Sports
Auto Added by WPeMatico
Auto Added by WPeMatico
Sleeper is widening its ambitions to esports as the arena sports world goes into hibernation amid the COVID-19 pandemic.
While CEO Nan Wang has high hopes that the upcoming NFL season can proceed amid the pandemic, he’s hoping to expand his fantasy sports app’s appeal to gamers by launching support for the intensely popular title League of Legends. Wang says that esports support was always in the cards, but that its rollout was never supposed to come this early.
“Originally, the goal was to do arena sports and then strategically select esports that we thought would be big market opportunities,” Wang says. “In the absence of sports, it becomes easier for us to push something that was further out on the roadmap.”
As Sleeper looks to push beyond its 1 million active users, the company is bulking up on funding reserves. The fantasy sports app has closed a $20 million Series B funding round led by Andreessen Horowitz. Kevin Durant, Baron Davis, JuJu Smith-Schuster and Twitch CEO Kevin Lin are also recent investors. In August, the company shared it had raised a $5.3 million Series A led by General Catalyst.
For now, all of Sleeper’s services are free and there aren’t immediate plans to change that. Wang says that delayed and canceled seasons of arena sports is likely going to push out the company’s timelines for beginning to generate revenues.
Sleeper’s investors have hailed the startup as leading the way among a new class of vertical-focused social networks.
“The next social platforms are going to be vertical and look a lot more like games, offering deeper engagement than broad social networking platforms. Sleeper’s leagues provide shared activities between friends, and has some of the best stickiness metrics we’ve seen,” Andreessen Horowitz GP Andrew Chen said in a statement.

With its League of Legends launch, Sleeper is in the position of helping define a fantasy league experience for a popular franchise. The league’s organization isn’t fundamentally different from other fantasy sports. Users recruit a fantasy crew and draft professional esports athletes to their teams. From there, users in a league participate in weekly head-to-head matches with each other, making predictions and leveraging gameplay-specific mechanics.
League of Legends support is a big deal to Sleeper because it also represents the company’s first international foray. Users in the U.S., Europe, Vietnam, Korea and Brazil can participate in this upcoming fantasy season.
On the product side, the startup recently launched voice chat to capitalize on users stuck at home amid the pandemic. Wang tells TechCrunch the team is also hoping to add video chat to the app soon. Wang also notes that Sleeper is on track to launch three new sports this year.
As Sleeper aims to grow around the roadblocks of pandemic lockdowns, Wang and his team hope that their continued focus on social features can ensure the startup’s shared success in the worlds of online gaming and arena gaming.
“The roadmap for us has always been to win both sports and esports because they both have the same underlying motivation,” Wang says. “The most important thing for any sports fan is being able to enjoy it with their friends and family members.”
Powered by WPeMatico
Like baseball, cricket relies on grass, dirt, wood, cork, spit, spin, drop and rise en route to either victory or loss. And like baseball — and just about any other sport, really — cricket coaching staffs and their players worldwide are looking for more ways to track every move.
Tracking statistics is nothing new. With each action, a player produces a stat that can be used to track improvement or struggle over a given period of time. But as players get stronger and stakes — financial and otherwise — get higher, a need for more specific data is proving necessary.
India-based SeeHow transforms sports equipment into sensors to do just that, and it does so without having to alter anything on the athlete’s body. Its sensors are baked into cricket balls and bat handles to track very specific types of data that batsmen and bowlers generate. And tracking the behavior of a bowled ball and where and how it lands on a bat all play a role in the story of cricket.
“Putting the sensor inside the ball or bat handle where the action is happening is when you can capture data fundamentally at a higher accuracy,” says Dev Chandan Behera, founder and CEO of SeeHow . “Most MEMS [micro-electro-mechanical systems] can measure up to 2,000 degrees per second, i.e about 300+ RPMs. International spinners like Shane Warne can spin the ball up to 3,000 RPMs. This is something we are able to capture.”
To obtain data, a trainer first assigns a bowler and/or a batsman in the accompanying Android app before a session. (Behera says an iOS app is due this year.) During play, each action is captured in near real time for each corresponding player.
For bowlers, the sensor tracks speed, spin, seam position or orientation, and length — where the ball lands on the pitch. For batsmen, the sensor tracks swing speed and angle, where it hits on the bat, what kind of deliveries they played, what their responses were to a particular delivery and the velocity of the ball off the bat.
This data is then streamed in real time and can be read by players and coaches alike on the app. The app retains a history of a player’s progress in order to make any necessary adjustments and to track improvements.
“In bat on ball sport or racquetball sport, you’re doing something in response to the pitcher or your opponent, and that’s something we’re able to capture into a single system,” Behera says. Because both the data from the batter and the bowler are streaming to a single system, he adds, the app is able to tell users what the reaction time is.
Behera grew up playing cricket with the intention of improving enough to ensure his rise through the ranks.
“Growing up we would use chalk, cones or a sheet of A4 paper as markers during play to assess how we bowled,” Behera says of his early years. “A coach would use a slate to mark the number of balls bowled and selection would be based on whether you had his attention in that particular window when he happened to look at you playing. You might just have a bad day and not get selected to the next level.”
After moving to Singapore, Behera continued competing in the sport, and says he was exposed to more tools and more methodical training approaches.
“We used to record videos through mobile phone cameras and compare them to videos on YouTube or show it to our seniors or coaches for tips,” he says. “However, the process was very ad hoc, and without any data and science to it, it was subjective. We never improved and made it as cricketers.”
His experience building robots, combined with his cricket playing, prompted him to consider using a ball as a way to glean data to help improve cricketers’ performances.
“It occurred to me that we could address this issue by bringing in a new perspective to the ball itself. The experience of building such complex hardware helped me gauge the challenges we needed to build a sports operating system that will enable sensors in the field of play to provide this holistic learning experience in cricket.”
Behera says SeeHow’s sensors are being used at 12 cricket academies in nine countries. First-class cricketer Abhishek Bhat is a fast bowler whose speed topped at 120km. He writes that after two weeks, he was able to push his pace into the mid 130s:
However, it wasn’t until SeeHow came into the picture that I was able to get a consistent measurement of my bowling speed, session after session and day after day. I cannot overstate the impact bowling with the smart ball has had on my bowling speed.
I had my first bowling session with the smart ball in early November and I was bowling in the mid-120s, barely getting above 130kmph. Then with some technical adjustments in a couple of weeks time, I was consistently bowling close to the 130 kmph mark. It was then that I realized that bowling fast is more than just about technique, it’s about the mindset.
SeeHow isn’t the only company trying to improve the way cricketers train.
A company called StanceBeam has developed a system that, among other things, provides session insights, the power generated from a swing, angles and directions of a swing and a 3D analysis of a batsman’s swing. It does so through a hardware extension that players attach to the ends of their bats and that relays data via an app.
Microsoft is also in the game of cricket analysis. The company partnered with star India cricketer Anil Kumble and his company Spektacom to enhance the reach of its sensor, which is designed to help better engage fans and broadcasters through the use of embedded sensors, artificial intelligence, video modeling and augmented reality. The company’s first offering is a smart sticker for bats that contains sensor tech designed to track batting behavior that is readable via an app.
As cricket starts to find an audience beyond the Commonwealth countries and continues to draw big dollars, look for tech to play a bigger role in attracting and maintaining audiences and players.
For SeeHow, cricket is just the beginning.
“Baseball is a very natural extension to cricket if you look at how the sport is played and the equipment,” Behera says. “And we have also done mixed martial arts with sensors in the gloves.”
The company has filed for five patents, one of which, Behera says, is around the construction of the ball, specifically in order to be able to hold the vibrations.
“We have mounted the sensor in the sports equipment at the core and introduced a protective material to cushion the sensor from impact and vibration,” he says. “The patent captures the construction of the ball that mounts the sensor and introduces the protective material in a novel manner to be able to capture the motion data at the core.”
As it scales, SeeHow will look to license the hardware to equipment manufacturers and become a platform company. SeeHow is funded through a friends and family round and is currently in search of seed funding.
Powered by WPeMatico
Esports are the Wild West right now. There’s clearly a huge potential for the industry to become incredibly lucrative, but everything from the infrastructure of competition to the overall culture isn’t quite ready for prime time.
This introduces a huge opportunity for the tech world to get in on the action. We’ve seen traditional VC money start to sniff around esports in ways big and small. Bessemer Venture Partners has invested in Team SoloMid, while Sequoia has invested in 100 Thieves.
Today, Gen.G has announced that it has accepted investment from the Entrepreneurs Roundtable Accelerator, a longstanding New York City-based accelerator program.
Gen.G started as KSV (Korea plus Silicon Valley) in mid-2017 with a debut in the Overwatch League. In 2018, after expanding to other games, including Heroes of the Storm, PUBG and League of Legends, KSV eSports rebranded to Generation Gaming (Gen.G) and launched a Clash Royale esports team.
At the end of 2018, Gen.G made yet another huge move. They lured Chris Park from his position as executive vice president in charge of product and marketing at Major League Baseball to join Gen.G as CEO.
Since then, Park has been thinking about the long-term opportunities for the esports org and the industry as a whole. He secured $46 million in funding from Los Angeles Clippers minority owner Dennis Wong, Will Smith’s Dreamers Fund, NEA, Battery Ventures, Canaan Partners, SVB Capital and Stanford University, among others.
And he signed a partnership with dating app Bumble to create Team Bumble, an all-female professional Fortnite squad.
Gender inclusion is one of the biggest misses in the esports world right now. Data shows that 46% of gamers are female (ESA) and that nearly one in four esports viewers are female (Nielsen). Despite no physical differentiators between men and women, women are severely underrepresented in the esports world.
Not one female competed in the Fortnite World Cup in 2019, despite the fact that qualifiers were completely open to any player. A big reason for the disparity here is that the gaming community isn’t generally a safe environment for female gamers, in big and small ways. Many female gamers experience abuse while playing games, like this streamer, and it’s gotten bad enough to push a small percentage of female gamers away from playing entirely.
But exclusion comes in many forms. Ninja announced in August 2018 that he won’t be streaming with female gamers, which you can read about here.
Beyond general principles about equality, the female gamer is a lucrative demographic that has yet to be properly tapped by any particular esports org, publisher or otherwise. Gen.G is now ahead in the race to acquire female gamers as fans, customers and future talent.
Another forward-thinking move by Gen.G is its recent partnership with the University of Kentucky to help create and manage its esports program. We’ve seen startups like PlayVS look to build out the infrastructure and connective tissue that will eventually bind education and professional sports, as has been the case with traditional sports for generations. Gen.G is now tackling that ever-important bridge from academia to professional life by looking at universities.
The funding from ERA, the amount of which has not been disclosed, not only allows Gen.G to grow its foothold on the East Coast — it also gives the esports org a strategic partnership with ERA, which invests in super early-stage tech startups. As more founders tackle the mounting challenges in esports, Gen.G is now in a prime position to watch over those deals closely and potentially tap into some of the solutions and services sure to sprout up in the next five to 10 years.
“We are focused on ways to make it easier for people in the gaming community to connect,” said Park, hinting at some of the technology in which Gen.G is interested. “My hope is that over time, platforms as well as teams treat fans and athletes as more than just users, and more like collaborators and partners.”
Powered by WPeMatico
Chad Hurley is hunting for what comes after fantasy sports. He envisions a new way for fans to play by watching live and cheering for the athletes they love. Beyond a few scraps of info the YouTube co-founder would share and his new startup’s job listings revealed, we don’t know what Hurley’s game will feel like. But the company is called GreenPark Sports, and it’s launching in spring 2020.
“There is an absence of compelling, inclusive ways for large masses of sports fans to compete together,” Hurley tells me. “The idea of a ‘sports fan’ has evolved -0 it is now more a social behavior than ever before. We’re looking at a much bigger, inclusive way for all fans of sports and esports teams to play.”

Hurley already has an all-star team. One of GreenPark’s co-founders, Nick Swinmurn, helped start Zappos, while another, Ken Martin, created marketing agency BLITZ. Together they’ve raised an $8.5 million seed round led by SignalFire and joined by Sapphire Sports and Founders Fund. “With this team’s impeccable track record and vision for the future of fandom, this was an investment we had to make,” said Chris Farmer, founder and CEO of SignalFire .
It all comes down to allegiance — something Hurley, Swinmurn and Martin truly understand. Everyone is seeking ways to belong and emblems to represent them. In an age when many of our most prized possessions, from photographs to record collections, have been digitized, we lack tangible objects that center our individuality. Culture increasingly centers around landmark events, with what we’ve done mattering more than what we own.
GreenPark could seize upon this moment by helping us align our identities with a team. This instantly unlocks a like-minded community, a recurrent activity and a unified aesthetic. And when reality gets heavy, people can lose themselves by hitching their spirits to the scoreboard.
Rather than just tabulating results after the match like in fantasy sports, GreenPark wants to be entwined with the spectacle as it happens. “We’re going to be working with a mix of ways to visualize the live game — from unique gamecast-like data to highlight clips. The social viewing experience can be much more than just the straight live video,” Hurley explains.

He came up with GreenPark after selling assets of his video editing app Mixbit to BlueJeans a year ago. Hurley already had an interactive relationship with sports… though one that’s reserved for the rich: he’s part owner of the Golden State Warriors and Los Angeles Football Club. Meanwhile, Swinmurn co-founded the Burlingame Dragons Football Club affiliated with San Jose’s team, and is on the board of Denmark’s FC Helsingør.
Those experiences taught them the satisfaction that comes from a deeper sense of ownership or allegiance with a team. GreenPark will give an opportunity for anyone to turn fandom into its own sport. “We shared a love of sports and set out to look into opportunities around legalized sports betting in the U.S.,” Hurley tells me. But quickly they found “it was obvious the regulated space wouldn’t allow us to innovate as quickly as we wanted,” and they saw more opportunity amidst a younger mainstream audience.
“We’re not ready to disclose publicly the exact detailed gameplay yet,” Hurley says. But here’s what we could cobble together from around the web.
GreenPark Sports lets you “Destroy the other teams’ fans” to “climb the leaderboards,” its site says cryptically. According to job listings, it will pipe in live game data, starting with the NBA and expanding to other leagues, and offer cartoon characters with facial expressions and full-body gestures to let users live out the highs and lows of matches. Don’t expect trivia questions or player stat memorization. It almost sounds like a massively multiplayer online fan arena.
As with blockbuster games Fortnite or League of Legends, GreenPark is free-to-play. But a mention of virtual clothing hints at monetization, where you could spruce up avatars with digital team apparel. Hurley tells me, “We are in the perfect storm of the thirst for innovation at the traditional league level, the next level of maturing for esports, investment in sports betting and overall dire need to better understand today’s largest populace of sports fans — millennial / Gen Z.” The closed beta launches in the spring.

There’s a massive hole to fill in the wake of the Draft Kings / FanDuel marketing surge a few years ago. Most apps in the space just carry scores or analysis, rather than community. “What’s amazing about being a fan of a team or player is the common bond you have with other fans,” Hurley explains, “where even if you don’t know the other fans of your team — you are all in it to win it — together.”
Publications like The Athletic have proven there are plenty of fans willing to pay to feel closer to their favorite teams. The most direct competitor for GreenPark might be Strafe, which lets you track and predict the winners of esports matches.
People already spend tons of time on building fictional worlds like Minecraft, and money outfitting their Fortnite avatar with the coolest clothes. If GreenPark can create a space for sports fans’ self-expression, it could create the online destination for legions of IRL enthusiasts that see who they root for as core to who they are.
Powered by WPeMatico
Nike has long been synonymous with premium sneakers and other sports gear, but now it seems that the company could be extending its brand into another area — digital media — thanks to the rumored acquisition of a Seattle-based startup.
TechCrunch has learned from a source that the multibillion-dollar sports giant has acquired TraceMe, which originally built an app to let fans engage with sports stars and other celebrities before later pivoting into a service called Tally, a platform aimed at sports teams, broadcasters and venues to help fans engage around sporting events.
TraceMe was originally founded by Russell Wilson, the champion quarterback of the Seattle Seahawks, who was the executive chairman of the startup. The company had raised at least $9 million from investors that included the Seattle-based Madrona Venture Group and Bezos Expeditions (Amazon CEO Jeff Bezos’ fund), as well as YouTube co-founder Chad Hurley and others, and it was last valued, in 2017, at $60 million.
Our source said the deal closed in recent weeks and that “it was a good outcome” for the company and investors. It involved both IP — the main interest, the source said, was in TraceMe’s tech rather than Tally’s — and the team.
Indeed, at least eight of them, including TraceMe’s CEO Jason LeeKeenan, an ex-Hulu executive, are now listing Nike as their place of employment. LeeKeenan describes his new role as the head of Nike Seattle. Others on the team now have taken roles that include software engineers, head of product and product designers.
No one at TraceMe and Nike that we contacted has responded to our requests for comment, but just a little while ago GeekWire (which likely had the same tip we did) published a post noting that it had a source that confirmed the deal.
The athletic footwear giant Nike is no stranger to the world of technology: it has been a longtime collaborator with the likes of Apple to develop apps for its devices and has been an early mover on the concept of bringing and integrating cutting-edge (yes, possibly gimmicky) tech into its footwear and other gear. And that’s before you consider Nike as an e-commerce force.
But while the dalliance between sports, tech and fashion is well established, this deal opens up a different frontier for the company. It’s very rare for Nike to make an acquisition, but it makes sense that if it were going to do some M&A, it would be in the area of digital media and picking up engineers to execute on a wider vision in that area.
The company is best known, of course, for its shoes and related sporty clothes, which it has for a long time created in co-branding with the biggest sports stars and has more recently started to extend to a wider circle of celebrities and hot brands in a spirit of sporty street style. These have included the likes of so-cool Supreme, Travis Scott and seemingly tentative forays into music culture.
Nike overshadows all other sports shoe brands in size, with its current market cap at nearly $117 billion, more than twice that of its closest competitor, Adidas . But Adidas has been stealing a march when it comes to partnerships with a wide network of celebrities (even if Drake prefers checks over stripes).
While it isn’t clear yet how and if Nike will be using the startup’s existing services, you could see how a deal like this could help Nike start to think about how it might leverage the collaborations and endorsements it already has in place into experiences beyond shoes, advertising and athletic performance. In this age of Instagram and influencers playing a massive role in shifting consumer sentiment (and dollars), this could give Nike a shot at building its own media platform, independent of these, on its own terms.
This is a bigger trend that we’re seeing across a lot of digital media. Consider how companies like Spotify have extended beyond simple music streaming, investing in building tools to help artists on its platform with marketing and expanding their brands: selling shoes means selling a concept, and that concept needs to have a foothold in a digital experience.
Powered by WPeMatico
If you’re a cricket fan, you will be visiting Facebook way more often in the coming months and years. The social juggernaut announced on Thursday it has partnered with the International Cricket Council (ICC), the global governing body of cricket, to secure exclusive digital content rights until 2023 for global ICC events in the Indian subcontinent.
As part of the four-year deal, financial details of which were not disclosed, Facebook will show post-match recaps and in-play key moments and other “feature content” of the matches in the Indian subcontinent. The exclusive rights are limited to the Indian subcontinent; elsewhere the company will carry post-match recaps. Facebook said it hopes to serve “hundreds of millions of cricket fans” through this “unprecedented” and “ground-breaking” deal.
A Facebook spokesperson told TechCrunch that the company won’t be live-streaming the matches in any market.
In a statement, Ajit Mohan, VP and managing director Facebook India, said, “with Facebook, Instagram and WhatsApp, the ICC has an exceptional opportunity to leverage our family of apps to serve current sports fans as well as bring in an entirely new generation of fans. Every day, people come to our platforms to talk about, and form friendships around, cricket. With this partnership, we will be able to serve these fans with the kind of premium content that can ignite new conversations, new connections and new followership.”
Though not as popular in the U.S., cricket is one of the most celebrated sporting events in many key Facebook markets, including the U.K., India and Australia. How popular? Hotstar, a streaming service in India owned by Disney, has set global record for most concurrent views on a live-streaming event thanks to cricket.
Facebook is well aware. In 2017, the company bid $600 million for online streaming rights of IPL, a popular cricket tournament in India, for a period of five years. It lost the bid to Star India, which operates Hotstar. Last year, the company tested the waters after it acquired streaming rights to show La Liga games in India.
The recently concluded ICC Men’s Cricket World Cup garnered 4.6 billion video views across ICC’s digital and social media platforms, ICC said.
Today’s deal includes coverage of the following events: ICC Women’s T20 World Cup 2020, ICC Men’s T20 World Cup 2020, ICC Women’s Cricket World Cup 2021, ICC World Test Championship Final 2021, ICC Men’s T20 World Cup 2021, ICC Women’s T20 World Cup 2022, ICC Men’s Cricket World Cup 2023, ICC World Test Championship Final 2023, ICC Men’s T20 World Cup Qualifier 2019, ICC Men’s Cricket World Cup Qualifier 2022, ICC U19 Cricket World Cup 2020 and ICC U19 Cricket World Cup 2022.
Last year, Star India acquired digital and TV rights to live-stream and broadcast all of Indian cricket teams’ matches globally for a sum of $944 million.
Facebook’s Mohan, who served as the chief executive of Hotstar prior to joining the social juggernaut, added, “the future of AR and VR is being charted by Facebook and we are excited about the possibility of bringing the best of our innovations to fans around the world.”
Powered by WPeMatico
Sleeper is looking to take on fantasy league apps from major players like ESPN and has amassed venture funding from Silicon Valley investors to take them down.
The Bay Area startup is aiming to treat a fantasy football league more like a social platform than a loose jumble of league mechanics, distinguishing itself as a simple and free, ad-free option.
Sleeper has done limited press as it has been ramping up its app over the past two seasons, but the team has been courting the interest of investors to scale the product, raising more than $7 million from VCs to date. The company closed a $5.3 million Series A late last year led by General Catalyst. In early 2017, the startup also closed a $2 million seed led by Birchmere Ventures with participation from Uber co-founder Garrett Camp’s startup studio, Expa.
There isn’t much in terms of monetization options at the moment. CEO Nan Wang tells TechCrunch that the focus right now is “amassing a large base of users and making it the stickiest and highest engagement product in the category.”
Wang says the app’s users spend 50 minutes per day on average during the season, numbers he calls “Instagram-like.” The main contributor to that number seems to be that chat is always a swipe away and that all of the actions that are happening during the season show up inside chats to encourage engagement.
This unifies the experience for users, many of whom have had to piecemeal their experience by using a WhatsApp or GroupMe group in addition to the other fantasy league apps that they’ve been using. Sleeper’s more differentiated UI seems to be largely popular among early vocal users as well as the up-to-the-minute notifications that deliver league updates.

Poaching users from other platforms is definitely a priority, but Wang says the team has really been looking at how to nab users who have stayed away from the convoluted confusion of fantasy leagues as well. Taking on the leading apps from ESPN, Yahoo and NFL can be daunting; another stress for the younger startup is just how tight the user acquisition window is, though things compound quickly if you can create one loyal user that brings their entire league to the platform.
“The user acquisition window for fantasy football leagues is strongest from the second week of August until the first week of September. Historically, we’ve seen that about 70% of users create their leagues in that three-week window,” Wang tells me.
The funding has been used to build out its team, which is still just 10 full-time employees, as well as expand their ambitions beyond fantasy football alone into other sports, including basketball and soccer.
Powered by WPeMatico
Just in time for tonight’s Home Run Derby, Major League Baseball is rolling out a new feature on its Ballpark app that utilizes Apple’s Business Chat feature for a customized in-person experience. MLB says it’s the first league to roll out the feature, letting users ask location-specific questions — though Apple Business Chat has been used for things like drink orders in the past.
Clicking into the Indians section will bring you Progressive Field, the center of this week’s festivities, where you can access the new All-Star Concierge feature. Developed alongside New York-based AI startup Satisfi Labs, the feature is designed to answer simple questions.

From there, it will either answer straight away or open the appropriate app, like Maps and Calendar. In the case of this week’s events, that could mean something as simple as the start time for the derby or something more specific like where to pick up a shuttle to a specific hotel.
The feature is being rolled out to start with tonight’s Home Run Derby and tomorrow’s All-Star game, but it should start arriving in more parks after the All-Star break as different stadiums begin to implement it. MLB has been experimenting with a number of different features to enhance the ballpark experience via smartphone, including, notably, the addition of an AR stat feature.
Powered by WPeMatico
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.
Powered by WPeMatico
While Facebook makes a bold move into cryptocurrency to capitalise on its multi-billion user base, a social network that was once a credible competitor to it has quietly been snapped up by a subsidiary of Amazon. TechCrunch has learned and confirmed that Bebo, one of the earlier platforms to let people share thoughts and media with their friends, has been acquired by Twitch, the streaming video platform owned by Amazon. Together the two will be working on building out Twitch’s esports business, and specifically Twitch Rivals.
A spokesperson for Twitch confirmed the acquisition, which includes both people (around 10 employees) and IP, but declined to provide further comment.
From what we understand from our sources, Twitch paid up to $25 million for the company earlier this month, after beating out at least two other bidders, Discord (which itself has been building out its own esports business), and… wait for it… Facebook. (Our source says the latter offered $20 million.) Indeed, LinkedIn profiles for ex-Bebo employees — see here, here, and here — now at Twitch note June as the changeover date. (Note: original sources say $25 million, others close to the deal say it was materially less than this. As you know, these things can be described differently depending on who is doing the describing.)
It has been a long and winding road for Bebo over the years. Starting out way back in 2005 by Michael and Xochi Birch as an early social networking site, Bebo quickly became the market leader in a couple of English-speaking countries, specifically UK and Ireland.
Bebo’s growth trajectory and the bigger opportunity in social were enough to get it acquired for about $850 million by AOL back in 2008, apparently beating out a number of other interested large tech and media companies interested in getting their own social media platform and the audience that would come with it (disclaimer: AOL eventually also acquired TechCrunch, too).
But the deal was a certifiable dud, with Bebo never managing to build on its early traction, and AOL not being in a position to know how to fix that. Less than two years later, it was sold on to Criterion Capital for $25 million.
Yet as the social wheels continued to turn, and even once-global market leader MySpace also fell back as Facebook, Twitter, Instagram and other mobile-friendly platforms pulled out ahead, even that $25 million price turned out to be too high. After Bebo filed for Chapter 11 bankruptcy protection, the original founders, the Birches, bought it back in 2013 for $1 million with a pledge to reinvent it.
And so they did, putting in place a small team led by Shaan Puri, who worked on a number of ideas to see which of them could fly. (And I don’t know if this was a tongue in cheek joke about how challenging they knew the task would be, but it seems that the holding company set up to house some of the IP and legal aspects of the endeavor was called “Pigs in Flight.”)
The new app studio effort, which went by the name Monkey Inferno (another great one), came out of the gates with “Blab”, a “walkie-talkie” ephemeral video messaging service, which picked up millions of users quickly but found it hard to retain them. It shut down a year later, and it looks like Monkey Inferno dabbled in a few other things before coming to esports.
In that last pivot, Bebo first tried out streaming services for esports players, but that proved to be tough competition against dominant platforms like OBS and Xsplit. Then, in an interesting nod to its earlier history in social networking and organising groups of friends, it shifted once more, into organising and running tournaments for streamers, with leagues and more: the streams ran on Twitch and Bebo organised viewers, leagues and other things around that.
That site, Bebo.com, is now offline, and all its tweets seem to have been deleted, but the idea was to build out leagues and tournaments for any and all kinds of groups and players, for example complete beginners, or high school students.
It was the last of these that turned out to line up with a growing market segment.
According to a report in eMarketer, esports attracted some 400 million users in 2018 and pulled in revenues of $869 million from sponsorships, player fees and advertising, and it is projected to be worth between $1.58 billion and $2.96 billion by 2022. And Bebo was helping organise and build those communities.
And that is now linking up neatly with Twitch, which had been developing its own casual esports operation in the form of Twitch Rivals. This launched in beta in 2018 and is now widely available wherever Twitch is.
The Bebo tech and its team are now both being put to use on Twitch Rivals, to help continue expanding it with more features and more users. To be clear, though, it seems there is no intention — from what I understand — to parlay Bebo’s past efforts in social networking into a wider social networking play at Twitch: the focus is on esports.
Still, the acquisition comes at a key moment. Since January, there have been reports that Amazon is working on a new game streaming service (just like Apple, Google and others), which likely won’t be out until next year. While there is no news on that today, you can see how expanding the variety and breadth of content on Twitch by way of esports leagues and tournaments fits in with a wider effort to bring more regular, engaged users into the Amazon fold, using this as one of the big draws.
(Updated with more detail on the price.)
Powered by WPeMatico