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Ninja raked in nearly $10 million in 2018

Twitch superstar Tyler “Ninja” Blevins has finally settled the debate over just how much he earned in 2018. CNN reports that the gaming phenom pulled in close to $10 million last year, a little tidbit that he revealed to CNN during his press campaign on New Year’s Eve in New York City. (He also tried to get the good people of Times Square to “floss.” They weren’t having it.)

Ninja has more than 20 million subscribers on YouTube, and 12.5 million followers on Twitch, 40,000 of whom are paid subscribers. Ninja told CNN that he thinks of himself as an entrepreneur, comparing his stream to a coffee shop. “They’re gonna find another coffee shop if you’re not there … you have to be there all the time,” he said to CNN.

And when he says “all the time,” he means it. The streamer said he goes live for roughly 12 hours a day, which adds up to about 4,000 hours of gaming over the year.

Part of the money earned from each ad viewed on his YouTube channel, plus part of the profits from bits, donations and monthly subscriptions (ranging from $5, $10 or $25) on Twitch, all head into Ninja’s bank account. And that doesn’t include earnings made from tournament wins and endorsement deals with brands like Uber Eats, Samsung and Red Bull.

It shows just what is possible as esports and Twitch streaming continue to grow. And one of the most influential factors in that growth over 2018 was Fortnite, where streamers and pros not only put on a show for their viewers, but also set a different, far less toxic tone than other gaming communities.

Ninja, for example, decided to stop swearing and using other toxic language as his stream grew in popularity among young people. Other Fortnite streamers, such as NickMercs and Courage, have also fostered more inclusive, supportive communities around their streams.

Epic Games is also doing its part to give streamers like Ninja the format and opportunity to create even more engaging content on their streams through high-stakes tournament and competitive play events, including the Summer and Fall Skirmishes, the Winter Royale and the less-incentivized pop-up cups.

Though $10 million is less than the earnings of top traditional athletes (LeBron James at $36 million and Aaron Rodgers with $67 million, not including endorsements), it’s clear that Ninja and other Fortnite streamers are still very much on the rise.

As long as Epic Games keeps the attention of the gaming community at large, 2019 should see even more financial growth for Ninja and other Fortnite streamers.

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Mozilla promises a faster, prettier Thunderbird with better Gmail support

Thunderbird, Mozilla’s desktop email client, doesn’t have anywhere near the amount of mindshare of the organization’s Firefox browser, yet even in this age of web-based email services, it still has a sizable user community. For 2019, those users can look forward to a faster and more beautiful application, Thunderbird community manager Ryan Sipes announced today.

Only a few years ago, Mozilla’s relationship with Thunderbird looked rather rocky. Back in 2015, the organization decided to decouple Thunderbird’s technical infrastructure from Firefox’s and look for other organizations that would like to invest in it. In the end, though, Mozilla decided to keep Thunderbird in-house and not move it to another organization and continue to support the project. That gave Thunderbird some much-needed stability and, as Sipes announced today, there are now eight full-time staffers who work on the project, with plans for hiring six more soon.

For 2019, the expanded team promises to make the application run faster and address performance issues — and to rewrite some parts of the client in an effort to build a multi-process version that can make better use of modern processors (it’s worth noting that Firefox went through a similar rewrite).

At the same time, Thunderbird will also get a few user interface updates, better notifications and, maybe even more importantly, better Gmail support. The current Gmail setup procedure isn’t actually all that complicated, but once you do have Thunderbird set up to work with your Gmail account, you don’t get access to many of Gmail’s proprietary features. To work around some of this, the Thunderbird team will soon offer better label support, for example.

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

Shine, one of the many apps capitalizing on the growing self-care trend, has now brought to Android devices its app used by 3 million people. 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 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 year when people get serious about wellness and self-care. However, it’s only the No. 86 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 Itsines.

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.

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The Roku Channel adds premium subscriptions alongside its free content

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 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 seven-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.

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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 introduced 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.”

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Citi slashes sales outlook for iPhone XS Max by nearly half

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.

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Epic Games surprises players on New Year’s Eve

Happy New Year!

The folks over at Epic Games have a special treat in store for players hopping on Fortnite today. In celebration of New Year’s Eve all around the world, Fortnite is having an in-game live event where a massive, dropping disco ball descends on the map each hour, on the hour.

The virtual ball drop has the same affect on players as a boogie bomb, meaning that everyone playing Fortnite is collectively dancing each time the minutes on your clock read :00.

Obviously, the clock has already struck midnight and 2019 has officially begun in many parts of the world, but the in-game ball drop threw some players off guard.

2019 NEW YEAR LEAKED!?!?! pic.twitter.com/T8t81LPEOQ

— dakotaz (@dakotaz) December 31, 2018

A NEW YEARS EVENT ALREADY?

HAPPY EARLY NEW YEARS I GUESS LMAOOO pic.twitter.com/Jwmu1W1klP

— FaZe Thiefs (@Thiefs) December 31, 2018

Nick Chester, Epic’s PR spokesperson, tweeted this in response:

Woke up to learn that many Fortnite players are unaware of time zones. We’re an educational and international game.

Happy New Year to you if you’re already in 2019! https://t.co/CnqzyXfFE5

— Nick Chester (@nickchester) December 31, 2018

2018 was a huge year for Fortnite. Even beyond the turning of a new year, Epic Games has good reason to celebrate.

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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 .

They hang out in Fortnite the way we used to hang out in basements or back yards. We played games or kicked a ball around, but it was all a pretense for the social aspect.

— Anoop Ranganath (@anoopr) December 10, 2018

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.

I was in a 50 person clan in World of Warcraft in 2004 and we all hung out on a Ventrilo for hours every day for years and years. I saw real romantic relationships begin, grow and die on there. So “x is a place” is a fine observation, but it’s not a new phenomenon.

— Matthew Panzarino (@panzer) December 24, 2018

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 e-sports 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-versus-one or a five-versus-five scenario as with Starcraft or Overwatch respectively, Battle Royale is either 1 versus 99, 2 versus 98 or 4 versus 96.

“It isn’t as binary as winning or losing,” said Rod “Slasher” Breslau, longtime gaming and e-sports 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 versus 99 in Solos or 4 versus 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 e-sports 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 e-sports 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, e-sports 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 e-sports 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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Soulja Boy’s game consoles pulled from store weeks after launch

As anyone from the Gizmondo to the Virtual Boy can tell you, it’s tough to launch a console. Of course, it helps when your device apparently comes pre-loaded with thousands of games from big-name companies like Nintendo, Sony, Square and Bandai.

It was clear the moment they were launched that Soulja Boy’s SouljaGame console and handhelds were too good to be true, in spite of his insistence that he’d struck deals with game publishers. Now, around three weeks after launch, both have been pulled from his online store (which also stocks a familiar-looking wearable and headphones).

I had to boss up, I didn’t have a choice. 🤷🏾‍♂️

— Soulja Boy (Drako) (@souljaboy) December 29, 2018

What caused the systems to be pulled from his site isn’t clear, though the rapper appears to have acknowledged as much in a tweet, stating, “I had to boss up, I didn’t have a choice.” Of course, given Nintendo’s history, it seems unlikely that a deal was struck to license titles to what appears to amount to a rebranded emulator.

As Variety notes, titles like Tekken and Tomb Raider were also featured in ads for the systems, which is practically crying out for publishers to intervene. Meantime, he’s promised “big plans” soon, including his already stated intention to launch an e-sports team at some point next year. For now, however, the rapper appears to be doing just fine, thank you very much:

😊pic.twitter.com/3ivcZMsAuB

— Soulja Boy (Drako) (@souljaboy) December 31, 2018

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