With the state’s help, Chinese technology is booming

But it will not be a smooth road to global dominance, says Hal Hodson.

For most of human history, China was the world’s most advanced technological power. The blast furnace originated there, and thus so, too, did cast iron. Other breakthroughs included porcelain and paper. Its gunpowder propelled the first military rockets farther than javelin or arrow could fly; its compasses magically revealed magnetic north when the stars were hidden.

Only in the Middle Ages did Europe begin to match Chinese ingenuity and capacity in these fields, doing so largely through imitation. Only with the growth of European mechanical industries and overseas empires in the 18th century did the Westerners become its rivals. In the centuries that followed, hampered by its own stifling education system, China was defeated in the opium wars, then suffered terrible civil unrest and a disastrous revolution that reduced the country to a technological bystander and “Made in China” to a byword for gimcrackery.

Now China is back, trailing clouds of smartphones, high-speed trains, stealthy aircraft, bitcoin mines and other appurtenances of high-tech flair. The parts of the world that overtook it are worried. In 2015 its leaders announced a ten-year, $300bn plan, “Made in China 2025”, designed to make its semiconductor, electric-vehicle and artificial-intelligence industries (and many others) as good as any in the world, if not better. This declaration that China was no longer content with being a factory for American high-tech products created a new tension between the world’s two largest economies. As the plan approaches its halfway point, this conflict seem to be worsening.

America accuses China of stealing and spying its way up the technology supply chain and hobbling American technology by keeping it out of the Chinese market. Its defence department worries about running military operations through networks stuffed with Chinese components. Senators are troubled by how China is using technology to oppress its own people. The American policy establishment fears that the trend for connecting previously unconnected objects like trains and cars to computer networks will offer the Chinese government increased geopolitical leverage at the very least—and at worst, direct control of parts of other countries’ infrastructure. China’s perspective is more straightforward: America is unfairly using its existing power to curtail China’s rightful technological return.

Much thinking about these issues focuses on what technological capabilities China has and what it lacks, where it is ahead of America and where it is lagging behind. But that piecemeal account offers little help in understanding China’s ability to foster new technologies or to dominate the supply chains and standards that underpin them.

The vital question is not what technologies China has access to now, but how it built that access and how its capacity for fostering new technologies is evolving.

That is the focus of this report. Obviously, how the correlation of forces between the two powers ends up is important. But to understand that you also need to come to grips with Chinese technology on its own terms. Details of the processes behind the country’s technological development are vital to assessing the long-term challenge posed by a technologically ascendant China. They can get lost in a higher-level geopolitical discussion that is hyperbolic and polarised.

The process of gaining that understanding starts with looking at older technologies, such as high-speed trains and nuclear-power plants. The work of indigenising these technologies is almost complete, and the Chinese firms and state-owned enterprises behind them are poised to export to the world. As such, they represent a model of successful state-led development that has used the state’s repressive power over its citizenry and the sway it holds over the economy to deploy technology on a massive scale.

It’s My Party

No government controls more of an economy worth controlling than China’s does. Some 51,000 state-owned firms employ about 20m people and are collectively worth $29trn, according to analysis in 2017 by the oecd, a club of mainly rich countries.

Many private Chinese firms claim that they receive no state support, and in strictly monetary terms that is often true, but free land from provincial governments and a side hustle in property management is the norm. The Communist Party’s ability to ensure the successful deployment of a technology is not restricted to funding. The state hedges risk, squashes nimbyism and pays for infrastructure.

But two other factors are taking over from raw state power as the motor of Chinese technological development.

One is the place its companies occupy in many of the most important supply chains in the world, giving them easy access to all sorts of technological know-how. As workshop to the world, China—and particularly the Pearl River Delta region that includes the booming cities of Shenzhen and Guangzhou—makes components for almost everything, understands how to assemble them, and is set up to bring together the right ones as quickly as possible. This geoepistemological advantage explains why the only successful smartphone companies founded since 2010 have been those set up around Shenzhen. (They are all non-state firms.) Their success has spread to new markets based on similar components. The consumer-drone market is dominated by China because drones are basically phones with rotors.

Secondly, the size and particularities of the Chinese market have become spurs to innovation in their own right. WeChat and Alipay, which use qr codes to make payments with phones, emerged and took hold in China because payment cards were not yet established; as a result Chinese cities are becoming cashless. The Communist Party’s need for social control has stimulated an entire industry of machine-learning technologies catering to the security services. The West does not like the applications to which China’s ai companies—mostly, also, non-state firms—turn their algorithms, but there is no denying the scale of their ambition (though their success has some under-appreciated foundations).

Not every peculiarity of the Chinese system is a benefit. State support is frequently doled out to firms or industries based on non-commercial factors. Ignorance and corruption mess things up; so does a thirst for prestige. In the crucial battleground of semiconductors, Beijing’s investment policy is largely based on chasing after the highest-value sections of the supply chain by pumping money into Chinese versions of the foreign companies now commanding those heights. Truly innovative and effective semiconductor businesses sometimes suffer merely because they are less coveted by party officials.

Examining Chinese tech development reveals things not just about China, it illuminates global trends. Some are obvious. A government able to shape and ignore public opinion can do things that governments forced to listen to the people—including vocal minorities—cannot. If China’s technocrats want nuclear power and genetically modified organisms, they will get them.

Some trends are subtler. China’s failure to catch up in technologies like internal-combustion engines, civil aviation and, to date, semiconductors shows how hard it is to make humanity’s most complex mechanisms. The organisations which manage to do so depend on arcane insights and baroque procedures carefully nurtured by corporate hierarchies over decades. That even an economy as mighty as China’s can scarcely catch up should give pause for reflection about the possibilities for innovation elsewhere.

The potential for new technologies to enhance and project Chinese power, and the threat that poses to a global order led by America, hangs over China’s technological development. But these are not its sole inspiration. China is grappling with an ageing population, environmental degradation and a slowing economy. The strengths and weaknesses of its attempts to solve these problems technologically will have lessons for other countries in similar straits, and for those which see China not just as a competitor but as an ever more sophisticated market.

For countries which wish to co-exist with China, its weaknesses reveal good places to invest in developing one’s own capabilities. For those who wish to reduce or curtail Chinese technological power, knowing its strengths and vulnerabilities is vital.

Original article can be found here.

3 ways startups can avoid costly data breaches

In 2019, companies like French beauty chain Sephora and Malaysian airline Malindo Air were hit by data breaches, which compromised their customers’ personal information.

In a world where businesses use personal data to provide consumers with better and more targeted services, the prospect of this information falling into the wrong hands is an alarming one.

And these breaches don’t just hurt customers; they also disrupt the affected businesses’ operations, lead to a loss in revenue, and damage consumer trust. Last year, the average cost of data breaches in Southeast Asia stood at over US$2.6 million.

That’s why it’s vital for companies to practice proper data governance.

Protecting information

In broad terms, data governance refers to how information is collected, stored, used, managed, and secured by an enterprise.

It’s becoming increasingly important as consumers learn more about data privacy and new regulations around personal information – such as the General Data Protection Regulation in the European Union and Singapore’s Personal Data Protection Act – come into force.

However, it can be difficult for startups to figure out an effective strategy that enables them to grow while still protecting their customers’ privacy.

Danny Gilligan, chief executive officer and co-founder of data collaboration platform Data Republic, thinks it can be done. It’s important for businesses to “optimize for as little risk as possible and as much opportunity as possible at the same time.” he says.

Here are the CEO’s tips on how startups can do this.

1. Have internal data management frameworks

Many companies have clear processes on who can approve certain amounts of spending or limits on what funds can be used for. Similarly, businesses need to implement structures around the information they collect.

“What’s your framework for decision-making around the use of that data?” asks Gilligan.

He suggests creating a regimen on data handling, akin to how companies have yearly financial audits. It’s easier for startups to put such measures in place, due to their smaller size and agility.

“At any point in time, the board of a company, the executive, or even [an] external regulator can ask for validation that you only acted with that data in accordance with your own internal governance and risk frameworks, [and] also in accordance with the considerations you gave the customers,” shares Gilligan.

2. Use data management services when engaging in data collaboration

Data collaboration and the open data economy have led to many breakthroughs in recent years.

Data collaboration refers to the analysis of multiple independent datasets to gain combined insight. It is one of the benefits of the open data economy, where businesses and governments can use publicly available information in their analyses.

Medical research, for one, has benefitted from pooled patient data, and public transportation updates have become more accurate based on real-time location tracking.

But businesses need to be careful when sharing information with other organizations because it also opens them up to data breaches.

Take for instance the effects of the LandMark White data breach in Australia, where several banks shared client information with the property consultancy firm. When the data was leaked, customers lost faith in the banks in question.

“The fact that it was a LandMark White breach is almost irrelevant to the consumer because, as far as I know, the bank data that’s out there, [customers] gave that to the bank,” explains Gilligan.

To address the issue, startups should take steps to ensure that information is encrypted and protected before sharing it with other entities. Using products and services from data collaboration companies like Data Republic can create secure environments for data sharing, and it opens up the process to analysis by multiple parties.

3. Transparency is key

When it comes to using customer data for innovation, it’s better to ask for permission than to seek forgiveness.

“Everything should be built within the consent model that organizations have with their customers,” says Gilligan. “The best model is to move to a regimen where you can actually ask your customers’ permission for sharing data when you want to do it. That gives you a lot more flexibility.”

Instead of weaving details into the terms and conditions, which are often chock-full of legal jargon and overlooked, Gilligan feels that companies should tell customers what they want to do with their data explicitly.

Those who are uncomfortable with it can opt out, but those who agree can provide a business with useful data that can be used to innovate.

This goes a long way towards avoiding situations like the Facebook and Cambridge Analytica scandal in 2016.

“The governance wasn’t really there to explain to customers that their data was being [used], what data was being shared with Cambridge Analytica, for what purpose, and whether they had the control to say yes or no to that,” Gilligan notes.

The future of data governance

As technology advances, more ways to improve data governance processes will emerge.

Blockchain technology, for instance, is being hailed as a means of securing and encrypting data, while AI has the potential to sort through information and ensure that only necessary data is sent out for certain projects.

According to Gilligan, many people feel that there is a trade-off between privacy and innovation. However, this paradigm is shifting.

Ultimately, at a time where data is the new oil, the two do not occupy opposite ends of the spectrum – it is necessary to have both in conjunction.

This article first appeared on TechInAsia.

Top-Earning Video Gamers

The Ten Highest-Paid Players Pocketed More Than $120 Million In 2019.

In the world of professional video games, winning isn’t everything. Fortnite phenom Tyler “Ninja” Blevins made $17 million last year, enough for first place on Forbes’ inaugural ranking of top-earning gamers, but the 28-year-old pro won less than $100,000 competing.

In fact, Ninja didn’t even qualify for the first-ever Fortnite World Cup, which was held in New York’s Arthur Ashe stadium last July, or its $3 million grand prize. (That money was won by Kyle “Bugha” Giersdorf, a 16-year old from Pennsylvania).

That’s because top-earning gamers are more influencer than they are elite athlete. They earn their millions from leveraging their massive online followings into endorsements, fees and sponsorships. Ninja has 2.8 million followers on Mixer, Microsoft’s nascent gaming platform, which Forbes estimates will spend $30 million over three years after luring him from arch-rival Twitch last August. The blue-haired gamer has an additional 22.7 million YouTube subscribers and 14.9 million followers on Instagram. In all, the ten top-earning gamers have a combined 270 million followers across YouTube, Twitch and Mixer and earned $121 million last year. None of them made the list through competition alone.

The next step? Mainstream celebrity. Ninja, who has been a pro gamer in one form or another since starting with Halo 3 in 2009, is well under way. His visage adorned soft drink cans thanks to an endorsement deal with Red Bull. Adidas has a Ninja sneaker. In the last year he has appeared on The Tonight Show with Jimmy Fallon, The Daily Show with Trevor Noah, and performed as a guest vocalist on Fox’s The Masked Singer. Ninja merchandise—from a graphic novel to his signature headband—can be purchased at Walmart and Target.

And Ninja is just one of hundreds of internet entertainers cashing in on the growing influence of streaming and gaming culture, which has brands including Monster Energy, Postmates and State Farm paying up in their hunger to reach the elusive Millennial audience; eMarketer estimates sponsorships and advertising spends in gaming alone would hit $3.3 billion in 2019.

The biggest streamers buttress that revenue by collecting directly from their followers, who can “tip” them with direct one-time payments or pay for a premium subscription that the players split with platforms like Amazon’s Twitch and Mixer. At his peak, Blevins made upwards of $500,000 per month, splitting the $4.99 premium fee fans paid to Twitch.

Three months after Ninja signed with Mixer, Michael “Shroud” Grzesiek, a former Counter-Strike: Global Offensive pro who retired in 2018 at 23 (No. 5, $12.5 million), followed. Both gamers were cashing in on Microsoft’s desperation to give relevance to Mixer, which lags Facebook, YouTube and Twitch in total gaming hours watched, according to both Palo Alto-based streaming toolmaker StreamElements and Chicago-based data analyst Arsenal.gg.

Pro gaming is still the Wild West. There is no government agency overseeing decency on streaming sites and the personalities making the most noise aren’t always peddling the most high-minded material.

Felix “PewDiePie” Kjellberg (No. 2, with $15 million) has lost partnerships because of anti-Semitic and racist videos. His audience has stuck with the Swedish gamer, though; he remains the most subscribed-to individual on YouTube. Blevins himself was caught in a controversy after he said in August 2018 he wouldn’t stream with women because of possible relationship rumors that could emerge.

Controversies aside, it’s a ripe time to cash in. Mixer’s announcement of the Ninja deal had the feel of a major league free agency press event and triggered an expensive chase for talent. It was a smart move to jump. Blevins had around 250,000 premium subscribers in March 2018 and a year later was down to about 20,000, according to TwitchTracker. Since then, platforms including Facebook, YouTube and Caffeine have been signing more gamers to exclusive deals, including Jeremy “Disguised Toast” Wang, Jack “CouRage” Dunlop and Rachell “Valkyrae” Hofstetter.

Forbes estimates Mixer will pay Grzesiek $20 million over three years, even though his 7 million Twitch followers has translated into less than a million on the nascent platform. This in addition to the money publishers like Electronic Arts and Activision Blizzard, pays for Grzesiek to play their games on stream. Blevins himself is getting in on the pay-to-play action, receiving reported $1 million in February for a few hours playing Fortnite competitor Apex Legends.

#1 Ninja (Tyler Blevins)
Earnings: $17 million
The top gamer was everywhere in 2019, from Red Bull cans in grocery stores to bedding in Walmart to starring roles in NFL commercials. While his viewership fell, his influence didn’t, with endorsements from Adidas, Red Bull and underwear designer PSD. His exclusivity deal with Microsoft is helping to reshape the live-streaming landscape. And the good times seem to be continuing. This month, Fortnite maker Epic Games released an in-game Ninja avatar that fans can play as.

#2 PewDiePie (Felix Kjellberg)
Earnings: $15 million
The top individual YouTuber, Felix Kjellberg announced he’d be taking a break from the site after another tumultuous year. Last September he pledged $50,000 to the Anti-Defamation League to “move past” his anti-Semitic controversies—then suddenly canceled the donation after an outcry from his fan base. Kjellberg remains as popular as ever, though, pulling in a staggering 4.5 billion views in 2019.

#3 Preston (Preston Arsement)
Earnings: $14 million
Both a popular Minecraft player and vlogger, Preston’s also bringing in seven figures annually hosting custom versions of Minecraft with in-game spending.

#4 Markiplier (Mark Fischbach)
Earnings: $14 million
He built a following with humorous, over-the-top reactions to horror video games like Amnesia: The Dark Descent and released a choose-your-own-adventure YouTube Original film last fall called A Heist with Markiplier.

#5 Shroud (Michael Grzesiek)
Earnings: $12.5 million
Not being tethered to one game has made Michael Grzesiek a favorite of major game publishers like Electronic Arts, Ubisoft and Activision Blizzard. The former pro also has an extensive clothing line with gaming brand Jinx.

#6 DanTDM (Daniel Middleton)
Earnings: $12 million
Daniel Middleton is a worldwide sensation due to his popular Minecraft videos, amassing 22.4 million subscribers. In 2019, he went on tour for an interactive movie experience called The Contest.

#7 VanossGaming (Evan Fong)
Earnings: $11.5 million
Fong’s comedic playthroughs have attracted 24.9 million subscribers and had 1.6 billion views on YouTube in 2019. He’s been famous for some time now, starring as a monster hunter in Paranormal Action Squad, a premium 2016 cartoon series on the same platform.

#8 Jacksepticeye (Sean McLoughlin)
Earnings: $11 million
With 23.2 million subscribers, McLoughlin is Ireland’s most popular YouTuber, uploading videos on a variety of games. Late in 2018, he started a clothing brand with fellow YouTube gamer, Mark “Markiplier” Fischbach.

#9 TimTheTatman (Timothy Betar)
Earnings: $8 million
Timothy Betar’s comedic, good-natured Fortnite streams have made him a favorite with brands, from Reese’s to Bud Light. He also streams and is a commentator for the NFL’s Thursday Night Football games on Twitch. At the end of the year, he signed an exclusive streaming deal with the platform.

#10 Nickmercs (Nick Kolcheff)
Earnings: $6 million
Nick Kolcheff made a name for himself by playing Fortnite with a controller, which is considered more challenging than using a keyboard-and-mouse. It helped him become the tenth-most-watched streamer in 2019, according to StreamElements and Arsenal.gg. Twitch took notice, signing him to an estimated two year, $2 million exclusivity deal.

This article first appeared on Forbes

Amazon Music passes 55M customers, still lags behind Spotify and Apple

Amazon Music, the streaming music service from the e-commerce and cloud giant that competes against the likes of Spotify and Apple Music, announced a milestone in its growth today: it has passed 55 million customers across the six different pricing tiers that it offers for the service, ranging from $15 per month through to a free, ad-supported tier.

The numbers represent a strong leap forward for the service, which launched in October 2016. But in the bigger race to tie down consumers making the move to streaming services with recurring subscriptions, Amazon appears still to lag behind Apple Music, which last summer said it passed 60 million paying users (no updated numbers since), and Spotify, which as of last quarter said it had 248 million users globally, 113 million of them paying.

Amazon does not break out how many users are in each of its tiers, although we are asking and will update if we learn more. The overall figure, Amazon said, includes growth of more than 50% of users in the U.S., U.K., Germany and Japan subscribing to Amazon Music Unlimited, which includes HD-quality tracks for about 50 million songs. Other countries without HD-quality where Amazon Music is available include France, Italy, Spain and Mexico, and it notes that customers more than doubled in these four countries. It also recently launched services in Brazil.

“We’re proud to reach this incredible milestone and are overwhelmed by our customers’ response to Amazon Music,” said Steve Boom, VP of Amazon Music, in a statement. “Our strategy is unique and, like everything we do at Amazon, starts with our customers. We’ve always been focused on expanding the marketplace for music streaming by offering music listeners unparalleled choice because we know that different listeners have different needs. As we continue to lead in our investment in voice with Alexa, and in high-quality audio with Amazon Music HD, we’re excited to bring our customers and the music industry even more innovation in 2020 and beyond.”

As with other Amazon products and services, the company has built its music offering around cross-selling existing customers — namely those who are already using or considering its Prime membership service — which helps Amazon with its economies of scale (promotions to customers who are already getting promotions cost less, for starters); and target consumers who are happy with the convenience of having all of its services under one bill. The discount for Prime users also serves as a sweetener for those considering subscribing to the membership tier.

Prime users get a discount on both single subscriptions to the Unlimited service ($7.99/month or $79/year) and Family plans. Similarly, those who only subscribe on a single device, either the Fire TV or Echo, can pay $3.99/month for the service. Amazon notes that the ad-supported service includes “top playlists and thousands of stations for free.”

The general stickiness of Amazon media services — which include storage, video, reading, games and more — is a model that Apple is also following, building out a range of its own content offerings alongside those of the third-party apps in the App Store. Spotify has taken more of a music and audio-first approach, with its forays into areas like video never quite gaining traction. In its last earnings report, the company addressed its place in the market and the impact of rival services.

“We continue to feel very good about our competitive position in the market,” Spotify noted in a statement. “Relative to Apple, the publicly available data shows that we are adding roughly twice as many subscribers per month as they are. Additionally, we believe that our monthly engagement is roughly 2x as high and our churn is at half the rate. Elsewhere, our estimates imply that we continue to add more users on an absolute basis than Amazon. Our data also suggests that Amazon’s user base skews significantly more to ‘Ad-Supported’ than ‘Premium’, and that average engagement on our platform is approximately 3x.”

Amazon disputes this take, however:

A spokesperson noted to me that “a substantial majority of the 55 million customers represents our paid tiers of service.”

This article first appeared on TechCrunch

The Top 10 Facebook Stats for 2020

These venture bets on startups that “returned the fund,” making firms and careers, were the result of research, strong convictions, and patient follow-through. Here are the stories behind the biggest VC home runs of all time.

While other social platforms rise and fall, Facebook, seemingly despite various controversies, has continued to add more daily and monthly active users as time goes on – and The Social Network shows no sign of any significant slow-down on the immediate horizon.

Of course, that’s not the complete picture. While Facebook has continued to add more users in developing markets, some have suggested that the time people spend on Facebook, on average, has been in decline in recent years.

Facebook’s last official update on time spent in its apps came in 2016, when it reported that users were spending 50 minutes per day using Facebook, Instagram and/or Messenger – though that’s not Facebook-specific. The company did provide something of update to this number in 2018, when it reported that changes to Facebook’s News Feed had resulted in a 5% decline in time spent in the app. Estimates suggest that this reduced the Facebook time spent figure to around 41 minutes per day within the app, though again, the numbers here are not Facebook-specific, and the subsequent increases in Instagram and Messenger usage cloud the data somewhat.

But even on the face of it, the 2018 update does show a slowdown. Facebook users were spending 40 minutes per day in the app back in 2014, so even if that 2018 update was Facebook-specific, it would show that Facebook hasn’t added a heap of time spent within the app over that four-year span.

Yet, even so, Facebook has the biggest reach, the most significant perceived influence – even if you don’t use Facebook for hours each and every day, the data shows that you probably do check it. Maybe you log in to see what your friends and family are up to, maybe you engage in groups, share a couple of links. Even if you spend more time in other apps, you’re still exposed to Facebook, and that ubiquity has made it a critical platform for brands in order to connect with their audiences.

Basically, no matter how you look at it, you need to have a Facebook presence for your brand.

Are you looking to make more, or better use of Facebook in 2020? If so, then this collection of stats from the team at Hootsuite is for you – they’ve compiled a listing of key Facebook usage stats to keep in mind, and factor into your planning for the year ahead.

Definitely, the numbers are hard to ignore – you can view the infographic below, or check out Hootsuite’s full Facebook stats report here

 

 

 

 

 

 

 

This article first appeared on SocialMediaToday

ByteDance Readying Assault on Tencent’s Mobile Gaming Kingdom

ByteDance Inc. is preparing a major push into the mobile arena’s most lucrative market – a realm Tencent Holdings Ltd has dominated for over a decade.

The world’s most valuable startup has rapidly built a full-fledged gaming division to spearhead its maiden foray into hardcore or non-casual games, according to people familiar with the matter. Over the past few months, ByteDance has quietly bought up gaming studios and exclusive title distribution rights. It’s embarked on a hiring spree and poached top talent from rivals, building a team of more than 1,000. Its first two games from the venture will be released this spring, targeting both local and overseas players, one person said.

Commonly compared to Facebook Inc. because of its billion-plus users and sway over American teens via social media phenom TikTok, ByteDance is looking to expand its horizons. It started as a popular news aggregator with the Toutiao app in China before setting the world ablaze with short-form video sharing on TikTok and its Chinese twin app Douyin. Now it’s looking to go beyond cheap ads and develop recurring revenue streams by taking on the Tencent gaming goliath in the chase for coveted distribution rights.

“Having fully established itself as a leader in short video with over one billion users across its apps, ByteDance is now building multiple game studios by acquiring experienced game developers and talent,” said Daniel Ahmad, analyst with Asia-focused gaming research firm Niko Partners. “Its massive global user base and investment in gaming could make it a big disruptor in the gaming space this year.”

Gaming in China has long been a Tencent fortress, with Netease Inc. a distant second. But ByteDance might be the one company capable of upsetting that status quo, having already defied convention by surviving and flourishing outside the orbit of Alibaba Group Holding Ltd. and Tencent, who between them have locked up much of the country’s internet sphere. Toutiao is a key channel for Chinese game publishers to acquire new users, with 63 of the top 100 ad spenders among mobile games in 2019 devoting most of their ads to the news app, according to data tracked by Guangzhou-based researcher App Growing.

Representatives for ByteDance, Tencent and Netease declined to comment for this story. Shares in Tencent went down as much as 0.6% during morning trading on Monday.

Over the past few years, ByteDance has churned out several casual games that have grown popular with the help of its video platforms, but those quick hits made money mostly through ads. Its new foray into gaming involves a much bigger investment and is shaping up to be a major strategic shift, targeting more committed gamers who will splurge on in-game weapons, cosmetics and other perks.

It could help the company diversify its sources of revenue at a time when the Chinese economy shows signs of slowing and TikTok draws scrutiny in the U.S. ByteDance is also testing a new paid music app in Asia, adding to its swelling portfolio of ventures. Steady revenue sources would help position ByteDance for an eventual initial public offering.

While the move into serious gaming is very much at an embryonic stage, ByteDance is making up for its inexperience by poaching veteran staff from rivals, said the people, who asked not to be named because the plans are private. One of the gaming division’s creative teams is led by Wang Kuiwu, who joined from China’s Perfect World, a major game developer and esports tournament organizer. Yan Shou, ByteDance’s chief of strategy and investment, oversees operations, the people said. The unit runs independently from existing efforts to create casual mobile titles, they said.

ByteDance is making a global push that includes hiring publishing and marketing staffers based overseas, according to job descriptions viewed by Bloomberg News. One post seeks people to work with influencers and internal platforms to promote games, while another asks candidates to be responsible for “managing indie mobile game publishing projects throughout their life cycle.” This hiring spree is also evident in postings this month for more than a dozen game-related positions on Chinese career site Lagou.com, ranging from product managers to 3-D character designers based in Beijing, Shanghai and Shenzhen.

Acquiring talent also means buying up studios wholesale. Game studios acquired by ByteDance over the past year include Shanghai Mokun Digital Technology and Beijing-based Levelup.ai, as shown in public company registration information. The company also hired the core developer team from a Netease outfit called Pangu Game, after China’s second-largest gaming firm canceled the studio’s existing projects, according to people familiar with the matter.

ByteDance’s game pipeline will include massively multiplayer online games with Chinese fantasy elements, said two people. Its newly acquired studios have pedigree in the genre: Pangu Game’s 2017 hit Revelation is a PC online role-playing game where warriors and sorcerers slay Chinese mythological beasts, while Shanghai Mokun has created several similar titles since its founding in 2013.

The challenge of invading Tencent’s turf will nevertheless be immense. Tencent has three of the world’s most popular multiplayer mobile titles in PUBG Mobile, Call of Duty: Mobile and Honour of Kings. They are the blueprint for games that are free to play but rich on in-game purchases — which accounts for a huge swath of mobile revenues — that rivals like ByteDance try to emulate. More broadly, Tencent’s locked in a billion-plus users across Asia into a WeChat app that mashes elements of payments, social media, on-demand services and entertainment.

Tencent and Netease also enjoy the advantage of having long-established relationships with Chinese regulators, who in 2018 began a campaign to root out gaming addiction that drastically constricted the number and variety of games allowed to be published in the country. Tencent saw hundreds of billions of dollars wiped off its market value as a result and is still recovering. Getting into gaming potentially exposes ByteDance to more regulatory scrutiny domestically, even as it battles U.S. lawmakers’ accusations that TikTok can be used to spy on Americans.

Still, ByteDance can’t call itself a true internet giant without a substantial presence in gaming. Last year, 72% of all consumer spending on mobile came in games, according to App Annie, and the market is fiercely competitive. ByteDance’s critical advantage is that it already has a vast and engaged audience among the all-important teenage demographic: it can leverage Douyin/TikTok to channel users toward its games. That mirrors the winning approach Tencent took more than a decade ago when it exploited the reach of its social media platforms to enter gaming. ByteDance will have to prove that the strategy still works.

“Gaming is a strategic vertical for tech companies in China as it is a key way to generate additional revenue from a large audience,” Ahmad said. “While they may be able to develop a number of hit titles in the China market, we believe it will still be difficult for them to truly challenge Tencent.”

This article first appeared on Bloomberg

Tencent to grow gaming empire with $148M acquisition of Conan publisher Funcom in Norway

Tencent, one of the world’s biggest video and online gaming companies by revenue, today made another move to help cement that position.

The Chinese firm has made an offer to fully acquire Funcom, the games developer behind Conan Exiles (and others in the Conan franchise), Dune and some 28 other titles. The deal, when approved, would value the Oslo-based company at $148 million (NOK 1.33 billion) and give the company a much-needed cash injection to follow through on its longer-term strategy around its next generation of games.

Funcom is traded publicly on the Oslo Stock Exchange, and the board has already recommended the offer, which is being made at NOK 17 per share, or around 27% higher than its closing share price the day before (Tuesday).

The news is being made with some interesting timing. Today, Tencent competes against the likes of Sony, Microsoft and Nintendo in terms of mass-market, gaming revenues. But just earlier this week, it was reported that ByteDance — the publisher behind breakout social media app TikTok — was readying its own foray into the world of gaming.

If it goes ahead, that would set up another level of rivalry between the two companies. Tencent also has a massive interest in the social media space, specifically by way of its messaging app WeChat . While many consumers will have multiple apps, when it comes down to it, spending money in one represents a constraint on spending money in another. ByteDance currently profits from having content on its social apps related to Tencent gameplay, so building its own content could be one way of moving away from that. The two have (naturally) also been battling it out in court in China over unfair competition claims, in part related to that gaming content.

Today, Tencent is one of the world’s biggest video game companies: in its last reported quarter (Q3 in November), Tencent said that it make RMB28.6 billion ($4.1 billion) in online gaming revenue, with smartphone games accounting for RMB24.3 billion of that.

Acquisitions and controlling stakes form a key part of the company’s growth strategy in gaming. Among its very biggest deals, Tencent paid $8.6 billion for a majority stake in Finland’s Supercell back in 2016. It also has a range of investments in a number of other gaming companies that include Riot Games, Epic, Ubisoft, Paradox, Frontier and Miniclip. These companies, in turn, also are making deals: just earlier this month it was reported (and sources have also told us) that Miniclip acquired Israel’s Ilyon Games (of Bubble Shooter fame) for $100 million. Some of Tencent’s investments are minority stakes, as was the case in Funcom: the bigger picture is that each of them could potentially represent another acquisition target for the company.

Turning back to Funcom, Tencent was already an investor in the company: it took a 29% stake in it in September 2019 in a secondary deal, buying out KGJ Capital (which had previously been the biggest shareholder).

“Tencent has a reputation for being a responsible long-term investor, and for its renowned operational capabilities in online games,” said Funcom CEO Rui Casais at the time. “The insight, experience, and knowledge that Tencent will bring is of great value to us and we look forward to working closely with them as we continue to develop great games and build a successful future for Funcom.”

In retrospect, this was laying the groundwork and relationships for a bigger deal just months down the line.

“We have a great relationship with Tencent as our largest shareholder and we are very excited to be part of the Tencent team,” Casais said in a statement today. “We will continue to develop great games that people all over the world will play, and believe that the support of Tencent will take Funcom to the next level. Tencent will provide Funcom with operational leverage and insights from its vast knowledge as the leading company in the game space.”

The rationale for Funcom is that the company had already determined that it needed further investment in order to follow through on its longer-term strategy.

According to a statement issued before it recommended the offer, the company is continuing to build out the “Open World Survival segment” using the Games-as-a-Service business model (where you pay to fuel up with more credits); and is building an ambitious Dune project set to launch in two years.

“Such increased focus would require a redirection of resources from other initiatives, the most significant being the co-op shooter game, initially scheduled for release during 2020 that has been impacted by scope changes due to external/market pressures with increasingly strong competition and internal delays,” the board writes, and if it goes ahead with its strategy, “It is likely that the Company will need additional financing to supplement the revenue generated from current operations.”

This article first appeared on TechCrunch

Amazon’s booming ad business grew by 40% in 2019

With plenty of runway ahead, Amazon quarterly ad revenues surpassed $4 billion for the first time in the fourth quarter.

Amazon had anticipated a good holiday season, and it got it. The company reported $87.4 billion in net sales for the fourth quarter of 2019, up 21% from the same period the prior year. On the advertising front, the company generated ad revenues of nearly $4.8 billion for the quarter, an increase of 41% year over year. That brings the company’s annual advertising revenues in 2019 to roughly $14.1 billion, up 39% from $10.1 billion in 2018.

Amazon’s advertising business makes up the bulk of what it reports as “Other” net sales.

“Advertising as a subset has been growing at about the same rate year-over-year in the fourth quarter than it did in the third quarter,” David Fildes, director of investor relations at Amazon, said on the earnings call last week.

Tools for brand advertisers. In response to a question about brand advertising initiatives, Fildes said the company is putting a lot of focus on “brands as an advertising customer set” and noted Stores and Posts among the efforts aimed at helping brands “better tell customers who they are” and help “customers discover products and brands.”

One-day shipping. Amazon also said it expects more marketplace sellers to jump on one-day shipping. “I think what you’re seeing is more and more participation of third-party sellers in our one-day delivery program as we move through the year,” said CFO Brian Olsavsky, in reference to steady growth in Amazon’s third-party seller services segment. “That was particularly strong in Q4, and I think you’ll see that more as we move into 2020.” The segment grew 31% year-over-year to $17.4 billion, up from 13.2 billion in the previous quarter.

Why care? Amazon’s one-day shipping program is put pressure brands’ own direct-sales channels as well as on other e-commerce retailers to keep up, including Walmart, which is focused on building up a marketplace advertising business of its own.

The ability to directly tie advertising to sales on Amazon has been a key attraction for advertisers.

“I think they appreciate the fidelity we can provide around shopping outcomes,” Fildes said on the earnings call, adding, “We’re uniquely positioned to do this given our retail business.”

Last quarter, Amazon expanded its sponsored display ad beta to more countries and introduced additional tools such as genre blocking and audience guarantees for OTT advertisers.

This article first appeared on MarketingLand

Everything You Need To Know About What Amazon Is Doing In Financial Services

From payments to lending to insurance to checking accounts, Amazon is attacking financial services from every angle without applying to be a conventional bank. In this report, we break down everything we know about Amazon’s foray into financial services, and where it’s rumored to be looking next.

In 2017, Andreessen Horowitz general partner Alex Rampell said that of all the tech giants that could make a major move in financial services:

“Amazon is the most formidable. If Amazon can get you lower-debt payments or give you a bank account, you’ll buy more stuff on Amazon.”

While the anticipation for Amazon’s plunge into banking gets louder each year, it’s important to first understand Amazon’s existing strategy in financial services — what Amazon has launched and built, where the company is investing, and what recent products tell us about Amazon’s future ambitions.

Based on our findings, it’s hard to claim that Amazon is building the next-generation bank. But it’s clear that the company remains very focused on building financial services products that support its core strategic goal: increasing participation in the Amazon ecosystem.

As a result, the company has built and launched tools that aim to:

  1. Increase the number of merchants on Amazon, and enable each merchant to sell more
  2.  Increase the number of customers on Amazon, and enable each customer to spend more
  3. Continue to reduce any buying/selling friction

In parallel, Amazon has made several fintech investments, mostly focused on international markets (India and Mexico, among others) where partners can help serve Amazon’s core strategic goal.

In aggregate, these product development and investment decisions reveal that Amazon isn’t building a traditional bank that serves everyone. Instead, Amazon has taken the core components of a modern banking experience and tweaked them to suit Amazon customers (both merchants and consumers).

In a sense, Amazon is building a bank for itself — and that may be an even more compelling development than the company launching a deposit-holding bank.

This report is a collection of everything we know about Amazon’s foray into banking, financial services, and fintech. We will be updating this brief on an ongoing basis as more relevant data, investments, news, and products are released.

Click here to read the full report by CB Insights

Chrome’s coming changes to video ad blocking could impact YouTube

Mid-roll ads of any length are deemed “intrusive” in updated Better Ads Standards. 

Google Chrome’s ad blocking efforts will soon extend to “intrusive” video ads in short-form videos. The browser will adopt the latest standards for video ads from the Coalition for Better Ads, announced Wednesday. The changes will apply to certain pre-roll, mid-roll and non-linear display ads — and may affect advertising formats on Google’s own YouTube.

Three types of video ads targeted. The Coalition for Better Ads has identified three ad experiences for short-form video content — qualified as being under 8-minutes — that are now included in the Better Ads Standards:

  • Mid-roll ads of any duration.
  • Pre-roll ads or ads longer than 31 seconds that cannot be skipped in the first 5 seconds.
  • Text or display ads that appear in the middle third of a playing video or are larger than 20% of the video content.

Timing in Chrome. Chrome will stop showing ads on sites that “repeatedly show these disruptive ads” starting August 5, 2020. The update will affect sites globally.

YouTube impact? YouTube could be affected by the use of mid-roll ads in shorter videos. The pre-roll standard looks tailored to YouTube’s TrueView ads which allow users to skip after the first five seconds. Bumper ads, which are unskippable but only 6-seconds long, won’t be affected either. We may see some changes to the appearance of display banners on YouTube videos.

“It’s important to note that YouTube.com, like other websites with video content, will be reviewed for compliance with the Standards,” the company said in its announcement Wednesday. “Similar to the previous Better Ads Standards, we’ll update our product plans across our ad platforms, including YouTube, as a result of this standard, and leverage the research as a tool to help guide product development in the future.”

Why we care. This is an extension of Chrome’s ad blocking — or filtering — that began in 2018 with desktop and mobile display ads. That first iteration of Better Ad Standards included auto-play video ads with sound enabled on desktop. The initiative, founded by Google, Facebook and the IAB, is aimed at curbing the acceleration of ad blocking, and it may be helping. Ad blocker rates in North America and Europe have “declined modestly from their peak in mid-2017” and that install rates for ad blocker plug-ins in Chrome have “declined more significantly since the fall of 2016,” the Coalition said.

Publishers and video platforms have four months to adapt to the standards or risk having all of their ads filtered out on Chrome. Advertisers should evaluate their media buys to estimate how the changes might affect their campaigns after August.

This article first appeared on MarketingLand