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Medal.tv, a video clipping service for gamers, enters the livestreaming market with Rawa.tv acquisition

Medal.tv, a short-form video clipping service and social network for gamers, is entering the livestreaming market with the acquisition of Rawa.tv, a Twitch rival based in Dubai, which had raised around $1 million to date. The seven-figure, all-cash deal will see two of Rawa’s founders, Raya Dadah and Phil Jammal, now joining Medal, and further integrations between the two platforms going forward.

The Middle East and North African region (MENA) is one of the fastest-growing markets in gaming and still one that’s mostly un-catered to, explained Medal.tv CEO Pim de Witte, as to his company’s interest in Rawa.

“Most companies that target that market don’t really understand the nuances and try to replicate existing Western or Far-Eastern models that are doomed to fail,” he said. “Absorbing a local team will increase Medal’s chances of success here. Overall, we believe that MENA is an underserved market without a clear leader in the livestreaming space, and Rawa brings to Medal the local market expertise that we need to capitalize on this opportunity,” de Witte added.

Medal.tv’s community had been asking for the ability to do livestreaming for some time, the exec also noted, but the technology would have been too expensive for the startup to build using off-the-shelf services at its scale, de Witte said.

“People increasingly connect around live and real-time experiences, and this is something our platform has lacked to date,” he noted.

But Rawa, as the first livestreaming platform dedicated to Arab gaming, had built out its own proprietary live and network streaming technology that’s now used in all its products. That technology is now coming to Medal.tv.

Image Credits: Medal.tv

The two companies were already connected before today, as Rawa users have been able to upload their gaming clips to Medal.tv, and some Rawa partners had joined Medal’s skilled player program. Going forward, Rawa will continue to operate as a separate platform, but it will become more tightly integrated with Medal, the company says. Currently, Rawa sees around 100,000 active users on its service.

The remaining Rawa team will continue to operate the livestreaming platform under co-founder Jammal’s leadership following the deal’s close, and the Rawa HQ will remain based in Dubai. However, Rawa’s employees have been working remotely since the start of the pandemic, and it’s unclear if that will change in the future, given the uncertainty of COVID-19’s spread.

Medal.tv detailed its further plans for Rawa on its site, where the company explained it doesn’t aim to build a “general-purpose” livestreaming platform where the majority of viewers don’t pay — a call-out that clearly seems aimed at Twitch. Instead, it says it will focus on matching content with viewers who would be interested in subscribing to the creators. This addresses one of the challenges that has faced larger platforms like Twitch in the past, where it’s been difficult for smaller streamers to get off the ground.

The company also said it will remain narrowly focused on serving the gaming community as opposed to venturing into non-gaming content, as others have done. Again, this differentiates itself from Twitch which, over the years, expanded into vlogs and even streaming old TV shows. And it’s much different from YouTube or Facebook Watch, where gaming is only a subcategory of a broader video network.

The acquisition follows Medal.tv’s $9 million Series A led by Horizons Ventures in 2019, after the startup had grown to 5 million registered users and “hundreds of thousands” of daily active users. Today, the company says over 200,000 people create content every day on Medal, and 3 million users are actively viewing that content every month.

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With 1v1Me, anyone can gamble on their ability to crush an opponent in player vs. player games

Anthony Geranio has played video games for the past 13 years. The 26-year-old first-time founder of 1v1Me, a new company that lets anyone gamble on their ability to win in a player versus player game, tried to make it as a professional gamer, but when that didn’t work, he turned to the tech industry.

Geranio and his co-founder Alex Emmanuel bounced between companies like TextNow, Skillshare and Grailed to combine both of their passions — gaming and entrepreneurship — into a new company.

“The reason I got into programming was because I wanted to be my own boss one day,” Geranio said. And even though he was making $200,000 a year working at mission-driven tech companies, Geranio said he still wasn’t fulfilled.

The COVID-19 pandemic finally convinced Geranio and Emmanuel to take the plunge. All of Geranio’s friends had started lockdown whiling away the hours by playing poker online for money. Then poker turned into Call of Duty, which turned into Madden, which became whatever else the kids play these days (my gaming days ended with Mortal Kombat II).

Geranio then went to On Deck and, after graduating, began knocking on investors’ doors. The company managed to raise more than $2 million from investors, including On Deck, Erik Torenberg at Village Global, Turner Novak at GeltVC, Niv Dror at Shrug, SterlingVC, Ali Hamed at Crossbeam, Cody Hock and Cole Hock from UpNorth, Lightshed Ventures and Bettor Capital. Notable angels also wanted in on the action, including Justin Waldron, Brud founder Trevor McFedries, Ian Borthwick, Albert Cheng, Stephen Sikes and Anthony Pompliano.

The company is launching its app on the app store with an invite-only approach, with the first invites going to content creators who already play games like Call of Duty. The long-term goal is to create content creators around wagering. “We’re trying to create a network where wagering is the engagement tool,” said Geranio.

For now, the company is only supporting bets on games like Call of Duty and Fortnite. The service acts as a marketplace which exchanges contact information on a PlayStation or Xbox. To win a wager, competitors have to link their bank accounts, settle on an amount, and 1v1Me puts that money in escrow. Gamers stream their game on Twitch and 1v1Me monitors the game to determine the winner. Once the competition is over, the winner gets the money transferred to their account.

The company is launching with gamers like NoisyButters (who invested as well), LunchtimeRLaw and Vonniezugz.

To juice signups and invites, which can either be obtained through a creator or by following the company on Twitter, where 1v1Me will give codes away, the company is also hosting a $500 challenge to whichever competitor wins the most games at the end of the week.

“When I worked at YouTube, I met many gaming creators that desired to entertain their fans and hone their skills, but it can be a struggle to make significant money along the way,” said Albert Cheng, co-lead of Socially Financed and director of Product at Duolingo. “1v1 is the most promising platform for esports gamers to make a living, and I’m thrilled to back them on their journey.”

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Atlanta-based gaming controller peripheral seller KontrolFreek has been bought by SteelSeries

After nearly a decade selling gaming and console peripherals to gamers looking to spice up their systems, Atlanta-based KontrolFreek has been acquired by the international peripherals retailer SteelSeries.

Terms of the acquisition were undisclosed, but KontrolFreek has shipped more than 2 million units of its flagship product, which is available in over 9,000 retailers in 60 countries and can be found in over 16 online marketplaces.

That’s not bad for a company that was founded 11 years ago with a $50,000 check from BLH Venture Partners, the Atlanta-based investment firm co-founded by Billy L. Harbert and Ashish Mistry. Mistry, a co-founder of Virtex Networks and later an early team member at Air Defense.

Neither Harbert nor Mistry were much for gaming, but they did see the opportunity in selling peripherals to the folks who were, Mistry said in a direct message.

“Huge markets have large niches,” Mistry wrote.

By acquiring KontrolFreek, SteelSeries is further consolidating its position in the console gaming market by folding one of the leading sellers of high-performance controller accessories into its portfolio of products. Earlier this year, SteelSeries nabbed A-volute, which provides three dimensional sound systems for games.

SteelSeries also gets a vibrant user-generated media property in KontrolFreek’s FreekNation community, which boasts 4 million community members.

“With the next-generation consoles at the forefront of the gaming industry’s mind, there’s never been a better time to maximize our ability to provide the best gaming experiences and products to console gamers,” said Ehtisham Rabbani, CEO of SteelSeries. “With KontrolFreek’s expertise and global popularity, we know they’ll open new opportunities to entertain, delight, and assist new gamers across the world.”

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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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In-game app-development platform Overwolf acquires CurseForge assets from Twitch to get into mods

Overwolf, the in-game app-development toolkit and marketplace, has acquired Twitch’s CurseForge assets to provide a marketplace for modifications to complement its app development business.

Since its launch in 2009, developers have used Overwolf to build in-game applications for things like highlight clips, game-performance monitoring and metrics, and strategic analysis. Some of these developers have managed to earn anywhere between $100,000 and $1 million per year off revenue from app sales.

“CurseForge is the embodiment of how fostering a community of creators around games generates value for both players and game developers,” said Uri Marchand, Overwolf’s chief executive officer, in a statement. “As we move to onboard mods onto our platform, we’re positioning Overwolf as the industry standard for building in-game creations.”

It wouldn’t be a stretch to think of the company as the Roblox for applications for gamers, and now it’s moving deeper into the gaming world with the acquisition of CurseForge. As the company makes its pitch to current CurseForge users — hoping that the mod developers will stick with the marketplace, they’re offering to increase by 50% the revenue those developers will make.

Overwolf said it has around 30,000 developers who have built 90,000 mods and apps, on its platform already.

As a result of the acquisition, the CurseForge mod manager will move from being a Twitch client and become a standalone desktop app included in Overwolf’s suite of app offerings, and the acquisition won’t have any effect on existing tools and services.

“We’ve been deeply impressed by the level of passion and collaboration in the CurseForge modding community,” said Tim Aldridge, director of Engineering, Gaming Communities at Twitch. “CurseForge is an incredible asset for both creators and gamers. We are confident that the CurseForge community will thrive under Overwolf’s leadership, thanks to their commitment to empowering developers.”

The acquisition comes two years after Overwolf raised $16 million in a round of financing from Intel Capital, which had also partnered with the company on a $7 million fund to invest in app and mod developers for popular games.

“Overwolf’s position as a platform that serves millions of gamers, coupled with its partnership with top developers, means that Intel’s investment will convert into more value for PC gamers worldwide,” said John Bonini, VP and GM of VR, Esports and Gaming at Intel, in a statement at the time. “Intel has always prioritized gamers with high performance, industry-leading hardware. This round of investment in Overwolf advances Intel’s vision to deliver a holistic PC experience that will enhance the ways people interact with their favorite games on the software side as well.”

Other investors in the company include Liberty Technology Venture Capital, the investment arm of the media and telecommunications company, Liberty Media.

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Female-led Robin Games raises $7M to combine lifestyle content with fantasy gaming

As a former Jam City executive, Jill Wilson led teams behind some of the top-grossing gaming franchises, like Cookie Jam and Panda Pop. Now she’s running her own startup, Robin Games, where a team of mostly women is working to create a new niche in mobile entertainment they’re calling “lifestyle gaming.” As the name implies, the idea is to create a mobile gaming experience — in this case, fantasy gaming — that’s more like the sophisticated and stylish lifestyle content that’s popular today.

Robin Games is backed by $7 million in seed funding, the company announced on Thursday, as it made its public debut. The round was led by early-stage fund LVP, which has invested in other to game companies including Supercell, Playfish, and NaturalMotion . Additional investors in the oversubscribed round include 1Up Ventures, Alpha Edison, Everblue Management, firstminute Capital, Greycroft Tracker Fund, Hearst Ventures, and Third Kind Venture Capital.

“Traditionally in gaming, when you say ‘fantasy,’ you mean dragons and other mythical creatures, disproportionately built women, armies and battles and explosions and glory,” explained Wilson, Robin Games’ sole founder and CEO. “As a lifelong gamer, I love (most) of these themes, but traditional gamers are no longer in the majority. Thanks to the smartphone, everyone now has access to a gaming console in their pockets. We are expanding the definition of “fantasy” for this modern wave of gamers, whose fantasies are just as diverse as they are,” she added.

Wilson clarified that she’s not meaning to stereotype women as not enjoying fantasy games about things like warriors and dragons. Instead, Robin Games aims to expand the types of fantasies being explored through gaming — including those mobile gaming has yet to include.

While the company isn’t yet announcing its first titles or specific details, like launch dates, the games are said to cover content you’d typically find in a lifestyle magazine, on an Instagram influencer’s profile or on a lifestyle blog for example.

“We are focused on developing games that are deeply sophisticated under the hood, with an elevated, real-world, approachable style that reflects more of the lifestyle content you’d previously see outside of gaming,” Wilson told TechCrunch .

All this will be wrapped up in the free-to-play business model that powers most top-grossing games. In addition, Robin Games’ strategy will allow it to expand to include a partnership strategy, which will diversify its revenue streams further down the road.

Wilson said the idea for Robin Games was something she had in mind for some time, as she was personally looking for games to like this to play herself — only to find they didn’t exist.

“I’ve always designed products for myself first and foremost, which allows me to deeply connect with what the end-user really wants — since the end-user is me,” said Wilson. “Recently, I realized that not only did we have a unique answer to a pretty major gap in the market, but also that the timing was right and, most importantly, that we could pull together the exact right team to execute this vision.”

The startup is currently a team of nine based in Venice Beach. Management is 80% women and everyone had worked together to make hit games in years prior. In terms of hiring, the company is focused on building out a diverse team in order to better realize its vision, Wilson said, and, more broadly, change the face of the gaming industry as it stands today.

“Our mission goes beyond filling a gap in the market. We’re really looking to shake up the games industry, not only redefining what a modern game team looks like, but also changing the definition itself of what it means to be a gamer,” noted Wilson.

In previous studies, female players have been shown to prefer match-3 and social farming games, among others, with fantasy and MMOs further down the list, and sports and shooting games last. But the types of games Robin Games is proposing don’t really fit into any one category that exists today, so it’s still unknown how female gamers will respond.

However, it makes sense to target this underserved market, given that women account for 46% of all U.S. game enthusiasts.  

“Jill Wilson and her incredible team are already further along than most developers starting out,” added Are Mack Growen, partner at LVP and member of Robin Games’ Board of Directors, about the firm’s investment. “This team has developed and operated some of the world’s most successful games for a decade, and now they have assembled to bring premium experiences to the massively underserved audience of women. In addition to their industry expertise, they fundamentally understand their audience and the ingredients for powerful entertainment. We are proud to have led their seed round and look forward to helping them redefine what it means to be a gamer.”

 

 

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YC-backed Legionfarm lets competitive gamers pay to play with pro coaches

Legionfarm, a YC-backed company, is looking to bring coaches to the competitive gaming world. Esports teams at the very top often have coaches, but the rest of the massive competitive gaming scene has to find a way to improve on their own, either via sheer time played or with creative new training platforms.

There is a huge demand for skilled teammates that can help you hone your skills, while at the same time, there is a broad community of near-pro gamers who haven’t landed a spot on an esports team and want to earn a living with their skills.

Legionfarm is a platform built to solve both problems.

The company was founded by Alex Belyankin, who is a former pro gamer and was once in the top .01 percent of World of Warcraft players.

Competitive gamers can sign up to become a coach on the platform, going through a process that looks at their stats within a particular title. Less than the top 0.1 percent are accepted as coaches and told how to manage sessions, including asking the customer’s goal at the beginning of the session.

On the other side, gamers can pay to play with one (or two) of these coaches in hour-long increments. Legionfarm allows users to specify if they want to play with two coaches, one coach and a friend, or one coach and another customer.

Users can also determine what kind of lobby they want to enter, such as a public or a ranked lobby.

Here’s how it works.

When a user buys a session on the website, they are given instructions to join a Discord bot, which puts them in game chat with the coaches and asks for their gamertag for that specific title. The coaches then invite the customer to a lobby, and fire up the match.

To be clear, Legionfarm coaches are not coming from the same pool of streamers and pro gamers we’ve come to know and cheer on in the esports world. Rather, Legionfarm seeks out the very best and most skilled amateur players based on the publisher’s rankings and stats to become coaches. These are people who otherwise aren’t making money via Twitch or a salary via an esports organization, but are still in the top 0.1 percent of gamers by skill.

In other words, Legionfarm is creating pro gamers, rather than hiring them.

The average cost of a session is $16/hour, with Legionfarm taking half of the revenue and the rest going to the coach.

Legionfarm currently offers nine titles to choose from, including Apex Legends, Fortnite, CoD: Modern Warfare 2019, League of Legends, and Destiny 2. The company has run more than 300,000 gaming sessions with its 7,000 coaches.

Legionfarm is currently available via the web and through a Facebook Messenger bot, with plans to launch an app soon. Founder and CEO Alex Belyankin also teased new functionality that would allow Twitch viewers to request a session with the streamer directly from the chat.

Legionfarm has raised a total of $1.7 million from TMT Investments and Y Combinator, and will present at Y Combinator’s upcoming demo day.

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Where FaZe Clan sees the future of gaming and entertainment

Lee Trink has spent nearly his entire career in the entertainment business. The former president of Capitol Records is now the head of FaZe Clan, an esports juggernaut that is one of the most recognizable names in the wildly popular phenomenon of competitive gaming.

Trink sees FaZe Clan as the voice of a new generation of consumers who are finding their voice and their identity through gaming — and it’s a voice that’s increasingly speaking volumes in the entertainment industry through a clutch of competitive esports teams, a clothing and lifestyle brand and a network of creators who feed the appetites of millions of young gamers.

As the company struggles with a lawsuit brought by one of its most famous players, Trink is looking to the future — and setting his sights on new markets and new games as he consolidates FaZe Clan’s role as the voice of a new generation.

“The teams and social media output that we create is all marketing,” he says. “It’s not that we have an overall marketing strategy that we then populate with all of these opportunities. We’re not maximizing all of our brands.”

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Looking to become the video-based social network of the gaming world, Medal.tv raises $9 million

When Medal.tv first launched on the scene, the company was an upstart trying to be the social network for the gaming generation.

Since its debut in February, the clipping and messaging service for gamers has amassed 5 million total users with hundreds of thousands of daily active users. And now it has a $9 million new investment from firms, led by Horizons Ventures, the venture capital fund established by Hong Kong multi-billionaire Li Ka-shing.

“We’re seeing sharing of short-form video emerge as a means of self-expression and entertainment for the current generation. We believe Medal’s platform will be a foundation for interactive social experiences beyond what you can find in a game,” says Jonathan Tam, an investor with Horizons Ventures .

Medal sees potential both in its social network and in the ability for game developers to use the platform as a marketing and discovery tool for the gaming audience.

“Friends are the main driver of game discovery, and game developers benefit from shareable games as a result. Medal.tv is trying to enable that without the complexity of streaming,” says Matteo Vallone, the former head of Google Play games in Europe and an angel investor in Medal.

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It’s a platform that saw investors willing to fork over as much as $20 million for the company, according to chief executive Pim de Witte. “There are still too many risks involved to take capital like that,” de Witte says.

Instead, the $9 million from Horizons, and previous investors like Makers Fund, will be used to steadily grow the business.

“At Medal, we believe the next big social platform will emerge in gaming, perhaps built on top of short-form content, partially as a result of gaming publishers trying to build their own isolated gaming stores and systems,” said de Witte, in a statement. “That drives social fragmentation in the market and brings out the need for platforms such as Medal and Discord, which unite gamers across games and platforms in a meaningful way.”

As digital gaming becomes the social medium of choice for a generation, new tools that allow consumers to share their virtual experiences will become increasingly common. This phenomenon will only accelerate as more events like the Marshmello concert in Fortnite become the norm.

“Medal has the exciting potential to enable a seamless social exchange of virtual experiences,” says Ryann Lai, an investor from Makers Fund.

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Launching from beta, ProGuides is making money ensuring that gamers never play alone

When ProGuides pulled the covers off of its service earlier this year, the young Los Angeles-based startup intended to give gamers a way to train with professional and semi-pro esports players from around the world.

But as users signed on to the service, it became clear that they weren’t looking for training necessarily… Instead, what players wanted was a ringer.

“After we launched the beta, we found some interesting user behavior,” says Sam Wang. “We found that gamers were experienced already and wanted experienced players who are better than [the matches] the game can provide… At the end of the day you do get to play with someone pretty awesome and is something that I think can make games better.

That’s right, ProGuides is pitching a marketplace for experienced gamers so that its customers aren’t randomly matched with some noob if they can’t game with their usual partners.

“Our tagline is ‘Play with pros’ now,” says Wang. “We already have over 5,000 sessions that were played in the last two months.”

The professional gamers who list their services on the site charge an average of $10 per session and ProGuides takes about a 25% cut. The company lowers its rates for popular gamers or gamers who are willing to spend more time on the platform either selling their services or actually coaching esports players.

Wang says that pros on the platform are making anywhere from $750 to $2,500 per month and that there are currently 250 coaches on the platform.

A typical session on ProGuides lasts around 45 minutes and players are available for Fortnite, League of Legends, Super Smash Brothers, CS:GO and Hearthstone.

ProGuides raised $1.9 million in pre-seed funding last June. The company is backed by Amplify, an LA-based early-stage investor and company accelerator, Quest Venture Partners, Greycroft Tracker fund and the GFR Fund.

The LA-based company also has some venture-backed competition on the East Coast. Gamer Sensei, which has raised roughly $6 million (according to Crunchbase) has a similar proposition. It’s backed by Accomplice and Advancit Capital.

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