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NFT marketplace Magic Eden integrates with Polygon to grow blockchain gaming

NFT marketplace Magic Eden is integrating with the Ethereum scaling layer-2 blockchain Polygon to dive deeper into the blockchain gaming and NFT ecosystems, the companies announced on Tuesday.

“We are excited to integrate with Polygon and continue our pursuit of a multichain future for Magic Eden,” Zhuoxun Yin, Magic Eden co-founder and COO, said to TechCrunch. “By offering this integration, we are continuing to remove any chain-specific barriers and open NFTs to the masses.”

The expansion aims to provide Magic Eden the ability to support Polygon’s ecosystem of game developers and creators. The Polygon network hosts some of the biggest web3 gaming projects and publishers like Ubisoft, Atari, Animoca Brands, Decentraland, Sandbox, among others.

Ethereum-focused Polygon has also made headlines recently for partnering with non-crypto-native companies like Instagram, Stripe, Disney, Starbucks and Robinhood to integrate web3 technology into businesses.

“The integration will allow us to onboard more global brands and new users into the NFT marketplace, while continuing to bring web3 games to the masses,” Yin said. “Polygon has already brought many recognized brands into web3, which opens the gate for new users to discover the many utilities of NFTs.”

Polygon network supports over 37,000 decentralized applications (dApps) and has had about 1.8 billion total transactions processed, according to its website. The expansion with Polygon could provide Magic Eden with the ability to tap into its ecosystem and vice versa.

After launching in September 2021, Magic Eden grew in popularity fairly quickly. On average, it has about 10 million unique user sessions per month and sees over 20,000 NFTs traded daily — even amid a market downturn, the company stated. In June, Magic Eden raised $130 million, bringing its valuation to $1.6 billion.

To date, Magic Eden’s platform has over $2.5 billion in total NFT trade volume.

In general, the NFT market hasn’t been growing lately, as total NFT sales have declined every month consecutively since April, according to CryptoSlam data. However, in the past 30 days, Ethereum NFT sales volume increased about 26%, while Solana NFT sales volume fell almost 20%, the data showed. During that time period, Polygon outperformed both Ethereum and Solana blockchains with a 71% increase in NFT sales volume.

“Our entry into Polygon will include a launchpad and marketplace, both of which will go live next month and simplify the process for NFT creators and collectors,” Yin said.

Crypto launchpads are also known as crypto incubators and are platforms that allow web3-focused projects to build within a designated blockchain network. In Magic Eden’s case, its NFT marketplace launchpad is a cross-chain on Solana, Ethereum or both and is responsible for 90% of all Solana-based NFT volume, according to its website.

The integration will focus on providing tools to creators including a launchpad and marketplace that is linked to Polygon’s native token, MATIC, according to a statement. Gaming developers like BORA backed by Kakao Games, IntellaX, nWay, Block Games, Boomland, Planet Mojo and Taunt Battleworld have already committed to Magic Eden’s Launchpad with Polygon.

Long term, the partnership between Magic Eden and Polygon aims to bring more gaming developers and NFT games to market, Yin said.

So far, Magic Eden has brought over 100 games to market across the layer-1 blockchains Solana and Ethereum, he added. “Although we’re still in the beginning stages of mass adoption for blockchain games, we believe that Magic Eden can add value here.”

NFT marketplace Magic Eden integrates with Polygon to grow blockchain gaming by Jacquelyn Melinek originally published on TechCrunch

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Carv valued at $40M as investors race to back web3 identity builders

Decentralized identity startups are having a moment as investors seek the next generation of killer applications in web3, even in times of market volatility. Blockchain-based identity systems, they argue, are the portal to user-facing applications in the decentralized land, whether the piece of identity is used to send tokens or showcase a gamer’s achievement.

Entrepreneurs have come up with an array of solutions for decentralized identity or DID. We’ve covered Magic, a San Francisco-based startup that wants to make access to DID as simple as logging into Slack and Medium. Spruce, another DID provider, offers a “sign-in with Ethereum” feature that can be interoperable with web2 identity systems. Then there’s Singapore-based .bit, which was founded by two Tencent veterans to use domain names for DID.

Los Angeles-based Carv is the latest contender in the space to have attracted investor attention. The company recently raised $4 million, valuing it at a handsome $40 million, it tells TechCrunch. The round was led by Vertex, an early-stage focused VC firm under the Singaporean sovereign wealth fund Temasek.

Carv is taking a different approach from other all-encompassing DID solutions by zeroing in on the gaming industry first. Its main products include an engine that aggregates gamer data from both web2 and web3 and corrals that information under unique user IDs. On the enterprise front, Carv provides white-label data service to game operators which can then query cross-platform data about new users, such as their reputation and achievements on established ecosystems like Steam.

“When you onboard a web2 user, lowering the barrier is very important. If you log in with Metamask, which is like a safe for your private key, and you want to log in from another laptop, then you have to memorize all those secret phrases,” says Victor Yu, co-founder at Carv. “So giving yourself an ID in a way that’s more user-friendly, I think it’s essentially very crucial.”

Carv starts with games because it’s where much of the consumer-facing development in web3 is happening, Yu reckons, but the startup eventually wants to expand to other user scenarios when they are more mature. 

“Essentially in the market, we’re talking about to-consumer-driven use cases. Many of [the current decentralized apps] probably have only hundreds of daily users, so it’s hard to promote why users need DID,” Yu says.

Six months after launching its beta version, Carv has partnered with over 90 games and exceeded 300,000 registered users. Around 160,000 of them are active monthly, spending an average of nine minutes on the platform each session. The DID system is compatible with more than 20 Layer 1 networks including Ethereum and Solana, which Yu says will allow Carv to cover 95% of the blockchain games on the market.

“There are currently 300 to 400 blockchain games that have a significant number of users and with that, we already cover more than 70,” Yu explains.

Carv is already generating revenues from its white-label data service. It also takes a cut from NFT sales launched by games on its platform. In the future, the identity builder plans to enable customized user experiences such as tipping others for their comments, and it will charge a fee for such microtransactions.

The company’s seed round was backed by a long list of participating investors — typical for web3 deals where startups try to forge partnerships with ecosystem players. They included EVOS (ATTN Group), SNACKCLUB (Loud Gaming), Infinity Ventures Crypto, YGG SEA, UpHonest Capital, Lyrik Ventures, Lintentry Foundation, PAKADAO, 7UpDAO, and angel investor Aliaksandr Hadzilin, co-founder of NEAR.

Carv valued at $40M as investors race to back web3 identity builders by Rita Liao originally published on TechCrunch

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Yahaha raises $40M more for its user-generated, low-code immersive gaming platform

Yahaha, a Helsinki- and Shanghai-based immersive, user-generated, low-code gaming platform founded by a group of Chinese gaming vets, made a splash in January when it announced a cumulative $50 million in funding ahead of its alpha launch in April. Now, with 100,000 creators and hundreds of thousands of players, it’s raised a further $40 million to continue building out its product — specifically to bring in monetization features and more social hooks — as well as to hire more talent and for business development.

Yahaha is describing this as an extension to its previous round, specifically a “Series A+.” We are asking for an updated valuation, but for some context, when it announced funding 11 months ago, I was told that the valuation was a “few hundred million” (so in the wide range of $300-500 million). The raise and valuation both stand out against a backdrop of slim fundraising, especially for consumer startups.

Yahaha styles itself as a dual-headquartered company, but its investors in this latest raise are all out of China and greater Asia.

Singapore’s Temasek and Chinese internet giant Alibaba are co-leading this investment, with another Chinese company, 37 Interactive Entertainment, also participating. Previously the company had raised funding from 5Y Capital, HillHouse, Coatue, ZhenFund, Bertelsmann Asia Investments, BiliBili and Xiaomi.

The company said it now has more than 150 employees, with offices in Helsinki, Seoul and Shanghai. LinkedIn, which shut down operations in China last year, notes that about half of the company’s employees registered on its platform identify as based out of Shanghai.

“Metaverse” as a concept has seen a lot of hype, especially earlier this year — spearheaded in no small part by one of the biggest consumer internet businesses of our time, Facebook, rebranding itself as “Meta” and going all-in on the concept.

A lot of that has not come to much so far, one big bellwether being Meta itself knocking back an own-goal in its own efforts.

However, most universally agree that gaming has been one of the few highlights, with gamers willing to pay for and use hardware and software to improve the immersive-ness of their experiences.

Yahaha is tapping into that opportunity and coupling it with another couple of big trends.

User-generated content has long been a popular aspect of gaming and entertainment overall, but more recently it’s taken on a more sophisticated, businesslike aspect: people who in the past might have created media for fun have now become “creators” who see business opportunities in building content and using it to connect with audiences. Not all of those creators — not many of them at all, in fact — are “technical”, so that is leading to attention (and funding) for companies that are building platforms to help creators create and spin up their business opportunities without a lot of heavy technical lifting.

And that’s where Yahaha comes in. The company’s founders — Chris Zhu (CEO), Pengfei Zhang (COO) and Hao Min (CTO) — all worked together as engineers at cross-platform gaming engine Unity — indeed Yahaha has been described to me as being built in partnership with Unity — and their low-code platform aims to do all that heavy lifting behind the scenes.

With an eye to creators and the businesses they are building, the new features the product will be getting will include more “monetization modules” and other commercial developments, said Zhu.

“We’ve seen fantastic growth in YAHAHA throughout the Early Alpha stage, and with over 100,000 creators signing up to make content with us, we are building on a strong foundation,” Zhu said in a statement. “This round of funding signifies the next step we are taking with YAHAHA, opening up more creator experiences monetization modules. We are also continuing to pioneer by investing in key areas of the community and by building relationships with brands that share our values, aligning ourselves with experts in the fields of game development, 3D asset creation and more. With YAHAHA, we’re not just ushering in the next generation of entertainment, we’re supporting the next generation of creators and giving them the tools and the integrated virtual world platform they need to make great content. There is a litany of opportunities that await us in the virtual world, and we want to be on the cutting edge of it with YAHAHA. To do this, it’s imperative we continue investing in our team and in the community that got us to where we are right now.”

The big questions will be whether those noodling around in the early version will stay with Yahaha as monetization comes in, whether that monetization works, whether games are entertaining enough to get players to engage and, of course, whether metaverse establishes itself as a permanent fixture in the market, rather than a passing stage, as gamers progress to the next level.

Yahaha raises $40M more for its user-generated, low-code immersive gaming platform by Ingrid Lunden originally published on TechCrunch

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Microsoft brings helicopters, gliders and the Spruce Goose to its Flight Simulator

Microsoft is celebrating the 40th anniversary of the venerable Flight Simulator series today with the launch of the aptly named Microsoft Flight Simulator 40th Anniversary update. As the company had teased before, this update to the sim will introduce helicopters and gliders, as well as a few classic aircraft. Gliders and helicopters aren’t new to Flight Simulator, but when Microsoft and Asobo resurrected the sim back in 2020, they were still missing from the game.

In total, the update includes 12 new planes (two helicopters, two gliders and eight fixed-wing aircraft). The highlights here are what Microsoft and Asobo call their first “true-to-life” airliner in the base game — an Airbus 310-300 — and the Spruce Goose, the largest seaplane and wooden aircraft ever built. Other new aircraft include classics like the 1903 Wright Flyer, the 1915 Curtiss JN-4 Jenny, the 1927 Ryan NYP Spirit of St. Louis, the 1935 Douglas DC-3, the 1937 Grumman G-21 Goose and the 1947 Havilland DHC-2 Beaver.

Image Credits: Microsoft

To celebrate the launch, Microsoft and the sim’s developer Asobo Studio invited a small group of flight sim influencers and tech media to the Evergreen Aviation and Space Museum in McMinnville, Oregon. Why? It’s where the Spruce Goose is on display, so what better place to celebrate the launch of this update (and the Spruce Goose just celebrated the 75th anniversary of its flight on November 2).

During the event, I got a bit of hands-on time with the new planes. Just like in real life, flying helicopters is going to be hard — hard enough that Microsoft added quite a few new assistance settings that simplify the experience. Without those — and especially if you are playing on a gamepad, for example — you will crash. Repeatedly. Once you get the hang of it, flying those helicopters (a large Bell and the small two-seat Guimbal Cabri G2 trainer) is good fun, though, and allows you to fly slow and low across Microsoft’s impressive virtual model of the earth.

Image Credits: Microsoft

To enable helicopters and their ability to beat air into submission, the Asobo team had to build a new physics engine in the sim, and while the fluid dynamics simulation for modeling planes in the game runs 100 times per second, for example, the rotors of the helicopters are modeled at 1,000 times per second to achieve a higher degree of realism. And to really showcase that, you can now also visualize exactly how the air flows over and around these helicopters (and planes). The team says that this new physics system realistically models ground effect and also allows you to recreate emergencies and set the helicopter down using autorotation when you turn off the engine, for example.

Image Credits: Microsoft

As you would expect, Gliders are a much more docile affair. Here, too, Microsoft added some new visualization to the sim to let you see up- and downdrafts around you. The physics engine for this takes into account everything from the outside temperature, the angle of the sun, the material the sunlight is reflecting from and more — but the Asobo team also admits that it still cheats quite a bit here to do this within the computational limits of the engine. The weather engine doesn’t create clouds from first principle, for example, and so when creating the system for the thermals, the team had to work from where the clouds are and then work backward from there.

“If we want the perfect simulation, then we would need a quantum computer 100 years from now,” Asobo’s Martial Bossard explained. “Sometimes you have to make some clever choices that help us to create the same kind of behavior with a low computational cost.”

Still, as Bossard told me, the idea here was to create an engine that allows real-life glider pilots to find thermals exactly where they would expect them to be.

Otherwise, there are very few surprises here. If you’re looking for a more relaxed flying experience, gliders are definitely the way to go. One nifty feature is that you get the option between winch launches — which are standard in Europe, for example — or using a tow plane, which is the usual way to launch a glider in most of the U.S. And those animations are nice, too, including your friendly launch helper running next to the glider to help keep you steady as you start your takeoff roll. And you can launch a glider from anywhere, too, whether that’s JFK or your local glider field.

Interestingly, while there are no new tutorials in the game to teach you how to fly helicopters — because the team argues that with all of the assistance functions turned on, it’s actually pretty easy to fly them — there are about half a dozen glider tutorials in the game now. I’m sure we’ll see some helicopter tutorials pop up in future releases, though.

Image Credits: Microsoft

As for the regular planes, I tend to stick to the smaller general aviation planes that are more like what I fly in real life, but the highlight here are the A310-100 and the Spruce Goose, Howard Hughes’ giant flying boat (the H-4 Hercules) that was a bit of a disaster and never flew more than 27 seconds. The A310 is modeled in exquisite detail, with virtually every switch doing what it would do on a real plane, including the flight computer. Typically, a model like this would be a paid third-party DLC, so it’s nice to see something of this quality now becoming part of the base game.

Image Credits: Microsoft

The Spruce Goose feels a bit like a novelty, but it’s also a beautiful model and surprisingly easy to fly. It’s a beast, no doubt, with its massive engines and weight. You’re not going to do steep turns with it anytime soon, but it’s a fun diversion.

And there is more. Microsoft and Asobo also brought back four classic airports, including Chicago’s Meigs Field and added 14 heliports and 15 glider airports. And for those who feel nostalgic, the team also brought back 24 classic missions from previous Flight Simulator versions.

But beyond looking back, Asobo and Microsoft also used this event to look into the future a bit. As Jorg Neumann, the head of Microsoft Flight Simulator at Asobo noted a number of times during the event, the mission here is to build a digital twin of the earth. That includes cities — for which the Flight Simulator team now charters its own planes to get the photogrammetry data — but also smaller features like adding more animals, including birds, and getting better weather data (and maybe historical weather data in the future).

Image Credits: Microsoft

“I‘m trying very hard to get other continents captured because it’s very much United States and you have great data for Europe, pretty good data for Western Europe. And then it gets pretty thin. There’s some stuff in Australia, some stuff and Japan and then I say,hey how about Brazil?’ And everybody looks away,” he told me. “So we are actually now hiring planes and we equip them with cameras and fly ourselves.” 

Early on, the team worked with the data from Microsoft’s Bing maps. Now, it’s almost the other way round and the Flight Simulator team provides its data to Bing Maps. And while Microsoft worked with Austrian startup Blackshark.ai to fill in spots where it didn’t have 3D photogrammetry data when it launched the sim, the company has now brought this work in-house, Asobo’s director Bossard told me. “Sometimes, on the ground, the scene looks like a PlayStation 2 game. We would love to be in position to improve that, but it’s a lot of work and a lot of research,” he said.

He also noted that the team is aware that the built-in air traffic control system in Flight Simulator remains rudimentary and often breaks the immersion. The team is working on that, too, and actively looking to hire specialists to improve it. 

Neumann said he’s also thinking about digital preservation a lot these days. That may mean building digital models of classic aircraft like the Spruce Goose, but also classic airports and using the satellite imagery and other data the team is capturing and visualizing and preserving. He noted that the current version of New York City in the game is actually a few years old now and that the team has a 2022 version ready to roll out, but that he wants to be able to give players the choice of which one to use. That’s an interesting concept and something we’ll likely hear more about in the coming years.

Microsoft brings helicopters, gliders and the Spruce Goose to its Flight Simulator by Frederic Lardinois originally published on TechCrunch

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After Elon Musk’s Twitter another Social Network is starting with two blue checkmarks for $8

You actually get two of these. | Image: Tumblr

Tumblr has been enjoying a resurgence thanks to some recent
policy changes
and ongoing chaos at Twitter, and that’s drawn a few
real-world celebrities
like Ryan Reynolds and Lynda Carter to the platform. Unlike most big social
networks, though, Tumblr doesn’t verify high-profile accounts’ authenticity. That’s caused a little confusion
since, without a link from some known off-platform account, it’s almost impossible to tell if these accounts are
real. Fortunately, Tumblr
is rolling out a new feature
that will do absolutely nothing to change this — and you can buy it for a
one-time fee of $7.99.

The Tumblr Important Blue Internet Checkmark is
the latest of a few joke items Tumblr sells on its web store, and it does about what you’d expect: add a blue
check — actually two blue checks — next to a blog of your choice. In case it’s not 100 percent clear, this is a
complete vanity purchase that confers no special status and requires nothing except paying around $8. Where Twitter’s
new verification plan
gets you some extra site features via Twitter Blue for $8 a month, your only perk
here is that the badge “may turn into a bunch of crabs at any time.” (If your Tumblr hasn’t been updated since
2014 or so, this references an on-site April Fools’ joke.)

The properties of the Important Checkmarks.

More seriously, this joke cements the status quo that Tumblr — currently owned by WordPress.com operator
Automattic — isn’t interested in verification. Knowledge of the site’s real-world-famous members is a kind of
community lore, mostly centered on author and active Tumblr user Neil Gaiman, who chats with fans regularly
about things like Netflix’s Sandman adaptation and whether
he is actually Neil Gaiman
. (He is.) And for now,
it’s likely to stay that way.

Meanwhile, Twitter is still figuring out the precise details of its verification strategy, including when
previously verified users who don’t subscribe will lose their checks. But new owner Elon Musk stated today that it will happen in the
coming months, asserting that the site needed to be purged of “corrupt” blue badges. His public views on crabs,
as well as whether he violated
a federal consent decree
and asked
Twitter engineers to risk prison over it
, remain unknown.

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Roblox stock drops on widening losses in Q3, but other growth metrics remain strong

One of the big players in the “metaverse” space, gaming platform Roblox, saw its stock tumble by more than 15% in pre-market trading on Wednesday after reporting a wider-than-anticipated loss in its third-quarter earnings. The company, which caters to a younger demographic with its virtual-world gaming platform, reported a loss of $297.8 million, or 50 cents per share, when analysts had forecast a loss of 32 cents a share.

Roblox revenue grew 2% year-over-year to $517.7 million in the quarter, but Wall Street tends to focus on another figure called bookings, which represents both the revenue plus the change in deferred revenue during the period and other non-cash adjustments. As the company has previously explained, bookings are equal to the amount of virtual currency, which Roblox calls “Robux,” that’s purchased by its users during a time period — something that Roblox says provides a timelier indication of trends.

In Q3, Roblox bookings were up by 10% year-over-year to $701.7 million, above the $686 million analysts expected.

Daily active users were also up by 24% from the year-ago period to reach 58.8 million, but average bookings per daily active user fell 11% to $11.94.

While Roblox beat estimates on several key metrics, the stock dropped as Wall Street reacted to Roblox’s larger-than-anticipated loss.

Despite this setback, many remain more bullish on Roblox in the long-term as a key metaverse player — perhaps even more so than Meta, which is spending billions trying to catch up. There are signs that Roblox is managing to grow and retain its users, even as many among its user base are now aging up. For instance, the company in Q3 noted its fastest year-over-year growth in daily active users is among those ages 17 to 24 — a cohort that grew by 41%. Though there aren’t as many users in that demographic, they monetize better than Roblox’s younger players and now represent 22% of Roblox’s daily active users.

More broadly, Roblox’s daily active users over the age of 13 grew by 34% year-over-year and accounted for 54% of all daily active users, the company said. This is up from 38.7% in Q3 2019.

In addition, the gaming company said that core markets like the U.S. and Canada are above peak-COVID levels — a time when Roblox, like many other gaming and entertainment companies, had seen sizable growth and activity as pandemic lockdowns kept people at home with nothing to do. Meanwhile, Western Europe and East Asia are now Roblox’s fastest-growing markets, which also monetize better than some others outside the U.S., like Latin America, Eastern Europe and Southeast Asia.

Though it may be hard for Roblox to reach pandemic levels of engagement in the post-COVID era, the company said its September 2022 engagement was nearly 20% higher than in September 2019, pre-COVID. This figure is down 6% from the COVID-impacted time of September 2020, however, but suggests growth has normalized. Monetization (bookings divided by engagement hours) was in line with peak COVID time frames, and 12% higher than in September 2019.

Roblox also touted its developer traction, noting there are now 1,520 developers building for Roblox who had achieved over 100,000 hours of engagement, up 54% year-over-year as of September 2022. And there were 532 developers that had generated over a million hours of engagement, up 47%. The top 1,000 experiences at the end of the quarter accounted for 85% of Robux earnings and engagement hours, compared with 90% a year ago.

“We are delivering strong growth across our core operating metrics, powered by a growing developer community creating high-quality experiences that appeal to a broad, global audience,” said David Baszucki, chief executive officer of Roblox, in a statement. “We are creating innovative technologies to enable deeper forms of immersion, communication and expression to further enhance the value of the platform.”

The company said it will continue to invest in its growth including by hiring, expanding the platform, building new tools and experiences, in international growth, and in its older users.

Roblox stock is trading at $34.98 as of the time of writing, down by 10.83%.

Roblox stock drops on widening losses in Q3, but other growth metrics remain strong by Sarah Perez originally published on TechCrunch

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Netflix is bringing back Stranger Things: Puzzle Tales with new gameplay

Netflix is bringing the Stranger Things: Puzzle Tales game to its platform with new gameplay based on the content from Season 4 of the show. Users will be able to play as new characters features in Season 4 in this no-ads game as the company continues its push toward gaming.

Users have to solve puzzles in this game to beat enemies like Demogorgons and other supernatural monsters. In the process, they can collect up to 50 versions of characters from the show. The company describes the game’s graphics as “nostalgic 1980s Saturday morning cartoon art style.”

Stranger Things: Puzzle Tales was first released in 2021 and it was removed from the App Store and Play Store in August after Netflix acquired the game’s publisher for $72 million. At that time, the streaming service announced that it is working on revamping the game and moving it to Netflix exclusively.

Users can download the updated game starting today using this link. This release of the title joins other Stranger Things games like Stranger Things: 1984 and Stranger Things 3: The Game.

The game also builds on Netflix’s efforts to let fans engage with the show in various ways. Earlier this year, the streaming company partnered with Reddit for Stranger Things-based customized avatars and teamed up with Spotify for personalized playlists.

At TechCrunch Disrupt, the company’s VP for gaming Mike Verdu said that Netflix is exploring avenues to get into cloud gaming. He added that the streaming giant is also opening its second gaming studio in California after establishing its first studio in Helsinki in August. The company also launched game handles that can be used across exclusive titles in September.

While the company is putting a lot of effort into making gaming a success, it hasn’t seen stellar results. According to a report from Apptopia published in August, Netflix games were only averaging 1.7 million daily users. During its Q3 2022 earnings, the company announced that it now has 223 million subscribers.

Netflix is bringing back Stranger Things: Puzzle Tales with new gameplay by Ivan Mehta originally published on TechCrunch

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Elon Musk is launching a new $7.99 feature on iOS


Twitter’s app on iOS has been updated to support Elon Musk’s $7.99 per month Twitter Blue. The app’s latest
update on the Apple
App Store
says you have to
pay for Blue to get verified on the platform “just like the celebrities, companies, and politicians you already
follow.”

The new Twitter Blue subscription isn’t available just yet, though. Esther Crawford, a product manager at Twitter
confirmed
it’s not live right now
but says some users “may see us making updates because we are testing and
pushing changes in real-time.”

Twitter shipped its new Blue subscription for verification ahead of Musk’s Monday deadline given to
employees. I updated and verified accounts are now the first tab of notifications. pic.twitter.com/xfTl3b3GYk

— Alex Heath (@alexeheath) November
5,
2022

While the updated app initially showed a revamped notifications screen that defaulted to displaying tweets from
Verified users in the first tab (helping to promote the idea that paying for the new plan is the best way to
make sure people actually see your tweets), this has since disappeared. As pointed out by one of my colleagues
at The Verge and reverse
engineer Jane Manchun Wong
, the new layout disappears after quitting out of the app and opening it
again.

The app displayed a “Blue looks good on you, enjoy your verified checkmark” pop-up when users try to sign up to
Blue as well, but without the actual opt-in for displaying a “verified” label on your profile. This message also
disappeared from my colleague’s app after quitting and reopening Twitter, so it’s unclear whether or not all
users will see this show up.

Whenever Twitter does decide to let users display checkmarks on their profiles, we
have an idea about what that process will look like
thanks to Wong. App researcher Nima Owji has also
given us a glimpse of the new
“official
account” labels
Twitter could start applying to notable users, as well as a “verified
account” confirmation
on
profiles, which indicates an account’s verified “because it’s subscribed to Twitter Blue.”

Screenshot:
The Verge

It’s still not clear when verification through Twitter Blue will go live (or when it will arrive on Android), but
it seems like it’s happening soon. Musk initially gave the developers working on Blue until Monday, November
7th, to complete these changes or else
face getting fired
.

It looks like verification will be the only feature available with the Twitter Blue subscription to start. Other
perks, like fewer ads, the ability to post longer videos, and priority ranking to help “lower the visibility of
scams, spam, and bots,” are listed as “coming soon.” Twitter Blue is only available in the US, Canada,
Australia, New Zealand, and the UK for now. Crawford says it’s “coming soon” to Europe.

When Musk
announced the new Twitter Blue subscription last week
, he hinted at providing access to paywalled
articles, but this feature isn’t among those listed in the update. He also pulled the ad-free
article perk that came with the previous $4.99 / month
Twitter Blue subscription and reportedly pushed
to make
Twitter’s “edit” button available to all users
, not just subscribers. On Friday, Musk
laid off around half of Twitter’s employees
across several departments, including product trust and
safety, policy, communications, tweet curation, ethical AI, and others.

Update, 3:08PM ET: Updated to add information from a product manager at
Twitter.

Update, 3:25PM ET: Updated to add more information about Twitter’s upcoming
“official account” labels and verified account confirmations.

Update, 4:34PM ET: Updated to note that the revamped notifications tab is no longer
available.

Update, 5:15PM ET: Updated to note that not all users will see information about
the verification process after updating.

Update, 5:27PM ET: Updated to note that the new Blue subscription is coming soon to
Europe.

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Immutable onboarded more web3 games in Q3 than any other quarter, co-founder says

Earlier this year, Immutable, a web3 gaming firm with its own layer-2 chain, Immutable X, launched a whopping $500 million fund to boost gaming on its platform. Fast forward a few months and the company says things are going according to plan.

“It has been super busy,” Robbie Ferguson, co-founder of Immutable, said to TechCrunch. “In the last quarter, we’ve onboarded more games than the rest of the company’s lifetime combined. As far as we know, it’s been more than any other layer-1 or layer-2 [blockchains] in the world and nearly half of those games came from competitors in migrations.”

In Q3, Immutable onboarded about 50 games and has over 1,000 games being built in a “testing environment,” Ferguson said. “These are ones we’ve actively gone after.”

Some games, like Delysium and Ember Sword, were initially developed for the layer-2 blockchain Polygon but switched to Immutable X, the company’s NFT platform and layer-2 scaling solution for the Ethereum blockchain. Other games, like Deviants’ Factions and Undead Blocks, migrated over from the defunct Terra ecosystem after it imploded in May.

Today, Immutable X launched GameStop’s NFT marketplace out of beta, which will provide GameStop players and customers across the U.S. access to NFTs tied to games on its layer-2 chain. This announcement follows GameStop and Immutable X’s partnership and $100 million joint grant fund from February.

“The attraction we’ve already seen and interest from this community has been insane,” Ferguson said. “We recently shared something on Reddit and had 100,000 people sign up for Guild of Guardians’ waitlist in under two days, just from a single post. So the strength of this community is enormous compared to existing user bases in crypto.”

Immutable onboarded more web3 games in Q3 than any other quarter, co-founder says by Jacquelyn Melinek originally published on TechCrunch

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First Fortune 500 company pauses ads on Twitter after Elon Musk’s acquisition

Elon Musk shrugging on a background with the Twitter logo
Illustration by Kristen Radtke / The Verge; Getty Images

General Motors has temporarily halted advertising on Twitter after Tesla CEO Elon
Musk completed his $44 billion acquisition
of the social network on Friday (via
CNBC
). The automaker says it’s pausing paid advertising on Twitter to evaluate “the direction of the
platform” under Musk’s leadership, but will continue to use the network to interact with customers.

“We are engaging with Twitter to understand the direction of the platform under their new ownership,”
an emailed statement provided to The Verge by GM spokesperson Dan Flores says. “As is normal course of
business with a significant change in a media platform, we have temporarily paused our paid advertising. Our
customer care interactions on Twitter will continue.”

It’s unclear whether GM’s decision to temporarily pull ads from Twitter stems from the company’s
rivalry with Tesla, Musk’s
vision of making Twitter a “free speech” platform
, or both. On Thursday, a
report from the Wall Street Journal
highlighted advertisers’ concerns with the future of
content moderation on the Musk-owned version of Twitter, as Musk has
previously hinted
at reversing former
President Donald Trump’s ban
. Musk attempted to reassure advertisers by posting a tweet saying he will
not
let Twitter become a “free-for-all hellscape
,” but reiterated his goal of creating “a digital town
square, where a wide range of beliefs can be debated in a healthy manner.”

Twitter’s new owner has also said he would establish
a “content moderation council”
with members who have “widely diverse viewpoints,” and won’t make any
major decisions to take down content or reinstate a user’s account without the council’s approval. Musk says he
still has yet to make any changes to
Twitter’s content moderation policies, but he
promptly fired Twitter’s policy chief, Vijaya Gadde
, after he assumed ownership of the company.

GM has doubled down on its efforts to compete with electric vehicle (EV) rivals like Tesla, increasing
its investment in electric and autonomous vehicles
to $35 billion through 2025, This past July, GM CEO
Mary Barra told the
Associated Press
that she believes GM’s EVs will outsell Tesla by the middle of the decade, and
earlier this month, the automaker announced plans
to take over Tesla on the energy front
as well, creating a new division to sell solar panels and
batteries.

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