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Thursday, January 3, 2019

Scratch 3.0 is now available

{rss:content:encoded} Scratch 3.0 is now available https://tcrn.ch/2CNqDmq http://bit.ly/2SvG881 January 03, 2019 at 06:33PM

The only kids programming language worth using, Scratch, just celebrated the launch of Scratch 3.0, an update that adds some interesting new functionality to the powerful open source tool.

Scratch, for those without school aged children, is a block-based programming language that lets you make little games and “cartoons” with sprites and animated figures. The system is surprisingly complex and kids have created things like Minecraft platformers, fun arcade games, and whatever this is.

The new version of scratch includes extensions that allow you to control hardware as well as new control blocks.

Scratch 3.0 is the next generation of Scratch – designed to expand how, what, and where you can create with Scratch. It includes dozens of new sprites, a totally new sound editor, and many new programming blocks. And with Scratch 3.0, you are able to create and play projects on your tablet, in addition to your laptop or desk computer.

Scratch is quite literally the only programming “game” my kids will use again and again and it’s an amazing introduction for kids as young as pre-school age. Check out the update and don’t forget to share your animations with the class!

Scratch 3.0 is now available

The only kids programming language worth using, Scratch, just celebrated the launch of Scratch 3.0, an update that adds some interesting new functionality to the powerful open source tool.

Scratch, for those without school aged children, is a block-based programming language that lets you make little games and “cartoons” with sprites and animated figures. The system is surprisingly complex and kids have created things like Minecraft platformers, fun arcade games, and whatever this is.

The new version of scratch includes extensions that allow you to control hardware as well as new control blocks.

Scratch 3.0 is the next generation of Scratch – designed to expand how, what, and where you can create with Scratch. It includes dozens of new sprites, a totally new sound editor, and many new programming blocks. And with Scratch 3.0, you are able to create and play projects on your tablet, in addition to your laptop or desk computer.

Scratch is quite literally the only programming “game” my kids will use again and again and it’s an amazing introduction for kids as young as pre-school age. Check out the update and don’t forget to share your animations with the class!



https://ift.tt/eA8V8J Scratch 3.0 is now available https://tcrn.ch/2CNqDmq

Daily Crunch: AR Startups face an uneasy future in 2019

The Daily Crunch is TechCrunch’s roundup of our biggest and most important stories. If you’d like to get this delivered to your inbox every day at around 9am Pacific, you can subscribe here:

1. Magic Leap and other AR startups have a rough 2019 ahead of them 

2018 was supposed to be the year where the foundation of AR was set to expand, but now it looks like momentum has been sucked out of the industry’s heavy hitters.

2. Sorry I took so long to upgrade, Apple 

Apple missed Wall Street’s Q1 sales projections yesterday and the company blamed faltering sales in China for the reason behind the drop. But let’s not kid ourselves; anyone who has an iPhone now is part of the problem. As essential as these devices have become to our lives, it’s too hard for many consumers around the world to justify spending more than $1,000 for a new phone.

BERND THISSEN/AFP/Getty Images

3. China’s lunar probe makes history by successfully soft-landing on the far side of the moon

China crossed a major milestone in space exploration last night by becoming the first country to land a probe on the far side of the moon. Named after the Chinese moon goddess, Chang’e 4 will use a low-frequency radio to survey the terrain of the moon.

4. Mary Meeker targets $1.25B for debut fund, called Bond

With Bond, Meeker is set to be the first woman to raise a $1 billion-plus VC fund.

5. Money is no object: China’s Luckin sets sights on rivaling Starbucks 

Caffeinated drinks are taking off in the tea-drinking nation. Luckin, which is only a year old, has announced an ambitious plan to topple Starbucks and expand to 6,000 stores by 2022.

6. 10 predictions on the future of gaming in 2019 

Will the gaming industry clutch up in 2019?

7. Segway unveils a more durable electric scooter and autonomous delivery bot 

Segway’s Model Max scooter is designed to help services like Bird and Lime reduce their respective operating and maintenance costs, while its new Loomo delivery bot is made for autonomous deliveries for food, packages and other items.



https://tcrn.ch/2BYQuGw Daily Crunch: AR Startups face an uneasy future in 2019 https://tcrn.ch/2LQGFPb

Apple stock has dropped 38 percent in 90 days

{rss:content:encoded} Apple stock has dropped 38 percent in 90 days https://tcrn.ch/2BW8CAN https://tcrn.ch/2GVo1qK January 03, 2019 at 05:59PM

Apple stock was down over 9 percent overnight and continued the downward trend in trading this morning. In fact, the company’s stock price is down a total of 38 percent since October. This, after the company halted trading yesterday afternoon to provide lower guidance for upcoming earnings. As the iPhone upgrade market softened, it was having a big impact on revenue, at least in the short term and Apple stock took a big hit as a result.

On October 3, the stock was selling at 232.07 per share, and while the price has fluctuated and the market in general has plunged in that time period, the stock has been on a downward trend for the past couple of months and has lost approximately $87 a share since that October high point.

 

Last night, before the company briefly stopped trading to make its announcement, the stock stood at $157.92 a share. This morning as we went went to publication, it was recovering a bit, but still down 8.19 percent to $144.981.

D.A. Davidson senior analyst, Tom Forte says yesterday’s announcement while not completely unexpected was surprising given Apple’s traditionally strong position. “We knew that iPhone unit sales were weak, but just not how weak,” he said.

The biggest factor in yesterday’s announcement in Forte’s view, was China where he says the company generates 20 percent of its sales. As the US-China trade war drags on, it’s having an impact on these sales. This could be due to a combination of factors including a weakening Chinese economy as a result of the trade war, or patriotism on the part of Chinese consumers, who are choosing to buy Chinese brands over of the iPhone.

This also comes at a time when Apple had already indicated that iPhone sales were weak in other worldwide markets including India, Russia, Brazil and Turkey. This already helped weaken the iPhone sales worldwide, although Forte still sees the Chinese market as the biggest factor in play here.

Forte says that in spite of the soft iPhone performance, the good news is the rest of the product portfolio is up 19 percent and that could bode well for the future. What’s more, the company has set aside $100 billion for stock buy-back purposes. “They have the balance sheet. They have the stock buy-back program. They still generate very significant free cash flow, and if the individual investor won’t buy the stock, then the company will buy the stock,” he explained.

In a report released this morning, financial analysts Canaccord Genuity believe that in spite of yesterday’s report, the company is still fundamentally sound and they continue to recommend a Buy for Apple stock. “We maintain our belief Apple can expand its leading market share of the premium-tier smartphone market and the iPhone installed base (excluding refurbished iPhones) will exceed 700M in 2018. This impressive installed base should drive iPhone replacement sales and earnings, as well as cash flow generation to fund strong long-term capital returns. We reiterate our BUY rating but decrease our price target to $190 based on our lowered estimates,” the company wrote in a report released this morning.

Forte says the unknown-unknown here is how the US-China trade war plays out and as long as that situation remains fluid, the company might not recover that income in the near term in spite of stronger sales across the catalogue.

Workplace, Facebook’s enterprise platform, adds another major customer, Nestle

While Facebook continues to repair its image with consumers disenchanted with the social network’s role in disseminating misleading or false information and mishandling their personal data, it’s ironically been finding some traction for its enterprise-focused service, Workplace. Today, the company announced that it has added another huge company to its books today: Nestle, the coffee, chocolate and FMCG giant with 2,000 brands and 240,000 employees, has signed up as its latest customer.

Facebook’s enterprise service competes against the likes of Microsoft Teams, Slack and smaller players like Crew and Zinc, among many others in a crowded market of mobile and desktop apps built to address a growing interest among organizations to have more user-friendly, modern ways for their employees to communicate.

Workplace positions itself as different from its competitors in a couple of different ways: it says its communications platform is designed for all different employment demographics, covering so-called knowledge workers (the traditional IT customer) as well as waged and front-line employees; but it also claims to be the most democratic of the pack, by virtue of being a Facebook product, designed for mass market use from the ground up.

In the workplace, that translates to apps that do not require company email addresses or company devices to use; a strong proportion of employees at Workplace’s bigger customers, such as Walmart (2.2 million employees) and Starbucks (nearly 240,000 employees) do not sit at desks and, until relatively recently, would not have been using any kind of PC or phone on a regular basis on any average day.

But as smartphones have become as ubiquitous as having your keys and wallet, acceptance of having them and utilising them to communicate workplace-related information has changed, and that is the wave that services like Workplace are hoping to ride.

But despite the strong engine that is Facebook behind it, Workplace has a lot of challenges up ahead.

The company has not updated its total number of customers in over a year at this point — its last milestone was 30,000 customers, back in November 2017 — and today Facebook VP Julien Codorniou said that the company might put out a more updated number later this year.

“We’re not using that metric to communicate our success,” he said, “but we have to communicate growth, I feel the demand from the market.” Slack claims 500,000 organizations, over 70,000 of which pay; Teams from Microsoft has some 329,000 customers, the company says.

There is also the issue of how a customer win is actually translating to usage. Last month, a much smaller competitor, Crew, with 25,000 customers, noted that at least some of them were in fact those that Workplace was claiming to have secured.

“Starbucks is theoretically using Workplace, but it’s been deployed only to managers,” Crew CEO Danny Leffel told me. “We have almost 1,000 Starbucks locations using Crew. We knew we had a huge presence there, and we were worried when Facebook won them, but we haven’t seen even a dent in our business so far.”

Codorniou said that this also doesn’t tell the full story. He describes the approach that Crew and others take as “shadow IT” in that the companies don’t talk to central HQ when winning the business. “You can’t give a voice to everyone by going in through the back,” he said. He also contends that it just takes time to deploy something across a massive business. “Workplace only works if you get 100 percent of the company using it,” he added. Notably, today Facebook announced that Nestle has already onboarded 210,000 customers to Workplace.

There is also the bigger question of how these products will develop technically to further differentiate from the pack. For now, it feels like Slack still reigns supreme when it comes to desktop knowledge worker functionality — even without usefully threaded comments — because of the fact that you can integrate virtually any other app you might want to into its platform.

Crew, meanwhile, has differentiated by focusing on providing handy tools to help businesses managing scheduling for shift workers, who comprise the majority of its user base.

While others like Teams, and yes, Workplace, have also added in integrations and their own functionality — Workplace’s most interesting features, I think, are how it has translated consumer-Facebook features like Live into the Workplace environment. But there is still a lot of space for apps to consider what other features and functionality will be most useful and stick for the most employees and for the business customer at large.

It will be interesting to see how and if this is affected by way of a key leadership appointment. Last month, Facebook appointed a new “head” of Workplace, Karandeep Anand, who came to Facebook three years ago from Microsoft (and thus has a close understanding of enterprise software). Codorniou said Anand be relocating to London, where Workplace is developed, and will focus on the technical development of the product while Codorniou focuses on sales, client relations and business development.

Technical leadership for Workplace had previously come straight from CTO Mike Schroepfer, Codorniou said. “We decided that we needed someone full time, here in London,” he said.

It’s not clear if Workplace’s win at Nestle is replacing another product: it seems, however, that it is more likely a trend of how more businesses are making an investment in company-wide communications platforms where they may never have had one before, in hopes of it helping keep employees switched on, linked up, and generally more happy and feeling less like expendable cogs.

“Nestlé is a people-first environment,” said EVP Chris Johnson, in a statement. “We really rely on our talented teams to manage more than 2,000 Nestlé brands worldwide. We help our employees develop and we give them the right tools, so Workplace is a perfect fit.”



from Social – TechCrunch https://ift.tt/eA8V8J Workplace, Facebook’s enterprise platform, adds another major customer, Nestle Ingrid Lunden https://tcrn.ch/2Vrg13V
via IFTTT

Wednesday, January 2, 2019

Sorry that I took so long to upgrade, Apple

{rss:content:encoded} Sorry that I took so long to upgrade, Apple https://tcrn.ch/2QlAraS http://bit.ly/2LKMJsw January 03, 2019 at 12:23AM

Apple had some bad news tonight. It was so bad in fact that it had to halt trading for a time while posting a grim report that its numbers would be lower than it had forecast at the last quarterly earnings report in November. Apple blamed faltering sales in Asia, particularly in China, for the adjustment, but I’m afraid it can lay at least part of the blame on me too.

You see I was part of the problem as well. On the bright side, I finally upgraded my iPhone this week. I had been using an old iPhone 6 that was over three years old. It had become crotchety with a bad battery life and the recharge cable wouldn’t say stuck without some serious coaxing. The phone had to be flat on a table, and would often disconnect if I even brushed against the cord or looked at it the wrong way.

I had been thinking about upgrading for several months, but I kept putting it off because the thought of spending $1000 for a new phone frankly irked me, and I had after all paid off my trusty 6 in full long ago. I was going to squeeze every bit of life out of it, dammit.

In spite of my great frustration with my old phone, it took the enticement of a $200 credit to finally get me to replace my old phone, as I’m sure the promotion was intended to do. Just yesterday on New Year’s Day, I headed to my closest Apple Store and I finally did right by the company.

I replaced my ancient 6, but I did something else that probably hurt Apple as part of its death by a thousand cuts. I went into the store thinking I would buy the more expensive XS, but in the end I walked out with the lower-cost XR. I looked at the two phones and I couldn’t justify spending over $1000 for a phone with 256 GB of storage. I wanted a phone with longer battery life and a decent display and camera and the XR gave it to me. Yes, I could have gotten an even better phone, but in the end the XR was good enough for me, and certainly a huge upgrade over what I had been using.

Clearly lots of people across the world had similar thoughts, and one thing lead to another and before you knew it, you had a situation on your on your hands, one that forced you to halt the trading of your stock and report the bad news. The stock price is paying a price, down over 7 percent as I write this post.

So, sorry Apple, but it appears that there is a tipping point when it comes to the cost of a new phone. As essential as these devices have become in our lives, it’s just too hard for many consumers around the world to justify spending more than $1000 for a new phone, and you just have to realize that.

Shine brings its female-focused self-care app to Android

{rss:content:encoded} Shine brings its female-focused self-care app to Android https://tcrn.ch/2F3KAYz https://tcrn.ch/2BT8PEH January 02, 2019 at 05:54PM

Shine, one of the many apps capitalizing on the growing self-care trend, has now brought its app used by 3 million people to Android devices. Originally launched as a simple messaging bot that doled out life advice and motivation, Shine has grown over the years to become a larger self-help platform aimed largely at the millennial crowd – and in particular, millennial women.

As of Shine’s $5 million Series A round last April, the app’s user base was 70 percent female, and 88 percent were under the age of 35.

Since then, it has added another million to its then 2 million users. That growth came despite Shine having missed the mark at times, as with its failed life-coaching subscription product that never emerged from testing.

Today, Shine’s focus is on personal growth, motivational messaging, and other self-improvement topics, which are delivered by way of both text and audio. Through short-form audio, users can get help across a number of areas, including things like productivity, mindfulness, focus, stress and anxiety, burn out, acceptance, self-care for online dating, creativity, forgiveness, work frustrations, and more.

The app also sends daily motivational texts based on research-backed materials that help users better understand the topic at hand. These are presented in a more casual style – almost like it’s a friend chatting with you.

Shine now monetizes through a Premium subscription that offers expanded access to Shine’s audio talks and challenges, as well as additional features like offline listening and the ability to save favorite texts. This is either $4.50/month if you pay the $53.99 annual fee at once, or $9.99 per month. That’s roughly in line with what some meditation apps charge – for instance, the top meditation app Calm is $59.99 per year. And it’s cheaper than Headspace, which is $95.88 annually, by comparison.

Shine had said last year that one of its plans for its Series A was to build out the Android experience as nearly half its customers were accessing Shine on Android devices. In those cases they were using the texting service due to the lack of an official app.

On iOS, Shine is fairly popular in its category. It has jumped to become the No. 16 “Health & Fitness” app in the U.S., following the Christmas holiday – a time of the year when people get serious about wellness and self-care. However, it’s only the No. 86 ranked app on the “Health & Fitness” Top Grossing chart, which puts it far behind other wellness apps including meditation apps like Calm, weight loss apps like Lose It!, and workout apps like the No. 1 app, Sweat from Kayla Itsnes.

Given the app stores’ larger shift to subscriptions over paid downloads in recent years, it will be interesting to see how many apps the average consumer will actually pay for through the subscription model – and to what extent more niche apps like Shine will be sustainable in the long term, as a result.

Shine is a free download on Google Play.

 

 

 

The Roku Channel adds premium subscriptions alongside its free content

{rss:content:encoded} The Roku Channel adds premium subscriptions alongside its free content https://tcrn.ch/2EZinRX https://tcrn.ch/2F3TKDq January 02, 2019 at 02:59PM

The Roku Channel – Roku’s home to free, ad-supported content like movies, TV, sports and news – is expanding to include subscriptions. Essentially Roku’s own take on Amazon’s Prime Video Channels, users can now opt to add on some 25 premium video subscriptions within the Roku Channel, centralizing their access to streaming services in one destination that will become more personalized over time.

At launch, consumers will be able to opt to add-on subscriptions from premium networks including Showtime, Starz, EPIX, CuriosityStream, Noggin, Baeble Music, CollegeHumor’s Dropout, Hopster, Magnolia Selects, FitFusion, Smithsonian Channel Plus, Tastemade, Viewster Anime, The Great Courses Signature Collection, MHz Choice, and others.

Offering a centralized place to subscribe to paid content is a fairly significant change for Roku’s platform where, historically, viewers would download and add apps (“channels,” in Roku’s lingo) to their Roku homepage for each service they wanted to watch. Some of those channels require subscriptions, like Netflix and Hulu, while others offer free content.

Roku in fall 2017 began to aggregate the free content from the various channels across its platform in its own Roku Channel, and combined that with content it licensed directly from studios. The Roku Channel initially featured free, ad-supported movies, giving Roku a way to further grow its advertising revenues.

Over the past year, The Roku Channel expanded to include news, sports, TV shows and other entertainment offerings both from traditional studios and digital networks. This pushed the channel to become one of the top five most-watched across the Roku platform.

Now, instead of being only a home to free content, The Roku Channel is working with video partners to offer an alternative way to watch their programming.

“We’ve been focused on ad-supported content and will continue to have a very robust offering there. But there’s lots of great content that’s available only in subscription services,” explained Roku’s Vice President of Programming, Rob Holmes, as to why Roku wanted to introduce paid subscriptions. “We also wanted to try to improve the user experience in a lot of the same way that we did with the launch of The Roku Channel around ad-supported content,” he said. 

When you enter The Roku Channel, you’ll be able to explore the premium subscription content before making a decision as to whether or not you want to sign up. That’s a better experience than offered by some subscription apps today, where you’re presented only with a splash screen that directs you to sign up to see the content or offer a very limited view of their programming.

If you choose to subscribe to a premium network via the Roku Channel, you can use the payment card that’s already on file with Roku. Basically, you click a button and then confirm the subscription (in case you clicked by accidentally sitting on the remote), and then you’re signed up.

This method makes it easier to add and remove subscriptions, for those who follow individual shows and want to turn their subscription on and off, timed with the release of new seasons.

The subscriptions also support 7-day free trials, trial expiration reminders, and are billed together on a single statement from Roku monthly.

Also of note, when you subscribe to networks through the Roku Channel, you’ll no longer have to download the network’s standalone Roku app to watch. Instead, your subscriptions will get their own area inside The Roku Channel, making it more of a one-stop shop for your streaming services.

The networks will be shown both in The Roku Channel’s homepage, and they’ll each get their own tab in the channel, too.

In fact, you currently cannot choose to watch in the network’s standalone Roku app, we understand. Over time, some networks will offer authentication for Roku Channel subscribers, but that’s not the case at launch.

Of course, this begs the question – if you can’t authenticate with the network provider, does that mean you won’t be able to watch the channel’s content, except on a Roku device?

As it turns out, you can.

 

Alongside the launch of channel subscriptions, The Roku Channel’s mobile app is being updated to support video playback. That means you can watch The Roku Channel content, including subscriptions, on your smartphone or tablet, as well as on the web, and on your TV.

Over time, Roku’s plan is to better personalize your subscriptions and recommendations. That means the shows you actively watch will be presented in the front of the queue, and Roku will be able to recommend content across services, based on viewing behavior.

Roku says it will add more partners to The Roku Channel over time. However, many providers will not participate because they want to own the experience, end-to-end with their customers. They also may not want to share a cut of subscription revenue with Roku, as is required today to be promoted as a subscription add-on within The Roku Channel.

For the time being, Roku doesn’t plan on expanding from premium subscriptions to offer some sort of core package of subscription programming the way live TV services like Sling TV or YouTube TV now do.

“I think where we are today is really focused on these à la carte subscriptions,” Holmes said. “Ultimately, from a user standpoint, there’s a lot of value in being able to pick and choose exactly what you want to sign up for – without having to sign up for one of these base packages to start with. That’s how we think about it today.”

Support for subscriptions will begin to roll out to The Roku Channel starting later this month and will complete the phased rollout by early 2019. The new mobile app will launch in late January, as well.

 

Monday, December 31, 2018

Go-Jek extends ride-hailing service to the rest of Singapore

After a limited rollout, Go-Jek said today that it will extend its ride-hailing service to all of Singapore tomorrow while continuing its beta phase. The Indonesian-based company began offering rides in Singapore at the end of November, but only for passengers riding to and from certain areas. It http://bit.ly/2Roif56 dynamic pricing there, which increases prices during peak times, a few days ago.

“We continue to welcome feedback from driver-partners and riders during this enhanced beta phase, as we work to fine-tune the app and create the best experience for our users,” the company said in a statement.

After Uber exited from Southeast Asia earlier this year by selling its local business to Grab, Go-Jek became Grab’s main rival. Uber still maintains a presence in the region, however, thanks to its 27.5 percent stake in Grab.

There is currently a waiting list for Go-Jek in Singapore, with customers of DBS/POSB being given priority.

When asked about how long new users need to wait, a Go-Jek spokesperson said in a statement that the time depends on supply and demand. “The response from the driver community since we opened pre-registration has been overwhelming with tens of thousands of drivers signing up via the pre-registration portal. While we can’t disclose figure at this moment, we are confident we can meet consumer expectations during the beta service period.”



https://ift.tt/eA8V8J Go-Jek extends ride-hailing service to the rest of Singapore https://tcrn.ch/2GRNQIb

Citi slashes sales outlook for iPhone XS Max by nearly half

{rss:content:encoded} Citi slashes sales outlook for iPhone XS Max by nearly half https://tcrn.ch/2Alpfpm http://bit.ly/2R08Np2 December 29, 2018 at 11:31PM

Citi Research has joined a growing list of analysts to lower first-quarter production estimates for Apple’s iPhones amid weakening demand for the smartphones.

Citi Research analyst William Yang cut the overall iPhone shipment forecast by 5 million, to 45 million for the quarter, reported Reuters. That’s a sting that falls in line with others such as influential TF International Securities Apple analyst Ming-Chi Kuo, who delivered a less than stellar iPhone forecast earlier this month.

It’s Yang’s outlook for the 6.5-inch iPhone XS Max that is particularly gloomy. In a research note to clients, Yang slashed the shipment forecast for the iPhone XS Max by 48 percent for the first quarter of 2019.

The cut in Citi’s forecasts is driven by the firm’s view that “2018 iPhone is entering a destocking phase, which does not bode well for the supply chain,” Yang wrote.

Two weeks ago, Kuo predicted that 2019 iPhone shipments will likely between 5 to 10 percent lower than 2018. He also lowered first-quarter shipment forecasts by 20 percent.

Polite Fortnite Society

My parents are approaching 60. When they were young, they hung out at diners, or drove around in their cars. My generation hung out in the parking lot after school, or at the mall. My colleague John Biggs often talks of hanging out with his nerd buddies in his basement, playing games and making crank calls.

Today, young people are hanging out on a virtual island plagued by an ever-closing fatal storm. It’s called Fortnite.

The thread above describes exactly what I’m talking about. Yes, people most certainly log on and play the game. Some play it very seriously. But many, especially young folks, hop on to Fortnite to socialize.

The phenomenon of ‘hanging out’ on a game is not new.

Almost any popular game results in a community of players who connect not only through the common interest of the game itself, but as real friends who discuss their lives, thoughts, dreams, etc. But something else is afoot on Fortnite that may be far more effectual.

Gaming culture has long had a reputation for being highly toxic. To be clear, there is a difference between talking about someone’s skills in the game and making a personal attack:

“You are bad at this game.” = Fine by me
“You should kill yourself.” = Not fine at all

But many streamers and pro gamers make offensive jokes, talk shit about each other, and rage when they lose. It’s not shocking, then, that the broader gaming community that tries to emulate them, especially the young men growing up in a world where esports are real, tend to do many of the same things.

A new type of community

But Fortnite doesn’t have the same type of community. Sure, as with any game, there are bad apples. But on the whole, there isn’t the same toxicity permeating every single part of the game.

For what it’s worth, I’ve played hundreds of hours of both Fortnite and Call of Duty over the past few years. The difference between the way I’m treated on Fortnite and Call of Duty, particularly once my game-matched teammates discover I’m a woman, is truly staggering. I’ve actually been legitimately scared by my interactions with people on Call of Duty. I’ve met some of my closest friends on Fortnite.

One such relationship is with a young man named Luke, who is set to graduate from college this spring.

During the course of our now year-long friendship, Luke revealed to me that he is gay and was having trouble coming out to his parents and peers at school. As an older gay, I tried to provide him with as much guidance and advice as possible. Being there for him, answering his phone calls when he was struggling and reminding him that he’s a unique, strong individual has perhaps been one of the most rewarding parts of my life this past year.

I’ve also made friends with young men who, once they realize that I’m older and a woman and have a perspective that they might not, casually ask me for advice. They’ve asked me why the girl they like doesn’t seem to like them back — “don’t try to make her jealous, just treat her with kindness,” I advised, and then added “ok, make her a little jealous” — or vented to me about how their parents “are idiots” — “they don’t understand you, and you don’t understand them, but they’re doing their best for you and no one loves you like they do” — or expressed insecurity about who they are — “you’re great at Fortnite, why wouldn’t you be great at a bunch of other things?” and “have more confidence in yourself.”

(Though paraphrased, these are real conversations I’ve had with random players on Fortnite.)

There is perhaps no other setting where I might meet these young people, nor one where they might meet me. And even if we did meet, out in the real world, would we open up and discuss our lives? No. But we have this place in common, and as we multitask playing the game and having a conversation, suddenly our little hearts open up to one another in the safety of the island.

But that’s just me. I see this mentorship all the time in Fortnite, in both small and big ways.

Gaming culture is often seen as a vile thing, and there are a wide array of examples to support that conclusion. Though this perception is slowly changing, and not always fair, gamers are usually either perceived as lonely people bathed in the blue glow of the monitor light, or toxic brats who cuss, and throw out slurs, and degrade women.

So why is Fortnite any different from other games? Why does it seem to foster a community that, at the very least, doesn’t actively hate on one another?

One map, a million colors

First, it’s the game itself. Even though Fortnite includes weapons, it’s not a ‘violent’ game. There is no blood or gore. When someone is eliminated, their character simply evaporates into a pile of brightly colored loot. The game feels whimsical and cartoonish and fun, full of dances and fun outfits. This musical, colorful world most certainly affects the mood of its players.

Logging on to Fortnite feels good, like hearing the opening music to the Harry Potter movies. Logging on to a game like, say, Call of Duty: WWII feels sad and scary, like watching the opening sequence to Saving Private Ryan.

Moreover, Fortnite Battle Royale takes place on a single large map. That map may change and evolve from time to time, but it’s even more “common ground” between players. Veterans of the game show noobs new spots to find loot or ways to get around. As my colleague Greg Kumparak said to me, “every time you go in, you’re going to the same place. Maybe it’s skinned a little different or there’s suddenly a viking ship, but it’s home.”

Of course, there are other colorful, bubbly games that still have a huge toxicity problem. Overwatch is a great example. So what’s the difference?

Managing expectations

Battle Royale has introduced a brand new dynamic to the world of gaming. Instead of facing off in a one-vs-one or a five-vs-five scenario as with Starcraft or Overwatch respectively, Battle Royale is either 1-vs-99, 2-vs-98 or 4-vs-96.

“It isn’t as binary as winning or losing,” said Rod “Slasher” Breslau, longtime gaming and esports journalist formerly of ESPN and CBS Interactive’s GameSpot. “You could place fifth and still feel satisfied about how you played.”

Breslau played Overwatch at the highest levels for a few seasons and said that it was the most frustrating game he’s ever played in 20 years of gaming. It may be colorful and bubbly, but it is built in a way that gives an individual player a very limited ability to sway the outcome of the game.

“You have all the normal problems of playing in a team, relying on your teammates to play their best and communicate and to simply have the skill to compete, but multiply that because of the way the game works,” said Breslau. “It’s very reliant on heroes, the meta is pretty stale because it’s a relatively new game, and the meta has been figured out.”

All that, combined with the fact that success in Overwatch is based on teamwork, make it easy to get frustrated and unleash on teammates.

With Fortnite, a number of factors relieve that stress. In an ideal scenario, you match up with three other players in a Squads match and they are all cooperative. Everyone lands together, they share shield potions and weapons, communicate about nearby enemies, and literally pick each other up when one gets knocked down. This type of teamwork, even among randos, fosters kindness.

In a worst case scenario, you are matched up with players who aren’t cooperative, who use toxic language, who steal your loot or simply run off and die, leaving you alone to fight off teams of four. Even in the latter scenario, there are ways to play more cautiously — play passive and hide, or third-party fights that are underway and pick players off, or lure teams intro trapped up houses.

Sure, it’s helpful to have skilled, communicative teammates, but being matched with not-so-great teammates doesn’t send most people into a blind rage.

And because the odds are against you — 1 vs 99 in Solos or 4 vs 96 in Squads — the high of winning is nearly euphoric.

“The lows are the problem,” says Breslau. “Winning a close game of Overwatch, when the team is working together and communicating, feels great. But when you’re depending on your team to win, the lows are so low. The lows aren’t like that in Fortnite.”

The more the merrier

The popularity of Fortnite as a cultural phenomenon, not just a game, means that plenty of non-gamers have found their way onto the island. Young people, a brand new generation of gamers, are obsessed with the game. But folks who might have fallen away from gaming as they got older are still downloading it on their phone, or installing it on the Nintendo Switch, and giving Battle Royale a try. Outsiders, who haven’t been steeped in the all-too-common hatred found in the usual gaming community, are bringing a sense of perspective to Fortnite. There is simply more diversity that comes with a larger pool of players, and diversity fosters understanding.

Plus, Fortnite has solid age distribution among players. The majority (63 percent) of players on Fortnite are between the ages of 18 and 24, according to Verto Analytics. Twenty-three percent of players are ages 24 to 35, and thirteen percent are 35 to 44 years old. However, this data doesn’t take into account players under the age of 18, which represent 28 percent of overall gamers, according to Verto. One way Fortnite is like other games is that 70 percent of players are male.

There aren’t many scenarios where four people, from different backgrounds and age groups, join up under a common goal in the type of mood-lifting setting that Fortnite provides. More often than not, the youngest little guy tries to make some sort of offensive joke to find his social place in the group. But surprisingly, for a shoot and loot game played by a lot of people, that’s rarely tolerated by the older members of a Fortnite squad.

All eyes on Fortnite

The popularity of the game also means that more eyes are on Fortnite than any other game. Super popular streamer Ninja’s live stream with Drake had more than 600,000 concurrent viewers, setting a record. The more people watching, the more streamers are forced to watch their behavior.

Fortnite streamers are setting a new example for gamers everywhere.

One such streamer is Nick “NickMercs” Kolcheff. Nick has been streaming Fortnite since it first came out and has a huge community of mostly male viewers. I consider myself a part of, albeit a minority in, that community — I’ve subscribed to his channel and cheered for him with bits and participated in the chat. In short, I’ve spent plenty of time watching Nick and have seen him offer a place of support and friendship for his viewers.

I’ve seen Nick’s audience ask him, in so many words, how to lose weight (Nick’s a big fitness guy), or share that they’re dealing with an illness in the family, or share that they’re heartbroken because their girlfriend cheated on them.

In large part, Nick says he learned how to be a mentor from his own dad.

“I remember being in those kinds of positions, but I have a great father that always sat me down and let me vent and then shared his opinion, and reminded me that it isn’t supposed to be easy,” said Kolcheff. “It feels good to bounce things off other people and hard things always feel much easier when you know you’re not alone, and I can relate to my chat the way my dad relates to me.”

Nick always has something positive to say. He reminds his audience that even if they feel alone IRL, they have a community right there in his Twitch channel to talk to. He sets an example in the way he talks about his girlfriend Emu, and the way he treats her on screen. When Nick loses a game and his chat explodes with anger, he reminds them to be cool and to not talk shit about other players.

And it’s easy to see his example followed in the chat, where young people are treating each other with respect and answering each other’s questions.

Nick wasn’t always like this. In fact, the first time that NickMercs and Ninja played together on stream, they brought up the time that Nick challenged Ninja to a fight at a LAN tournament years ago. But both Nick and Ninja have matured into something that you rarely find in online gaming: a role model — and it’s had an effect.

Tyler “Ninja” Blevins, far and away the most successful Twitch streamer ever, decided to stop swearing and using degrading language as his influence in the community and his viewership grew. When his audience said they missed the old Ninja, he had this to say:

I’m the same person, you guys. 2018 can’t handle old Ninja and… guess what, I can’t handle old Ninja because the words that I used to say and the gaming terms I used to say… they weren’t ok, alright? I’ve matured.

Jack “Courage” Dunlop is another Fortnite streamer who uses his influence in the community to mentor young people. He has befriended a young fellow named Connor. Courage helped Connor get his first win and has since continued playing with him and talking to him.

Not only is he being kind to Connor, but he’s setting an example for his viewers.

“In comparison to games like Call of Duty and Gears of War and Halo, the top content creators like Ninja, Sypher PK, Timthetatman, are a little older now,” said Kolcheff. “They’ve come from other games where they already had a following. If you look at me five or six years ago, or any of us, we’ve all chilled out. We were more combative and crazy and had a lot more words to say, but I think we just grew up, and it bleeds through to the community.”

These guys are the exception in the wider world of gaming and streaming. But they represent the future of gaming in general. As esports explode with growth, pro players will undoubtedly be held to the same behavioral standards as pro players in traditional sports. That’s not to say that pro athletes are angels, and that’s not to say that bad actors won’t have a following. Just look at PewDiePie.

A matter of time

The esports world is realizing that they can’t let their professionals run their mouth without consequences. As the industry grows, highly dependent on advertisers and brand endorsements, with a young audience hanging on every word, it will become increasingly important for leagues, esports organizations and game makers to start paying closer attention to the behavior of their top players.

We’re already seeing this type of policing happening on Overwatch, both for pro players and amateurs alike.

There is plenty more work to do. But the problem of removing toxicity from any platform is incredibly difficult. Just ask Facebook and Twitter. Still, it’s only a matter of time before esports decision-makers raise the stakes on what they’ll allow from their representatives, which are pro players and streamers.

Toxic behavior is being rejected in most polite society anywhere (except Twitter, because Twitter), and it surely can’t be tolerated much longer in the gaming world. But Fortnite maker Epic Games hasn’t had to put too much effort forth to steer clear of toxic behavior. The community seems to be doing a pretty good job holding itself accountable.

Winning where it counts

Believe you me, Fortnite is not some magical place filled with unicorns and rainbows. There are still players on the game who behave badly, cheat, use toxic language and are downright mean. But compared to other shooters, Fortnite is a breath of fresh air.

No one thing makes Fortnite less toxic. A beautiful, mood-lifting game can’t make much of a difference on its own. A huge, relatively diverse player base certainly makes a dent. And yes, the game limits frustration by simply managing expectations. But with leaders that have prioritized their position as role models, and all the other factors above working in harmony, Fortnite is not only the most popular game in the world, but perhaps one of the most polite.

We reached out to Epic Games, Courage, and Ninja for this story, but didn’t hear back at the time of publication.



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NYSE operator’s crypto project Bakkt brings in $182M

The Intercontinental Exchange’s (ICE) cryptocurrency project Bakkt celebrated New Year’s Eve with the announcement of a $182.5 million equity round from a slew of notable institutional investors. ICE, the operator of several global exchanges, including the New York Stock Exchange, established Bakkt to build a trading platform that enables consumers and institutions to buy, sell, store and spend digital assets.

This is Bakkt’s first institutional funding round; it was not a token sale. Participating in the round are Horizons Ventures, Microsoft’s venture capital arm (M12), Pantera Capital, Naspers’ fintech arm (PayU), Protocol Ventures, Boston Consulting Group, CMT Digital, Eagle Seven, Galaxy Digital, Goldfinch Partners and more.

Bakkt is currently seeking regulatory approval to launch a one-day physically delivered Bitcoin futures contract along with physical warehousing. The startup initially planned for a November 2018 launch, but confirmed this morning an earlier CoinDesk report that it was delaying the launch to “early 2019” as it awaits permission from the Commodity Futures Trading Commission. Along with the funding, crypto news blog The Block Crypto also reports Bakkt has hired Balaji Devarasetty, a former vice president at Vantiv, as its head technology.

ICE’s crypto project was first announced in August and is led by chief executive officer Kelly Loeffler, ICE’s long-time chief communications and marketing officer. Bakkt quickly inked partnerships with Microsoft, which provides cloud infrastructure to the service, and Starbucks, to develop “practical, trusted and regulated applications for consumers to convert their digital assets into U.S. dollars for use at Starbucks,” Starbucks vice president of payments Maria Smith said in a statement at the time.

Many Bitcoin startups floundered in 2018, despite record amounts of venture capital invested in the industry. This was as a result of failed initial coin offerings, an inability to scale following periods of rapid growth and the falling price of Bitcoin. Still, VCs remained bullish on Bitcoin and blockchain technology in 2018, funneling a total of $2.2 billion in U.S.-based crypto projects — a nearly 4x increase year-over-year. Around the globe, investment hit a high of $4.6 billion — a more than 4x increase from last year, according to PitchBook.

“Notably, 2018 was the most active year for crypto in its brief ten-year history,” Loeffler wrote. “This was evidenced by rising investment in distributed ledger technology and digital assets, as well as by blockchain network metrics such as daily bitcoin transaction value and active addresses. Yet, these milestones tend to be overshadowed by the more narrow focus on bitcoin’s price, which has been seen by some, as a proxy for the potential of the technology.”

Today, the price of Bitcoin is hovering around $3,700 one year after a historic run valued the cryptocurrency at roughly $20,000. The crash caused many to dismiss Bitcoin and its underlying technology, while others remained committed to the tech and its potential for complete financial disruption. A project like Bakkt, created in-house at a respected financial institution with support from noteworthy businesses, is a logical bet for crypto and traditional private investors alike.

“The path to developing new markets is rarely linear: progress tends to modulate between innovation, dismissal, reinvention, and, finally, acceptance,” Loeffler added. “Each step, whether part of discovery or adversity, ultimately strengthens the product. Twenty years ago, it was controversial to suggest that commodities or bonds could trade electronically on a screen, and many steps were required for that evolution to play out.”



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