Virtual reality
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Just shy of three years ago, Pokémon GO took over the world. Players filled the sidewalks, and crowds of trainers flooded parks and landmarks. Anywhere you looked, people were throwing Pokéballs and chasing Snorlax.
As the game grew, so did the company behind it. Niantic had started its life as an experimental “lab” within Google — an effort on Google’s part to keep the team’s founder, John Hanke, from parting ways to start his own thing. In the months surrounding GO’s launch, Niantic’s team shrank dramatically, spun out of Google, and then rapidly expanded… all while trying to keep GO’s servers from buckling under demand and to keep this massive influx of players happy. Want to know more about the company’s story so far? Check out the Niantic EC-1 on ExtraCrunch here.
Now Niantic is back with its next title, Harry Potter: Wizards Unite. Built in collaboration with WB Games, it’s a reimagining of Pokémon GO’s real-world, location-based gaming concept through the lens of JK Rowling’s Harry Potter universe.
I got a chance to catch up with John Hanke for a few minutes earlier this week — just ahead of the game’s US/UK launch this morning. We talked about how they prepared for this game’s launch, how it’s built upon a platform they’ve been developing across their other titles for years, and how Niantic’s partnership with WB Games works creatively and financially.

Greg Kumparak: Can you tell me a bit about how all this came to be?
John Hanke: Yeah, you know.. we did Ingress first, and we were thinking about other projects we could build. Pokémon was one that came up early, so we jumped on that — but the other one that was always there from the beginning, of the projects we wanted to do, was Harry Potter. I mean, it’s universally beloved. My kids love the books and movies, so it’s something I always wanted to do.
Like Pokémon, it was an IP we felt was a great fit for [augmented reality]. That line between the “muggle” world and the “magic” world was paper thin in the fiction, so imagining breaking through that fourth wall and experiencing that magic through AR seemed like a great way to use the technology to fulfill an awesome fan fantasy.
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The quest to create a social auditorium in virtual reality has eaten many VC dollars over the years. While plenty of contenders have emerged, it’s likely Against Gravity’s href=”https://rec.net/”> Rec Room has been the most creative in its approach to capturing a niche market while plotting how to build a sustainable business based on users in VR headsets talking to one another.
The Seattle startup has told TechCrunch exclusively that it has bagged $24 million over two rounds of funding. The studio’s Series A was led by Sequoia and their Series B, which just recently closed, was led by Index Ventures . Against Gravity has a bevy of top investors that also participated in the rounds, including First Round Capital, Maveron, Anorak Ventures, Acequia Capital, Betaworks and DAG Ventures.
The company didn’t break down the specific details of the rounds. Against Gravity was authorized to raise up to $15.4 in its Series B at up to a $126 million post-money valuation, according to Delaware stock authorization docs we got from PitchBook. The company didn’t comment on the valuation.

Rec Room is hardly a household name compared to some major console titles, but among virtual reality users, the title has been a standby known for the diversity of gameplay available inside its walls and its wide support for hardware. Users are able to create experiences or “rooms” that can be accessed by other users. They don’t need any coding knowledge to build these spaces, as creation all happens within the game and can be done by multiple users simultaneously.
Rec Room is also about to surpass one million rooms created by users on the platform. The company says these environments include “sports games, shooters, adventure quests, nightclubs, club houses, and escape rooms.”
While companies like Linden Labs, the creator of Second Life, have focused their VR efforts on realistic but unvarying user-created environments, Against Gravity has seemingly one-upped their strategy by focusing on dynamic gameplay modes where the emphasis is on user interactions as opposed to graphic fidelity.
The Seattle startup, which was founded in 2016, now has 35 employees building out and maintaining Rec Room. The company is playable on a variety of platforms, and is about to add iOS support to its roster, an expansion that could bring a lot more users onto the VR-centric platform.

Rec Room’s content isn’t monetized too aggressively at the moment. CEO Nick Fajt thinks some of the user-generated experiences are going to offer an interesting opportunity down the road, prompting users to spend in-game tokens on more than just upgrades to the platform’s Playmobil-like avatars.
“I think a direction that we’re actually excited about is that we want to let the users creating some of this content charge tokens to play them,” Fajt tells TechCrunch. “I think that’s one that we’re kind of on the cusp of doing and we’re hoping to get that out later this year.”
For Against Gravity, timing has always been a key consideration for expansion, especially inside the slow-growing VR market, which has only recently seemed to hit a stride. I chatted with Fajt back in 2017, and he told me that the key for VR startups surviving was staying lean and biding their time until standalone mobile headsets with positional tracking and motion controllers were released. Facebook’s Oculus Quest headset, which came out less than a month ago, is perhaps the first clear device to fit that vision.
One of Facebook’s head AR/VR executives shared earlier this week that more than $5 million in Quest content had been sold in the company’s store in the first two weeks after the device’s launch. That’s a major development for an industry that hasn’t seen many smash hits, but for free-to-play game makers like Against Gravity, which has now raised $29 million to date, there’s plenty of maturation in the VR market that still needs to happen.
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Hello and welcome back to Startups Weekly, a newsletter published every Saturday that dives into the week’s noteworthy venture capital deals, funds and trends. Before I dive into this week’s topic, let’s catch up a bit. Last week, I wrote about the sudden uptick in beverage startup rounds. Before that, I noted an alternative to venture capital fundraising called revenue-based financing. Remember, you can send me tips, suggestions and feedback to kate.clark@techcrunch.com or on Twitter @KateClarkTweets.
Here’s what I’ve been thinking about this week: Unicorn scarcity, or lack thereof. I’ve written about this concept before, as has my Equity co-host, Crunchbase News editor-in-chief Alex Wilhelm. I apologize if the two of us are broken records, but I think we’re equally perplexed by the pace at which companies are garnering $1 billion valuations.
Here’s the latest data, according to Crunchbase: “2018 outstripped all previous years in terms of the number of unicorns created and venture dollars invested. Indeed, 151 new unicorns joined the list in 2018 (compared to 96 in 2017), and investors poured more than $135 billion into those companies, a 52% increase year-over-year and the biggest sum invested in unicorns in any one year since unicorns became a thing.”
2019 has already coined 42 new unicorns, like Glossier, Calm and Hims, a number that grows each and every week. For context, a total of 19 companies joined the unicorn club in 2013 when Aileen Lee, an established investor, coined the term. Today, there are some 450 companies around the globe that qualify as unicorns, representing a cumulative valuation of $1.6 trillion. 
We’ve clung to this fantastical terminology for so many years because it helps us classify startups, singling out those that boast valuations so high, they’ve gained entry to a special, elite club. In 2019, however, $100 million-plus rounds are the norm and billion-dollar-plus funds are standard. Unicorns aren’t rare anymore; it’s time to rethink the unicorn framework.
Petition to stop using the term “unicorn” unless the company is valued at more than $1 billion *and* profitable.
— Kate Clark (@KateClarkTweets) May 22, 2019
Last week, I suggested we only refer to profitable companies with a valuation larger than $1 billion as unicorns. Understandably, not everyone was too keen on that idea. Why? Because startups in different sectors face barriers of varying proportions. A SaaS company, for example, is likely to achieve profitability a lot quicker than a moonshot bet on autonomous vehicles or virtual reality. Refusing startups that aren’t yet profitable access to the unicorn club would unfairly favor certain industries.
So what can we do? Perhaps we increase the valuation minimum necessary to be called a unicorn to $10 billion? Initialized Capital’s Garry Tan’s idea was to require a startup have 50% annual growth to be considered a unicorn, though that would be near-impossible to get them to disclose…
While I’m here, let me share a few of the other eclectic responses I received following the above tweet. Joseph Flaherty said we should call profitable billion-dollar companies Pegasus “since [they’ve] taken flight.” Reagan Pollack thinks profitable startups oughta be referred to as leprechauns. Hmmmm.
The suggestions didn’t stop there. Though I’m not so sure adopting monikers like Pegasus and leprechaun will really solve the unicorn overpopulation problem. Let me know what you think. Onto other news.
Image by Rafael Henrique/SOPA Images/LightRocket via Getty Images
CrowdStrike has set its IPO terms. The company has inked plans to sell 18 million shares at between $19 and $23 apiece. At a midpoint price, CrowdStrike will raise $378 million at a valuation north of $4 billion.
Slack inches closer to direct listing. The company released updated first-quarter financials on Friday, posting revenues of $134.8 million on losses of $31.8 million. That represents a 67% increase in revenues from the same period last year when the company lost $24.8 million on $80.9 million in revenue.
Online lender SoFi has quietly raised $500M led by Qatar
Groupon co-founder Eric Lefkofsky just-raised another $200M for his new company Tempus
Less than 1 year after launching, Brex eyes $2B valuation
Password manager Dashlane raises $110M Series D
Enterprise cybersecurity startup BlueVoyant raises $82.5M at a $430M valuation
Talkspace picks up $50M Series D
TaniGroup raises $10M to help Indonesia’s farmers grow
Stripe and Precursor lead $4.5M seed into media CRM startup Pico
Maveron, a venture capital fund co-founded by Starbucks mastermind Howard Schultz, has closed on another $180 million to invest in early-stage consumer startups. The capital represents the firm’s seventh fundraise and largest since 2000. To keep the fund from reaching mammoth proportions, the firm’s general partners said they turned away more than $70 million amid high demand for the effort. There’s more where that came from, here’s a quick look at the other VCs to announce funds this week:
This week, I penned a deep dive on Slack, formerly known as Tiny Speck, for our premium subscription service Extra Crunch. The story kicks off in 2009 when Stewart Butterfield began building a startup called Tiny Speck that would later come out with Glitch, an online game that was neither fun nor successful. The story ends in 2019, weeks before Slack is set to begin trading on the NYSE. Come for the history lesson, stay for the investor drama. Here are the other standout EC pieces of the week.
If you enjoy this newsletter, be sure to check out TechCrunch’s venture-focused podcast, Equity. In this week’s episode, available here, Crunchbase News editor-in-chief Alex Wilhelm and I debate whether the tech press is too negative or too positive in its coverage of tech startups. Plus, we dive into Brex’s upcoming round, SoFi’s massive raise and CrowdStrike’s imminent IPO.
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Brex, the fintech business that’s taken the startup world by storm with its sought after corporate card tailored for entrepreneurs, is raising millions in Series D funding less than a year after it launched, TechCrunch has learned.
Bloomberg reports Brex is raising at a $2 billion valuation, though sources tell TechCrunch the company is still in negotiations with both new and existing investors. Brex didn’t immediately respond to requests for comment.
Kleiner Perkins is leading the round via former general partner Mood Rowghani, who left the storied venture capital fund last year to form Bond alongside Mary Meeker and Noah Knauf. As we’ve previously reported, the Bond crew is still in the process of deploying capital from Kleiner’s billion-dollar Digital Growth Fund III, the pool of capital they were responsible for before leaving the firm.
Bond, which recently closed on $1.25 billion for its debut effort and made its first investment, is not participating in the round for Brex, sources confirm to TechCrunch. Bond declined to comment.
Brex, a graduate of Y Combinator’s winter 2017 cohort, has raised $182 million in VC funding, reaching a valuation of $1.1 billion in October 2018 three months after launching its corporate card for startups and less than a year after completing YC’s accelerator program.
Most recently, Brex attracted a $125 million Series C investment led by Greenoaks Capital, DST Global and IVP. The startup is also backed by PayPal founders Peter Thiel and Max Levchin, and VC firms such as Ribbit Capital, Oneway Ventures and Mindset Ventures, according to PitchBook.

The company’s pace of growth is unheard of, even in Silicon Valley where inflated valuations and outsized rounds are the norm. Why? Brex has tapped into a market dominated by legacy players in dire need of technological innovation and, of course, startup founders always need access to credit. That, coupled with the fact that it’s capitalized on YC’s network of hundreds of startup founders — i.e. Brex customers — has accelerated its path to a multi-billion-dollar price tag.
Brex doesn’t require any kind of personal guarantee or security deposit from its customers, allowing founders near-instant access to credit. More importantly, it gives entrepreneurs a credit limit that’s as much as 10 times higher than what they would receive elsewhere.
Investors may also be enticed by the fact the company doesn’t use third-party legacy technology, boasting a software platform that is built from scratch. On top of that, Brex simplifies a lot of the frustrating parts of the corporate expense process by providing companies with a consolidated look at their spending.
“We have a very similar effect of what Stripe had in the beginning, but much faster because Silicon Valley companies are very good at spending money but making money is harder,” Brex co-founder and chief executive officer Henrique Dubugras told me late last year.
Stripe, for context, was founded in 2010. Not until 2014 did the company raise its unicorn round, landing a valuation of $1.75 billion with an $80 million financing. Today, Stripe has raised a total of roughly $1 billion at a valuation north of $20 billion.
Dubugras and Brex co-founder Pedro Franceschi, 23-year-old entrepreneurs, relocated from Brazil to Stanford in the fall of 2016 to attend the university. They dropped out upon getting accepted into YC, which they applied to with a big dreams for a virtual reality startup called Beyond. Beyond quickly became Brex, a name in which Dubugras recently told TechCrunch was chosen because it was one of few four-letter word domains available.
Brex’s funding history
March 2017: Brex graduates Y Combinator
April 2017: $6.5M Series A | $25M valuation
April 2018: $50M Series B | $220M valuation
October 2018: $125M Series C | $1.1B valuation
May 2019: undisclosed Series D | ~$2B valuation
In April, Brex secured a $100 million debt financing from Barclays Investment Bank. At the time, Dubugras told TechCrunch the business would not seek out venture investment in the near future, though he did comment that the debt capital would allow for a significant premium when Brex did indeed decide to raise capital again.
In 2019, Brex has taken steps several steps toward maturation.Recently, it launched a rewards program for customers and closed its first notable acquisition of a blockchain startup called Elph. Shortly after, Brex released its second product, a credit card made specifically for ecommerce companies.
Its upcoming infusion of capital will likely be used to develop payment services tailored to Fortune 500 business, which Dubugras has said is part of Brex’s long term plan to disrupt the entire financial technology space.
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All-in-one PCs have adopted some pretty odd designs over the years, but I’ve never seen one quite like this.
The Looking Glass Pro is an all-in-one gaming PC that’s focused on one thing, visualizing 3D content on its bizarre lenticular display that makes you feel like you’re staring into a glass box filled with pixels. The embedded 4K display renders dozens of potential views and pipes them out as lower-res slices through some bizarre lens wizardry so that users can see the onscreen content in volumetric 60fps 3D without needing glasses.
You can get a better sense of how exactly this looks from a video that the company tweeted out.
With #AWE2019 fast approaching, a couple of exciting announcements coming your way! Numero 1⃣: Today, we launched the Looking Glass Pro, an all-in-one solution designed specifically for businesses seeking a turnkey holographic display solution https://t.co/IkKe6cFicf pic.twitter.com/0kGGoVxHzp
— Looking Glass Factory
#AWE2019 Booth 705 (@LKGGlass) May 28, 2019
This isn’t the first product from Brooklyn-based Looking Glass Factory, but it is a culmination of all their weirder efforts to date.
Last year, the company raised nearly $850,000 in a crowdfunding campaign for its Looking Glass display, focusing the market for the display technology on creators looking to visualize 3D graphics and objects without having to toss on a VR headset. The company has disclosed nearly $14 million in funding.
With the new hardware, the startup is aiming to court some enterprise customers to shove one of these front-and-center on their conference table displays, hoping that the new design can streamline the process of showcasing 3D content. Looking Glass Factory is courting everyone who has ever brought a VR headset to showcase 3D content. The startup argues that their solution showcases glorious 3D but doesn’t require a headset, and can showcase multiple views to multiple people at once.
Copyright 2006 Phoebe Cheong, all rights reserved
The hardware is focused on ensuring that you can cue up content and live-render it as users manipulate the content or change views with the on-board touch controls. The Looking Glass Pro integrates an Intel NUC 8 VR mini PC running Windows as well as a 7″ secondary touch panel screen that flips out from the side to make navigating the PC a bit easier, though that process still seems to be a tad janky at the moment.
The whole premise for this thing is weird and cool but also super expensive. The original 15.6″ Looking Glass display was $3,000; this thing is $6,000. The workstation is available for pre-order now and ships in July.
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Extra Crunch offers members the opportunity to tune into conference calls led and moderated by the TechCrunch writers you read every day. This week, TechCrunch’s Kate Clark sat down with Eric Yuan, the founder and CEO of video communications startup Zoom, to go behind the curtain on the company’s recent IPO process and its path to the public markets.
Since hitting the trading desks just a few weeks ago, Zoom stock is up over 30%. But the Zoom’s path to becoming a Silicon Valley and Wall Street darling was anything but easy. Eric tells Kate how the company’s early focus on profitability, which is now helping drive the stock’s strong performance out of the gate, actually made it difficult to get VC money early on, and the company’s consistent focus on user experience led to organic growth across different customer bases.
Eric: I experienced the year 2000 dot com crash and the 2008 financial crisis, and it almost wiped out the company. I only got seed money from my friends, and also one or two VCs like AME Cloud Ventures and Qualcomm Ventures.
nd all other institutional VCs had no interest to invest in us. I was very paranoid and always thought “wow, we are not going to survive next week because we cannot raise the capital. And on the way, I thought we have to look into our own destiny. We wanted to be cash flow positive. We wanted to be profitable.
nd so by doing that, people thought I wasn’t as wise, because we’d probably be sacrificing growth, right? And a lot of other companies, they did very well and were not profitable because they focused on growth. And in the future they could be very, very profitable.

Eric and Kate also dive deeper into Zoom’s founding and Eric’s initial decision to leave WebEx to work on a better video communication solution. Eric also offers his take on what the future of video conferencing may look like in the next five to 10 years and gives advice to founders looking to build the next great company.
For access to the full transcription and the call audio, and for the opportunity to participate in future conference calls, become a member of Extra Crunch. Learn more and try it for free.
Kate Clark: Well thanks for joining us Eric.
Eric Yuan: No problem, no problem.
Kate: Super excited to chat about Zoom’s historic IPO. Before we jump into questions, I’m just going to review some of the key events leading up to the IPO, just to give some context to any of the listeners on the call.
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British science fiction writer, Sir Arther C. Clark, once said, “Any sufficiently advanced technology is indistinguishable from magic.”
Augmented reality has the potential to instill awe and wonder in us just as magic would. For the very first time in the history of computing, we now have the ability to blur the line between the physical world and the virtual world. AR promises to bring forth the dawn of a new creative economy, where digital media can be brought to life and given the ability to interact with the real world.
AR experiences can seem magical but what exactly is happening behind the curtain? To answer this, we must look at the three basic foundations of a camera-based AR system like our smartphone.
Mars Rover Curiosity taking a selfie on Mars. Source: https://www.nasa.gov/jpl/msl/pia19808/looking-up-at-mars-rover-curiosity-in-buckskin-selfie/
When NASA scientists put the rover onto Mars, they needed a way for the robot to navigate itself on a different planet without the use of a global positioning system (GPS). They came up with a technique called Visual Inertial Odometry (VIO) to track the rover’s movement over time without GPS. This is the same technique that our smartphones use to track their spatial position and orientation.
A VIO system is made out of two parts.
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VR’s most hyped game is getting a price bump later this month as it expands the amount of headsets that it’s playable on.
We did a big deep-dive last week on Beat Saber, the best seller from a tiny Prague VR studio that’s pulling in big revenues. The game is part Guitar Hero, part Fruit Ninja, and you’ve got some light sabers to guide you through EDM tunes. It’s sold over 1 million copies.
This week, the company Beat Games shared some updates that are likely to increase those revenues further as the company grows more confident that they’ve ironed out most of the game’s bugs.
On May 21, Beat Games is bumping the price from $20 to $30 on Valve’s Steam store and the Oculus Home platform, bringing the price in line with the PS VR version. This price bump comes as the company abandons the “Early Access” title, a classifier that has long signified that a game is in beta and hasn’t had all of the kinks ironed out. With this, the studio detailed in a Medium post, they feel the game has reached a “stable version,” and that it is now a “full game.”
When the game exits early access, it will be picking up a long-promised level editor so that gamers can create custom levels for their own audio tracks.
The price change on May 21 isn’t an arbitrary date, that’s when Oculus will be releasing both of its new headsets, the Rift S and Quest.
Speaking of the Quest, Oculus had introduced a feature called cross-buy that would enable users who already owned a copy of a game on Rift to let users download that game for free on Quest. On Twitter, Beat Games noted today that they won’t be supporting this for the base game, so Quest users will still have to pay up, though the studio said they will enable the feature for add-ons like additional music packs.
Beat Saber is going to be unified across all platforms moving forward, meaning you won’t see certain versions getting updates that the others won’t get for a while. This opens up the potential for cross-platform multiplayer as the studio continues to work on a mode for multiple concurrent users.
The price jump comes next week, you’ll still be able to score the game at the Early Access price before May 21.
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Unity Technologies, the company behind one of the world’s most popular game engines, could nearly double its reported valuation in a new round of funding.
The company has filed to raise up to $125 million in Series E funding according to a Delaware stock authorization filing uncovered by Prime Unicorn Index and reviewed by TechCrunch. If Unity closes the full authorized raise it will hold a valuation of $5.96 billion.
A Unity spokesperson confirmed the details of the document.
The SF company builds developer tools that allow game-makers to build titles and deploy them on consoles, mobile and PC. More than half of all new games are built using the platform. Customers pay for the platform per developer once their projects reach a certain scale.
Unity’s competitors include Fortnite-maker Epic Games, which has been able to rapidly acquire startups and game studios in the past two years fueled by the profits of their blockbuster hit.
Unity most recently closed $400 million in Series D funding led by Silver Lake, a “big chunk” of which went toward purchasing the shares of longtime employees and earlier investors. The round left the company’s valuation north of $3 billion. The company, founded in 2003, has raised more than $600 million to date.
The company’s previous backers include Sequoia, DFJ Growth and Silver Lake Partners.
Earlier this year, Cheddar reported that Unity was eyeing a 2020 IPO, though the company did not comment on the report.
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Lora DiCarlo, a startup coupling robotics and sexual health, has $2 million to shove in the Consumer Electronics Show’s face.
The same day the company was set to announce their fundraise, The Consumer Technology Association, the event producer behind CES, decided to re-award the Bend, Oregon-based Lora DiCarlo with the innovation award it had revoked from the company ahead of this year’s big event.
In January, the CTA nullified the award it had granted the business, which is building a hands-free device that uses biomimicry and robotics to help people achieve a blended orgasm by simultaneously stimulating the G spot and the clitoris. Called Osé, the device uses micro-robotic technology to mimic the sensation of a human mouth, tongue and fingers in order to produce a blended orgasm for people with vaginas.
Lora DiCarlo’s debut product, Osé, set to release this fall. The company says the device is currently undergoing changes and may look different upon release.
“CTA did not handle this award properly,” CTA senior vice president of marketing and communications Jean Foster said in a statement released today. “This prompted some important conversations internally and with external advisors and we look forward to taking these learnings to continue to improve the show.”
Lora DiCarlo had applied for the CES Innovation Award back in September. In early October, the CTA notified the company of its award. Fast-forward to October 31, 2018 and CES Projects senior manager Brandon Moffett informed the company they had been disqualified. The press storm that followed only boosted Lora DiCarlo’s reputation, put Haddock at the top of the speakers’ circuit and proved, once again, that sexuality is still taboo at CES and that the gadget show has failed to adapt to the times.
In its original letter to Lora DiCarlo, obtained by TechCrunch, the CTA called the startup’s product “immoral, obscene, indecent, profane or not in keeping with the CTA’s image” and that it did “not fit into any of [its] existing product categories and should not have been accepted” to the awards program. CTA later apologized for the mishap before ultimately re-awarding the prize.
At the request of the CTA, Haddock and her team have been working with the organization to create a more inclusive show and better incorporate both sextech companies and women’s health businesses.
“We were a catalyst to a huge, resounding amount of support from a very large community of people who have been quietly thinking this is something that needs to happen,” Haddock told TechCrunch. “For us, it was all about timing.”
Lora DiCarlo plans to use its infusion of funding, provided by new and existing investors led by the Oregon Opportunity Zone Limited Partnership, to hire ahead of the release of its first product. Pre-orders for the Osé, which will retail for $290, will open this summer with an expected official release this fall.
Haddock said four other devices are in the pipeline, one specifically for clitoral stimulation, another for clitoral and vaginal stimulation, one for anywhere on the body and the other, she said, is a different approach to the way people with vulvas masturbate.
“We are aiming for that hands-free, human experience,” Haddock said. “We wanted to make something really interesting and very different and beautiful.”
Next year, Haddock says they plan to integrate their products with virtual reality, a step that will require a larger boost of capital.
Haddock and her employees don’t plan to quiet down any time soon. With their newfound fame, the team will continue supporting the expanding sextech industry and gender equity within tech generally.
“We’ve realized our social mission is so important,” Haddock said. “Gender equality, at its source, is about sex. We absolutely demonize sex and sexuality … When you talk about removing sexual stigmas, you are also talking about removing gender stigmas and creating gender equity.”
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