Zwift

Auto Added by WPeMatico

Hiro Capital puts $2.3M into team sports tracking platform PlayerData — as does Sir Terry Leahy

Hiro Capital has gradually been making a name for itself as an investor in the area know as “Digital Sports” or DSports for short. It’s now led a $2.3 million funding round in PlayerData. While the round might sound small, the area it’s going into is large and growing. Also investing in the round is Sir Terry Leahy, previously the CEO of Tesco, the largest British retailer.

Edinburgh, U.K.-based PlayerData uses wearable technology and software tracking to give grass-roots and professional sports teams feedback on their training. It can, for instance, allow coaches to replay key moments from a game, even modeling different outcomes based on player positioning.

This is Hiro Capital’s fourth DSports and “connected fitness” investment, and it joins Zwift, FitXR and NURVV. Hiro has also invested in eight games startups in the U.K., U.S. and Europe, as befits the heritage of co-founder and partner Ian Livingstone, OBE, CBE, who is the former chairman of Tomb Raider publisher Eidos plc and all-round gaming pioneer.

PlayerData says it has captured more than 10,000 team sessions across U.K. soccer and rugby, and logged over 50 million meters of play. It also has strong network effects, it says. Every time a new team encounters one using Playerdata’s platform, it generates five more clubs as users.

Roy Hotrabhvanon is co-founder and CEO of PlayerData, and is a former international-level archer. He’s joined by Hayden Ball, co-founder and CTO, a firmware and cloud infrastructure expert.

playerdata app

PlayerData app. Image Credits: PlayerData

In a statement Hotrabhvanon said: “Our mission is to bring fine-grained data and insight to clubs across team sports, helping them supercharge their game-making, improve player performance, and avoid injury… Our ultimate goal is to implement cutting-edge insights from pioneering wearables that are applicable to any team in any discipline at any level.”

Cherry Freeman, co-founding partner at Hiro, says: “PlayerData ticks all of our key boxes: a huge TAM with over 3 million grass-roots clubs; a deep moat built on shared player data, machine learning and highly actionable predictive algorithms; compelling customer network effects; and a really impressive yet humble founding team.”

The PlayerData news forms part of a wider growth in digital sports, which includes such breakout names as Peloton, Tonal, Mirror and Hiro’s portfolio investment, Zwift. With the pandemic putting an emphasis on both home workouts and general health, the fascination with digital measurement of performance now has a growing grip on the sector.

Speaking to TechCrunch, Freeman added: “We think there are something like 3 million teams that are potential customers for PlayerData. Obviously the number of runners is enormous, and they only need to get a small slice of that market to have a very, very large business. At the end of the day everyone, everyone works out, even if you just go for a walk, so the target market’s huge and they started with running but their technology is applicable to a whole raft of other sports.”

Powered by WPeMatico

Zwift, maker of a popular indoor training app, just landed a whopping $450 million in funding led by KKR

Zwift, a 350-person, Long Beach, California-based online fitness platform that immerses cyclists and runners in 3D-generated worlds, just raised a hefty $450 million in funding led by the investment firm KKR in exchange for a minority stake in its business.

Permira, the Amazon Alexa Fund and Specialized Bicycle’s venture capital fund, Zone 5 Ventures, also joined the round, alongside earlier backers Highland Europe, Novator, Causeway Media and True, which is a Europe-based consumer specialist firm.

Zwift has now raised $620 million altogether and is valued at north of $1 billion.

Why such a big round? Right now, the company just makes an app, albeit a popular one.

Since its 2015 founding, 2.5 million people have signed up to enter a world that, as Outside magazine once described it, is “part social-media platform, part personal trainer, part computer game.” That particular combination makes Zwift’s app appealing to both recreational riders and pros looking to train no matter the conditions outside.

The company declined to share its active subscriber numbers with us — Zwift charges $15 per month for its service — but it seemingly has a loyal base of users. For example, 117,000 of them competed in a virtual version of the Tour de France that Zwift hosted in July after it was chosen by the official race organizer of the real tour as its partner on the event.

Which leads us back to this giant round and what it will be used for. Today, in order to use the app, Zwift’s biking adherents need to buy their own smart trainers, which can cost anywhere from $300 to $700 and are made by brands like Elite and Wahoo. Meanwhile, runners use Zwift’s app with their own treadmills.

Now, Zwift is jumping headfirst into the hardware business itself. Though a spokesman for the company said it can’t discuss any particulars — “It takes time to develop hardware properly, and COVID has placed increased pressure on production” — it is hoping to bring its first product to market “as soon as possible.”

He added that the hardware will make Zwift a “more immersive and seamless experience for users.”

Either way, the direction isn’t a surprising one for the company, and we don’t say that merely because Specialized participated in this round as a strategic backer. Co-founder and CEO Eric Min has told us in the past that the company hoped to produce its own trainers some day.

Given the runaway success of the in-home fitness company Peloton, it wouldn’t be surprising to see a treadmill follow, or even a different product entirely. Said the Zwift spokesman, “In the future, it’s possible that we could bring in other disciplines or a more gamified experience.” (It will have expert advice in this area if it does, given that Zwift just brought aboard Ilkka Paananen, the co-founder and CEO of Finnish gaming company Supercell, as an investor and board member.)

In the meantime, the company tells us not to expect the kind of classes that have proven so successful for Peloton, tempting as it may be to draw parallels.

While Zwift prides itself on users’ ability to organize group rides and runs and workouts, classes, says its spokesman, are “not in the offing.”

Powered by WPeMatico

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

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

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

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

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

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

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

Powered by WPeMatico

Zwift merges indoor fitness with massive multi-player online gaming

screen-shot-2016-10-21-at-12-26-30-pm At its core, Zwift is indoor cycling software. But layered on top of its functionality is a community that in the two years the company has been operating has grown in both scale and shear strength. At an event at Rapha’s cycling in SF, I found myself surrounded by core users proudly flaunting their team names and meeting, often not for the first time. Even Barry Bonds showed up to… Read More

Powered by WPeMatico