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A close look at Singapore’s thriving startup ecosystem

Singapore is home to fewer than six million people, making it one of the smallest ASEAN countries, in terms of population. It is a young country as well — having gained independence in 1963 — and resides in a neighborhood with far larger economies, including China, Indonesia, and Vietnam. When the country first became independent, its mandate was to simply survive rather than thrive.

So how does a country evolve from a position of relative uncertainty, with comparatively few resources, to one that leads the ASEAN region in venture capital investment and has been home to 10 unicorns?

Countries around the world examine Singapore’s ecosystem from a distance, hoping to learn from, and emulate, its story. The World Bank Group recently published a report, The Evolution and State of Singapore’s Start-up Ecosystem, documenting the country’s experience in building its startup ecosystem and the challenges facing it.

This article presents an overview of the report’s key findings and offers a few key recommendations on what other countries can learn from Singapore’s experience, as well as what Singapore itself can do to maintain progress.

A glimpse into Singapore’s current startup ecosystem

As of 2019, Singapore had over $19 billion in PE and VC assets under management, more than twice that of neighboring Indonesia, Philippines, Vietnam, Malaysia, and Thailand combined. In that same year, the country was home to an estimated 3,600 tech startups and nearly 200 different intermediary and supporting organizations (accelerators, co-working spaces, coding academies, etc.) – some which have a multinational presence, such as Blk71, whose Singapore headquarters has been referred to as “the world’s most tightly packed entrepreneurial ecosystem.”

While assessing the size and strength of startup ecosystems is an evolving method, Start-up Genome priced Singapore’s ecosystem at over $25 billion, five times the global median.

Arguably, the most eye-catching hallmark of this ecosystem is its population of current and former unicorns. Collectively, Singapore has been home to ten unicorns, three of which have offered an IPO (Nanofilm, Razer and Sea) and two of which have been acquired – one by giant Alibaba (Lazada) and one by Chinese streaming powerhouse YY (Bigo Live). The remaining five are Trax, Acronis, JustCo, PatSnap, and Grab – the ASEAN region’s largest unicorn to date.

 

The education sector is also prominent in Singapore’s ecosystem. Universities like the National University of Singapore (NUS) and Nanyang Technological University (NTU) are deeply embedded into this ecosystem, helping with R&D commercialization linkages, incubation, talent/knowledge transfer, and other areas.

So, how did Singapore’s startup ecosystem come to be?

Numerous factors have contributed to building Singapore’s startup ecosystem, with government intervention and leadership being the dominant driving forces. The government has spent more than USD60 billion over the past several decades to enhance the country’s R&D infrastructure, create VC funds, and launch accelerators and other support organizations.

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Razer’s Android gaming controller is available now for $80

The Razer Kishi mostly got buried in a deluge of Razer announcements during CES (it was just too difficult to compete with 5G routers and a massive racing simulator). It’s not the first smartphone gaming peripheral — heck, it’s not even the first to adopt this particular form factor. But a company like Razer lending the familiar triple-headed snake logo to the category could certainly go a ways toward further legitimating these devices, following the release of a pair of mobile-first handsets from the company.

The accessory starts shipping today for Android handsets, priced at $80 a pop. Again, not the cheapest product in the category, but the Razer’s products are generally well regarded in their execution, and the Kishi is being met with solid reviews so far. 

It’s also been drawing comparisons to Nintendo’s Joy-Cons for the Switch, partly due to the layout of the buttons and dual-analog thumbsticks. There’s a D-pad on the left, four buttons up top, two analog triggers and a pair of bumper buttons. The Kishi plugs directly into the USB-C port, for lower latency gameplay than comparable Bluetooth accessories. Notably, it also works with the Stadia service, which could be a nice bump for Google’s cloud gaming service, which has thus far failed to set the world ablaze.

There’s an iPhone version on the way, as well. That will arrive at some point this summer.

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Razer shows off Sila, the first 5G router built for gaming

Gaming — with its huge demands on bandwidth, graphics and overall processing power — is likely to be one of the big use cases for 5G networking in the future, and today one of the big players in consumer gaming hardware showed off a 5G router that underscores that trend. Razer, the consumer electronics upstart that has long billed itself as “for gamers, by gamers,” today at CES showed off a new product called the Razer Sila 5G Home Router — a high-speed networking device that both automatically prioritizes bandwidth for gaming and streaming, and also lets users choose which devices on the network get more or less juice.

Alongside that, it also unveiled a new universal mobile gaming controller — Razer Kishi; a new gaming desktop Razer Tomahawk Gaming Desktop, and a new Razer e-racing simulator created in collaboration with game publishers and vendors (we’ve put this as the main picture because — let’s face it — routers are not nearly as cool-looking even if they are more likely to have legs).

The Sila and e-racing simulator are both concept pieces at this point, while the Android- and iOS-compatible controller will be on the market in early 2020. (No date given for the Tomahawk.)

Razer — which went public in 2017 (market cap currently around $1.5 billion) — has faced recent controversy from a number of former employees coming out to criticize its figurehead and CEO, Min-Liang Tan, and how he runs the company, alleging a culture of fear with violent threats and more.

Tan at the time of the reports brushed off the remarks claiming they were in jest, but it’s notable that he doesn’t seem to be making himself particularly visible or available this year at the show — a contrast from years before.

Instead, we are presented with the fruits of the company’s labor over the past year, a time where it has continued to produce hardware — computers, peripherals like controllers, mainly — but has made a number of moves to figure out the best way ahead with software and services, where it says it is increasing its share of revenue, but has also shut down its digital game store, as well as its Ouya and Forge TV services.

Although it’s only still a concept, the Sila 5G Home Router is perhaps the most exciting of the pack of announcements this year, as it is tapping into a bigger wave of interest in 5G by giving it a more relevant feel to the consumer market; and represents a notable new area for Razer itself (in routers).

The Sila is described as a “high-speed networking device tailored for gamers” and notable features include ultra-low latency during both stationary and mobile gameplay, built on Razer’s FasTrack engine — which allows a user to play a game with no pings or interruptions from other services or network glitches. The router has a built-in rechargeable battery so you can travel with it and use it outside the home.

It is built using a Qualcomm SDX55 + Hawkeye IPQ8072A chipset, and is also usable with 4G LTE over a 802.11ax 4×4 WiFi connection, with one 2.5Gbps WAN, 4 x 1Gbps LAN and 1 x USB 3.0 ports, along with a SIM slot to link up to the cellular network. All of it can be controlled through Android or iOS apps.

Razer’s presence at CES where it shows off its latest ideas has become a regular fixture at the annual event for good reason.

As gaming has expanded beyond traditional consoles and into the cloud and across the web to PCs and phones, it has become one of the most demanding uses of computer processing power, putting machines through their paces not just in graphics, but audio and overall responsiveness when it comes to gameplay.

At CES, if you go to any of the big product launches for the computing giants (Nvidia, AMD, Intel, Qualcomm), or visit any number of stands showing off the latest in computing tech, gaming is the most common demo you will see as a “proof point” — not just because it’s eye-catching, but because it genuinely is a test of how well something works.

So it’s no surprise that Razer, a company building hardware specifically for the gaming market, has a regular, big presence at CES, where it shows off both products that it plans to launch as well as those that are still in concept, in order to test market interest and have some fun with what could be in the future.

(It’s also a very obvious reason why Intel became an investor in the company many years ago when it was still in startup mode. It was a strategic move that helped ensure both that Intel could collaborate with Razer to have a closer idea of what is needed and should be built, but also to make sure that its chipsets are at the core of those new gaming-focused machines).
CES 2020 coverage - TechCrunch

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Razer targets gamers with low latency wireless earbuds

Everyone’s in the wireless earbuds business these days. Razer, never one to be left out of a trend, is entering the category this week with Hammerhead True Wireless, a pair of fully wireless earbuds targeting its core demographic of gamers.

Where the headphones set to distinguish themselves from the chattering masses of competitors is a focus on low latency. Anyone who’s ever attempted to use earbuds for gaming purposes knows that lag is an issue with a majority of the products on the market. Understandably so, as most are far more focused on music playback and therefore prioritize other features instead.

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To achieve this, the company has tweaked Bluetooth 5.0 to offer a Gaming Mode with 60ms, according to the company’s numbers. What’s more, Razer’s offering them up at an extremely reasonable $100, less than even Amazon’s new Echo Buds — not to mention Apple’s pricey AirPods Pro, which were announced earlier this week.

On paper, at least, the specs are solid for the price point, including a decent (but far from exceptional) three hours of battery life on the buds, for 15 total hours with the charging case factored in. The headphones also feature the standard array of touch controls for playing and pausing music. Honestly, aside from gaming mode, they’re an otherwise pretty standard pair of earbuds from the looks of it. 

The Hammerheads are available now through Razer’s site.

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Razer made a case for cooling iPhones while gaming

Razer’s efforts to build a game-centric smartphone haven’t exactly caught the world on fire just yet. Still, mobile gaming is a huge business poised to get even bigger, with services from big names like Apple and Google waiting in the wings.

Seeing as how accessories have long been the company’s bread and butter, products like Arctech are probably an easier way for the company to ensure it’s got a horse in that race. The product is a phone case specifically designed to help stop phones from overheating during resource-intensive activities like gaming.

Thermaphene

The product uses Razer’s proprietary Thermaphene technology sandwiched between a microfiber lining and an outer casing with perforations to help let the heat out. Per Razer:

Thermaphene is a thermally – conductive material that dissipates heat. In independent testing against similar style cases, the Razer Arctech case maintained temperatures up to 6° Celsius (42.8 Fahrenheit) lower than the comparison case.

There are two versions of the case, Slim and Pro, the latter of which offers added protection for up to a 10-foot drop. As for why the company’s launching today, in addition to the Razer Phone 2, the Arctech will be available for all of Apple’s new iPhones. The Slim runs $30 and the Pro is $40. They’re both available starting today.

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Xiaomi’s new Mi CC brand will develop ‘trendy’ smartphones for young people

Huawei may be on the ropes as it battles sanctions from the U.S. government, but fellow Chinese smartphone rival Xiaomi is in expansion mode with the launch of a new brand that’s aimed at winning friends (and sales) among the young and fashionable.

“Mi CC” is the newest brand from Xiaomi. Unveiled on Friday, the phone-maker said it stands for “camera+camera” in reference to its dual-camera feature, but that apparently also segues into “a variety of meanings including chic, cool, colorful and creative.”

The end goal of that marketing bumf is a target customer that Xiaomi describes as “the global young generation.”

Essentially, what Xiaomi is doing here is breaking out a dedicated set of phones for those who care more about aesthetics than performance. To date, the company has built its brand on developing phones that are as good — well, nearly as good — as top smartphone rivals but at a fraction of the cost. The result of that is that a lot of marketing focus is on the technical details, even though Xiaomi has been lauded for some attractive designs, and CC adjusts that balance to target a different kind of audience.

Since Xiaomi has a history of bringing innovation into affordable devices, CC is one to watch out for.

Xiaomi’s CC teaser image doesn’t give much away, apart from the logo

The new division is the result of Xiaomi’s acquisition of the smartphone business belonging to Meitu, a selfie app maker.

Xiaomi bought the business last November to go after new demographics and build on the work of Meitu, which had sold just over 3.5 million after getting into the smartphone business in 2013. Those numbers weren’t enough to justify the continuation of Meitu’s phone business but, evidently, Xiaomi saw promise in that segment. Meitu retains a similarly positive outlook on the fashionable audience and it has a lot to gain financially from the success of CC, too.

Terms of the acquisition deal mean that Meitu will take 10 percent of all profits, with a minimum guaranteed fee of $10 million per year. Big sales could be significant for Meitu, which reported revenue of $406 million in 2018. Notably, two-thirds of that income was from phone sales but Meitu’s smartphone revenue dropped by 51 percent year-on-year. Hence, Xiaomi has come to the rescue with its know-how.

There’s no word on exactly what Mi CC devices will look like or where they will be sold, but Xiaomi is already trumpeting its differentiation.

“Mi CC is created by one of the youngest product teams in Xiaomi, among which half are art majors and are dedicated to creating a trendy design for young consumers,” it wrote in an announcement.

Gavin Thomas plays with a Mi CC phone in a teaser that the brand posted to its Weibo account

The first look is a teaser that features Gavin Thomas — an eight-year-old who went viral in China for his ability to speak Mandarin — but the phone itself is kept hidden in the video thanks to well-placed stickers.

As you’d expect from Meitu, there’s a lot of emphasis on selfies, stickers and other graphics.

Xiaomi has had success with brands, some of which include Redmi — its big-selling budget division — Poco, its ‘performance’-focused division, its gaming brand Shark, which looks much like Razer’s phones.

Outside of mobile, the company develops and sells a range of smart home products, many of which are licensed from third-party partners.

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Razer goes big on payments with Visa prepaid card

The latest pairing between a tech upstart and a financial titan is a digital prepaid card targeted at Southeast Asia’s 430 million-plus unbanked and underserved population.

On Monday, Razer, the Singapore-based company best known for its gaming laptops and peripherals, announced a partnership with Visa to develop a Visa prepaid solution. The service, which allows unbanked users to top up and cash out easily, will be available as a mini program embedded in Razer Pay, the gaming company’s mobile payments app. That means Razer’s 60 million registered users will be able to pay at any of the 54 million merchant locations around the world that take Visa.

Going virtual is the natural step given the region’s fast-growing digital population, but the pair does not rule out the possibility to introduce a physical prepaid card down the road, Razer’s chief strategy officer Li Meng Lee told TechCrunch over a phone interview.

Both parties have something to gain from this marriage. Hong Kong-listed Razer has in recent years been doubling down on fintech to prove it’s more than a hardware company. Payment services seem like an inevitable development for Razer whose users in the region are accustomed to buying in-game credits at convenience stores.

“For many years, the people who have been making digital payments before it became a sexy word in the last couple of years… [many of them] are the gamers who go to a 7-Eleven, pay in cash, and get a pin code to buy virtual skins for the games,” noted Lee. “Because of that, we’ve been able to build up more than a million service points across Southeast Asia.”

The key differentiator of Razer’s prepaid service, Lee said, is that customers paying at Visa merchants don’t have to already own a bank account, whereas that prerequisite is common for many other e-wallet services.

Razer’s fintech arm Pay is handling transactions for a slew of internet services like Lazada and Grab and has made a big offline push, boasting a network of more than one million touchpoints through retailers including 7-Eleven and Starbucks where it’s accepted.

All in all, Razer claimed it processed over $1.4 billion in payment value last year — but that includes its “merchant services” business, covering on and offline payments, as well as Razer Pay.

The payment app first launched in Malaysia in mid-2018 and recently branched into Singapore as its second market. Lee said the service plans to roll out in the rest of Southeast Asia soon, upon which the Visa prepaid mini app will also be available in those markets.

For Visa, the tie-up with an internet firm could be a potential boost to its reach in the mobile-first Southeast Asia where some 213 million millennials and youths live.

“This is a great opportunity for us to be working with Razer in addressing how we work to bring the unbanked and underserved population into the financial system,” Chris Clark, Visa’s regional president for the Asia Pacific, told TechCrunch. “We will be doing some work with Razer on financial literacy and financial planning to bring that education to the population across the region.”

Razer’s fintech ambition has been evident since it announced to gobble up MOL, a company that offers online and offline payments in Southeast Asia, in April 2018. Besides payments, Lee said other microfinance services such as lending and insurance are also on the cards as part of an effort to ramp up user stickiness for Razer’s fintech arm.

Note: The original version of this article has been updated to correct that Razer’s $1.4 billion in GMV includes merchant services as well as Razer Pay.

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Razer just launched an energy drink for gamers

Last week it was Xbox body spray. Today it’s a Razer energy drink. E3 is officially upon us, and it’s time for all of the shamless product tie-ins. Though before you go passing judgement on Respawn, note that this is “no ordinary beverage.” No, in a world of entirely too many energy drinks, this one is “for gamers by gamers.”

The company notes, fittingly, that all of this started as a 2010 April Fool’s Day prank, then known as the less palatable “Project Venom.” This however, is very much a real thing — in fact, Respawn is now a standalone spin-off brand from Razer.

The powdered drink has caffeine, green tea extract and B vitamins, made to be mixed in a metal branded shaker (sold separately). “Now you are ready to Respawn,” the company writes somewhat troublingly in the official press release. “Effects should be felt soon after consumption.”

At the very least, the “Mental performance” isn’t loaded with sugar, unlike the vast majority of energy drinks on the market. In fact, it contains zero grams of the stuff, per Razer. The stuff is apparently specially formulated for gamers and esports athletes for periods of long focus and mental stamina… though Razer assures us that other people like content creators and video editors can use it, too.

For everyone else, there’s always coffee.

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Seven years later, the OUYA is dead for real

Remember the OUYA?

As a cheap Android-powered game console, it was pitched as being able to “open the last closed platform: the TV.” It was one of the first huge Kickstarter campaigns, raising nearly $9 million on the site in 2012. Even half a decade later, it remains one of the biggest campaigns Kickstarter has seen.

Outside of Kickstarter, the $99 console never really found its audience. OUYA was split up by 2015, its software assets and team acquired by Razer.

Razer kept the OUYA store running post-acquisition, a ghost of its former self. On June 25th, 2019, they’ll pull the plug once and for all.

In an FAQ on its site, Razer says that the OUYA store will be shut down by the end of June. The game store for the Forge TV (a similar attempt at an Android-powered console built by Razer itself) will also be shut down.

If you’ve somehow still got funds in your OUYA account, you’ll want to use them quick — the FAQ suggests that come June 25th, those funds will be more or less gone.

But what about the games you’ve already bought? Will those continue to work? That’s a bit more complicated. Writes Razer:

You will be able to play games via the OUYA platform until June 25, 2019. Once it has been shut down, access to the Discover section will no longer be available. Games downloaded that appear in Play, may still function if they do not require a purchase validation upon launch. Contact the game developer for confirmation.

In other words: some games will work, some won’t. They do note that the download servers will also go dark on June 25th — so if there’s a game you want to keep for the long term, make sure you’ve got it saved on the console.

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Razer hooks up with Tencent to focus on mobile gaming

Razer is summoning a big gun as it bids to develop its mobile gaming strategy. The Hong Kong-listed company — which sells laptops, smartphones and gaming peripherals — said today it is working with Tencent on a raft of initiatives related to smartphone-based games.

The collaboration will cover hardware, software and services. Some of the objectives include optimizing Tencent games — which include megahit PUBG and Fortnite — for Razer’s smartphones, mobile controllers and its Cortex Android launcher app. The duo also said they may “explore additional monetization opportunities for mobile gaming,” which could see Tencent integrate Razer’s services, which include a rewards/loyalty program, in some areas.

The news comes on the same day as Razer’s latest earnings, which saw annual revenue grow 38 percent to reach $712.4 million. Razer recorded a net loss of $97 million for the year, down from $164 million in 2017.

The big-name partnership announcement comes at an opportune time for Razer, which has struggled to convince investors of its business. The company was among a wave of much-championed tech companies to go public in Hong Kong — Razer’s listing raised more than $500 million in late 2017 — but its share price has struggled. Razer currently trades at HK$1.44, which is some way down from a HK$3.88 list price and HK$4.58 at the end of its trading day debut. Razer CEO Min Liang Tan has previously lamented a lack of tech savviness within Hong Kong’s public markets despite a flurry of IPOs, which have included names like local services giant Meituan.

Nabbing Tencent, which is one of (if not the) biggest games companies in the world, is a PR coup, but it remains to be seen just what impact the relationship will have at this stage. Subsequent tie-ins, and potentially an investor, would be notable developments and perhaps positive signals that the market is seeking.

Still, Razer CEO Min Liang Tan is bullish about the company’s prospects on mobile.

The company’s Razer smartphones were never designed to be “iPhone-killers” that sold on volume, but there’s still uncertainty around the unit with recent reports suggesting the third-generation phone may have been canceled following some layoffs. (Tan declined to comment on that.)

Mobile is tough — just ask past giants like LG and HTC about that… and Razer’s phone and gaming-focus was quickly copied by others, including a fairly brazen clone effort from Xiaomi, to make sales particularly challenging. But Liang maintains that, in doing so, Razer created a mobile gaming phone market that didn’t exist before, and ultimately that is more important than shifting its own smartphones.

“Nobody was talking about gaming smartphones [before the Razer phone], without us doing that, the genre would still be perceived as casual gaming,” Tan told TechCrunch in an interview. “Even from day one, it was about creating this new category… we don’t see others as competition.”

With that in mind, he said that this year is about focusing on the software side of Razer’s mobile gaming business.

Tan said Razer “will never” publish games as Tencent and others do, instead, he said that the focus is on helping discovery, creating a more immersive experience and tying in other services, which include its Razer Gold loyalty points.

Outside of gaming, Razer is also making a push into payments through a service that operates in Southeast Asia. Fueled by the acquisition of MOL one year ago, Razer has moved from allowing people to buy credit over-the-counter to launch an e-wallet in two countries, Malaysia and Singapore, as it goes after a slice of Southeast Asia’s fintech boom, which has attracted non-traditional players that include AirAsia, Grab and Go-Jek, among others.

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