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Bright Cellars, a six-year-old subscription-based wine seller has, like many upstarts, evolved over time. While it once sent its club members third-party wines that fit their particular profiles, Milwaukee, Wisconsin-based Bright Cellars says it’s now amassing enough data about its customers that it no longer sells wines made by other brands. Instead, while some of its “original” offerings are admittedly sold by other labels under different names, it is increasingly finding success by directing its winemaker partners to tweak the recipe, so to speak.
“We’re optimizing wine like you might optimize a more digital product,” says co-founder and CEO, Richard Yau, a San Francisco native whose startup entered into a regional accelerator program early on and stayed, though the company is now largely decentralized.
We talked earlier today with Yau about that shift, which investors are supporting with $11.2 million in Series B funding, led by Cleveland Avenue, with participation from earlier backers Revolution Ventures and Northwestern Mutual. (The company has now raised roughly $20 million altogether).
Yau also talked about industry trends that he’s seeing because of all that data collection.
TC: You’re building a portfolio of wines. What does that mean?
RY: We don’t own any land. We’re working primarily with suppliers [as do big companies like Gallo and Constellation], but at a larger scale than before, so we now get to shape what wines taste like and look like, and we can optimize across variables like how sweet should this wine be? How acidic? What do we want its color and brand and label to look like and which segment of our customers will really enjoy this wine the most?
TC: What’s one of your concoctions?
RY: We have a sparkling wine that’s produced in the Champagne method — not a Champagne wine; it’s a domestic wine — using grape varietals that no one uses for sparkling wine, and it’s one of the top-rated wines on our platform. Sparkling wine has been really good for us.
TC: How many subscribers do you have?
RY: We can’t share that, but we saw an acceleration in not just new subscribers throughout the pandemic but also in terms of seeing a larger share of [customers’] wallets going to D2C, and that impacted us pretty positively. Even as things eased up over the summer, we saw that people were cooking and eating at home more [and drinking wine].
TC: What’s the average price of a bottle of wine on the platform?
RY: $20 to $25.
TC: Where are your grape suppliers?
RY: A lot are on the West Coast, in Washington and California, but we also have grape suppliers internationally, including in South America and Europe.
TC: How many wines do you offer, and how long do you trial a wine?
RY: We’ve tested around 600, and at any given time, we’ll have 40 to 50 wines on the platform. We don’t stock everything forever; those that don’t do as well, we basically eliminate.
TC: A lot of D2C brands eventually branch into real-world locations. You aren’t doing that. Why not?
RY: It’s possible that we might at some point, but we like being D2C and it makes a lot of sense in a world where our members now work from home and are home to receive packages. It lines up with e-commerce trends in general. If you’re not buying your groceries at the store anymore, you aren’t buying wines at the store, either.
TC: From where are these bottles shipped?
RY: From a variety of places, but primarily from Santa Rosa [in the Bay Area].
TC: Have you seen the impact the weather is having on California winemakers, some of whom are now spraying sunscreen on their grapes to protect them?
RY: [Climate change] has certainly affected the wine industry. One of the fortunate things about us is we have flexibility in the suppliers we’re working with, so from a business-health perspective, we haven’t been as affected by that. Because a lot of our operations are in California, we did a couple of years ago have some interruptions with distribution where we weren’t able to ship some days; we were also impacted by warm temperatures. But fortunately, so far for this year, we haven’t had any operational or supply-chain disruptions.
TC: Have you been approached by one of legacy firms about a partnership or acquisition?
RY: We’ve had conversations, more in terms of partnerships because we have lots of data and can help them. For example, we can launch a new wine and get feedback almost like a focus group to figure out who likes what. We can split test two different blends for a wine and figure out which does better. That’s where conversations with legacy wine companies have happened.
TC: So they’d pay you for your data.
RY: We’re not opposed to selling data in the future, but we’ve approached it more like, here’s an opportunity to learn about how innovation works at a larger wine company. We don’t expect to be able to do what Constellation does well — with its large salesforce and distributors in every state — but what we can do in a complementary way is understand the consumer.
TC: What have you learned that might surprise outsiders?
RY: Petite sirah [offerings] do as well, if not better than, cabernet and pinot noir on the platform. Cab and pinot are fully 50 times the market size of petite sirah, but we see that our members really like it.
People also like merlot a lot more than they think — pretty much across all demographics. People like to hate merlot, but when we look at red blends that do well . . .
TC: What do people have against merlot?
RY: [Laughs.] Have you ever seen “Sideways?” That has something to do with it, still. Meanwhile, pinot noir remains popular, but people don’t like it as much as [other wine sellers] think.
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Apple Arcade introduced the idea of all-you-can-eat subscription-based mobile gaming to the mainstream. Google Play Pass soon followed as a way to subscribe to a sizable collection of both apps and games on Android devices. Today, a startup called GameClub is launching in the U.S. to offer an alternative. For $4.99 per month, mobile consumers will be able to access a library that includes some of the best games to have ever hit the App Store.
To be clear, GameClub is not a cloud gaming platform, like Google Stadia. It’s a way to subscribe to actual App Store games, similar to Arcade. In GameClub’s case, however, the focus is not on new releases but on quality games that already have proven track records and high ratings.
In fact, many GameClub games have made Apple’s own editorially selected “Game of the Year” lists in years past. And like the games offered on Apple Arcade, they don’t have ads or any in-app purchases.

At launch, GameClub’s library includes more than 100 titles, with around half that available for play today. More titles will roll out on a weekly basis in the months ahead. Combined, the games have over 100 million collective downloads, the company says.
On GameClub, you’ll find games like: Super Crate Box, Hook Champ, Mage Gauntlet, Space Miner, Forget-Me-Not, MiniSquadron, Plunderland, Pocket RPG, Sword of Fargoal, Incoboto, Tales of the Adventure Company, Hook Worlds, Orc: Vengeance, Mr. Particle-Man, Legendary Wars, Deathbat, The Path to Luma, Grimm, Zombie Match, Faif, iBlast Moki 2, Kano, Baby Lava Bounce, Run Roo Run, Gears and many others.
It’s a selection that extends across gaming categories, like Action, Arcade, Puzzle, Adventure, Platformer, Retro, Role Playing, Simulation, Strategy and more.
To use the service, you first download the main GameClub app, which becomes the hub for your GameClub activities. You then sign up for the $4.99 per month subscription, which includes a 30-day free trial. Within the main app, you can browse the available titles as well as read editorial content like in-depth overviews and histories, get tips and learn about gaming strategies.

The startup was founded last year by game industry vets Dan Sherman and Oliver Pedersen.
Sherman, GameClub CEO, has worked in the gaming industry for around 17 years, including time spent at EA and his own startup, Tilting Point. His experience has involved, predominantly, signing content partnerships with game creators. Pedersen, meanwhile, built backend systems and platforms for games, including at Yahoo Games.
Though GameClub is seemingly arriving after Apple Arcade’s debut, it actually began before that. The startup was founded in 2018, ahead of any Apple Arcade rumors. It went live on iOS outside the U.S. before Arcade launched.

The founders say they were inspired to address the issues caused by the free-to-play model that has infiltrated the gaming industry. In addition, they had witnessed a decline in consumers’ willingness to purchase content upfront, which was impacting the industry.
“I was seeing all these amazing game developers leave mobile because the types of games they make are not the types of games that monetize through in-app purchases and ads,” Sherman tells TechCrunch. “The free-to-play model actually only works for a handful of genres,” he explains. “A lot of companies make a lot of money through a very small number of genres and game experiences — to the exclusion of a lot of other types of genres that GameClub is bringing back — action, adventures, arcade, tower defense — anything that can be completed.”
With free-to-play, games are built around perpetual retention loops. “And the freemium model comes out of the casino industry, not the premium game industry,” Sherman points out.
But because this is how games could make money, it led to homogeneity in the marketplace, he says.

GameClub aims to offer a subscription to the premium games that got left behind.
They are meant to be wholesome and fun, not overly addictive. They’re not designed to manipulate you into spending money. You simply pay your subscription fee every month to access the catalog, then play unencumbered.
Thanks to Apple Arcade and Google Play Pass, consumers are now comfortable with the idea of the subscription model for mobile games. And other services — like Spotify Netflix, and Xbox Game Pass, for example — have pushed the idea of subscription access to content across platforms and genres.

GameClub is different from Arcade, however, because it’s not funding the development of content upfront — at least, not yet. Instead, it’s forging agreements with largely indie developers to release their existing IP as a GameClub exclusive.
This may include bringing an older game into the 64-bit era — something GameClub handles on their behalf.
“Many of [the GameClub titles] have been gone for many years,” says Sherman. “It’s with our team, our technology and our developers that they’ve been brought back. And they’ve been brought back in a way that is 100% using the original code and the exact same design…but making them look and feel new, with higher resolution, Retina Display assets and by optimizing for the latest screen sizes and configurations,” he adds.
The company doesn’t discuss the business model for GameClub, but it’s not the same as Apple Arcade’s pay-upfront model.

What Sherman could say is that the more important the game is to the GameClub service, the more money the creator makes. Additionally, GameClub says it’s transparent with developers about its subscription revenue, so there’s no question about which games are earning or why.
The same can’t be said for Apple Arcade, which is a total black box to the point that consumers don’t know which Arcade games are most popular, developers can’t see how they’re doing compared with others and third-party measurement firms have no data.
Of course, there could be concerns that GameClub exists in a gray area, with regard to App Store policy. Those with longer memories may recall that Apple banned app-stores-within-a-store starting back in 2012. The company had kicked out apps that recommended other apps like AppHero, FreeAppADay, Daily App Dream, AppShopper and more. It also banned the more popular app recommendation service AppGratis the following year.
But Apple’s concern was that these apps were leveraging their power to manipulate App Store charts and rankings, often charging for that service. GameClub, on the other hand, plays fairly. Its service also benefits Apple, by offering subscription access to quality games that couldn’t thrive as free-to-play titles.

Longer-term, GameClub wants to produce its own original content and offer its service across platforms, starting with Google Play, but eventually tackling PC and console gaming.
The startup is headquartered in New York City, with offices in Copenhagen. In addition to the founders, it includes Eli Hodapp, the former editor-in-chief of the popular game news and review site TouchArcade, and COO Britt Myers, the former chief product officer of subscription-based edtech apps platform Homer.
With the close of a seed round last week, GameClub is backed by $4.6 million in funding.
Investors from a round that closed last year include GC VR Gaming Tracker Fund, CRCM Ventures, Watertower Ventures, Ride Ventures, BreakawayGrowth Fund and others. New investors include GFR Fund, Gramercy Fund, Century Gold and others.
GameClub is available on the App Store.
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Following the well-received launch of Apple Arcade, Google today is officially introducing its own take on subscription-based access to premium mobile games — or, in Google’s case, premium mobile apps, too. The new Google Play Pass subscription, arriving this week, will offer more than 350 apps and games that are completely unlocked, with no upfront fees, in-app purchases or advertisements. And the initial price point is something of a no-brainer — it’s just $1.99 per month for the first year, Google says.
That price will increase to $4.99 per month after the first 12 months have passed, which is the same price as Apple Arcade at launch. This launch promotion is only available until October 10, 2019, however.
The two services are similar in concept, as both are providing a large library of premium content for a monthly subscription. But there are some differences between the two.
For starters, Apple Arcade is filled with exclusives — meaning its games will not be found on Andriod. The reverse is not true for Google Play Pass. Instead, the Play Pass catalog includes many cross-platform titles, including some that even found their fame first on iOS, like ustwo’s Monument Valley.
In addition, Play Pass’s launch titles aren’t all games. There are also ad-free versions of popular mobile apps, like AccuWeather, Facetune and Pic Stitch, for example.
Notable launch titles include Stardew Valley, Risk, Terraria, Monument Valley, Star Wars: Knights of the Old Republic, Reigns: Game of Thrones, Titan Quest and Wayward Souls. Some lesser-known additions include LIMBO, Lichtspeer, Mini Metro and Old Man’s Journey. Others, like This War of Mine and Cytus, are coming soon. And for little kids, there are some preschooler-friendly titles like Toca Boca classics and the My Town series.
More titles are added on a monthly basis, Google says.

Because it’s not relying on exclusives; Google’s catalog is more than triple the size of Apple’s at launch. That being said, Apple’s Arcade library is filled with gorgeous, high-quality games while Play Pass is rounded out with a lot more utilities, like weather apps and photo editors.
Like Apple Arcade, the new subscription gets its own tab in the Google Play app, where the games are organized by genre, popularity and other factors — just like a mini app store. However, unlike Apple Arcade, where games are only found in the Arcade tab or through search, Google Play Pass titles will appear directly in the Play Store. They’ll be designated with a Play Pass ticket badge, so you can easily identify them.
The Play Pass subscription also allows the games to be shared with the whole family. The family manager can share their Play Pass subscription with up to five other family members, who can each access the titles independently. This is comparable to Apple Arcade.
We already knew Google was working on an Apple Arcade competitor before today. The Play Pass subscription’s existence had been leaked, and Google later confirmed the service with a tweet. What we didn’t yet know was the launch date, lineup or the official pricing.
Google Play Pass service is rolling out this week to Android devices in the U.S., with more countries coming soon. A 10-day subscription is available, before it converts to the $1.99 per month limited promotion, followed by the $4.99 per month price point when the promotion ends.
While neither Apple nor Google is discussing the terms of their deals with developers, Google says the more people download a Play Pass title, the more the revenue developers receive on a recurring basis. It also explained that Google itself is funding the initial launch offer, so developers can gain more subscriber interest without impacting their revenue.
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Bloomberg today updated its earlier reporting on Apple’s plans for a news and magazine subscription service. Earlier this year, the outlet said Apple would relaunch the digital newsstand business Texture, which it acquired this spring, as part of the Apple News app. Now, Bloomberg confirms the launch time frame could be “as soon as this spring.” It also detailed some of the industry reaction, which is cautious at best.
Apple is said to be courting paywalled newspapers like The Wall Street Journal and The New York Times to join Texture, and is working on a new design for the magazine content. Instead of trying to mimic what a magazine looks like in print, as it does today, Apple is making the content look more like typical online news articles, Bloomberg said.
The report also noted publishers were proceeding with trepidation, in many cases. Because Apple is offering a lower pricing — $9.99 per month for all-you-can-eat news and magazine content, similar to the Netflix model — publishers are worried Apple’s service will eat into their revenues. This $10 price point, after all, is cheaper than a subscription to a single publication — like The NYT’s digital subscription — in some cases
Instead, publishers prefer a platform that lets them build their own paywalls right into Apple’s app.
But Apple’s counterpoint during negotiations has been that the subscriber growth it could bring would make up for the lost revenues from publishers’ own subscription businesses, the report also said. The company compared its potential to that of Apple Music, which is nearing 60 million users, according to the latest from Billboard.
Texture today offers access to more than 200 magazines, including Vanity Fair, EW, GQ, Vogue, Forbes, Time, People, Rolling Stone, Cosmopolitan, Sports Illustrated and many others, including Bloomberg Businessweek.
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For those of us unlucky enough to be forced to accommodate mother nature’s whims on a monthly basis, you know that — in addition to cramps, headaches and mood swings — it can be a challenge to find time in your schedule to buy the period products you need.
Desperate trips to the pharmacy when disaster hits can suffice, but the co-founders of the tampon subscription service Athena Club, Maria Markina and Allie Griswold, thought there had to be a better way to provide women the products they need in a cheap and empowering way.
“We’ve both had our fair share of tampon war stories,” Griswold told TechCrunch. “It’s something that every woman goes through at some point in her life and it’s a universal problem that we wanted to make easier. There are so many other amazing things that women can and should be doing than worrying about [where to get tampons] every month.”
Athena Club launches today after receiving $3.8 million in seed funding from investors including Henry Kravis of KKR, the Desmarais Group and Cue Ball Capital. The company currently offers two tampon types (Premium and Organic) and a variety of absorbances (ranging from light to super+ for its Premium product and regular to super for its Organic one). The company also has plans to expand its products into pads and liners as the brand progresses.
In each order, customers can decide how many bags they need (each reusable bag includes 18 tampons), what type of tampon and what mix of absorbances they want, and how frequently they need them delivered. A selection of its Premium tampons cost $6.50/bag and its Organic selections are $7.50/bag.
For the founders, this level of customization was an important part of giving women autonomy over their periods.
“[We chose] the name Athena Club because we believe Athena is a really strong, fearless, independent woman and we’re very excited to bring that essence to our brand.” said Griswold. “Like Athena, women today have many passions and talents. They can’t all fit into one box and we want to provide [the option] to find the right customized package that works for their body.”
Athena Club also recognizes that for some women, access to tampons and period products is more than just a nuisance but a critical health issue. To help provide security and education surrounding periods and women’s health to women in need, Athena Club is committed to supporting groups like Period.org and Support the Girls. To date, Athena Club has already donated 10,000 tampons to women in need through Period.org and has plans to continue that support on a yearly basis.
Athena Club is joining a fairly crowded feminine care subscription space, but the founders say that its price point will help it stand apart from the crowd. Tampon subscription companies like LOLA offer a subscription plan priced at $10/box for 18 plastic applicator tampons (the same type and count as Athena Club) and Cora offers 18 tampons for $13/box. Other more extravagant boxes, like Hello Flo incorporate add-ons like chocolate or underwear in their boxes and can be priced upwards of $40.
And, all of these models are up against long-term, reusable period solutions like Thinx period underwear (which can cost up to $39 for two tampons worth of absorption per use) and plastic menstrual cups like the Diva Cup (which retails for $40.99.)
With so many options, Athena Club presents itself as the cheap, no-fuss solution for women who are through letting periods disrupt their lives.
Updated to reflect seed round funding contributions
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Wattpad, the company behind a suite of apps for reading and sharing stories – including a fairly popular “chat fiction” app Tap, a rival to Hooked – is today adding its first ever subscription plan for its flagship application. The option, called Wattpad Premium, will remove the ads from Wattpad’s otherwise free app – a feature users have been requesting… Read More
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Netflix’s booming subscriber growth, announced in the company’s earnings last week, is also being felt on the App Store, where its app has again become the top earner in terms of revenue. According a recent report from app store analytics firm Sensor Tower, the app in Q2 saw 233 percent revenue growth year-over-year to $153 million in the most recent quarter. That’s up from… Read More
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Toy company Hasbro is belatedly entering the subscription service market with today’s launch of Hasbro Gaming Crate – a service that ships a themed box containing three board games to users every three months. The service, which costs $49.99 per crate, offers two options – one designed for adults in search of new party games, and another with games better suited for families.… Read More
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Nickelodeon’s Noggin is today taking a step to differentiate Noggin from being just another “Netflix for kids” type of subscription video service. Alongside its existing lineup of TV shows and sing-alongs, Nick is introducing a series of what it calls “play along” videos. These new videos, which are also curriculum-based, are designed to be interactive in… Read More
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KidPass, a monthly membership program that gives parents access to a variety of kid-friendly activities across their city, has raised $5.1 million in Series A funding, the startup reported this week. Currently live in New York, the new funds will allow the service to expand to new markets including L.A., San Francisco, Seattle, Boston, Philadelphia, Washington D.C., and Chicago. The round was… Read More
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