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Delane Parnell’s plan to conquer amateur esports

Most of the buzz about esports focuses on high-profile professional teams and audiences watching live streams of those professionals.

What gets ignored is the entire base of amateurs wanting to compete in esports below the professional tier. This is like talking about the NBA and the value of its sponsorships and broadcast rights as if that is the entirety of the basketball market in the US.

Los Angeles-based PlayVS (pronounced “play versus”) wants to become the dominant platform for amateur esports, starting at the high school level. The company raised $46 million last year—its first year operating—with the vision that owning the infrastructure for competitions and expanding it to encompass other social elements of gaming can make it the largest gaming company in the world.

I recently sat down with Founder & CEO Delane Parnell to talk about his company’s formation and growth strategy. Below is the transcript of our conversation (edited for length and clarity):

Founding PlayVS

Eric P: You have a fascinating background as a serial entrepreneur while you were a teenager.

Delane P.: I grew up on the west side of Detroit and started working at the cell phone store of a family friend when I was 13. When I turned 16 or so, I joined two guys in opening our own Metro PCS franchise. And then two additional franchises. And I was on the founding team of a car rental company called Executive Rental Car.

Eric P: And this segued into tech startups after meeting Jon Triest from Ludlow Ventures?

Delane P: He got me a ticket to the Launch conference in SF, and that experience inspired me to start a Fireside Chat series in Detroit that brought in people like Brian Wong from Kiip and Alexis Ohanian from Reddit to speak. Starting at 21, I worked at a venture capital firm called IncWell based in Birmingham, Michigan then joined a startup called Rocket Fiber.

We were focused on internet infrastructure – this is 2015-ish – and I was appointed to lead our strategy in esports. So I met with many of the publishers, ancillary startups, tournament organizers, and OG players and team owners. Through the process, I became passionate about esports and ended up leaving Rocket Fiber to start a Call of Duty team that I quickly sold to TSM.

Eric P: What then drove you to found PlayVS? Did it seem like an obvious opportunity or did it take you a while to figure it out?

Delane P.: What esports means is playing video games competitively bound to governance and a competitive ruleset. As a player, what that experience means is you play on a team, in a position, with a coach, in a season that culminates in some sort of championship.

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Pro gamer Tfue files lawsuit against esports org over ‘grossly oppressive’ contract

Turner “Tfue” Tenney, one of the world’s premier streamers and esports pros, has filed a lawsuit against esports organization Faze Clan over a “grossly oppressive, onerous and one-sided” contract, according to THR.

The complaint alleges that Faze Clan’s Gamer Agreement relegates up to 80% of the streamer’s earnings from branded content (sponsored videos) to Faze Clan, and that the contract hinders Tfue from pursuing and earning money from sponsorship deals that Faze Clan hasn’t approved.

Tfue’s lawyer, Bryan Freedman of Freedman + Taitelman, took the complaint to the California Labor Commissioner with issues that span far beyond financial contracts. Freedman wrote that Faze Clan takes advantage of young artists and actually jeopardizes their health and safety, noting an incident where Tfue was allegedly pressured to skateboard in a video and injured his arm. Freedman also wrote that Faze Clan pressured Tfue to live in one of its homes where he was given alcohol before being 21 years old, and encouraged to illegally gamble.

From the complaint:

In one instance, Tenney suffered an injury (a deep wound that likely required stitches) which resulted in permanent disfigurement. Faze Clan also encourages underage drinking and gambling in Faze Clan’s so-called Clout House and FaZe House, where Faze Clan talent live and frequently party. It is also widely publicized that Faze Clan has attempted to exploit at least one artist who is a minor.

Faze Clan issued the following statement on Twitter following the news:

A follow-up from FaZe Clan on today’s unfortunate situation. pic.twitter.com/qm6sK8v88B

— FaZe Clan (@FaZeClan) May 21, 2019

Faze Clan claims that it has taken no more than 20% of Tfue’s earnings from sponsored content, which amounts to a total of $60,000. The owner of Faze Clan, Ricky Banks, took to Twitter to make his case, showing the incredible growth of Tfue’s popularity across Twitch and YouTube since signing with Faze Clan.

I recruited Tfue to FaZe Clan in April of 2018. These are graphs from both his YouTube & Twitch channels following the mark of our relationship. pic.twitter.com/c7m3QwsoTZ

— FaZe Banks (@Banks) May 20, 2019

As it stands now, Tfue boasts more than 120 million views on Twitch, more than 10 million YouTube subscribers and 5.5 million followers on Instagram.

Banks also reiterated Faze Clan’s official statement saying that the company has taken 20% of Tfue’s earnings from branded deals, totaling $60,000.

OK LAST TWEET – To clarify Turners contract does outline splits in prizes, ad revenue, stuff like that. But again we’ve collected absolutely none of it with no plans to and that was very clear to him. We have collected a total of $60,000 from 300k in brand deals (20%). That’s it

— FaZe Banks (@Banks) May 20, 2019

The Tfue claim, however, seems to take issue with the content of the agreement, not necessarily its execution, and the general legality of these types of gamer agreements across the esports landscape. Moreover, the complaint alleges that Tfue lost potential earnings due to his agreement with Faze Clan and their own conflicts of interest with various brands interested in a sponsorship.

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Hotstar, Disney’s Indian streaming service, sets new global record for live viewership

Indian video streaming giant Hotstar, owned by Disney, today set a new global benchmark for the number of people an OTT service can draw to a live event.

Some 18.6 million users simultaneously tuned into Hotstar’s website and app to watch the deciding game of the 12th edition of the Indian Premier League (IPL) cricket tournament. The streaming giant, which competes with Netflix and Amazon in India, broke its own “global best” 10.3 million concurrent views milestone that it had set last year.

Hotstar topped the 10 million concurrent viewership mark a number of times during this year’s 51-day IPL season. More than 12.7 million viewers huddled to watch an earlier game in the tournament (between Royal Challengers Bangalore and Mumbai Indians), a spokesperson for the four-year-old service said. In mid-April, Hotstar said that the cricket series had already garnered a 267 million overall viewership, creating a new record for the streamer. (Last year’s IPL had clocked a 202 million overall viewership.)

Fans of Mumbai Indians celebrate their team’s victory against Chennai Super Kings in IPL cricket tournament in India.

These figures coming out of India, the fastest-growing internet market, are astounding to say the least. In comparison, a 2012 live stream of skydiver Felix Baumgartner jumping from near-space to the Earth’s surface, remains the most concurrently viewed video on YouTube. It amassed about 8 million concurrent viewers. The live viewership of the royal wedding between Prince Harry and Meghan Markle was also a blip in comparison.

As Netflix and Amazon scramble to find the right content strategy to lure Indians, Hotstar and its local parent firm Star India have aggressively focused on securing broadcast and streaming rights to various cricket series. Cricket is almost followed like a religion in India.

In 2017, Star India, then owned by 21st Century Fox, secured the rights to broadcast and stream the IPL cricket tournament for five years for a sum of roughly $2.5 billion. Facebook had also participated in the bidding, offering north of $600 million for streaming. (Star India was part of 21st Century Fox’s business that Disney acquired for $71.3 billion earlier this year.)

That bet has largely paid off. Hotstar said last month that its service has amassed 300 million monthly active users, up from 150 million it had reported last year. In comparison, both Netflix and Amazon Prime Video have less than 30 million subscribers in India, according to industry estimates.

In the last two years, Hotstar has expanded to three international markets — the U.S., Canada, and most recently, the UK — to chase new audiences. The streaming service is hoping to attract Indians living overseas and anyone else who is interested in Bollywood movies and cricket, Ipsita Dasgupta, president of Hotstar’s international operations, told TechCrunch in an interview.

The streaming service plans to enter Sri Lanka, Pakistan, Nepal, Middle East, Australia, and New Zealand in the next few quarters, Dasgupta said.

That’s not to say that Hotstar has a clear path ahead. According to several estimates, the streaming service typically sees a sharp decline in its user base after the conclusion of an IPL season. Despite the massive engagement it generates, it remains operationally unprofitable, people familiar with Hotstar’s finances said.

The ad-supported streaming service offers about 80 percent of its content catalog — which includes titles produced by Star India, and shows and movies syndicated from international partners HBO, ABC, and Showtime among others — for no cost to users. One of the most watched international shows on the platform, “Game of Thrones,” will be ending soon, too.

The upcoming World Cup cricket tournament, which Hotstar will stream in India, should help it avoid the major headache for sometime. In the meantime, the service is aggressively expanding its slate of original shows in the nation. One of the shows is a remake of BBC/NBC’s popular “The Office.”

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Where top VCs are investing in media, entertainment & gaming

Most of the strategy discussions and news coverage in the media and entertainment industry is concerned with the unfolding corporate mega-mergers and the political implications of social media platforms.

These are important conversations, but they’re largely a story of twentieth-century media (and broader society) finally responding to the dominance Web 2.0 companies have achieved.

To entrepreneurs and VCs, the more pressing focus is on what the next generation of companies to transform entertainment will look like. Like other sectors, the underlying force is advances in artificial intelligence and computing power.

In this context, that results in a merging of gaming and linear storytelling into new interactive media. To highlight the opportunities here, I asked nine top VCs to share where they are putting their money.

Here are the media investment theses of: Cyan Banister (Founders Fund), Alex Taussig (Lightspeed), Matt Hartman (betaworks), Stephanie Zhan (Sequoia), Jordan Fudge (Sinai), Christian Dorffer (Sweet Capital), Charles Hudson (Precursor), MG Siegler (GV), and Eric Hippeau (Lerer Hippeau).

Cyan Banister, Partner at Founders Fund

In 2018 I was obsessed with the idea of how you can bring AI and entertainment together. Having made early investments in Brud, A.I. Foundation, Artie and Fable, it became clear that the missing piece behind most AR experiences was a lack of memory.

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Zwift CEO Eric Min on fitness-gaming and bringing esports into the Olympics

The rumored IPO plans of $4 billion spinning brand Peloton marks the rise of a wave of interactive fitness startups like Mirror, Tonal, Hydrow and At Home 360 that combine a monthly subscription to recorded and/or live video classes with workout hardware.

There’s opportunity beyond this initial “Peloton for X” model, however, when you look at where the gamification of at-home workout experiences can overlap with actual games. We’re in the midst of rapid growth in the gaming industry, the rise of esports and the mainstream-ing of socializing within games due to Fortnite

The virtual cycling business Zwift is a five-year-old startup that has raised more than $170 million as a pioneer of fitness-gaming ― physical sport carried out in a virtual world. Athletes join together for group rides and races within a cycling game that hooks up to their own bike trainers at home in order to reflect their movements and physical exertion. Because users are represented as players within a social game, there is the benefit of network effects, opportunity for in-game commerce and an audience viewing the competition.

I recently sat with Eric Min, Zwift’s CEO and co-founder, at the company’s London office. We discussed why he founded Zwift and how the product has evolved, the potential revenue streams available to an interactive fitness brand and Zwift’s rise as an esport with ambitions to enter the Olympics. Here’s the transcript:

Eric Peckham (TechCrunch): Do you view Zwift as a fitness company or as a gaming company where the bike trainer is just a controller?

Eric Min (Zwift): We’re the fitness company born out of gaming. While we’re a fitness brand, we’re also a game and social network, two things that are converging rapidly right now. What we’re trying to do, though, is build this social network around real-time experiences, physical experiences, and I think that’s far more interesting. Crucial to that is being hardware-agnostic though. We work with a lot of equipment out there so our users can come to the game easily.

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Drake invests in esports betting startup Players’ Lounge

Drake’s latest collaboration isn’t with Kanye or Kendrick, it’s with Marissa Mayer.

The rap superstar has joined a bevy of Silicon Valley investors, including Strauss Zelnick, Comcast, Macro Ventures, Canaan, RRE, Courtside and Marissa Mayer, to fund Players’ Lounge, an esports startup looking to pit gamers against each other in their favorite titles with some friendly wagers on the line.

The startup has just announced that it closed $3 million in funding.

The company, which has been around for five years, got its start as an esports startup looking to organize real-life matches at bars in New York City to play FIFA. That’s obviously not the most scalable business of all time, but last year after joining Y Combinator, the company really dove into a new model that looked to create an online hub for gamers to battle each other in titles of their choosing, with money on the line.

The company has a heavy emphasis on sports titles, like FIFA 19, NBA 2K19 and Madden 19, but there are also some heavy hitters like Fortnite, Apex Legends and Super Smash Bros. Ultimate.

Gamers can set a match or join one in head-to-head challenges or in massive 500-person tournaments. The wagers are often a buck or two but can swell much higher. Players’ Lounge takes 10 percent of the bets as a fee. Because it’s a game of skill, not chance, there aren’t many issues with gambling regulations, though a few states still don’t allow the service, the company says.

The startup plans to use their new cash to beef up their library of playable games and add to their development team.

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Zone7 raises $2.5 million seed round to predict injury risk for athletes

Zone7, the company using data and analytics to identify the potential for injuries with athletes, has raised $2.5 million in seed funding.

The company monitors athletes’ performance to determine when they need to be rested to avoid the potential for career-threatening injuries.

The company’s technology has managed to attract investors including Resolute Ventures, UpWest, Amicus Capital, Dave Pell, PLG Ventures, along with athletes like National Basketball Association star Kristaps Porzingis.

Teams in the MLB, La Liga, Champions League, MLS, collegiate athletic departments and Olympic teams are all using the company’s technology, according to a statement.

“Getting injured is one of the worst experiences for any athlete,” said Porzingis, in a statement. “The technology behind Zone7 is extremely impressive and has the potential to change the landscape of sports forever.”

Zone7 uses pattern recognition based on an athlete’s past performance and medical history to determine what course of action is best for the player to ensure that they don’t get hurt. So far, the company says it has achieved a 95 percent accuracy rate when it comes to predicting injuries and reduced the potential for injuries by 75 percent, according to a statement.

“Injuries in professional sports cost billions annually, but in the era of big data it doesn’t have to be that way,” said Tal Brown, co-founder and CEO of Zone7. “Professional sports franchises have massive amounts of untapped health and performance data that, when unlocked by AI, can become one of a team’s most valuable assets. By better understanding every athlete’s breaking points and implementing personalized intervention plans to prevent injuries before they occur, teams no longer have to accept injuries as an inevitability.”

Founded by Tal Brown and Eyal Eliakim, two Israelis who served in the military’s elite technology division called the 8200, Zone7’s executive team has years of experience working with Salesforce on the development of its Einstein product and with professional soccer franchises in Israel.

“Professional sports is, for the most part, slow to embrace medical and performance data, and as such, this has historically been a difficult target market to break into. Tal and Eyal have built a compelling product that is making teams stand up and take notice. It’s literally a game changer,” said Raanan Bar-Cohen, general partner at Resolute Ventures, in a statement. “The fact that Zone7 is the first company to show injuries can be avoided by using artificial intelligence, makes us extremely excited to partner with the Zone7 team.”

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Sapphire Ventures bets big on esports and entertainment with new $115M fund

Sapphire Ventures, formerly the corporate venture capital arm of SAP, has lassoed $115 million from new limited partners (LPs) to invest at the intersection of tech, sports, media and entertainment.

A majority of the LPs for the new fund, called Sapphire Sport, have ties to the sports industry, from City Football Group, which owns English Premier League team Manchester City, to Adidas, the owners of the Indiana Pacers, New York Jets, San Jose Sharks and Tampa Bay Lightning, among others.

The firm plans to do five to six investments per year, sized between $3 million and $7 million. So far, they’ve deployed capital to five startups: at-home fitness system Tonal, live soccer streaming platform mycujoo, digital sports network Overtime, ticketing and events platform Fevo and gaming studio Phoenix Labs. Sapphire began backing tech startups in 2008; in 2016, the firm closed on $1 billion for its third flagship venture fund.

Sapphire managing director and co-founder Doug Higgins is leading the effort alongside newly tapped partner Michael Spirito, who joined from 21st Century Fox, where he focused on business development and digital media for the Fox Sports-owned Yankees Entertainment and Sports (YES) Network, in September.

Higgins was an investment manager at Intel Capital for four years prior to co-launching Sapphire. Throughout his career, he’s managed the firm’s investments in LinkedIn, DocuSign, Square and more.

“We invest in anything that tech is disrupting,” Higgins told TechCrunch. “We were early investors in Fitbit, so we saw the beginning of digital fitness and how tech can impact the lives of anyone, not just high-performance athletes … We are also investors in Square, TicketFly and Paytm and what we’ve been seeing — the dream as a VC — is these massive markets in the sports, media and digital health world that are getting disrupted by tech.”

Sapphire is betting its traditional and well-established venture platform, coupled with the expertise of leading sports entities on board as LPs, will give it a competitive edge as it targets some of the best emerging sports tech companies.

“We see a lot of FOMO happening in this world, where everyone wants to have a play, but to make the best investment you need to have the widest perspective,” Higgins said. “So if you’re a team owner of a particular football team you are going to make better decisions if you are able to share perspectives with owners of other teams.”

“The best entrepreneurs, the ones we all want to invest in, there’s not a draft, they have to select you,” he added.

Investment in esports and gaming has skyrocketed, surpassing a total of $2.5 billion in VC funding in 2018. According to PitchBook, a handful of startups have already raised a total of $65 million in VC backing this year, including a $10.8 million financing for ReKTGlobal, a provider of esports infrastructure services.

“You can’t ignore the numbers on esports,” Higgins added. “They just continue to grow massively and people who have teenage kids, like myself, [those kids] want to grow up to be the next ninja, not the next Tom Brady .”

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With investors knocking, PlayVS opens the door to a $30M Series B

PlayVS, the company bringing esports infrastructure to high schools across the country, has today announced the close of a $30.5 million Series B financing. The round was led by Elysian Park Ventures, the investment arm of the L.A. Dodgers, with participation from five existing investors, including New Enterprise Associates, Science Inc., Crosscut Ventures, Coatue Management and WndrCo.

New investors also joined in on the round, including Adidas (the company’s first esports investment), Samsung NEXT, Plexo Capital, as well as angel investors such as Sean “Diddy” Combs, David Drummond, DST Global partner Rahul Mehta, Michael Dubin and others.

It’s certainly worth noting that PlayVS raised a $15 million Series A just six short months ago. Founder and CEO Delane Parnell explained that this Series B was an opportunistic raise, as the company received a lot of inbound from investors to get a slice of the next round.

“This gives us much more stability and runway so that we can hire more senior employees and leadership,” said Parnell. “It also gives us a bit of a war chest to let the team go out and work their strategies.”

Alongside the raise, PlayVS also announced new game partnerships, bringing Rocket League and SMITE into the company’s portfolio. Rocket League and SMITE join League of Legends, which was added to the platform two months ago.

PlayVS launched early this year with a relatively novel approach to the esports world. Instead of focusing on the current esports space, PlayVS realized there was a huge opportunity to bring infrastructure to the esports landscape in high school. As more and more esports careers are created through investment by colleges (via scholarships) and esports orgs, PlayVS gives students a place to show off their skills and get in front of recruiters.

The first step in the process was establishing a partnership between PlayVS and the NHFS, which is essentially the NCAA of high school sports. Through that partnership, PlayVS handles team schedules, district league schedules, coaching clinics and referees, and sets up an in-person live spectator event for the State Championship at the end of the year.

Right now, the company is in the midst of its Season Zero, testing out the platform with a small number of states — Connecticut, Georgia, Kentucky, Massachusetts and Rhode Island — in preparation for the official Inaugural Season, which will begin in 2019. Today, PlayVS is adding Alabama (AHSAA), Mississippi (MISSHSAA) and parts of Texas (TCSAAL).

But the growth of the company is largely dependent on states and school districts, which is why PlayVS is announcing the launch of Club Leagues. Club Leagues is identical to the PlayVS sports league product, except there is no State Championship at the end. Still, students who do not yet have access to the official PlayVS sports league can create teams, join up and play matches.

Eventually, Parnell says, the company will phase out Club Leagues as soon as official sports leagues are available to those players.

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The tactics behind The Athletic’s breakout success in sports subscriptions

Local newspapers may be shuttering and people may be consuming most news on social media, but don’t tell Alex Mather that a subscription news publication can’t grow like a unicorn startup. His 2-year-old sports publisher The Athletic has gained over 100,000 paid subscribers (60 percent under age 34) and has a 90 percent retention rate.

Having already raised $30 million in its short life, the company announced a new $40 million Series C yesterday, led by Founders Fund and Bedrock Capital. It reportedly values The Athletic around $200 million.

I interviewed Alex Mather (The Athletic’s CEO) and Eric Stomberg (partner at Bedrock Capital) to understand what’s behind the breakout success, and why they think this publishing startup can scale to become a multi-billion dollar company.

EP: Bedrock makes concentrated, contrarian bets. Explain how The Athletic fits that.

ES: I first met Alex and Adam in 2016 during Y Combinator. The popular view then, as it remains now, was that people just aren’t willing to pay for content online and that to win in media you have to put out a high volume of free articles on social.

The Athletic took the opposite approach. It’s a narrative violation. Everything is part of a paid subscription, with the belief that instead of writers needing to post 3-4 pieces per day, they should focus on deeper stories that add value to paid subscribers over time. That worldview resonated with us. If you can create content at scale that people are willing to pay for, that’s a powerful economic engine.

There’s so much sports coverage already out there, by professionals and amateurs alike, so why are people willing to pay for The Athletic?

AM: While there appears to be an abundance of content, most of it is aggregated, shallow content for a broad audience. We produce fewer stories and target a diehard fan. Our subscribers consistently tell us that no one else produces the same depth on a daily basis.

How did you determine the $60/year price point?

AM: We think of $60/year ($5/month) as less than the average NBA ticket. It’s a meaningful price but not prohibitive, especially when we do discounts in the first year. Like all subscription companies, whether we like it or not, we have to consider how our pricing stacks up against Netflix. For $10/month, you can subscribe to Netflix which is spending $8 billion per year in content.

Is The Athletic profitable?

AM: We expand by launching in local markets. We are in 47 thus far. The operational focus is on building a local team and becoming profitable in each local market. I can tell you that most markets are profitable in the first year — currently all of our markets over one year old are profitable and most of those over 6 months old are profitable.

(Photo by Thearon W. Henderson/Getty Images)

Explain your growth strategy in terms of coverage: Which sports did you start with and at which level (local versus national)?

AM: Direct-to-consumer businesses have to really work to earn their subscribers’ hard-earned money. We have to obsess over where we can be different. In the beginning, that was with hockey and baseball, because those have been de-prioritized by the bigger players. That shifted as we gained more subscribers: we needed to become comprehensive. We hired folks to cover the NBA, to cover the NFL, to cover soccer.

Do subscribers usually come just for one local sport or for the broader bundle?

AM: We’ve built a powerful bundle. A local newspaper has local politics, local restaurants, and then local sports. We have just the sports, but add a national perspective and a nationwide bundle. Most of our subscribers are “super bundlers,” meaning they subscribe to content from multiple cities plus at least one national product and usually a college product that’s not local. We provide all that for significantly less than competitors.

Eric — as a VC looking for multi-billion-dollar exits, how are you analyzing the potential scale of a subscription publication like this? Even most people who are bullish on subscriptions believe it’s a choice of going for a niche audience and staying small.

ES: There are two things we look for in a subscription business: retention and a positive flywheel.

Retention. In any subscription business, the key question is: can they maintain their subscribers over time? Most of them don’t. Spotify does, Netflix does, and The Athletic does as well. The Athletic is off the charts, which sets it up for scale. You want to see deep engagement over a very, very long period of time — years.

A positive flywheel. The more you build your subscriber base, the more you build your revenue base. That allows you to get better content, to hire unique writers, to build greater depth. In doing so, you attract people who weren’t ready to subscribe in the early days but now you have writers they follow and content they want. Technology is important here too: as you build a bigger platform with more content, serving the right content at the right time to each user is a key advantage. When this flywheel is working it’s actually quite hard to put a ceiling on the business.

Most publishers did a so-called “pivot to video” over the last couple of years. You’re anchored in writing. Why not more video at the start?

AM: We’re obsessed with the consumer and all our research in the beginning said that people still like to read books and articles. Advertising with text may not be as good as with video, which may be why so many other companies “pivoted to video,” but we think the written word is still the best way to convey certain types of stories. It’s straightforward, it doesn’t require headphones.

There’s an incredible amount of talent out there that can produce these stories and that has been cast aside by many entities. We saw it as an opportunity to give them great jobs and bring value to our subscribers. That has paid off for us.

What are your plans for video or other content formats in the future?

AM: We raised this Series C with audio and video in mind. We can tell even more stories when we add in audio and video possibilities. Our goal is to serve the subscriber: some love to read, some love to listen, others prefer to watch. We look up to things like The Ringer, Andre the Giant on HBO, VICE News, Gimlet, and The Daily by The New York Times all as incredible storytelling, and we ask ourselves “how can we do sports versions of those?”

Why focus on hiring experienced, full-time writers rather than a stable of contributors or curating from the vast pool of content by fans? Lots of amateurs pay close attention to sports.

AM: What’s really important to us is a growth mentality — that by Day 100 on our team a writer is thinking very differently. We’re providing lots of data, lots of feedback. We invest in great people who will figure this out with us over time. Also, scaling so quickly from 0 to 300 editorial staff was possible because we recruited experienced talent who know what to do already.

We do have about 400 contributors as well. These are folks who may be lawyers or accountants but are passionate about the teams they cover. We are a way for them to reach a premium audience. We can pay them really well and give them world-class editors formerly with Sports Illustrated and ESPN.

How are you acquiring your subscribers?

AM: When we expand into a new market, we gain new subscribers by hiring writers who have a following already and by word of mouth from existing subscribers. Then like any direct-to-consumer brand, we are acquiring subscribers through Google, Facebook and Twitter.

You financially incentivize your writers based on them acquiring new subscribers through their articles or by promoting The Athletic with their followers online. That is very uncommon in publishing. Explain that strategy.

AM: It ties back to our focus on building for the long term and investing in talent that will grow with us. We like to assign incentives that give us the best chance of building a sustainable business and we think about compensation in that way. We give our team equity in the company and for many, we tie a portion of their comp to the performance of their team, sport, city. It’s a great way to share in the responsibility and success of the business.

At the bottom of articles, you ask readers to rate each story as “Meh,” “Solid,” or “Awesome.” I wish every publisher did this. How do you use this data? How do a writer’s scores impact them?

AM: It’s about feedback loops. Our writers gauge feedback when they share on Twitter. This is another data point. It helps paint a more complete picture. NPS alone isn’t enough of course though. We look at whether articles drive new subscribers, drive deep engagement, drive comments, etc. We don’t use pageviews, but we certainly use metrics. Usually, this results in a writer producing very different work on Day 100 than they were on Day 0.

Explain the interaction between subscribers. It’s not unique to have a comments section: there are bad comments sections, good comments sections and comments sections that go unused. At a tactical level, how do you think about building community?

AM: My co-founder and I met at Strava, the social network for endurance athletes. I ran the product team and we were obsessed with community. We see an incredible connection between community engagement and subscriber retention. The question that drives us is how can we connect users in an authentic way, how can we connect users to our staff in an authentic way, how can we connect users to athletes in an authentic way. We’re doing a lot of experimentation here. We have a distinct opportunity because of our paywall: most of the comments on The Athletic are saying substantive things.

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