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On game-streaming platforms today, there’s really only one way to earn status within a creator’s community: you have to become a subscriber. Microsoft’s game-streaming service Mixer is today aiming to offer a third path to status through loyalty and participation. In doing so, it hopes to better differentiate itself from larger rivals like Twitch and YouTube.
Channel Progression, as this new feature is called, is a system that rewards community members and a streamer’s fans for more than just their financial contributions. It also takes into account other activity within the channel and on Mixer as a whole.
Members can level up by participating in the stream’s chat, by their repeat visits, by using Skills (aka other forms of expression like stickers, effects and GIFs that are used in chats) and more. That means that viewers will be able to earn rewards and raise their rank by just participating — watching, chatting, following, subscribing and, later, through other actions, as well.
As streamers participate, they’ll rank up, gaining them bragging rights and other perks that will vary by their rank level. They also can check on their rank at any time by clicking on the “Your Rank” button at the bottom-left corner of the chat box.

The feature is rolling out on Wednesday May 1, 2019 to all streamers on Mixer — not just Mixer Partner, as it’s designed to not only be a way for streamers to grow their own communities, but for Mixer itself to grow.
In the future, however, Mixer Partners will be able to also reward monetization actions, like subscribing and gift subscriptions, and for spending Embers (virtual currency).
The changes come at a time when there’s been a rise in complaints over how hard it is to get noticed on the leading game-streaming site, Twitch. Some smaller streamers told The Verge last summer they spent years broadcasting to no one, and found it difficult to grow their community, despite the effort Twitch has made in this area. More recently, that’s included the launch of a four-person Squad Stream, to help creators get discovered.
Despite this, Twitch’s long tail continues to grow — according to a recent report from StreamElements, the top 1,000 Twitch channels were responsible for 57% of Twitch’s viewership hours in Q1 2019, and the long tail (those beyond the top 10,000 channels) was responsible for 20%. In total, Twitch hit 2.7 billion hours of content watched in Q1, the report claimed.
Mixer, by comparison, is much smaller. Its numbers may have quadrupled since Q1 2019, but that’s only going from 22 million hours watched to 89 million. It still has much, much further to go to catch up with YouTube Live, not to mention Twitch.
Mixer’s Channel Progression feature was originally announced in November as part of Mixer’s “Season 2” release. It launches tomorrow to all on Mixer.com on the desktop and will roll out to all other platforms in the weeks ahead.
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Twitch has an account hacking problem.
After the breach of popular browser game Town of Salem in January, some 7.8 million stolen passwords quickly became the weakest link not only for the game but gamers’ other accounts. The passwords were stored using a long-deprecated scrambling algorithm, making them easily cracked.
It didn’t take long for security researcher and gamer Matthew Jakubowski to see the aftermath.
In the weeks following, the main subreddit for Amazon-owned game streaming site Twitch — of which Jakubowski is a moderator — was flooded with complaints about account hijacks. One after the other, users said their accounts had been hacked. Many of the hijacked accounts had used their Town of Salem password for their Twitch account.
Jakubowski blamed the attacks on automated account takeovers — bots that cycle through password lists stolen from breached sites, including Town of Salem.
“Twitch knows it’s a problem — but this has been going on for months and there’s no end in sight,” Jakubowski told TechCrunch.
Credential stuffing is a security problem that requires participation from both tech companies and their users. Hackers take lists of usernames and passwords from other breached sites and brute-force their way into other accounts. Customers of DoorDash and Chipotle have in recent months complained of account breaches, but have denied their systems have been hacked, offered little help to their users or shown any effort to bolster their security, and instead washed their hands of any responsibility.
Jakubowski, working with fellow security researcher Johnny Xmas, said Twitch no longer accepting email addresses to log in and incentivizing users to set up two-factor authentication would all but eliminate the problem.
In new research out Tuesday, Jakubowski and Xmas said Russian hackers are a likely culprit.
The researchers found attackers would run massive lists of stolen credentials against Twitch’s login systems using widely available automation tools. With no discernible system to prevent automated logins, the attackers can hack into Twitch accounts at speed. Once logged in, the attackers then change the password to gain persistent access to the account. Even if they’re caught, some users are claiming a turnaround time of four weeks for Twitch support to get their accounts back.
On the accounts with a stored payment card — or an associated Amazon Prime membership — the attackers follow streaming channels they run or pay a small fee to access, of which Twitch takes a cut. Twitch also has its own virtual currency — bits — to help streamers solicit donations, which can be abused by the attackers to funnel funds into their coffers.
When the attacker’s streaming account hits the payout limit, the attacker cashes out.
The researchers said the attackers stream prerecorded gameplay footage on their own Twitch channels, often using Russian words and names.
“You’ll see these Russian accounts that will stream what appears to be old video game footage — you’ll never see a face or hear anybody talking but you’ll get tons of people subscribing and following in the channel,” said Xmas. “You’ll get people donating bits when nothing is going on in there — even when the channel isn’t streaming,” he said.
This activity helps cloak the attackers’ account takeover and pay-to-follow activity, said Xmas, but the attackers would keep the subscriber counts low enough to garner payouts from Twitch but not draw attention.
“If it’s something easy enough for [Jakubowski] to stumble across, it should be easy for Twitch to handle,” said Xmas. “But Twitch is staying silent and users are constantly being defrauded.”
Twitch, unlike other sites and services with a credential stuffing problem, already lets its 15 million daily users set up two-factor authentication on their accounts, putting much of the onus to stay secure on the users themselves.
Twitch partners, like Jakubowski, and affiliates are required to set up two-factor on their accounts.
But the researchers say Twitch should do more to incentivize ordinary users — the primary target for account hijackers and fraudsters — to secure their accounts.
“I think [Twitch] doesn’t want that extra step between a valid user trying to pay for something and adding friction to that process,” said Jakubowski.
“The hackers have no idea how valuable an account is until they log in. They’re just going to try everyone — and take a shotgun approach.”
Matthew Jakubowski, security researcher and Twitch partner
“Two-factor is important — everyone knows it’s important but users still aren’t using it because it’s inconvenient,” said Xmas. “That’s the bottom line: Twitch doesn’t want to inconvenience people because that loses Twitch money,” he said.
Recognizing there was still a lack of awareness around password security and with no help from Twitch, Jakubowski and Xmas took matters into their own hands. The pair teamed up to write a comprehensive Twitch user security guide to explain why seemingly unremarkable accounts are a target for hackers, and hosted a Reddit “ask me anything” to let users to ask questions and get instant feedback.
Even during Jakubowski’s streaming sessions, he doesn’t waste a chance to warn his viewers about the security problem — often fielding other security-related questions from his fans.
“Every 10 minutes or so, I’ll remind people watching to set-up two factor,” he said.
“The hackers have no idea how valuable an account is until they log in,” said Jakubowski. “They’re just going to try everyone — and take a shotgun approach,” he said.
Xmas said users “don’t realize” how vulnerable they are. “They don’t understand why their account — which they don’t even use to stream — is desirable to hackers,” he said. “If you have a payment card associated with your account, that’s what they want.”
Jakubowski said that convincing the users is the big challenge.
Twitch could encourage users with free perks — like badges or emotes — costing the company nothing, the researchers said. Twitch lets users collect badges to flair their accounts. World of Warcraft maker Blizzard offers perks for setting up two-factor, and Epic Games offers similar incentives to their gamers.
“Rewarding users for implementing two-factor would go a huge way,” said Xmas. “It’s incredible to see how effective that is.”
The two said the company could also integrate third-party leaked credential monitoring services, like Have I Been Pwned, to warn users if their passwords have been leaked or exposed. And, among other fixes, the researchers say removing two-factor by text message would reduce SIM swapping attacks. Xmas, who serves as director of field engineering at anti-bot startup Kasada — which TechCrunch profiled earlier this year — said Twitch could invest in systems that detect bot activity to prevent automated logins.
Twitch, when reached prior to publication, did not comment.
Jakubowski said until Twitch acts, streamers can do their part by encouraging their viewers to switch on the security feature. “Streamers are influencers — more users are likely to switch on two-factor if they hear it from a streamer,” he said.
“Getting more streamers to get on board with security will hopefully go a much longer way,” he said.
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Amazon-owned game-streaming site Twitch is today publicly launching its first game. But it’s not a traditional video game — like those the site’s creators stream for their fans. Instead, the new game is called “Twitch Sings” and is a free karaoke-style experience designed for live streaming.
The game, which was launched into beta last year, includes thousands of karaoke classics that players can sing either alone or in a duet with another person. In addition, streamers can choose to sing as themselves in a live camera feed, or they can create a personalized avatar that will appear in their place. (The songs are licensed from karaoke content providers, not the major labels.)

But unlike other karaoke-style apps — like TikTok or its clones — Twitch Sings is designed to be both live-streamed and interactive. That is, viewers are also a part of the experience as they can request songs, cheer with emotes to activate light shows and virtual ovations and send in “singing challenges” to the streamer during the performance. For example, they could challenge them to sing without the lyrics or “sing like a cat,” and other goofy stuff.

“Twitch Sings unites the fun and energy of being at a live show with the boundless creativity of streamers to make an amazing shared interactive performance,” said Joel Wade, executive producer of Twitch Sings, in a statement. “Many games are made better on Twitch, but we believe there is a huge opportunity for those that are designed with streaming and audience participation at their core.”
The game is designed to not only capitalize on Twitch’s live-streaming capabilities, but to also engage Twitch viewers who tune in to watch, but don’t stream themselves.
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More notably, it’s a means of expanding Twitch beyond gaming. This is something Twitch has attempted to do for years — starting with the launch of a section on its site for creative content back in 2015. It has also in the past tried to cater to vloggers, and has partnered with various media companies in order to stream marathons of fan favorites — like Bob Ross’s painting series or Julia Child’s cooking show, for example. Its own studio has produced non-gaming shows like the one about sneakers. Last year, Twitch partnered with Disney Digital Network to bring some of its larger personalities over to Twitch, as well.
Those efforts haven’t really helped Twitch break out with the non-gamer crowd.
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Karaoke may not do the trick either. In reality, this “game” is more of a test to see if Twitch can turn some of its platform features — like its chat system and custom interactive video overlays — into tools to help increase engagement among existing users and attract new ones. It still remains to be seen if and how the game actually takes off.
The game was unveiled today at TwitchCon Berlin, where the company announced it had added more than 127,000 Affiliates and 3,600 new Partners in Europe since the beginning of 2018.

The company also detailed a few other updates for Twitch creators, including those across payments, streaming and discovery tools.
Starting Monday, April 15, Twitch will pay out in just 15 days after the close of the month, instead of 45, eligible creators that reached the $100 threshold. In May, it will make the Bounty Board (paid sponsorship opps) available to Partners and Affiliates in Germany, France and the U.K., and will partner Borderlands 3, Tom Clancy’s The Division 2 and Unilever, in Europe.
In June, Twitch is also rolling out faster search, automated highlight reels (recaps) and the ability to sort through channels in a directory by a range of new options — including lowest to highest viewers, most recently started or suggested channels based on their viewing history.
TwitchCon Europe 2019 is streaming live this weekend at twitch.tv/twitch.
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You may have forgotten about Twitch Prime, but the company is adding an interesting new perk for Nintendo Switch owners. The company is giving out up to one year of Nintendo Switch Online, the subscription service that lets you play online multiplayer games and access NES games.
If you’re an Amazon Prime or Prime Video subscriber, you automatically become a Twitch Prime member once you link your accounts together — Amazon owns Twitch. Twitch Prime gives you access to free loot, such as in-game skins for Apex Legends or Call of Duty Black Ops 4, as well as free (mostly indie) games.
As part of Twitch Prime, you can also subscribe to a Twitch channel for free — the streamer still gets compensated. Twitch Prime also gives your more options to customize your chat experience.
Nintendo and Twitch are partnering to offer a complimentary Nintendo Switch Online subscription — it usually costs $20. But you won’t get 12 months at once. You can go to this website to redeem three months right now.
In two months, you’ll be able to redeem another nine months. Twitch and Nintendo probably hope that you’ll forget about the second part of the perk, so don’t forget to set up a reminder.
The offer expires on September 24, 2019 for the initial three months, and on January 22, 2020 for the additional nine months. The good news is that it also works if you’re already a Nintendo Switch Online subscriber. You’ll just get additional subscription time.
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Twitch today announced the launch of a new feature called “Squad Stream,” which offers a way for up to four creators to go live and stream together within one window. The feature will allow creators to grow their communities by teaming up with others, as it gives streamers increased exposure by playing to a wider range of fans.
Helping viewers find new people to follow is an area of ongoing interest for the company which has, in the past, faced accusations from smaller streamers who complain they just broadcast to empty channels and have trouble growing a fan base.
To address this, Twitch today offers a feature called Raids, which allows creators to work together to grow their respective communities by driving traffic to each other’s channels. Squad Streams is an expansion on that as it’s actually allowing streamers to broadcast together. That is, instead of redirecting traffic, they’re sharing it.
To participate in Squad Streams, creators can join up with one another from their dashboard by way of a new Squad Stream widget. They can then start their own squad by inviting others to join in, or they can accept an invite to join another squad. By default, any channels the streamers follow, have friended or are on the same team can send out Squad Stream invites. But this can be changed in the settings.
During streams, viewers get to watch all creators in one window, which gives them different views on the action, Twitch explains.
During streaming, fans can chat or cheer whoever is in the primary slot — an option they get to choose by clicking on any of the channels’ video player to make in the larger screen. Ads will play only in the primary slot, and viewership also only gets counted when a channel is in the primary slot, Twitch also notes.
Unfortunately, the feature is launching first to Partners — the top-level streamers who are less in need of growing their community than smaller streamers. Twitch says this rollout strategy is due to the need for video quality options (transcodes) on the Squad Streams — an option Partners have on their streams by default. (Affiliates only receive them as they’re available, with priority access.)
The video quality options allows the Squad Stream feature to display the video in the non-primary slots in a lower-quality mode, like 480p. Most streamers, however, stream in 720p or above, which is why the options are needed for Squad Stream to work, says Twitch.
The company says its plan is to roll out Squad Stream to Affiliates and all other streamers in time, as it expands its transcodes capacity.
Squad Stream’s launch is being kicked off by a schedule of four-person streams over the weeks ahead. (A full schedule is here.) Users can also look for the Squad Stream tag on the main Twitch page to find these streams.
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Facebook’s gaming efforts and challenge to Twitch are taking another big leap today, as the social network begins the initial rollout of a dedicated Facebook Gaming tab in the main navigation of Facebook’s app. The goal with the new addition is to help people more easily find games, streamers and gaming groups they follow, as well as discover new content, based on their interests.
After clicking the new Gaming tab, there will be a feed of content that points to instant games you can play with friends; videos to watch from top streamers, esports organizations and game publishers; and updates from your various gaming groups, the company says.
The new Facebook Gaming tab builds on the gaming video destination the site launched last year as Fb.gg. That hub had offered a collection of all the video games streaming on Facebook, and a way for gamers and fans to interact. As a top-level navigation item, Facebook’s new Gaming tab will now further extend the gaming hub’s reach.

While Twitch and YouTube are today dominating the gaming space, Facebook’s advantage — beyond its scale — is its promise of a reduced cut of transactions. On Fb.gg, gamers were able to attract new fans with the aid of Facebook’s personalized recommendations based on users’ activity, and then monetize those viewers through a virtual tipping mechanism.
Facebook’s cut of those tips ranges from 5 to 30 percent, with the cut getting smaller when users buy larger packs of the virtual currency. Meanwhile, Facebook’s fan subscriptions payments for streamers also see it taking a cut of up to 30 percent, the same as YouTube but smaller than Twitch’s roughly 50 percent.
That could potentially attract streamers who want to maximize their earnings and believe they can port their audience over to a new destination. Of course, some streamers may not trust Facebook to maintain those same percentages over time, nor believe it will ever offer the sorts of features and innovations that a more focused gaming destination like Twitch can.

Facebook also last year experimented with making its gaming hub mobile with the launch of Fb.gg as a standalone mobile app.
The app, like the web-based gaming hub, offered a way for gamers and fans to discover content, join communities and even play instant games like Everwing, Words with Friends, Basketball FRVR and others.
However, the strategy of keeping Facebook’s Gaming efforts more separated from Facebook’s main site may not have paid off — the Fb.gg Android app, for example, only has some 100,000+ installs according to Google Play.
Instead, much like YouTube recently decided, Facebook will now leverage the power of its platform to boost interest in its gaming content.
YouTube in September said it was giving its Gaming hub a new home right on the YouTube homepage, and would shut down its standalone Gaming app. (The latter doesn’t seem to have occurred, however). As YouTube noted, gaming was a popular category, but the majority of viewers weren’t looking for a separate app or experience — they were just visiting YouTube directly.
Similarly, Facebook today says that more than 700 million people play games, watch gaming videos or engage in gaming groups on Facebook. That’s a far larger number than those who downloaded the Fb.gg app, and surely a much larger number than those who have been visiting the Fb.gg destination directly.
That said, Facebook is continuing its tests on mobile with a standalone (rebranded) Facebook Gaming app on Android, which will have more features that the Gaming tab.
Facebook says it will roll out the Gaming tab to a subset of the more than 700 million Facebook game fans, and will expand it over time to more gaming enthusiasts across the network. If you don’t see the new tab in your main navigation bar, you can still find it by going to the Bookmarks menu on Facebook.
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AngelPad just wrapped the 12th run of its three months long New York City startup accelerator. For the second time, the program didn’t culminate in a demo day; rather, the 19 participating startups were given pre-arranged one-on-one meetings with venture capital investors late last week.
AngelPad co-founders Thomas Korte and Carine Magescas did away with the demo day tradition last year after nearly a decade operating AngelPad, which is responsible for mentoring startups including Postmates, Twitter-acquired Mopub, Pipedrive, Periscope Data, Zum and DroneDeploy.
“Demo days are great ways for accelerators to expose a large number of companies to a lot of investors, but we don’t think it is the most productive way,” Korte told TechCrunch last year. Competing accelerator Y Combinator has purportedly considered their eliminating demo day as well, though sources close to YC deny this. The firm cut its investor day, a similar opportunity for investors to schedule meetings with individual startups, “after analyzing its effectiveness” last year.
Feedback to AngelPad’s choice to forego demo day has been positive, Korte tells TechCrunch, with startup CEOs breathing a sigh of relief they aren’t forced to pitch to a large crowd with no promise of investment.
AngelPad invests $120,000 in each of its companies. Here’s a closer look at its latest batch:
LotSpot is a parking management tool for universities, parks and malls. The company installs cameras at the entrances and exits of customer parking lots and autonomously tracks lot occupancy as cars enter and exit. The LotSpot founders are Stanford University Innovation Fellows with backgrounds in engineering and sales.
Twic is a discretionary benefits management platform that helps businesses offer wellness benefits at a lower cost. The tool assists human resources professionals in selecting vendors, monitoring benefits usage and managing reimbursements with a digital wallet. Twic customers include Twitch and Oscar. The company’s current ARR is $265,000.
Zeal is an enterprise contract automation platform that helps sales teams manage custom routine agreements, like NDAs, independently and efficiently. The startup is currently working on test implementations with large companies. The founders are attorneys and management consultants who previously led sales and legal strategy at AXIOM.
ChargingLedger works with energy grid operators to optimize electric grid usage with smart charging technology for electric vehicles. The company’s paid pilot program is launching this month.
Piio, focused on SEO, helps companies boost their web presence with technology that optimizes website speed and performance based on user behavior, location, device, platform and connection speed. Currently, Piio is working with JomaShop and e-commerce retailers. Its ARR is $90,000.
Duality.ai is a QA platform for autonomous vehicles. It leverages human testers and simulation environments to accelerate time-to-market for AV sidewalk, cars and trucks. Its founders include engineers and designers from Caterpillar, Pixar and Apple. Its two first beta customers generated an ARR of $100,000.

COMUNITYmade partners with local manufacturers to sell their own brand of premium sneakers made in Los Angeles. The company has attracted brands, including Adidas, for collaborations. The founders are alums of Asics and Toms.
Spacey is a millennial-focused art-buying platform. The company sells limited-edition collections of fine-art prints at affordable prices and offers offline membership experiences, as well as a program for brand ambassadors with large social followings.
LegalPassage saves lawyers time with business process automation software for law firms. The company focuses on litigation, specifically class action and personal injury. The founder is a litigation attorney, former adjunct professor of law at UC Hastings and a past chair of the Family Law Section of the Bar Association of San Francisco.
Revetize helps local businesses boost revenue by managing reputation, encouraging referrals and increasing repeat business. The startup, headquartered in Utah, has an ARR of $220,000.
House of gigs helps people find short-term work near them, offering “employee-like” services and benefits to those freelancers and gig workers. The startup has 90,000 members. The San Francisco and Berlin-based founders previously worked together at a VC-backed HR startup.
MetaRouter provides fast, flexible and secure data routing. The cloud-based on-prem platform has reached an ARR of $250,000, with “two Fortune 500 retailers.”
RamenHero offers a meal kit service for authentic gourmet ramen
RamenHero offers a meal kit for authentic gourmet ramen. The startup launched in 2018 and has roughly 1,700 customers and $125,000 in revenue. The startup’s founder, a serial entrepreneur, graduated from a culinary ramen school in Japan.
ByteRyde is insurance for autonomous vehicles, specifically Tesla Model 3s, taking into account the safety feature of self-driving cars.
Foresite.ai provides commercial real estate investors a real-time platform for data analysis and visualization of location-based trends.
PieSlice is a blockchain-based equity issuance and management platform that helps create fully compliant digital tokens that represent equity in a company. The founder is a former trader and stockbroker turned professional poker player.
Aitivity is a security hardware company that is developing a scalable blockchain algorithm for enterprises, specifically for IoT usage.
SmartAlto, a SaaS platform with $190,000 ARR, nurtures real estate leads. The company pairs agents with digital assistants to help the agents show more homes.
FunnelFox works with sales teams to help them spend less time on customer research, pipeline management and reporting. The AI-enabled platform has reached an ARR of $75,000 with customers including Botify and Paddle.
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As the streaming world continues to grow, startups are looking to take advantage of the opportunity and grab a slice of the pie, and indeed create new revenue models around it entirely.
Camelot, a YC-backed startup, is one of them.
Camelot allows viewers to place bounties on their favorite streamers, putting a monetary value on the things they want to see on stream. This could include in-game challenges like “win with no armor,” as well as stream bounties like “Play Apex” or “add a heartbeat monitor to the stream.”
When a viewer posts a bounty, other viewers can join in and contribute to the overall value, and the streamer can then choose whether or not to go through with it from an admin dashboard.
Because internet platforms can often be used for evil alongside good, cofounder and CEO Jesse Zhang has thought through ways to minimize inappropriate requests.
There is an option for streamers to see and approve the bounty before it’s ever made public to ensure that they avoid inappropriate propositions. Bounties are also paid for up front by viewers, and either returned if the creator declines the bounty or pushed through when the streamer completes the task, raising the barrier to entry for nefarious users.
Camelot generates revenue by taking a five percent stake in every bounty completed.
The platform isn’t just for Twitch streamers — YouTubers can also get in on the mix using Camelot and making asynchronous videos around each bounty. Not only does it offer a new way to generate revenue, but it also offers content creators the chance to get new insights on what their viewers want to see and what they value.
Cofounder and CEO Jesse Zhang believes there is opportunity to expand to streamers and YouTube content creators outside of the gaming sphere in the future.
For now, however, Camelot is working to bring on more content creators. Thus far, streamers and viewers have already come up with some interesting use cases for the product. One streamer’s audience bought his dog some treats, and one viewer of Sa1na paid $100 to play against the streamer himself.
Camelot declined to share how much funding it has received thus far, but did say that lead investors include Y Combinator, the Philadelphia 76ers, Soma Capital, and Plaid cofounders William Hockey and Zach Perret.
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Epic Games, maker of the ultra popular Battle Royale game Fortnite, is putting up another $100 million in prize cash for competitive tournaments in 2019.
The company made waves in the esports world last year, announcing a $100 million prize pool for the 2018 competitive year, dwarfing every other competitive title in one fell swoop.
This year, a significant portion of the $100 million will be awarded to participants of the first-ever Fortnite World Cup. Each of the 200 players who qualify and compete will walk away with at least $50,000, with the winner taking home $3 million.
The Fortnite World Cup will take place July 26 – 28 in New York City, offering $30 million total in prizes. One hundred of the top solo players will be invited, along with the top 50 duos teams.
So how do you get in on this?
Fortnite is holding weekly open online qualifiers, each worth $1 million, from April 13 to June 16. Eligible players who consistently place well will have a shot at being one of those top 200 players.
This announcement comes at an interesting time for Fortnite. While the game still reigns supreme in terms of popularity, other Battle Royale games are picking up traction. Apex Legends (an EA and Respawn title), in particular, is growing in popularity. Several of the top Twitch streamers, including Ninja, Shroud, Timthetatman, High Distortion and Annemunition have started playing more Apex and participated in the first Apex Legends Twitch Rivals tournament.
Keeping the attention of these streamers is surely a priority for Fortnite, and for a game that pulls in some $300 million a month in in-game purchases, spending $100 million a year is a small price to pay.
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As online gaming becomes the new social forum for living out virtual lives, a new startup called Medal.tv has raised $3.5 million for its in-game clipping service to capture and share the Kodak moments and digital memories that are increasingly happening in places like Fortnite or Apex Legends.
Digital worlds like Fortnite are now far more than just a massively multiplayer gaming space. They’re places where communities form, where social conversations happen and where, increasingly, people are spending the bulk of their time online. They even host concerts — like the one from EDM artist Marshmello, which drew (according to the DJ himself) roughly 10 million players onto the platform.
While several services exist to provide clips of live streams from gamers who broadcast on platforms like Twitch, Medal.tv bills itself as the first to offer clipping services for the private games that more casual gamers play among friends and far-flung strangers around the world.
“Essentially the next generation is spending the same time inside games that we used to playing sports outside and things like that,” says Medal.tv’s co-founder and chief executive, Pim DeWitte. “It’s not possible to tell how far it will go. People will capture as many if not more moments for the reason that it’s simpler.”
The company marks a return to the world of gaming for DeWitte, a serial entrepreneur who first started coding when he was 13 years old.
Hailing from a small town in the Netherlands called Nijmegen, DeWitte first reaped the rewards of startup success with a gaming company called SoulSplit. Built on the back of his popular YouTube channel, the SoulSplit game was launched with DeWitte’s childhood friend, Iggy Harmsen, and a fellow online gamer, Josh Lipson, who came on board as SoulSplit’s chief technology officer.
At its height, SoulSplit was bringing in $1 million in revenue and employed roughly 30 people, according to interviews with DeWitte.
The company shut down in 2015 and the co-founders split up to pursue other projects. For DeWitte that meant a stint working with Doctors Without Borders on an app called MapSwipe that would use satellite imagery to better locate people in the event of a humanitarian crisis. He also helped the nonprofit develop a tablet that could be used by doctors deployed to treat Ebola outbreaks.
Then in 2017, as social gaming was becoming more popular on games like Fortnite, DeWitte and his co-founders returned to the industry to launch Medal.tv.
It initially started as a marketing tool to get people interested in playing the games that DeWitte and his co-founders were hoping to develop. But as the clipping service took off, DeWitte and co. realized they potentially had a more interesting social service on their hands.
“We were going to build a mobile app and were going to load a bunch of videos of people playing games and then we we’re going to load videos of our games,” DeWitte says.
The service allows users to capture the last 15 seconds of gameplay using different recording mechanisms based on game type. Medal.tv captures gameplay on a device and users can opt-in to record sound as well.
“It is programmed so that it only records the game,” DeWitte says. “There is no inbound connection. It only calls for the API [and] all of the things that would be somewhat dangerous from a privacy perspective are all opt-in.”
There are roughly 30,000 users on the platform every week and around 15,000 daily active users, according to DeWitte. Launched last May, the company has been growing between 5 percent and 10 percent weekly, according to DeWitte. Typically, users are sharing clips through Discord, WhatsApp and Instagram direct messages, DeWitte said.
In addition to the consumer-facing clipping service, Medal also offers a data collection service that aggregates information about the clips that are shared by Medal’s users so game developers and streamers can get a sense of how clips are being shared across which platform.
“We look at clips as a form of communication and in most activity that we see, that’s how it’s being used,” says DeWitte.
But that information is also valuable to esports organizations to determine where they need to allocate new resources.
“Medal.tv Metrics is spectacular,” said Peter Levin, chairman of the Immortals esports organization, in a statement. “With it, any gaming organization gains clear, actionable insights into the organic reach of their content, and can build a roadmap to increase it in a measurable way.”
The activity that Medal was seeing was impressive enough to attract the attention of investors led by Backed VC and Initial Capital. Ridge Ventures, Makers Fund and Social Starts participated in the company’s $3.5 million round as well, with Alex Brunicki, a founding partner at Backed, and Matteo Vallone, principal at Initial, joining the company’s board.
“Emerging generations are experiencing moments inside games the same way we used to with sports and festivals growing up. Digital and physical identity are merging and the technology for gamers hasn’t evolved to support that,” said Brunicki in a statement.
Medal’s platform works with games like Apex Legends, Fortnite, Roblox, Minecraft and Oldschool Runescape (where DeWitte first cut his teeth in gaming).
“Friends are the main driver of game discovery, and game developers benefit from shareable games as a result. Medal.tv is trying to enable that without the complexity of streaming,” said Vallone, who previously headed up games for Google Play Europe, and now sits on the Medal board.
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