king.com
Auto Added by WPeMatico
Auto Added by WPeMatico
Pachama, the forest carbon sequestration monitoring service that tracks how much carbon dioxide is actually captured in forestry offset projects, has raised $5 million in fresh funding from a clutch of high-profile investors, including Amazon and Breakthrough Energy Ventures.
The investment is one of several deals that Amazon has announced today through its Climate Pledge Fund. Breakthrough Energy Ventures, the firm backed by Bill Gates and other billionaires, led the round, which brings Pachama’s total haul to $9 million so it can scale its forest restoration and conservation emissions reduction monitoring service, the company said.
With the Western United States continuing to burn from several fires that cover acres of drought-impacted forests and deforestation continuing to be a problem around the world, Pachama’s solution couldn’t be more timely. The company’s remote verification and monitoring service using satellite imagery and artificial intelligence measures carbon captured by forests.
It also couldn’t be more personal. Pachama’s founder, Diego Saez-Gil, lost his own home in the wildfires that tore through California earlier this year.
“We will need to restore hundreds of thousands of acres of forests and carbon credits can be the funding mechanism,” Saez-Gil wrote in a direct message.
Pachama joins two other companies that are jointly financed by Breakthrough Energy Ventures and Amazon’s Climate Pledge Fund.
Other big corporate investors also backed Pachama. Groupe Arnault’s investment arm, Aglaé Ventures, and Airbnb’s alumni fund, AirAngels invested, as did a number of prominent family offices and early-stage funds. Sweet Capital, the fund investing the personal wealth of gaming company King.com’s management team; Serena Ventures (the investment vehicle for tennis superstar Serena Williams) and Chris Sacca’s Lowercarbon Capital fund also invested in the round, along with Third Kind Ventures and Xplorer Ventures.
“There is growing demand from businesses with ESG commitments looking for ways to become carbon neutral, and afforestation is one of the most attractive carbon removal options ready today at scale,” said Carmichael Roberts, of Breakthrough Energy Ventures, in a statement. “By leveraging technology to create new levels of measurement, monitoring, and verification of carbon removal—while also onboarding new carbon removal projects seamlessly—Pachama makes it easier for any company to become carbon neutral. With its advanced enterprise tools and resources, the company has enormous potential to accelerate carbon neutrality initiatives for businesses through afforestation.”
Powered by WPeMatico
There are successful companies that grow fast and garner tons of press. Then there’s Roblox, a company which took at least a decade to hit its stride and has, relative to its current level of success, barely gotten any recognition or attention.
Why has Roblox’s story gone mostly untold? One reason is that it emerged from a whole generation of gaming portals and platforms. Some, like King.com, got lucky or pivoted their business. Others by and large failed.
Once companies like Facebook, Apple and Google got to the gaming scene, it just looked like a bad idea to try to build your own platform — and thus not worth talking about. Added to that, founder and CEO Dave Baszucki seems uninterested in press.
But overall, the problem has been that Roblox just seemed like an insignificant story for many, many years. The company had millions of users, sure. So did any number of popular games. In its early days, Roblox even looked like Minecraft, a game that was released long after Roblox went live, but that grew much, much faster.
Yet here we are today: Roblox now claims that half of all American children aged 9-12 are on its platform. It has jumped to 90 million monthly unique users and is poised to go international, potentially multiplying that number. And it’s unique. Essentially all other distribution services offering games through a portal have eventually fizzled, aside from some distant cousins like Steam.
This is the story of how Roblox not only survived, but built a thriving platform.
(Photo by Steve Jennings/Getty Images for TechCrunch)
Before Roblox, there was Knowledge Revolution, a company that made teaching software. While designed to allow students to simulate physics experiments, perhaps predictably, they also treated it like a game.
“The fun seemed to be in building your own experiment,” says Baszucki. “When people were playing it and we went into schools and labs, they were all making car crashes and buildings fall down, making really funny stuff.” Provided with a sandbox, kids didn’t just make dry experiments about mass or velocity — they made games, or experiences they could show off to friends for a laugh.
Knowledge Revolution was founded in 1989, by Dave Baszucki and his brother Greg (who didn’t later co-found Roblox, but is now on its board). Nearly a decade later, it was acquired for $20 million by MSC Software, which made professional simulation tools. Dave continued there for another four years before leaving to become an angel investor.
Baszucki put money into Friendster, a company that pre-dated Facebook and MySpace in the social networking category. That investment seeded another piece of the idea for Roblox. Taken together, the legacy of Knowledge Revolution and Friendster were the two key components undergirding Roblox: a physics sandbox with strong creation tools, and a social graph.
Baszucki himself is a third piece of the puzzle. Part of an older set of entrepreneurs, which might be called the Steve Jobs generation, Baszucki’s archetype seems closer to Mr. Rogers than Jobs himself: unfailingly polite and enthusiastic, never claiming superior insight, and preferring to pass credit for his accomplishments on to others. In conversation, he shows interests both central and tangential to Roblox, like virtual environments, games, education, digital identity and the future of tech. Somewhere in this heady mix, the idea of Roblox came about.
Powered by WPeMatico
Activision Blizzard today announced that it has closed its acquisition of King Digital for $5.9 billion, a deal that it says makes it the largest game network in the world with more than 500 million users. King is the publisher of the popular Candy Crush series of social and mobile games, while Activision Blizzard’s best known titles include World of Warcraft and Call of Duty. This… Read More
Powered by WPeMatico
Well here’s a blockbuster acquisition for you. Gaming mothership Activision Blizzard has entered into an agreement to acquire King.com, maker of the wildly popular game Candy Crush and probably other games that I have nor ever will play. Mobile. Games. It’s all of the hot things. Read More
Powered by WPeMatico