agencies make their COVID-19 apps effective while protecting user privacy.
— Tim Cook (@tim_cook) May 20, 2020
The other new feature is the launch of the exposure-notification API jointly developed by Apple and Google. The API allows for the development of apps from public health organizations and governments that can help determine if someone has been exposed by COVID-19. The apps that support the API have yet to launch, but some 22 countries have requested API access.
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Statespace has today raised a $15 million Series A financing round led by Khosla, with partner Samir Kaul joining the board. Existing investors, such as FirstMark Capital, Lux and Expa, also participated in the round, as well as newcomer June Fund.
Statespace launched out of stealth in 2017 with a product called Aim Lab, which recreates the physics of popular FPS games to help players practice their aim and work on their weaknesses. Statespace was founded by neuroscientists from New York University, and goes beyond the mechanics of aim itself to understand and measure several parts of a player’s game, from visual acuity across the quadrants of the screen to reaction time.
Anyone from an average gamer to a professional can use Aim Lab to improve. But the company has other offerings, too. The company is working on the Academy, which will launch in Q3 of this year, and was built in partnership with MasterClass and a number of top streamers. Users can get advanced tutorials from these streamers, which include KingGeorge (Rainbox Six Siege), SypherPK (Fortnite), Valkia (Overwatch), Drift0r (CoD) and Launders (CS:GO).
Statespace has also partnered with the Pro Football Hall of Fame to develop the “Cognitive Combine.” Just like the NFL Combine measures general skills and abilities, such as speed, strength, agility, etc., the Cognitive Combine is meant to give a general assessment of a player’s skill in a game-agnostic manner.
The company also works directly with esports teams such as 100 Thieves and Philadelphia Fusion, building custom data dashboards and products so those teams can get a deeper look at their metrics and build practice regimes around their weaknesses.
Statespace is also sprinting to make its products more available to a broader user base, including launching a mobile version of Aim Lab and introducing Aim Lab on Xbox, with plans to launch PlayStation support soon. The company also plans to launch support for 400 games next month.
Interestingly, the technology behind Statespace, which lets the company measure well beyond the kill:death ratio and look at cognitive ability, can be used for many other applications. The company has applied for a grant alongside several universities to work on a commercial application for stroke rehabilitation.
Statespace will use the funding to continue growing the team, which has doubled since raising $2.5 million in August of 2019. The company has also brought on a few notable hires from bigger companies, including new VP of Engineering Scott Raymond (formerly of Gowalla, Facebook and Airbnb), Jenna Hannon as VP of Marketing (formerly of Uber, Uber Eats) and Phil Charm as VP of Growth (formerly of Checkr, Gainsight).
According to founder and CEO Wayne Mackey, Statespace has 2 million registered users and 500,000 monthly active users, up 400% from January.
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Hello and welcome back to our regular morning look at private companies, public markets and the gray space in between.
A cluster of related companies recently caught our eye by raising capital in rapid-fire fashion. TechCrunch covered a few of them, and I read coverage of others. Looking back through my notes and the media cycles that they generated, it feels safe to say that API -based startups are hot right now.
What’s fun about this trend is that the startups we’re considering are all relatively early-stage, so they aren’t limping unicorns staring down a closed IPO window. Instead, we’re taking a peek at startups that mostly haven’t raised material external capital — yet. They have lots of room to grow.
And the group is somewhat easy to understand. Sure, I don’t fully grok their underlying tech — that’s a bit of the point with API startups; they take something complex and offer it in an easy-to-consume fashion — but I do get how they make money. Not only are their business models fairly easy to understand, there are public companies that monetized in similar ways for us to use as a framework as the startups themselves scale.
This morning let’s look at FalconX and Treasury Prime and Spruce and Daily.co and Skyflow and Evervault, all API-focused startups to one degree or another, to see what’s up.
Simply: a high-growth company that delivers its main service via an application programming interface, or API.
APIs help services communicate with other apps, allowing them to execute tasks or request information quickly and easily. These services are sometimes highly valuable because they can offer something complex and difficult, easily and simply.
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The COVID-19 pandemic has wiped out the spring seasons for professional sports and associated revenue for TV networks, but esports is filling part of that void.
Gaming companies behind titles licensed by each major league are the winners in this unexpected shift; Electronic Arts (EA) is first among them with FIFA, Madden NFL, NBA Live and NHL in its EA Sports portfolio and more than 100 esports events planned for 2020. The way EA, networks and sports leagues are responding to production challenges in this crisis will reshape the esports market going forward.
Millions of people sheltering in place has created a breakout opportunity for esports broadcasting:
In late March, 900,000 viewers tuned into Fox Sports for Nascar’s iRacing series, with 1.1 million watching in early April; the network has also broadcast Madden NFL tournaments with NFL commentators and athletes. ESPN is televising NBA players facing off against each other in NBA 2K (by Take-Two Interactive) and pro drivers (and other pro athletes like Manchester City striker Sergio Aguero) are racing each other in Codemasters’ F1 2019 game. ESPN has broadcast competitive play of non-sports games with League of Legends (by Riot Games) and Apex Legends (by EA) tournaments.
To be clear, ratings for these events have varied widely, but networks and game companies are rethinking how esports is broadcast, which will advance its pop-culture appeal.
Esports is a massively popular activity with its own large piece of turf in pop culture, but it hasn’t secured a central role. Research firm Newzoo pegs the global audience of “esports enthusiasts” at 223 million. But unlike soccer and basketball, esports is siloed because it caters to viewers who are generally avid gamers. The action is extremely fast, so commentary by a streamer rarely helps outsiders understand what is going on enough to become engaged.
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Kevin Mayer, head of The Walt Disney Company’s direct-to-consumer and international business, is departing to become CEO of TikTok, as well as COO of the popular video app’s parent company ByteDance.
Founder Yiming Zhang will continue to serve as ByteDance CEO, while TikTok President Alex Zhu (formerly the co-founder of the predecessor app Musical.ly) becomes ByteDance’s vice president of product and strategy.
“I’m thrilled to have the opportunity to join the amazing team at ByteDance,” Mayer said in a statement. “Like everyone else, I’ve been impressed watching the company build something incredibly rare in TikTok – a creative, positive online global community – and I’m excited to help lead the next phase of ByteDance’s journey as the company continues to expand its breadth of products across every region of the world.”
The news was first reported by The New York Times and subsequently confirmed in announcements from ByteDance and Disney.
Mayer’s role involved overseeing Disney’s streaming strategy, including the launch of Disney+ last fall, which has already grown to more than 50 million subscribers. He was also seen as a potential successor to Disney CEO Bob Iger; instead, Disney Parks, Experiences and Products Chairman Bob Chapek was named CEO in a sudden announcement in February.
Mayer was likely an attractive choice to lead TikTok not just because of his streaming success, but also because hiring a high-profile American executive could help address politicians’ security concerns about the app’s Chinese ownership.
Over at Disney, Rebecca Campbell (most recently president of Disneyland Resort, who also worked on the Disney+ launch as the company’s president for Europe, Middle East and Africa) is taking over Mayer’s role, while Josh D’Amaro is taking on Chapek’s old job as chairman of Disney parks, experiences and products.
In a statement, Chapek said:
As we look to grow our direct-to-consumer business and continue to expand into new markets, I can think of no one better suited to lead this effort than Rebecca. She is an exceptionally talented and dedicated leader with a wealth of experience in media, operations and international businesses. She played a critical role in the launch of Disney+ globally while overseeing the EMEA region, and her strong business acumen and creative vision will be invaluable in taking our successful and well-established streaming services into the future.
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Talk of an economic downturn can be frightening, especially one precipitated by a pervasive health crisis. At times, I’m overwhelmed by the images of countless patients on life-support and the near-endless streams of statistics regurgitating bad news.
Having started in venture at the beginning of two recessions, I’ve seen how the startup industry functions during economic trouble. My second day of work at Charles River Ventures was September 11th, 2001. My first project, analyzing the VC industry, propelled the firm to return more than 60% of its fund to investors, going from a $1.2 billion fund to $450 million. In May 2008, Mike Maples and I founded Floodgate in the midst of the Great Recession. We learned that great founders won’t wait for a better economic moment to start a company.
While we are currently embroiled in personal and professional circumstances unimaginable even three months ago, these very challenges will form the basis of incredibly innovative ideas. In order for the world to move forward, we need our greatest minds to imagine a brighter future and create solutions to make it a reality.
When I analyze our society and novel health situation, one thing is certain: COVID-19 is a paradigm-shifting event, creating massively accelerated social and economic change.
Our current situation is unique. It’s not merely a cyclical economic event, nor is it a standalone health crisis. What we are experiencing is not just an inflection point: it’s a societal phase-change unlike anything we have ever seen. We face an epic choice of how we move forward, and the decisions we make today will shape an entire generation.
Here’s why: COVID-19 is prompting us to reset many of our most fundamental behaviors. These changes are impacting our financial system, with effects visible throughout our homes, businesses and even the concept of “workplace” itself.
As a global pandemic, the virus itself has spread to nearly every country in the world.
Between February 20 and March 26, 100% of the world’s 20 largest economies implemented government-mandated social distancing. Globally, the number of scheduled airline flights is down 64%. In some countries, like Spain and Germany, flight numbers are down by more than 90%.
Since the timeline for lifting government restrictions is unclear — and even then, scientists are uncertain how the virus will spread — the question lingers: How long will this go on?
COVID-19’s impact is uncertain, long-term and potentially undulating, affecting every facet of our lives. You can’t simply wait it out with the expectation that industries will rebound. In 2001, September 11 felt pervasive, but its economic impact ultimately stemmed from just one single incident and the resulting fear… and that one single incident still cost more than three trillion dollars. How much larger will COVID-19 be?
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As the U.S. waits for the great reopening of its hallowed national pastimes in an era of pandemic-enforced social distancing, sports teams are increasingly turning to a new wave of digital tools like social media and video games to connect with a new generation of fans.
The Los Angeles Rams are the latest team to embrace the trend, choosing to work with social media giant Snap and EA Sports’ Madden NFL franchise to unveil the new design of their uniforms ahead of the opening of the most high-tech stadium in the National Football League later this year.
The team is working with Los Angeles’ own Snap to unveil the uniforms in a custom-created Snapchat augmented reality lens, featuring the ability to trigger players into action.
The revelation of the uniform in augmented reality, a decision brought about by social distancing measures put in place in California, is a first for any NFL team. The Rams franchise also collaborated with the Madden franchise to provide a sneak peak of the uniform through in-game renders of Rams players showing off the new look.
On Instagram, social media users can see interactive content of the uniforms in their new natural habitat before the stadium opens.
“We had been chatting about how to use AR for a while. Just across the board,” said Lexi Vonderlieth, the head of partnership marketing. “We were trying to figure out ways to bring the uniform to life and showcase that a bit and create something that was a bit engaging.”
From the world lens through Snap, viewers can see Jared Goff or Aaron Donald in their apartments, living rooms or backyards. Through the selfie view Snap users can put on the new jersey and Rams helmet.
The Los Angeles-based Snap has had a longtime relationship with the Rams — in part through proximity and in part through connections in the Los Angeles business world.
The unveiling of the uniforms, which happened earlier today, marked the first time that Snap had worked with a franchise directly instead of with the National Football League broadly.
Earlier uses of the Snap filters and camera this season came during the NFL draft itself — where Snap rolled out special cams as a way for fans to celebrate and represent their own teams.
The National Football League actually plays a prominent roll in the history of Snap lenses. The famous “Gatorade dump” tradition where the coach from the winning team in the Super Bowl gets doused with Gatorade by his players was one of the first lenses that Snap developed.
“We saw this incredible connection in how AR could engage,” said Snap senior director of global creative strategy, Jeff Miller. “Snap is a platform that is built for connecting with close friends and family. Sports passion is expressed through those kinds of connections.”
Snap, in some senses, is uniquely positioned to amplify the fan experience in a socially distanced sporting world. “[The technology] gives us an ability to create amazing experiences that can replace a physical activation, enhance it or give alternatives in a sport-from-home environment.”
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