Source: Engadget | Wirecutter's best deals: Save on Samsung's 2TB T5 portable SSD
- Alphabear Hustle from SpryFox – a fast-paced word puzzler
- C.A.T.S. (Crash Arena Turbo Stars) Drift Race from ZeptoLab – a cutesy racing game
- Snake Squad from Game Closure – a reimagining of the classic Snake game set in outer space
- Tiny Royale from Zynga – a top-down battle royale shooter game that feels like a Game Boy version of Fortnite top-down battle royale game
- Zombie Rescue Squad from PikPok – a zombie shooter
Bumble is the latest digital brand to try to extend its reach through a print publication. The dating app maker today announced the launch of Bumble Mag, a lifestyle publication it produced in partnership with Hearst that offers stories and advice about dating, careers, friendship and more to Bumble’s over 50 million users.
On the cover of the 100-page premiere issue is Lauren Chan, a fashion entrepreneur behind the plus-size workwear line called Henning.
Inside, the magazine is organized into four sections that align with the Bumble app’s different modes: “You First,” “You + BFFs,” “You + Dating” and “You + Bizz.” Here, readers will find celebrity interviews, features, advice, product guides, “daily mantras” and more.
Contributors in this month’s debut issue include Bumble advisor and the star of the brand’s first Super Bowl campaign, Serena Williams; writers, actresses and Bumble Creative Directors Erin and Sara Foster; Man Repeller founder Leandra Medine; jewelry designer Jennifer Meyer; and Away luggage co-founder Jen Rubio.
A digital brand taking to print is no longer a unique occurrence.
Airbnb has Airbnb Magazine, which arrives in the mail; Unilever’s Dollar Shave Club runs Mel Magazine; mattress brand Casper created Woolly Magazine in partnership with McSweeney’s; luggage brand Away has Here Magazine; Uber has rolled out several print magazines, including Vehicle, Arriving Now and Momentum; and even Facebook launched a print magazine, Grow, aimed at business leaders.
For Bumble, the magazine offers the company a way to introduce its brand to new customers as well as extend its relationship with existing users out in the real world. This is part of Bumble’s larger efforts in developing an offline component to its business. The company also runs pop-ups, hosts events and has spoken of plans to launch more physical locations — “Hives,” in Bumble lingo — sometime this year.
The company instead wants to be known more broadly as a women-centric lifestyle brand where its users can network online and off, in all aspects of their lives — not just dating. For example, its Bumble BFF service helps women make new friends, while Bumble Bizz is focused on business networking.
The company says the new magazine will be distributed by its 3,000+ brand ambassadors — marketers and event hosts who work with Bumble to promote its brand. Users can also request a free copy of the first issue within the app.
For Hearst, print efforts from online brands like Bumble represent a new line of business at a time when print is being challenged by digital solutions, like Kindle Unlimited or Apple News+, which are trying to transition print magazine subscribers to go digital-only.
“Bumble is at the forefront of inspiring women to make connections and take initiative in all aspects of their lives with its positive message of empowerment,” said HearstMade Editorial Director Brett Hill in a statement. “The magazine is a perfect example of how HearstMade is changing the face of custom publishing with hyper-targeted content that reflects the brand’s ethos in the most authentic way.”
Bumble Mag becomes available nationwide on Friday, April 5, says Bumble.
Source: Tech Crunch Mobiles | Bumble goes to print with its new lifestyle magazine, Bumble Mag
Snap is unlocking a new revenue stream while giving you something to do between chats and Stories. Today Snapchat debuts its Snap Games platform that lets you play real-time, multiplayer games while texting and talking with your friends. The platform is based on Snap’s secret late-2017 acquisition of PrettyGreat, an Australian game studio with talent from HalfBrick (which built Fruit Ninja). That team built Bitmoji Party, a Mario Party-style mini-game fest, to show off the platform that includes five games from developers like Zynga and ZeptoLab. The games are rolling out worldwide on iOS and Android starting today.
To monetize the platform, Snapchat will let users opt in to watching six-second unskippable commercials that reward them with a power up or bonus in-game currency. Snapchat will share revenue from the ads with developers, though it refused to specify the split. It could be a little weird watching ads to more easily beat your friends. But down the line it’s easy to imagine Snapchat selling cosmetic upgrades via in-app purchases akin to Fortnite.
Snap announced the new Snap Games platform at its first-ever press event, the Snap Partner Summit in Los Angeles, where it also announced an augmented reality utility platform called Scan, an ads network and a way to put its Stories in other apps. “We wanted to build something that makes us feel like we’re playing a board game with a family of over a long holiday weekend. Something that makes us feel like we’re sitting with friends, controllers in hand, looking at the same screen,” says Snap’s head of gaming, Will Wu. The Information’s Tom Dotan and Amir Efrati first reported Snap was building a gaming platform and Cheddar’s Alex Heath reported it would end up launching today.
Snap Games could be considered a real-time spin on Facebook Messenger’s Instant Games platform, which has focused on porting to HTML5 well-known asynchronous games like Pac-Man and other arcade titles. Similarly, Snap Games don’t have to be downloaded separately, as they’re piped in from the web. Users can browse available games by tapping a new rocket ship button in the chat bar.
With Bitmoji Party, your avatar competes with up to seven friends simultaneously in a series of mini games where you have to stay balanced on a giant record as a DJ scratches it, or avoid getting knocked in the pool. You also can have another 24 friends spectate and rotate in. Winners earn coins they can use to buy dances to stunt on their competition. And with an ever-present chat bar, users can use text or voice to talk trash.
Rather than port in known IP, Snap recruited developers to build games exclusively for its vertical, real-time multiplayer format. These include:
Snap’s game platform has huge potential to boost time spent in the app and the ads views that generates because gaming is perfect for its demographic. “In the United States, Snapchat now reaches nearly 75 percent of all 13 to 34-year-olds, and we reach 90 percent of 13 to 24-year-olds. In fact, we reach more 13 to 24-year-olds than Facebook or Instagram in the United States, the U.K., France, Canada and Australia,” Snap CEO Evan Spiegel revealed today. This is the age group with the free time and dense social graphs to make use of multiplayer real-time games.
The big question is whether Snap’s reward-incentivized video ad views will generate enough cash to keep developers coming to the platform. If not, a limited line of titles could get old quick. Snap has entirely avoided in-app purchases since shutting down its Lens Store in early 2016. There’s understandable concern that kids could rack up huge bills on their parents’ credit cards. But given how Fortnite has normalized paying for no-utility cosmetic upgrades for this same demographic, with the right controls Snapchat could do the same to make itself and its partners a lot more money. And given you’re always playing with your friends, not strangers, there’s an even deeper urge to buy funny costumes and dances to impress them.
Snapchat’s overarching strategy right now is to build an orbit of time-wasters surrounding chat. What began with Stories now includes Discover publications, premium Shows, augmented reality toys and now games. It may never become a favorite with the 35+ age group. But since messaging is the top mobile behavior, Snap can use it to keep people coming back and then distract them while they’re waiting for a reply or need a social alternative to small talk.
Source: Tech Crunch Mobiles | Snapchat launches Mario Party-style multiplayer games platform
Source: Engadget | Snapchat now lets you play live, multiplayer games with friends
Source: Engadget | HBO is available as a premium add-on through the Roku Channel
Snap expands its short-form original series lineup with 10 new shows
April 4, 2019
Source: Engadget | Snap expands its short-form original series lineup with 10 new shows
Snapchat has found an answer to the revenue problem stemming from its halted growth: it will show its ads in other apps with the launch of Snapchat Ad Kit and the Snapchat Audience Network. And rather than watching as other apps spin up their own knock-off versions of its camera and Stories, it will let apps like Tinder and Houseparty host Stories inside their own products that users can share to from the Snapchat camera with Stories Kit. They’ll both be launching later this year, and developers interested in monetization and engagement help can apply for access.
Snapchat debuted the big new additions to its Snap Kit at its first-ever press event in Los Angeles, the Snap Partner Summit, where it also announced a new augmented reality utility platform called Scan, and its new multiplayer games platform. More than 200 apps have already integrated the privacy-safe Snap Kit that lets users log in to other apps with Snapchat, bring their Bitmoji, view Our Stories content and share stickers back to Snapchat.
But later this year, developers will be able to earn money off of Snap Kit with Ad Kit. Developers will integrate Snapchat’s SDK, and then Snap’s advertisers will be able to extend their ad buys to reach both Snapchat users and non-users in other apps. Snapchat will split the ad revenue with developers, but refused to hint at what the divide will be, as it’s still gauging developer interest. The move is straight out of Facebook’s playbook, essentially copying the functionality and name of Facebook’s Audience Network.
There are still big questions about exactly how Snapchat will reach and track ad views of non-users, and how it will be able to provide brands with the analytics they need while maintaining user privacy. But simply by making Snapchat’s somewhat proprietary vertical video ad units reusable elsewhere, it could prove it has a scale to be worth advertisers’ time. The lack of scale has often scared buyers away from Snapchat. But Snap CEO Evan Spiegel says that “In the United States, Snapchat now reaches nearly 75 percent of all 13 to 34-year-olds, and we reach 90 percent of 13 to 24-year-olds. In fact, we reach more 13 to 24-year-olds than Facebook or Instagram in the United States, the U.K., France, Canada and Australia.”
To keep those users engaged even outside of Snapchat, it’s adding App Stories through Story Kit. Snapchat users will see an option to share to integrated apps after they create a photo or video. Those Stories will then appear in custom places in other apps. You’ll see Snaps injected alongside people’s photos when you’re browsing potential matches in Tinder. You can see what friends on group chat social network Houseparty are doing when they are not on the app. And you can see video recommendations from explorers on AdventureAide.
For now, Snapchat won’t run ads between Stories in other apps, but that’s always a possibility. We’ll have to see how long it takes Instagram and Facebook to try to copy Stories Kit and distribute their own versions to other apps.
Snap also has some other fun new integrations and big-name partnerships. Bitmoji Kit will bring your personalized avatar off your phone and onto Fitbit’s smart watches and Venmo transactions. Netflix will let you share preview images (but not trailers) from its shows to your Snapchat Story. A new publisher-sharing button for the web will let you share articles from The Washington Post and others to your Story.
By colonizing other apps with its experience, Snapchat decreases the need for them to copy it. Instead they get the original, and a lot less development work. And the platform makes your Snapchat account more valuable around the web. These integrations might not grow Snapchat too much, but it could help it keep its existing users happy and squeeze more cash out of them.
Source: Tech Crunch Mobiles | Snapchat will power Stories & ads in other apps
Source: Engadget | Snapchat Stories are coming to Tinder
Point and shoot? No, point and interact. Snapchat can now help with your homework. The app’s camera is becoming the foundation of an augmented reality developer platform known as “Scan.” Snap today announced partnerships with Photomath to add the ability to solve math problems, and Giphy for detecting objects, which then spawn related GIFs onscreen. Scan will roll out to all Snapchat users soon, and developers interested in joining the platform can contact Snap.
Previously, Snapchat’s camera could identify songs with Shazam and recognize objects so you could buy them on Amazon. But now instead of just offering a few scattered tools, Snapchat is crystallizing its plan to let you reveal hidden information about the world around you.
“Our camera lets the natural light from our world penetrate the darkness of the internet . . . as we use the internet more and more in our daily lives, we need a way to make it a bit more human,” said Snap CEO Evan Spiegel at the company’s first-ever press event, the Snap Partner Summit. There it also announced it would launch an ad network, power Stories in other apps and launch a real-time multiplayer games platform.
Others like Blippar have tried to build AR utility platforms, but they lacked the community and daily use necessary to already be top of mind when people want to scan something. But Snap CEO Evan Spiegel today revealed that, “In the United States, Snapchat now reaches nearly 75 percent of all 13 to 34-year-olds, and we reach 90 percent of 13 to 24-year-olds. In fact, we reach more 13 to 24-year-olds than Facebook or Instagram in the United States, the U.K., France, Canada and Australia.”
The comparison data comes from Facebook’s ad manager estimates, which aren’t always totally accurate. Still, the stats demonstrate that amongst the audience likely to explore the world via augmented reality, Snapchat is huge. Even if Facebook wanted to build this behavior, it can’t, because the Facebook Camera isn’t the heart of its social network.
When users tap and hold on the Snapchat camera, they’ll start to Scan their surroundings. Answers to math equations will magically appear. If you view a $10 bill, Hamilton will come alive and sing a song from the musical. Scan a slice of pizza and a dancing Giphy pizza slice appears. Users will also see the new Snapchat AR Bar with dedicated buttons to Scan, create a lens or explore the 400,000 AR Lenses created by Snapchat’s community. Indeed, 75 percent of Snap’s 186 million daily users play with Lenses each day, combining into 15 billion total plays to date. Scan was built off the acquisition of a startup called Scan.me, which until now has powered Snap’s QR Snapcodes that let people add friends or unlock Lenses.
Outside of utility, Snapchat is also adding a slew of new creative AR features to keep that audience entertained and loyal. For example, it’s launching Landmarkers, which uses point cloud data from user-submitted Our Stories of major landmarks to power animated AR transformations of famous places. Now the Eiffel Tower, Buckingham Palace, LA’s Chinese Theater, DC’s Capitol Building and NYC’s Flatiron Building can spew rainbows, shoot lightning and more.
For developers and Lens creators using Snap’s Lens Studio tools, Snap is launching new Creator Profiles where they can show off all the Lenses they’ve contributed. They’ll all have access to new AR templates for hand, body and pet effects that take care of all the hardcore computer science. Creators just add their graphical assets like a mustache for dogs, fireballs that shoot out of people’s hands or rainbows that appear over someone when they hold their arms out.
Snap will even surface relevant community Lenses in the Lens Carousel based on what its Scans pick up. One place it falls short, though, is there’s no direct monetization opportunities for independent Lens creators, beyond Snap occasionally connecting the best AR artists to brands for paid Lens development deals. Snapchat admits it will need to create better incentives long-term.
At a big press briefing yesterday, the company’s top execs explained that growth isn’t Snapchat’s success metric any more. That’s convenient, considering the launch of Instagram Stories cut Snap’s growth from 17 percent per quarter to it actually losing users and only stabilizing this quarter. Instead, Spiegel says, deepening user engagement, and thereby the ad revenue users generate, is Snap’s path forward.
The more Snap gets users playing with augmented reality filters and the better development tools it provides, the more brands and devs will pay to promote their Lenses in the Lens Carousel or through video ads where users swipe up to try a Lens.
But that engagement is also critical to beating Facebook and Instagram to the next phase of AR. Instagram Stories might have 500 million daily users, but they’re mostly applying AR to their faces, not to interact with the world. Snapchat needs as many fun AR entertainment experiences like Landmarkers as possible to normalize AR exploration, which will unlock the potential of the Scan platform. That could one day fuel affiliate fees from AR commerce sales and other revenue streams.
Plus, Snapchat says Lenses are coded to be compatible with not just iOS and Android, but future AR hardware platforms. To build the biggest repository of AR experiences, Snapchat needs help, as I wrote two years ago that Snap’s anti-developer attitude was an augmented liability. Now it’s finally building the tools and platform to harness a legion of developers to fill the physical world with imaginary wonder. “If we can show the right Lens in the right moment, we can inspire a whole new world of creativity,” concludes Snap co-founder Bobby Murphy
Source: Tech Crunch Mobiles | Snapchat launches Scan, its AR utility platform
Tonal is today announcing its Series C financing that it hopes will allow the company to bring its at-home gym to even more homes. The funding round shows investors’ excitement around the new generation of personal exercise equipment that combines on-demand training with smart features. Tonal, like Peloton, offers features previously unavailable outside of gyms, and with this injection of capital, the company expects to build new personal features and invest in marketing and retail experiences.
L Catterton’s Growth Fund led the $45 million Series C round, which included investments from Evolution Media, Shasta Ventures, Mayfield, Sapphire Sport and others. This financing round brings the total amount raised to $90 million.
Tonal is based out of San Francisco and was founded by Aly Orady in 2015. The company launched its strength-training product in 2018. The wall-mounted Tonal uses electromagnetism to simulate and control weight, allowing the slender device to replicate (and replace) a lot of weight-lifting machines.
The Tonal machine costs $2,995, and for $49 a month, Tonal offers members access to personal training sessions, recommended programs and workouts. Since launching, CEO Orady tells TechCrunch there have been virtually no returns. He says their customer care teams proactively work with members to ensure a good experience.
Orady is excited to have L Catterton participating in this financing round, saying their deep network and unparalleled experience building premium fitness brands globally is an incredibly exciting new resource for the company. The Connecticut-based investment firm helped fund Peloton, ThirdLove, ClassPass and The Honest Company.
“As the fitness landscape continues to evolve, we have seen a clear shift toward personalized, content-driven, at-home workout experiences,” said Scott Dahnke, Global co-CEO of L Catterton in a released statement. “Tonal is the first connected fitness brand focused on strength training and represents an opportunity to invest behind an innovative concept with tremendous growth potential. We look forward to leveraging our deep knowledge of consumer behavior and significant experience in the connected fitness space to bring Tonal’s dynamic technology and content platform to more homes across the country.”
Tonal shares a market with Peloton, and Orady says a significant amount of Tonal owners also own Peloton equipment. Yet, feature-by-feature, Peloton and Tonal are different. While they’re both in-home devices that offer on-demand instructors, Peloton targets cardiovascular exercises while Tonal is a strength-training machine. Orady states his customers find the two companies offer complementary experiences.
“The common thread with our members is that they understand the value of investing in their fitness and overall health,” said Aly Orady, “All of our members are looking to take their fitness to the next level with strength training. Tonal offers the ability to strength train at home by providing a comprehensive, challenging full body workout without having to sacrifice quality for convenience.”
This is an enormous market he says the company can rely on for years to come. The majority of Tonal’s customers are between 30 and 55 years old and live in, or adjacent to, the top 10 major metro U.S. markets. There’s an even split, he says, between male and female members.
Tonal is similar to Mirror, another at-home, wall-mounted exercise device that costs $1,495. While Tonal focuses on strength training through resistance, Mirror offers yoga, boxing, Pilates and other exercises and activities with on-demand instruction and real-time stats. Mirror also launched in 2018 and the company has raised $40 million.
Going forward, Tonal expects to expand its software to provide new personalization features to its members. The hope is to build experiences that motivate users while serving up real-time feedback. This includes building new workout categories and additional fitness experiences, even when users travel and don’t have access to their Tonal machine.
The company sees it expanding its retail and marketing presence. Right now, just eight months after the product’s debut, customers have very limited access to try the Tonal machine. It’s only on display at Tonal’s flagship San Francisco store and is coming to a pop-up store in Newport Beach, Calif.
Orady tells TechCrunch the company needs new talent to help the company achieve its mission. Tonal is hiring and looking to hire in hardware, software, design, video production and marketing.
At-home exercise equipment is a massive market, and Tonal offers a unique set of features and advantages that should allow it to stand apart from competitors. This isn’t just another treadmill. Tonal is a strength-training super machine the size of a thick HDTV. Challenges abound, but the company seemingly has a solid plan to utilize its latest round of financing that should allow it to reach more customers and show them why the Tonal machine is worth the cost.
Source: Tech Crunch Startups | Tonal raises million to bring strength training to more living rooms