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Gaming startup Statespace raises $29 million, tops 1.5 million MAUs

Statespace, the training platform for gamers, has today announced the close of a $29 million Series B financing led by Khosla Ventures. This comes just six months after the announcement of a $15 million Series A funding, also led by Khosla.

Founder and CEO Wayne Mackey described the funding as pre-emptive as the company experiences a growth spurt alongside the broader gaming industry. Statespace has jumped from 2 million registered users and 500,000 monthly active users in May to 5 million total registered users and 1.5 million monthly active users today.

Statespace launched out of stealth in 2017 with a product called Aim Lab. Aim Lab runs on Steam and replicates the physics of popular video games to give users a training environment to practice their aim. Moreover, Aim Lab (which was developed by neuroscientists) measures visual acuity and lets users know their strengths and weaknesses.

statespace

Image Credits: Statespace

The company also has plans to launch a product called The Academy, which lets users pay for courses that are taught by top streamers and players. These players include KingGeorge (Rainbox Six Siege), SypherPK (Fortnite), Valkia (Overwatch), Drift0r (CoD) and Launders (CS:GO).

The tech behind Aim Lab can be applied to a number of use cases in the gaming world. For one, pro esports organizations don’t necessarily have the breadth of data they want to make decisions on roster formation, recruiting, etc. Statespace partnered with the Pro Football Hall of Fame to develop a “Cognitive Combine,” giving players an overall score based on a wide range of skills outside of any specific game.

There are also medical applications for the tech. The company has applied for a grant alongside several universities to work on a commercial application for stroke rehabilitation, and believes that its tech can be used to help with cerebral palsy rehabilitation.

Statespace has also grown its team to more than 40 people, and interestingly around one quarter of those people do not have a college degree.

“Internally, we talk about being like the island of misfit toys as a company,” said Mackey. “Give us all the underdogs and weirdos and people that traditionally wouldn’t have this type of career or a shot and let’s put them all together and win.”

The Statespace team is 30% female, 28% people of color and 5% Black.

Mackey explained that growth is the number-one priority of the company, which has yet to determine a primary revenue channel. Statespace is currently partnering with teams and big streamers to develop skins that are for sale, but Aim Lab is free to use.

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Esports pioneer Dino Ying talks to TechCrunch about the next phase of VSPN

Following the news that China’s esport giant VSPN (Versus Programming Network) has raised close to $100 million in a Series B funding round led by Tencent Holdings, TechCrunch interviewed founder and CEO Dino Ying via email about his strategy for the company.

Founded in 2016 and headquartered in Shanghai, VSPN was one of the early pioneers in esports tournament organization and content creation out of Asia. It has since expanded into other businesses, including offline venue operation.

VSPN began hosting the first large-scale esport event with offline audiences in August, although tournaments now operate under strict COVID-19 prevention measures.

TechCrunch: VSPN has a large content production ecosystem surrounding its esports activity. Can you expand on the detail behind your stated short-form video strategy? Will this involve TikTok?

Ying: VSPN intends to use our world-class video production capabilities and industry insights to create different forms of content. We will give our existing fans and a wider audience a new and vivid esports experience. Kuaishou, as our investors and a strategic partner, will support in all ways as a media platform to help our content reach more users. Short-form video is an important part of our future strategy and we look forward to working with platforms all over the world in this regard.

TC: What is VSPN’s share of the esports market?

Ying: There is no official estimation of the size of the esports market, but VSPN is by far the largest esports organization in China, with over 1,000+ employees and covering every major esports tournament you’ve ever heard of. By many measures, we are the largest esports organization in the world and will continue to expand.

TC: Why do you think Shanghai has become a center for esports?

Ying: As the biggest and perhaps most international city in China, it has a vibrant and increasingly sophisticated economy. Tech innovation and new industries are actively encouraged to grow here.

The Shanghai government has implemented supportive measures and policies to encourage the growth of esports both domestically and internationally. Thanks to these measures Shanghai has become an international hub for the biggest and best tournaments in the world.

VSPN events have returned, despite COVID-19

VSPN events have returned, despite COVID-19. Image via VSPN

TC: How important is research into esports for VSPN and why?

Ying: It is vital for VSPN. As an esports total solutions provider aiming to build a sustainable global esports ecosystem, data and R&D allows us to give our fans a richer experience. The research center will allow us to continually improve as a company and develop the industry.

TC: You are the co-founder and chairman and CEO by title. What is the role of co-founder Ethan Teng?

Ying: Ethan Teng is co-founder and president of VSPN. Ethan as one of the most important partners of VSPN, with his dedicated esports industry experience, he plays a vital role in leading and managing the company’s strategic goal setting and day to day management.

TC: What is the nature of the strategic relationship with Tencent?

Ying: VSPN is a key partner of Tencent in the esports industry. With Tencent’s support, VSPN has built a leading position in esports tournament content production. Since the emergence of esports in China, our deep-rooted industry expertise has helped further develop the esports ecosystem to grow and mature. Alongside Tencent we will continue to generate new opportunities within the industry.

TC: What made you choose these partners and why? What was the strategic thinking behind these decisions?

Ying: Together with Kuaishou, VSPN aims to establish an esports short-form video ecosystem to diversify existing content, and to build the connections between top quality creators and channels. With an extensive portfolio in the consumer and TMT sectors, both Tiantu Capital and SIG will utilize their industry insights and expertise to aid VSPN’s strategic development. With our investors, we will empower esports to be the new sports for the next generation.

TC: In addition to the core esports tournament and content production business, VSPN has branded esports venues. How important are these other businesses — like the venues — to the core offering of VSPN? What sort of growth do you expect in the next few years?

Ying: Regardless of business lines, VSPN’s core mission is to provide the best esports experiences for our fans. And these experiences include not just online viewing experiences, but also offline ones where fans physically attend. We see our offline business as a natural way to extend our services to our fans; it is an important supplement to our overall offerings. We expect to grow it per our fans’ and partner’s demands.

TC: Mobile esports, especially the KPL and PUBG MOBILE (or Peacekeeper Elite in China), have attracted more and more female audiences. What is the future of esports among women / girls?

Ying: Mobile gaming has really helped extend esports’ reach to female participants and audiences. Rightfully so, we see a future of esports where female participants take a more prominent role than they have done. Not just onstage as athletes, but also off stage as fans and more importantly backstage as top quality producers and decision-makers in the industry. The impact of having more female fans, athletes and professionals is exciting and will be hugely beneficial to the wider industry.

TC: What is the future of esports in augmented reality?

Ying: We think esports in its full form will look and feel a lot different from what we’ve seen so far in sports and entertainment. The possibility of integrating real-world gaming and virtual competitions is fascinating. VSPN is only beginning to test the boundaries of new technologies such as AR, VR. The emergence of these technologies will help us create fresher experiences, and the possibilities are endless.

VSPN headquarters

VSPN headquarters. Image via VSPN

TC: Please tell us more about your personal history.

Ying: Firstly, thank you for having me — it is a real pleasure to speak to TechCrunch and be able to announce our fundraise to the world. I have been working in the gaming and esports industry all my life and I’m excited about the future. With the team at VSPN we are proud to be pioneers in the esports industry.

I live between Beijing and Shanghai, but I spend a lot of my time travelling to other Chinese cities like Xi’an, Chengdu, Guangzhou and Shenzhen where we have esports arenas and business interests. Usually I travel internationally to some of our overseas operations and competitions, so I look forward to that when travel becomes easier.

I am a fan of traditional sports too and an avid football fan. I follow some of the European leagues — whenever I can, I go to matches to enjoy the atmosphere; I went to Stamford Bridge early this year and loved it, but seeing the AC versus Inter Derby live is hard to beat…

TC: Why did you get into this business and how?

Ying: Mostly because I am a HUGE gaming fan! I’ve been playing computer games since I was a teenager and enjoy playing all types. Earlier this year I played COD Warzone as soon as it came out and often play PUBG Mobile; I’m extremely lucky to be in an industry which I’ve loved since I was very young. It’s a great way to connect with friends and I am proud to have worked in game development and publishing for my whole career. Five years ago, esports seemed like the obvious next step because of the competitive element. We saw the beginnings of a trend and founded VSPN with a world-class team to make that potential a reality.

VSPN is very proud to be leading the world in a relatively new industry. We think esports will continue to grow exponentially and will be an incredibly important part of the entertainment industry in years to come. To lead a Chinese company with a global future is really exciting.

TC: What motivates you as a businessman?

Ying: Bringing new forms of entertainment to millions of people around the world and building a global business.

TC: Who inspires you most in the business world?

There are so many fantastic businessmen in China who are doing some really innovative things at the moment. For example, the live-streaming industry has become enormous in 2020 due to the pandemic and has offered entrepreneurs a new way to sell products and engage with new audiences.

If I had to name one it would be Mark Ren (COO at Tencent Holdings) — he is an exceptional businessman. The way he has helped create sustainable ecosystems in the entertainment space and captured trends is something every businessman should aspire to. This is something VSPN works hard at and we are very proud to be such close partners of Tencent.

TC: What is your opinion of Silicon Valley?

Ying: It’s an amazing place and has shown the world how technology can improve lives all over the world. For many years it has led the world as a centre for creativity and innovation and continues to be an inspiration to entrepreneurs around the world. In China, we have lots of Silicon Valleys!

TC: Is there anything else you’d like to say to TechCrunch readers?

Ying: This has been a challenging year for many businesses and the esports industry has had to adapt, but I think the world has seen how big esports is and how it can bring communities and cultures together. As the industry grows there will bigger and bigger online and offline tournaments across the world, especially with 5G and mobile gaming becoming even more popular. We look forward to being at the forefront of esports for competitors all over the world and hopefully some of your readers will enjoy watching our original content and tournaments.

Finally, with celebrities and big brands seeing live streaming and casual gaming as a new way to engage with a wider audience, the future for VSPN is very, very bright.

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Tencent leads $100M Series B funding round into China-based esport provider VSPN

Further confirmation that the esports market is booming amid the pandemic comes today with the news that esports “total solutions provider” VSPN (Versus Programming Network) has raised what it describes as “close to” $100 million in a Series B funding round, led by Tencent Holdings . Other investors that participated in the round include Tiantu Capital, SIG (Susquehanna International Group), and Kuaishou. The funding round will go toward improving esports products and its ecosystem in China and across Asia.

Founded in 2016 and headquartered in Shanghai, VSPN was one of the early pioneers in esports tournament organization and content creation out of Asia. It has since expanded into other businesses, including offline venue operation.

In a statement, Dino Ying, CEO of VSPN (see also our exclusive interview) said: “We are delighted to announce this latest round of funding. Thanks to policies supporting Shanghai as the global center for esports, and with Beijing, Chengdu, and Xi’an expressing confidence in the development of esports, VSPN has grown rapidly in recent years. After this funding round, we look forward to building an esports research institute, an esports culture park, and further expanding globally. VSPN has a long-term vision and is dedicated to the sustainable development of the global esports ecosystem.”

Dino Ying, VSPN CEO

Dino Ying, VSPN CEO. Image via VSPN

Mars Hou, general manager of Tencent Esports, commented: “VSPN’s long-term company vision and leading position in esports production are vital for Tencent to optimize the layout of the esports industry’s development.”

We had a hint that Tencent might invest in VSPN when, in March this year, Mark Ren, COO of Tencent Holdings, made a public statement that Tencent would provide more high-quality esports competitions in conjunction with tournament organizers like VSPN.

As we observed in August, Tencent, already the world’s biggest games publisher, said that it would consolidate Douyu and Huya, the previously competing live-streaming sites focused on video games.

In other words, Tencent’s investment into VSPN shows it is once again doubling-down on the esports market.

This Series B funding round comes four years after VSPN’s 2016 Series A funding round, which was led by Focus Media Network, joined by China Jianteng Sports Industry Fund, Guangdian Capital and Averest Capital.

Now, VSPN has become the principal tournament organizer and broadcaster for PUBG MOBILE international competitions, and China’s top competitions for Honor of Kings, PUBG, Peacekeeper Elite, CrossFire, FIFA, QQ Speed and Clash Royale. This will tally-up 12,000 hours of original content. The company has partnered with more than 70% of China’s esports tournaments.

In March, another huge esports player, ESL, joined forces with Tencent to become a part of the PUBG Mobile esports circuit for 2020.

In addition to its core esports tournament and content production business, VSPN has branded esports venues in Chengdu, Xi’an and Shanghai. In May, VSPN launched its first overseas venue, V. SPACE in Seoul, South Korea.

And even offline events are coming back. VSPN hosted the first large-scale esport event with offline audiences in August this year. And the LOL S10 event will open 6,000 tickets. However, all tournaments will operate under strict COVID-19 prevention measures and approval processes by the Chinese government, and not all esports events are allowing offline audiences.

VSPN said it will continue to focus on building an esports short-form video ecosystem, improving the quality of esports content creation, and reaching more users via different channels. VSPN currently houses more than 1,000 employees in five business divisions.

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Cloud9 adds the MAJKL Valorant roster to create Cloud9 White as its first women’s esports team

Cloud9 has brought on the all-women MAJKL Valorant squad to become its first women’s esports team.

Moving forward, the team of Alexis “alexis” Guarrasi, Annie “Annie” Roberts, Jasmine “Jazzyk1ns” Manankil, Katsumi and Melanie “meL”Capone will compete as Cloud9 White in competition for Riot Games’ Valorant league.

The new team is sponsored by AT&T.

As MAJKL, the team has already won first place in the FTW Summer Showdown tournament — a part of the Valorant Ignition Series. That $25,000 prize put the team as the sixth highest paid team on the competitive circuit.

“What stood out to me about MAJKL is that they had to work hard to perfect their play, find each other, and then compete as a unit,” said Gaylen Malone, senior general manager of Cloud9, in a statement. “They are a talented group of women who came together with the goal of being the best at the game and were committed to doing what it took to get there, and watching their improvement over just the past few months has been incredible.”

Competitive esports should be one place where women and men can compete on equal footing, but the league is still subject to the same problems that beset other competitive events. Few women are members of the elite teams in esports. Competitors like FaZe Clan (which is sponsored by TechCrunch’s parent company’s parent company, Verizon) only has one girl on their Fortnite roster.

“Our goal is to not only provide value to gamers with AT&T’s products and services, but to also contribute to real, meaningful change in the industry by giving this powerhouse team and other talented women what they need to succeed,” said Shiz Suzuki, associate vice president, sponsorships & experiential marketing, AT&T, in a statement. “We can’t wait to tell their stories and see the best of the best represent Cloud9 and AT&T on some of the world’s largest stages.”

Female gamers experience the same kind of harassment and unequal treatment that women in other sports are subjected to.

“A lot of female gamers get driven away, and they don’t want to be seen as gamers,” Madison “Maddiesuun” Mann told the online publication ShondaLand. “I remember in high school, I was pretty insecure about it. I didn’t tell anybody I played video games until I graduated — it’s just that weird insecurity.”

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Indian mobile gaming platform Mobile Premier League raises $90 million

Mobile Premier League (MPL) has raised $90 million in a new financing round as the two-year-old Bangalore-based esports and mobile gaming platform demonstrates fast-growth and looks to expand outside of India.

SIG, early-stage tech investor RTP Global and MDI Ventures led MPL’s $90 million Series C financing round, with participation from existing investors Sequoia India, Go-Ventures and Base Partners. Times Internet is also an early investor in MPL. The new investment brings MPL’s to-date raise to $130.5 million. It was valued between $375 million to $400 million pre-money, according to a person familiar with the matter.

MPL operates a pure-play gaming platform that hosts a range of tournaments. The app, which has amassed more than 60 million users, also serves as a publishing platform for other gaming firms. MPL, which does not develop games of its own, hosts about 70 games across multiple sports on the app today.

It’s a heist! And it has gone rogue! Can you beat the others to win the game? Rogue Heist, India’s very own multi-player shooter game, coming soon on MPL! Here’s a sneak peek 😉 pic.twitter.com/PkVAjN2b4O

— Mobile Premier League (@PlayMPL) April 20, 2020

The Bangalore-based startup also offers fantasy sports, a segment that has taken off in many parts of India in recent years.

Because fantasy sports is only one part of the business, the coronavirus outbreak that has shut most real-world matches has not impeded the startup’s growth in recent months. The startup claimed it has grown four times since March this year, and more than 2 billion cash transactions have been recorded on the app to date.

“We’re competing with battle-hardened, decade old companies with much, much deeper pockets but it’s incredible what the young team has achieved over the past couple of years. When we were on the Play Store, a couple of years back, MPL was the fastest app to reach a 1M DAU ever in India!” tweeted Abhishek Madhavan, SVP of Marketing at MPL. “We signed Virat Kohli (pictured above), when we were a 3-month old company! When we got out of the Play Store, we were told growth will be very very hard to come by, every single marketing metric would fall.”

Sai Srinivas, co-founder and chief executive of Mobile Premier League, told TechCrunch in an interview that the new financing round validates that esports is here to stay and it is beginning to see its e-commerce moment.

“I believe that esports will be inducted by the Olympics way before than cricket does. And the market cap of esports will most probably will exceed those of all physical sports combined in the next 10 years,” he said.

“Even in an environment as challenging as the current one, we are impressed with the success and accessibility of the platform concept – giving users a unique variety of experiences and social interaction. MPL’s track record speaks for itself, so we’re excited to support the team as they grow and expand,” said Galina Chifina, managing partner at RTP Global, in a statement.

But since an aspect of MPL is about fantasy sports, its app is not available on the Google Play Store. Google Play Store prohibits online casinos, and other kinds of betting, a guideline Google reiterated last week as it pulled Indian financial services platform Paytm from the app store for eight hours. Srinivas declined to comment on Google and Paytm’s episode.

The startup plans to expand outside of India in the following months, said Srinivas. He did not name the new markets, but suggested that India’s neighboring countries as well as Japan and South Korea will likely be part of it.

The startup also plans to expand its gaming catalog and offer more marketing support to third-party developers, who currently either sell licenses to MPL or work through a revenue-sharing agreement with the Indian startup.

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PlayVS is halfway to recruiting every state into its global esports community

Millions of high school kids play online multiplayer games, but they seldom have crosstown rivals in Fortnite or Valorant. PlayVS wants to make that happen with its platform for school-sponsored esports, and it’s growing like crazy, doubling its staff in the last year and putting thousands of schools on its platform.

PlayVS connects online games with official school administration and branding, elevating esports from hobby to school-sponsored activity.

“I think we’re building the biggest company in gaming,” founder and CEO Delane Parnell said in an interview at Disrupt 2020 this week. With around 20,000 high schools signed up currently and nearly a hundred million dollars in the bank to grow with, it’s not a totally unrealistic statement.

The company collects $64 per player per semi-yearly season, which starts to add up real quick when you have Counter-Strike teams of a dozen people with alternates, or competing League teams at the same school — multiplied by 20,000, of course. A bit of napkin math suggests income from existing customers is easily in the tens of millions.

Parnell offered the following metaphor to explain what the company aspired to.

“Imagine if there was one basketball court, and every kid who ever wanted to play basketball, whether it’s on behalf of their school, or pick-up, or some sort of tournament, that’s the court that they had to play on,” he said. “That’s what we’re building.”

Sure, it sounds a little bit like a monopoly on hoops, but the problem right now is that there really isn’t a shared court at all. Esports is wildly disorganized at that level, if it’s organized at all (and let’s be honest, even at the pro level it’s a bit of a jumble). PlayVS wants to provide the connective tissue so that there’s one place that both players and administrators go when it comes to inter-school competitive gaming.

Parnell explained that the last year has been about learning the ropes and establishing a presence in the also quite confusing world of state school systems.

“We certainly built the base of the business on the partnership with the NFHS — essentially the NCAA of high schools, they govern and write the rules for our high school sports,” he said. But then individual relationships need to be established with districts, financial programs, state leaders and of course the game publishers themselves, which are understandably eager to connect with the younger generation of gamers.

So far schools in 23 states have signed up, and Parnell said they’re on track to get every state in the union on board by 2022.

“Those are partnerships that take a little time to form. It also takes additional time to build the technology that actually enables online esports, which most people think exists today, but it actually doesn’t,” he said. “So we’ve started to invest very deeply into hiring a team to build our product. We have a ton of capital in the bank and we intend to use that very wisely.”

The product build-out is more than buying servers — it’s attempting to create parity with the tools available in the context of sports like football and basketball.

“There’s products and services that we can bake in, things like recruiting, scouting, proven technology, highlights… these are things that would normally exist from independent companies within traditional sports,” he said. “One company does one thing, a thousand companies do ancillary things that make the sports experience better for every stakeholder, a parent, a coach, a player, etc. We’re going to be able to do all of those things within the PlayVS ecosystem, because we’re the league operator and the sole holder of that data. We will effectively have complete control of what that experience looks like and all of the revenue models associated with that.”

For comparison he suggested fantasy sports, now a huge industry but not one dominated by a single entity. “If there was one group, like CBS for example, that could have aggregated all that behavior, that’d be a $40-50 billion a year company. But they couldn’t get in with, you know, the NFL, the NBA, to give them exclusive rights to be the only fantasy provider on the market,” Parnell explained. “Game publishers are willing to do that with us, they’re willing to integrate with our product because they know we can execute. So I think that’s a big opportunity. And one that could be worth hundreds of billions of dollars.”

PlayVS won’t be expanding into pro leagues, he confirmed, saying that the high school and college level work is as much as they can handle right now. But they’re overwhelmed in the best way.

“It’s almost as if the NBA existed for four years, and then they went back and said hey, we need to build high school basketball, college basketball, etc.,” he said. “Obviously there’s a lot of catching up to do.”

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FaZe Clan’s Lee Trink, Troy Carter and Nick ‘Nickmercs’ Kolcheff are coming to Disrupt 2020

Esports, an already booming industry, have taken on an even greater significance in the wake of the coronavirus pandemic. With traditional sports stalled or… er, different, esports and gaming in general have given folks a fresh way to enjoy competition.

Perhaps no esports organization has more clout or recognition than FaZe Clan. That’s why we’re so pleased to have FaZe Clan CEO Lee Trink, investor Troy Carter and world-famous streamer Nick “Nickmercs” Kolcheff join us on the Disrupt 2020 stage next week (September 14-18) to talk all things esports.

Trink, co-founder and CEO of FaZe Clan, has a rich history in the media and entertainment industries, serving as general manager and COO of Virgin Records before being promoted to president of EMI’s Capitol Music Group. At the helm of FaZe Clan, he’s helped build out one of the most followed esports organizations in the world.

Troy Carter has had an equally impressive career in media and entertainment. He was instrumental in building the career of Lady Gaga, among other artists, and also served as head of global creator services at Spotify. He’s now the CEO and founder of Atom Factory and an investor in FaZe Clan.

Nick “Nickmercs” Kolcheff is a professional gamer and streamer who rose to fame as a competitive Fortnite streamer. Uniquely, Nickmercs uses a controller instead of a mouse and keyboard, which has further popularized him among other controller players who crowd to his stream each day. He is currently the most-watched Call of Duty streamer across any platform and is consistently among the top five watched channels on all of Twitch.

We’re excited to chat with this illustrious panel of experts about the evolution of esports, what sets FaZe Clan apart, and what entrepreneurs can learn from the viral growth of the organization over the years.

Pick up your pass to join us at Disrupt 2020 happening from September 14-18. You can get access to this session, founder how-to content on the Extra Crunch Stage, tons of networking opportunities and access to hundreds of startups in Digital Startup Alley with a Disrupt Digital Pro Pass (just $345 for a limited time). Or for those on tighter purse-strings, you can get access to the Disrupt Stage, breakout sessions and the expo for just $45. Join us today!

 

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Tencent wants to merge China’s esports archrivals Douyu and Huya

The war between two of China’s largest esports companies may soon come to a truce at the will of their investor, Tencent.

Tencent, the world’s biggest games publisher, announced late Monday a proposal to consolidate Douyu and Huya, the competing live-streaming sites focused on video games. Rather than paying in cash, the deal will see the pair enter a stock-for-stock merger.

The proposal is non-binding, but Tencent has paved the way for it to go through. In a separate deal, the entertainment giant agreed to pay Joyy, part-owner of Huya and the company behind TikTok’s serious rival Likee, $810 million in exchange for 30 million shares. Tencent will also buy 1 million shares from Huya CEO Dong Rongjie. Upon the transaction, Tencent will hold 51% of Huya’s shares and 70.4% of its voting rights.

Tencent is also the largest shareholder of Douyu, with a 38% stake and voting power.

What this means is the esports platforms that have long fought neck and neck for audiences and live-streaming hosts may soon need to work together. That’s good news for investors who have been hemorrhaging cash.

NYSE-listed Huya has a current market cap of $5.27 billion and Nasdaq-traded Douyu is worth $4.44 billion, giving the duo a combined value of around $10 billion. The pair will together control more than 300 million monthly esports users. By March, Douyu had 158 monthly active users and Huya claimed 151.3 MAUs, though there can be overlaps.

The question is who will be in charge of the consolidated behemoth. Could Mr. Dong be relinquishing control of Huya as he gives up a considerable amount of shares? Joyy already signaled its retreat in the first quarter when it stopped folding Huya’s operating results into its own report.

Ammo for Tencent

Industry observers believe the merger can significantly expand Tencent’s reach in the gaming supply chain. The company is the publisher behind blockbusters like the mobile versions of PUBG and Call of Duty, and the addition of a live-streaming empire will allow it to capture not just gamers but also the wider esports spectatorship.

It’s worth noting that Tencent has its own in-house Penguin Esports that’s a counterpart to Douyu and Huya. It’s not hard to imagine the three players integrating resources and generating synergies under Tencent’s oversight.

New challengers have sprung up in the field. While Douyu and Huya focused on esports from the outset, more general-purpose video services like Bilibili and Kuaishou have been luring legions of esports users in recent years. But lo and behold, Tencent is also an investor in Bilibili and Kuaishou.

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PlayVS founder Delane Parnell is coming to Disrupt 2020

Gaming has always been one of the world’s most massive niches, but as game-streaming and esports have drifted to the forefront of mainstream culture, it’s clear that there’s plenty of room left for the industry to expand. One harbinger of this shift has been the widespread adoption of esports leagues in high schools and colleges across the country, a movement that has pushed online gameplay as just another athletic program schools should be offering.

One of the central catalysts of this change has been Delane Parnell, whose company PlayVS has pushed school districts in the United States to embrace esports, all while courting venture capitalists to shower the startup with tens of millions in funding.

We’re amped to announce that Parnell is joining us at TechCrunch Disrupt in September to discuss the future of esports competition and gaming’s continued mainstream drift.

Parnell started PlayVS in 2018, hoping to bring high schools into the fold of esports competitions. Through an exclusive partnership with the NFHS (the NCAA of high schools), PlayVS enables schools across America to build teams and compete against neighboring schools on its platform.

Last year, the company picked up a $50 million Series C, bringing their total funding to a whopping $96 million. With the COVID-19 pandemic threatening the future of in-person sporting events at school districts, esports leagues are likely to be less impacted, an outcome that could gather even more momentum for the company’s platform.

Hear how it all got started, and what’s next in the world of online gaming, from Parnell at Disrupt 2020 on September 14-18. Get a front-row seat with your Digital Pro Pass for just $245 or with a Digital Startup Alley Exhibitor Package. Prices increase next week, so grab your tickets today!

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Athlane looks to connect brands and esports streamers with a fresh $3.3 million in funding

Athlane, the YC-backed company from the Summer ’19 cohort, is today ready to launch with a fresh $3.3 million in capital. Investors include Y Combinator, Jonathan Kraft (New England Patriots), Michael Gordon (President of Fenway Sports Group, which owns the Red Sox and Liverpool Football Club), Global Founders Capital, Romulus Capital, Seabed VC and more.

The startup originally positioned itself as the “NCAA of esports” but, after some time in stealth, has taken a new approach. Athlane is looking to be the connective fiber between streamers and brands, facilitating sponsorship and endorsement deals with more transparent data and analytics and a streamlined communications flow.

Athlane has products for both brands and streamers.

Brands can use the Athlane Terminal to manage their sponsorships. The Insights Hub uses proprietary data to help brands understand which streamers are followed by their target demographic, and whether or not the products will resonate with that fan base. Insights also allow brands to see when a streamer’s viewership is growing.

From there, brands can send out sponsorship deals to streamers directly through the Athlane Terminal, and then track the ROI on that sponsorship deal throughout the campaign.

On the streamer side, the company has built out a platform called Athlane Pro, which lets streamers manage each task from their sponsors individually. Streamers can also use Athlane Pro to counter-offer inbound sponsorship deals or negotiate terms.

Streamers can also use Athlane’s machine learning algorithm to get clearer insights on their stream performance, such as whether their YouTube viewership overlaps with their Twitch viewership, or see which videos do better based on title or thumbnail. But more importantly, the Athlane Content Hub gives streamers the opportunity to understand if their fan base specifically aligns with this or that brand, and gives them the tools to reach out directly to that brand to solicit a sponsorship.

Athlane has also built out a Shop tool that lets streamers build out a no-code storefront for their fans, which they can link to on their Twitch, Twitter, Instagram, etc. This storefront can be a repository for all the products that streamer is endorsing, allowing fans to see products from multiple brands in a single place.

“We have a number of proprietary partnerships with data providers including companies like Twitter,” said co-founder Faisal Younus. “For example, we have a partnership with the leading manufacturer of apparel in esports, which ties back into our system so we can look at how merchandise is moving.”

That data, when paired with the data provided when a streamer signs in and integrates with the platform, becomes very precise, according to the company.

The startup charges brands using a tiered SaaS model, and streamers can do their first sponsorship for free on the platform. After the first sponsorship, streamers are charged a fee between $10 and $20 per deal. Athlane has also started working with agencies that represent brands and charges a discovery fee for talent those agencies find on the platform.

“COVID-19 has brought on very rapid growth on the viewership side, and because of that we’ve seen an intense interest from a number of brands while conventional entertainment is shut down,” said Younus. “A lot of media spend is going to go unspent, but there is also a higher risk appetite for spending a little bit in esports, and our challenge is making sure this industry growth is sustained.”

He added that helping brands understand the true ROI of that spend will be key.

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