Paul Murphy

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Virtual events startups have high hopes for after the pandemic

Few people thought of virtual events before the pandemic struck, but this format has fulfilled a unique and important need for companies and organizations large and small during the pandemic. But what will virtual events’ value be as more of the world attempts to return to life before COVID-19?

To find out, we caught up with top executives and investors in the sector to learn about the big trends they’re seeing — as the sequel to this survey we did in March 2020.

Certain use cases have been proven, they say. Today, you can find numerous small niche events available year-round that might have been buried in the back of a larger in-person conference before 2020. For organizations, internal virtual events can also be instrumental in helping connect and promote engagement for remote-first teams.

However, some respondents acknowledged that low-quality virtual events are growing ever more common, and everyone agreed that there is much more work to be done.

We surveyed:

Xiaoyin Qu, founder and CEO, Run The World

With the pandemic hopefully becoming more manageable soon, do you feel a return to in-person events is inevitable?

Certain types of events will go back to in person. Obviously, something to do with a President’s Club — the company rewards you with a party in Hawaii — that kind of thing will not go virtual. I think events more focused on increasing reach will continue to trend toward virtual.

“Hybrid is just another buzzword to say that both online and offline events formats will coexist. Of course they will.”

We’re also seeing that many events are getting smaller, more niche. Before the pandemic, if we look at a general pediatric conference, for example, an attendee may only be interested in two topics out of the 200 offered. But now we’ve seen that there’s a rise in many niche events that focus on very specific topics, which helps streamline these events for attendees.

I think such events are still going to happen virtually just because they’re easier to organize and people can have more in-depth conversations. Internal virtual events for employees is another category that is getting more traction, because companies have been going remote. So many the internal events like the company happy hour — events that help employees engage better — we think that’s still going to happen virtually. So there are a number of use cases we think will continue to be virtual and are probably better virtual.


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What sort of trends do you think will emerge once in-person events are possible again?

Another important trend we’re seeing is that a lot of organizers have begun hosting events more frequently. They were doing large conferences in the past, but now they’re pivoting or they’re rethinking their strategy. They realize that hosting maybe 10 events a year is better than hosting one big event every year. A traditional conference is usually multiday, with maybe 200 different topics and 100 different speakers. Now a lot of people are thinking about spreading it out throughout the year.

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Take-Two Interactive acquires Two Dots game developer for $192M

Playdots — developer of the mobile games Dots, Two Dots and Dots & Co. — has reached an agreement to be acquired by publisher Take-Two Interactive.

Take-Two will pay $192 million for the deal, $90 million in cash and the remaining $102 million in stock.

Playdots was founded in 2014 by Paul Murphy and Patrick Moberg, spinning out of startup studio betaworks with $10 million in funding led by Tencent and Greycroft. It’s currently led by CEO Nir Efrat, a former King.com executive who joined Playdots in 2018.

In the acquisition announcement, Take-Two (best known for publishing major franchises like BioShock and NBA 2K, plus — through its Rockstar Games subsidiary — Grand Theft Auto and Red Dead Redemption) says that Erfat will continue to lead Playdots’ 70-person team.

Apparently the various Dots games have been downloaded more than 100 million times, with more than 80 million of those downloads coming from the most popular title, Two Dots.

In a statement, Michael Worosz, Take-Two’s executive vice president and head of strategy and independent publishing, said:

Our acquisition of Playdots will diversify and strengthen further Take-Two’s mobile game offerings, particularly within the casual, free-to-play segment. Two Dots continues to grow its audience and under the leadership of Nir, the addition of scavenger hunts, social leader boards and live-ops technology are enhancing the game and driving meaningful, long-term consumer engagement. We are very pleased to welcome Nir and the entire team at Playdots to the Take-Two family and are excited by the potential of their development pipeline and positive, long-term contributions to our business.

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Where top VCs are investing in remote events

The novel coronavirus pandemic has rapidly moved companies into a remote-first world.

Nearly all of the world’s largest events have been canceled, put on pause or pivoted to online-only. In the tech world, event cancellations thus far have included SXSW, GDC, Mobile World Congress, Google I/O, Facebook F8, E3 and others.

As more and more hosts consider staging fully remote events as possible alternatives, we decided to take a deeper look into the venture-backed startups focused on supporting large-scale virtual gatherings, like Hopin and Run The World. To further understand the impact of COVID-19, we asked five leading VCs who have invested in or have knowledge of startups focused on remote events to update us on the state of the market and to share where they see opportunity in the sector:

Sarah Cannon, Index Ventures

Which trends in remote events/conferencing excite you the most from an investing perspective?

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Northzone’s Paul Murphy goes deep on the next era of gaming

As the gaming market continues to boom, billions of dollars are being invested in new games and new streaming platforms vying to own a piece of the action. Most of the value is accruing to the large incumbents in a space, however, and the entrance of Google and other big tech companies makes it difficult to identify where there are compelling opportunities for entrepreneurs to build new empires.

TechCrunch media analyst Eric Peckham recently sat down with Paul Murphy, Partner at European venture firm Northzone, to discuss Paul’s view of the market and where he is focusing his dollars. Below is the transcript of the conversation (edited for length and clarity):


Eric Peckham: You co-founded the hit mobile game Dots before moving to London and joining Northzone last year. Are you still bullish on investment opportunities in mobile gaming or do you think the market has changed?

Paul Murphy: I’m bullish on mobile gaming–the market is bigger than it has ever been. There’s a whole generation of people that have been trained to play games on mobile phones. So those are things that are very positive.

The challenge is you don’t really have a rising tide moment anymore. The winners have won. And so it’s very, very difficult for someone to enter with new content and build a business that’s as big as Supercell or King, regardless of how good their content is. So while the prize for winning in mobile gaming content big, the likelihood is smaller.

Where I’m spending most of my time is not on content, it’s on components within mobile gaming. We’re looking at infrastructure: different platforms that enable mobile gaming, like Bunch which we invested in.

Their product allows you to do live video and audio on top of mobile games. So we don’t have to take any content risk. We’re betting that this great product will fit into a large inventory ecosystem.

Peckham: New mobile game studios that are launching all seem to fall under the sphere of influence of these bigger companies. They get a strategic investment from Supercell or another company. To your point, it’s tough for a small startup to compete entirely on its own.

Murphy: It’s possible in mobile gaming still but it’s really, really hard now. At the same time, what you’ve seen is the odds of winning are lower. It is hard to reach the same scale when it costs you $5.00 to acquire a user today, whereas when Candy Crush launched, it was $0.05 per user. So it’s almost impossible to achieve King-like scale today.

Therefore, you’re looking at similar content risk with reduced upside, which makes that equation less attractive for venture capital. But it might be perfectly fine for an established company because they don’t need to do the marketing, they have the audience already.

The big gaming companies all struggle with the challenge of how to create the next hit IP. They have this machine that can bring any great game to market efficiently, with a large audience they can cross promote from and capital they can invest to build a big brand quickly. For them, the biggest challenge is getting the best content.

So it’s natural to me that the pendulum has swung towards strategic investors in mobile gaming content. Epic has a fund that they set up with Improbable, Supercell is making direct investments, Tencent has been making investments for years. Even from a content perspective, you’re probably going to see Apple, Google, and Amazon making more content investments in mobile gaming.

Image via Getty Images / aurielaki

Peckham: Does this same market dynamic apply to PC games and console games? Do you see a certain area within gaming where there’s still opportunity for independent startups to create the game itself and find success at a venture scale?

Murphy: The reason we made our investment in Klang Games, which is building an MMO called Seed that people will primarily play through PC, is that while there is content risk–you’re never going to get rid of the possibility that the IP doesn’t fly–if it works, it will be massive…an Earth-shattering level of success. If their vision comes to life, it will be very, very big.

So that one has all the risks that you’d have in any other game studio but the upside is exponentially larger, so the bet makes sense to us. And it so happens that it’s going to be on PC first, where there’s certainly a lot of competition but it’s not as saturated and the monetization methods are healthier than in mobile gaming. In PC, you don’t have to do free-to-play tactics that interfere with the gameplay.

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The company behind Dots is changing CEOs

dotsandco Playdots, the company that lets gamers play with Dots, will soon have a new CEO as co-founder and current COO Patrick Moberg takes over for co-founder Paul Murphy. Murphy lead the company as CEO since the founding in 2013 and will stay with Playdots as a board member. Murphy and Moberg co-founded Playdots in 2013 and in 2015 led the company to spin out of betaworks on the back of $10 million… Read More

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The maker of Dots says it’s getting more ambitious with its fourth game, Wilds

Wilds Teaser Image Dots. Two Dots. Dots & Co. It seems like Dots (that’s the name of both the startup and its first game) is following a pattern with each release — a pattern it’s breaking with its fourth game, Wilds. Wilds isn’t scheduled to launch until late 2017, but the company has just released a live-action trailer for the game, directed by Radical Friend and choreographed… Read More

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Dots Spins Out Of Betaworks With $10M Series A From Tencent, GreyCroft

two-dots Dots, the mobile gaming studio responsible for two dead-simple but beautiful games, is today announcing the close of a $10 million round, as well as the official spinout of Dots as its own company, separate from betaworks. The series A round is co-led by Greycroft Partners and TenCent, which Dots cofounder and CEO Paul Murphy reminded TechCrunch is the largest gaming company in the world based… Read More

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