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Instagram confirms that a bug this morning mistakenly rolled out a massive change to its feed that replaced the traditional scrolling with horizontal tap-to-advance, like with Stories. In October, TechCrunch reported Instagram was testing tap-to-advance for browsing through Explore posts. But many users woke up to a shock this morning when their familiar vertical swipe stopped advancing the main feed. Many users immediately complained that the gesture felt awkward and annoying.
“Due to a bug, some users saw a change to the way their feed appears today. We quickly fixed the issue and feed is back to normal. We apologize for any confusion,” an Instagram spokesperson tells TechCrunch. The company confirms it’s still testing the navigation style in Explore.
Instagram was attempting to test the feature with a small percentage of users, but the bug caused a much broader rollout to a few orders of magnitude more people than planned, according to head of Instagram Adam Mosseri. Users can restart their Instagram and the change should disappear.
Sorry about that, this was supposed to be a very small test but we went broader than we anticipated.
— Adam Mosseri (@mosseri) December 27, 2018
Tap-to-advance makes it easier to move between posts with them staying fully in view, compared to scrolling where it can take some adjustment to make sure the top or bottom of a post isn’t cut off. But scrolling revealed the author of a post first, then the content, then the caption, which is a sensible and intuitive way to browse. Tap-to-advance could send users’ eyes flitting around the screen in an exhausting manner. But most importantly, people have spent eight years growing accustomed to scrolling the Instagram feed. Suddenly breaking that behavior pattern was sure to piss people off.
It’s possible that Instagram could still bring tap-to-advance to the main feed in the future. But given how angry the responses were, it might now think twice unless the data shows the change makes people spend a lot more time in the app.
Here’s a look at how tap-to-advance in the feed worked, and the alert users got about how it works.
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Epic Games had as good a year in 2018 as any company in tech. Fortnite became the world’s most popular game, growing the company’s valuation to $15 billion, but it has helped the company pile up cash, too. Epic grossed a $3 billion profit for this year fueled by the continued success of Fortnite, a source with knowledge of the business told TechCrunch.
Epic did not respond to a request for comment.
Fortnite, which is free to play but makes money selling digital items, has popularized the battle royale category — think Lord of the Flies meets Hunger Games — almost single-handedly, and it has been the standout title for the U.S.-based game publisher.
Founded way back in 1991, Epic hasn’t given revenue figures for its smash hit — which has 125 million players — but this new profit milestone, combined with other pieces of data, gives an idea of the success the company is seeing as a result of a prescient change in strategy made six years ago.
This past September, Epic commanded a valuation of nearly $15 billion, according to The Wall Street Journal, as marquee investors like KKR, Kleiner Perkins and Lightspeed piled on in a $1.25 billion round to grab a slice of the red-hot development firm. However, the investment cards haven’t always been stacked in Epic’s favor.
China’s Tencent, the maker of blockbuster chat app WeChat and a prolific games firm in its own right, became the first outside investor in Epic’s business back in 2012 when it injected $330 million in exchange for a 40 percent stake in the business.
Back then, Epic was best known for Unreal Engine, the third-party development platform that it still operates today, and top-selling titles like Gears of War.
Why would a proven company give up such a huge slice of its business? Executives believed that Epic, as it was, was living on borrowed time. They sensed a change in the way games were headed based on diminishing returns and growing budgets for console games, the increase of “live” games like League of Legends and the emerging role of smartphones.
Speaking to Polygon about the Tencent deal, Epic CEO Tim Sweeney explained that the investment money from Tencent allowed the company to go down the route of freemium games rather than big box titles. That’s a strategy Sweeney called “Epic 4.0.”
“We realized that the business really needed to change its approach quite significantly. We were seeing some of the best games in the industry being built and operated as live games over time rather than big retail releases. We recognized that the ideal role for Epic in the industry is to drive that, and so we began the transition of being a fairly narrow console developer focused on Xbox to being a multi-platform game developer and self publisher, and indie on a larger scale,” he explained.
Tencent, Sweeney added, has provided “an enormous amount of useful advice,” while the capital enabled Epic to “make this huge leap without the immediate fear of money.”
LOS ANGELES, CA – JUNE 12: Gamers ‘Ninja’ (L) and ‘Marshmello’ compete in the Epic Games Fortnite E3 Tournament at the Banc of California Stadium on June 12, 2018 in Los Angeles, California. (Photo by Christian Petersen/Getty Images)
Epic never had a problem making money — Sweeney told Polygon the first Gear of Wars release grossed $100 million on a $12 million development budget. But with Fortnite, the company has redefined modern gaming, both by making true cross-platform experiences possible and by pulling in vast amounts of money.
As a private company, Epic keeps its financials closely guarded. But digging beyond the $3 billion figure — which, to be clear, is annual profit not revenue — there are clues as to just how big a money-spinner Fortnite is. Certainly, there’s room to wonder whether analyst predictions this summer that Fortnite would gross $2 billion this year were too conservative.
The most recent data comes from November when Sensor Tower estimates that iOS users alone were spending $1.23 million per day. That helped the game bank $37 million in the month and take its total earnings within Apple’s iOS platform to more than $385 million.
But, as mentioned, Fortnite is a cross-platform title that supports PlayStation, Xbox, Switch, PC, Mac, Android and iOS. Aggregating revenue across those platforms isn’t easy, and the only real estimate comes from earlier this year when Super Data Research concluded that the game made $318 million in May across all platforms.
That is, of course, when Fortnite was fresh on iOS, non-existent on Android and with fewer overall players.
We can deduce from Sensor Tower’s November estimate that iOS pulled in $385 million over eight months — between April and November — which is around $48 million per month on average. Android is harder to calculate since Epic skipped Google’s Play Store by distributing its own launcher. While it quickly picked up 15 million Android users within the first month, tracking that spending off-platform is a huge challenge. Some estimates predicted that Google would miss out on around $50 million in lost earnings this year because in-app purchases on Android would not cross its services.
There are a few factors to add further uncertainty.
Fortnite spending tends to spike around the release of new seasons — updated versions of the game — since users are encouraged to buy specific packages at the start. The latest, Season 7, dropped early this month with a range of tweaks for the Christmas period. Given the increased velocity at which Fortnite is picking up players and the appeal of the festive period, this could have been its biggest revenue generator to date, but there’s not yet any indicator of how it performed.
More broadly, Fortnite has undoubtedly lost out on revenue in China, which froze new game licenses nine months ago, thereby preventing any publishers from monetizing new titles over that period.
Tencent, which publishes Fortnite in China, did release the game in the country but it hasn’t been able to draw revenue from it yet. The Chinese government announced last week that it is close to approving its first batch of new titles, but it isn’t clear which games are included and when the process will be done.
Already, the effects have been felt.
Games are forecast to generate nearly $40 billion in revenue in China this year, according to market researcher Newzoo. However, the industry saw its slowest growth over the last 10 years as it grew 5.4 percent year-over-year during the first half of 2018, according to a report by Beijing-based research firm GPC and China’s official gaming association CNG.
Fortnite and PUBG — another battle royale title backed by Tencent — have perhaps suffered the most since they are universally popular worldwide but unable to monetize in China. It seems almost certain that those two titles will receive a major marketing push if, as and when they receive the license and, if Epic can keep the game competitive as Sweeney believed it could back in 2012, then it could go on and make even more money in 2019.
Epic Games is taking on Steam with its own digital game store, which includes higher take-home revenue rates for developers.
But Epic isn’t relying solely on Fortnite.
A more low-key but significant launch this month was the opening of the Epic Games store, which is aimed squarely at Steam, the leader in digital game sales.
While Fortnite is its most prolific release, Epic also makes money from other games, Unreal Engine and a recently launched online game store that rivals Steam. Epic’s big differentiator for the store is that it gives developers 88 percent of their revenue, as opposed to Value — the firm behind Steam — which keeps 30 percent, although it has added varying rates for more successful titles. Customers are promised a free title every two weeks.
Either way, Epic is betting that it can do a lot more than Fortnite, which could mean that its profit margin will be even higher come this time next year.
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Google has scrambled to remove third-party apps that led users to child porn sharing groups on WhatsApp in the wake of TechCrunch’s report about the problem last week. We contacted Google with the name of one of these apps and evidence that it and others offered links to WhatsApp groups for sharing child exploitation imagery. Following publication of our article, Google removed from the Google Play store that app and at least five like it. Several of these apps had more than 100,000 downloads, and they’re still functional on devices that already downloaded them.
A screenshot from earlier this month of now-banned child exploitation groups on WhatsApp . Phone numbers and photos redacted
WhatsApp failed to adequately police its platform, confirming to TechCrunch that it’s only moderated by its own 300 employees and not Facebook’s 20,000 dedicated security and moderation staffers. It’s clear that scalable and efficient artificial intelligence systems are not up to the task of protecting the 1.5 billion-user WhatsApp community, and companies like Facebook must invest more in unscalable human investigators.
But now, new research provided exclusively to TechCrunch by anti-harassment algorithm startup AntiToxin shows that these removed apps that hosted links to child porn sharing rings on WhatsApp were supported with ads run by Google and Facebook’s ad networks. AntiToxin found six of these apps ran Google AdMob, one ran Google Firebase, two ran Facebook Audience Network and one ran StartApp. These ad networks earned a cut of brands’ marketing spend while allowing the apps to monetize and sustain their operations by hosting ads for Amazon, Microsoft, Motorola, Sprint, Sprite, Western Union, Dyson, DJI, Gett, Yandex Music, Q Link Wireless, Tik Tok and more.
The situation reveals that tech giants aren’t just failing to spot offensive content in their own apps, but also in third-party apps that host their ads and that earn them money. While these apps like “Group Links For Whats” by Lisa Studio let people discover benign links to WhatsApp groups for sharing legal content and discussing topics like business or sports, TechCrunch found they also hosted links with titles such as “child porn only no adv” and “child porn xvideos” that led to WhatsApp groups with names like “Children ” or “videos cp” — a known abbreviation for “child pornography.”
In a video provided by AntiToxin seen below, the app “Group Links For Whats by Lisa Studio” that ran Google AdMob is shown displaying an interstitial ad for Q Link Wireless before providing WhatsApp group search results for “child.” A group described as “Child nude FBI POLICE” is surfaced, and when the invite link is clicked, it opens within WhatsApp to a group used for sharing child exploitation imagery. (No illegal imagery is shown in this video or article. TechCrunch has omitted the end of the video that showed a URL for an illegal group and the phone numbers of its members.)
Another video shows the app “Group Link For whatsapp by Video Status Zone” that ran Google AdMob and Facebook Audience Network displaying a link to a WhatsApp group described as “only cp video.” When tapped, the app first surfaces an interstitial ad for Amazon Photos before revealing a button for opening the group within WhatsApp. These videos show how alarmingly easy it was for people to find illegal content sharing groups on WhatsApp, even without WhatsApp’s help.
In response, a Google spokesperson tells me that these group discovery apps violated its content policies and it’s continuing to look for more like them to ban. When they’re identified and removed from Google Play, it also suspends their access to its ad networks. However, it refused to disclose how much money these apps earned and whether it would refund the advertisers. The company provided this statement:
Google has a zero tolerance approach to child sexual abuse material and we’ve invested in technology, teams and partnerships with groups like the National Center for Missing and Exploited Children, to tackle this issue for more than two decades. If we identify an app promoting this kind of material that our systems haven’t already blocked, we report it to the relevant authorities and remove it from our platform. These policies apply to apps listed in the Play store as well as apps that use Google’s advertising services.
App | Developer | Ad Network | Estimated Installs | Last Day Ranked |
Unlimited Whats Groups Without Limit Group links | Jack Rehan | Google AdMob | 200,000 | 12/18/2018 |
Unlimited Group Links for Whatsapp | NirmalaAppzTech | Google AdMob | 127,000 | 12/18/2018 |
Group Invite For Whatsapp | Villainsbrain | Google Firebase | 126,000 | 12/18/2018 |
Public Group for WhatsApp | Bit-Build | Google AdMob, Facebook Audience Network | 86,000 | 12/18/2018 |
Group links for Whats – Find Friends for Whats | Lisa Studio | Google AdMob | 54,000 | 12/19/2018 |
Unlimited Group Links for Whatsapp 2019 | Natalie Pack | Google AdMob | 3,000 | 12/20/2018 |
Group Link For whatsapp | Video Status Zone | Google AdMob, Facebook Audience Network | 97,000 | 11/13/2018 |
Group Links For Whatsapp – Free Joining | Developers.pk | StartAppSDK | 29,000 | 12/5/2018 |
Facebook, meanwhile, blamed Google Play, saying the apps’ eligibility for its Facebook Audience Network ads was tied to their availability on Google Play and that the apps were removed from FAN when booted from the Android app store. The company was more forthcoming, telling TechCrunch it will refund advertisers whose promotions appeared on these abhorrent apps. It’s also pulling Audience Network from all apps that let users discover WhatsApp Groups.
A Facebook spokesperson tells TechCrunch that “Audience Network monetization eligibility is closely tied to app store (in this case Google) review. We removed [Public Group for WhatsApp by Bit-Build] when Google did – it is not currently monetizing on Audience Network. Our policies are on our website and out of abundance of caution we’re ensuring Audience Network does not support any group invite link apps. This app earned very little revenue (less than $500), which we are refunding to all impacted advertisers.” WhatsApp has already banned all the illegal groups TechCrunch reported on last week.
Facebook also provided this statement about WhatsApp’s stance on illegal imagery sharing groups and third-party apps for finding them:
WhatsApp does not provide a search function for people or groups – nor does WhatsApp encourage publication of invite links to private groups. WhatsApp regularly engages with Google and Apple to enforce their terms of service on apps that attempt to encourage abuse on WhatsApp. Following the reports earlier this week, WhatsApp asked Google to remove all known group link sharing apps. When apps are removed from Google Play store, they are also removed from Audience Network.
An app with links for discovering illegal WhatsApp Groups runs an ad for Amazon Photos
Israeli NGOs Netivei Reshet and Screen Savers worked with AntiToxin to provide a report published by TechCrunch about the wide extent of child exploitation imagery they found on WhatsApp. Facebook and WhatsApp are still waiting on the groups to work with Israeli police to provide their full research so WhatsApp can delete illegal groups they discovered and terminate user accounts that joined them.
AntiToxin develops technologies for protecting online network harassment, bullying, shaming, predatory behavior and sexually explicit activity. It was co-founded by Zohar Levkovitz, who sold Amobee to SingTel for $400 million, and Ron Porat, who was the CEO of ad-blocker Shine. [Disclosure: The company also employs Roi Carthy, who contributed to TechCrunch from 2007 to 2012.] “Online toxicity is at unprecedented levels, at unprecedented scale, with unprecedented risks for children, which is why completely new thinking has to be applied to technology solutions that help parents keep their children safe,” Levkovitz tells me. The company is pushing Apple to remove WhatsApp from the App Store until the problems are fixed, citing how Apple temporarily suspended Tumblr due to child pornography.
Encryption has proven an impediment to WhatsApp preventing the spread of child exploitation imagery. WhatsApp can’t see what is shared inside of group chats. Instead, it has to rely on the few pieces of public and unencrypted data, such as group names and profile photos plus their members’ profile photos, looking for suspicious names or illegal images. The company matches those images to a PhotoDNA database of known child exploitation photos to administer bans, and has human moderators investigate if seemingly illegal images aren’t already on file. It then reports its findings to law enforcement and the National Center for Missing and Exploited Children. Strong encryption is important for protecting privacy and political dissent, but also thwarts some detection of illegal content and thereby necessitates more manual moderation.
With just 300 total employees and only a subset working on security or content moderation, WhatsApp seems understaffed to manage such a large user base. It’s tried to depend on AI to safeguard its community. However, that technology can’t yet perform the nuanced investigations necessary to combat exploitation. WhatsApp runs semi-independently of Facebook, but could hire more moderators to investigate group discovery apps that lead to child pornography if Facebook allocated more resources to its acquisition.
WhatsApp group discovery apps featured Adult sections that contained links to child exploitation imagery groupsGoogle and Facebook, with their vast headcounts and profit margins, are neglecting to properly police who hosts their ad networks. The companies have sought to earn extra revenue by powering ads on other apps, yet failed to assume the necessary responsibility to ensure those apps aren’t facilitating crimes. Stricter examinations of in-app content should be administered before an app is accepted to app stores or ad networks, and periodically once they’re running. And when automated systems can’t be deployed, as can be the case with policing third-party apps, human staffers should be assigned despite the cost.
It’s becoming increasingly clear that social networks and ad networks that profit off other people’s content can’t be low-maintenance cash cows. Companies should invest ample money and labor into safeguarding any property they run or monetize, even if it makes the opportunities less lucrative. The strip-mining of the internet without regard for consequences must end.
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‘Twas the night before Xmas, and all through the house, not a feature was stirring from the designer’s mouse . . . Not Twitter! Not Uber, Not Apple or Pinterest! On Facebook! On Snapchat! On Lyft or on Insta! . . . From the sidelines I ask you to flex your code’s might. Happy Xmas to all if you make these apps right.
See More Like This – A button on feed posts that when tapped inserts a burst of similar posts before the timeline continues. Want to see more fashion, sunsets, selfies, food porn, pets, or Boomerangs? Instagram’s machine vision technology and metadata would gather them from people you follow and give you a dose. You shouldn’t have to work through search, hashtags, or the Explore page, nor permanently change your feed by following new accounts. Pinterest briefly had this feature (and should bring it back) but it’d work better on Insta.
Web DMs – Instagram’s messaging feature has become the defacto place for sharing memes and trash talk about people’s photos, but it’s stuck on mobile. For all the college kids and entry-level office workers out there, this would make being stuck on laptops all day much more fun. Plus, youth culture truthsayer Taylor Lorenz wants Instagram web DMs too.
Upload Quality Indicator – Try to post a Story video or Boomerang from a crummy internet connection and they turn out a blurry mess. Instagram should warn us if our signal strength is low compared to what we usually have (since some places it’s always mediocre) and either recommend we wait for Wi-Fi, or post a low-res copy that’s replaced by the high-res version when possible.
Oh, and if new VP of product Vishal Shah is listening, I’d also like Bitmoji-style avatars and a better way to discover accounts that shows a selection of their recent posts plus their bio, instead of just one post and no context in Explore which is better for discovering content.
DM Search – Ummm, this is pretty straightforward. It’s absurd that you can’t even search DMs by person, let alone keyword. Twitter knows messaging is a big thing on mobile right? And DMs are one of the most powerful ways to get in contact with mid-level public figures and journalists. PS: My DMs are open if you’ve got a news tip — @JoshConstine.
Unfollow Suggestions – Social networks are obsessed with getting us to follow more people, but do a terrible job of helping us clean up our feeds. With Twitter bringing back the option to see a chronological feed, we need unfollow suggestions more than ever. It should analyze who I follow but never click, fave, reply to, retweet, or even slow down to read and ask if I want to nix them. I asked for this 5 years ago and the problem has only gotten worse. Since people feel like their feeds are already overflowing, they’re stingy with following new people. That’s partly why you see accounts get only a handful of new followers when their tweets go viral and are seen by millions. I recently had a tweet with 1.7 million impressions and 18,000 Likes that drove just 11 follows. Yes I know that’s a self-own.
Analytics Benchmarks – If Twitter wants to improve conversation quality, it should teach us what works. Twitter offers analytics about each of your tweets, but not in context of your other posts. Did this drive more or fewer link clicks or follows than my typical tweet? That kind of info could guide users to create more compelling content.
(Obviously we could get into Facebook’s myriad problems here. A less sensationalized feed that doesn’t reward exaggerated claims would top my list. Hopefully its plan to downrank “borderline content” that almost violates its policies will help when it rolls out.)
Batched Notifications – Facebook sends way too many notifications. Some are downright useless and should be eliminated. “14 friends responded to events happening tomorrow”? “Someone’s fundraiser is half way to its goal?” Get that shit out of here. But there are other notifications I want to see but that aren’t urgent nor crucial to know about individually. Facebook should let us decide to batch notifications so we’d only get one of a certain type every 12 or 24 hours, or only when a certain number of similar ones are triggered. I’d love a digest of posts to my Groups or Events from the past day rather than every time someone opens their mouth.
I so don’t care
Notifications In The “Time Well Spent” Feature – Facebook tells you how many minutes you spent on it each day over the past week and on average, but my total time on Facebook matters less to me than how often it interrupts my life with push notifications. The “Your Time On Facebook” feature should show how many notifications of each type I’ve received, which ones I actually opened, and let me turn off or batch the ones I want fewer of.
Oh, and for Will Cathcart, Facebook’s VP of apps, can I also get proper syncing so I don’t rewatch the same Stories on Instagram and Facebook, the ability to invite people to Events on mobile based on past invite lists of those I’ve hosted or attended, and the See More Like This feature I recommended for Instagram?
“Quiet Ride” Button – Sometimes you’re just not in the mood for small talk. Had a rough day, need to get work done, or want to just zone out? Ridesharing apps should offer a request for a quiet ride that if the driver allows with a preset and accepts before you get in, you pay them an extra dollar (or get it free as a loyalty perk), and you get ferried to your destination without unnecessary conversation. I get that it’s a bit dehumanizing for the driver, but I’d bet some would happily take a little extra cash for the courtesy.
“I Need More Time” Button – Sometimes you overestimate the ETA and suddenly your car is arriving before you’re ready to leave. Instead of cancelling and rebooking a few minutes later, frantically rushing so you don’t miss your window and get smacked with a no-show fee, or making the driver wait while they and the company aren’t getting paid, Uber, Lyft, and the rest should offer the “I Need More Time” button that simply rebooks you a car that’s a little further away.
Scan My Collection – I wish I could just take photos of the album covers, spines, or even discs of my CD or record collection and have them instantly added to a playlist or folder. It’s kind of sad that after lifetimes of collecting physical music, most of it now sits on a shelf and we forget to play what we used to love. Music apps want more data on what we like, and it’s just sitting there gathering dust. There’s obviously some fun viral potential here too. Let me share what’s my most embarrassing CD. For me, it’s my dual copies of Limp Bizkit’s “Significant Other” because I played the first one so much it got scratched.
Friends Weekly – Spotify ditched its in-app messaging, third-party app platform, and other ways to discover music so its playlists would decide what becomes a hit in order to exert leverage over the record labels to negotiate better deals. But music discovery is inherently social and the desktop little ticker of what friends are playing on doesn’t cut it. Spotify should let me choose to recommend my new favorite song or agree to let it share what I’ve recently played most, and put those into a Discover Weekly-style social playlist of what friends are listening to.
Growth – I’m sorry, I had to.
Bulk Export Memories – But seriously, Snapchat is shrinking. That’s worrisome because some users’ photos and videos are trapped on its Memories cloud hosting feature that’s supposed to help free up space on your phone. But there’s no bulk export option, meaning it could take hours of saving shots one at a time to your camera roll if you needed to get off of Snapchat, if for example it was shutting down, or got acquired, or you’re just bored of it.
Add-On Cameras – Snapchat’s Spectacles are actually pretty neat for recording first-person or underwater shots in a circular format. But otherwise they don’t do much more, and in some ways do much less, than your phone’s camera and are a long way from being a Magic Leap competitor. That’s why if Snapchat really wants to become a “Camera Company”, it should build sleek add-on cameras that augment our phone’s hardware. Snap previously explored selling a 360-camera but never launched one. A little Giroptic iO-style 360 lens that attaches to your phone’s charging port could let you capture a new kind of content that really makes people feel like they’re there with you. An Aukey Aura-style zoom lens attachment that easily fits in your pocket unlike a DSLR could also be a hit
Switch Wi-Fi/Bluetooth From Control Center – I thought the whole point of Control Center was one touch access, but I can only turn on or off the Wi-Fi and Bluetooth. It’s silly having to dig into the Settings menu to switch to a different Wi-Fi network or Bluetooth device, especially as we interact with more and more of them. Control Center should unfurl a menu of networks or devices you can choose from.
Shoot GIFs – Live Photos are a clumsy proprietary format. Instagram’s Boomerang nailed what we want out of live action GIFs and we should be able to shoot them straight from the iOS camera and export them as actual GIFs that can be used across the web. Give us some extra GIF settings and iPhones could have a new reason for teens to choose them over Androids.
Gradual Alarms – Anyone else have a heart attack whenever they hear their phone’s Alarm Clock ringtone? I know I do because I leave my alarms on so loud that I’ll never miss them, but end up being rudely shocked awake. A setting that gradually increases the volume of the iOS Alarm Clock every 15 seconds or minute so I can be gently arisen unless I refuse to get up.
Maybe some of these apply to Android, but I wouldn’t know because I’m a filthy casual iPhoner. Send me your Android suggestions, as well as what else you want to see added to your favorite apps.
[Image Credit: Hanson Inc]
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HQ’s expansion beyond trivia is emerging from beta, but the question is whether it’s different and accessible enough to revive the startup’s growth. HQ Words opens to everyone today with games at 6:30pm PT within the HQ Trivia app after several weeks of closed beta testing of the Wheel of Fortune-style game. The launch will be the first big move of Rus Yusupov now that he’s been officially renamed CEO a week after the tragic death of fellow co-founder and former CEO Colin Kroll, HQ confirms to TechCrunch.
“Intermedia Labs introduced the world to a category-defining product, HQ Trivia. Once again, with HQ Words, Intermedia Labs is poised to captivate the world with a revolutionary experience that will bring people together in new ways around live mobile video,” Yusupov tells us. “HQ Words is the most interactive experience we’ve ever made.”
Kroll’s passing comes at a tough time for HQ. Its daily player count has declined since it became a phenomenon a year ago. The novelty has begun to wear off, and with so many experienced trivia whizzes, cash jackpots are often split between enough people that winners only get a few bucks. Interrupting your days or nights to play at a particular time can be inconvenient compared to the legions of always-available other games. Yusupov, who was HQ’s CEO until Kroll took over in September, will have to figure out what will attract casual crosswords players and those who flocked to Zynga’s Words with Friends — the kind of disruptive thinking Kroll excelled at.
“Colin and I shared many incredible life moments over the last 7 years. We embarked on an incredible journey co-founding two breakthrough companies together – and the lessons we learned at Vine and HQ will continue to have a big impact on me. Like many relationships, we’ve also had our challenges – but it was during these challenging times that Colin’s kind soul and big heart would truly shine,” Yusupov wrote in a statement about his co-founder that was originally published by Digiday in a touching memorial post. Between building Vine and HQ together, the pair have reimagined mobile entertainment, giving millions a chance to show off their wits and creativity. “He had this incredible ability to make everyone feel special. He listened well. He thought deeply. But above all, he cared about people more than work. The driving force behind his innovations was the positive impact they would have on people and world. Colin’s innovations and inventions have changed many people’s lives for the better and will continue to impact the world for years to come.”
HQ Trivia’s co-founder and former CEO Colin Kroll passed away earlier this month
In HQ Words, players compete live to solve word puzzles by correctly choosing which letters are hidden. You can find the game inside the existing HQ Trivia iOS and Android apps. Host Anna Roisman pluckily provides a clue and then dispenses hints as the 25-second timer for each puzzle counts down. If the clue is “gemstone” and you’re shown “_ _ _ m _ _ _”, you’ll have to tap D, I, A, O, and N in any order. Choose three wrong letters or fail to fill out the words and you lose. You’ll spin a wheel before the game starts to get one letter that’s automatically revealed each round.
Make it through 10 rounds and you and other winners get a cut of the cash prize, with the three who solved the puzzles fastest scoring a bigger chunk of the jackpot. The startup earns money through selling you extra lives inside Words, though it will probably feature sponsored games and product placement like Trivia does to pull in marketing dollars. Words will go live daily at 6:30pm Pacific after Trivia’s 6:00 game, so you can turn it into HQ hour with family and friends.
HQ Words is much more frenetic than Trivia. Rather than picking a single answer, you have to rapidly tap letters through a combination of educated and uneducated guesses. That means it really does feel more interactive, since you’re not sitting for minutes with just a sole answer tap to keep you awake. And because it doesn’t require deep and broad trivia knowledge, Words could appeal to a wider audience. The spinner also adds an element of pure luck, as a weaker player who gets to auto-reveal a vowel might fare better than a wiser player who gets stuck with a “Z” like I always seem to.
The concern is that at its core, Words is still quite similar to Trivia. They’re both real-time, elimination round-based knowledge games played against everyone for money. Both at times feel like they use cheap tricks to eliminate you. A recent Words puzzle asked you to name a noisy instrument, but the answer wasn’t “kazoo” but “buzzing kazoo” — something I’m not sure anyone has ever formally called it. Given the faster pace of interaction, even tiny glitches or moments of lag can be enough to make you lose a round. An HQ Words beta game earlier this week failed to show some users the keyboard, causing mass elimination. The pressure to get HQ’s engineering working flawlessly has never been higher.
The phrasing of some HQ Words answers seems like a stretch
HQ originally agreed to let TechCrunch interview Kroll about what makes Words different enough to change the startup’s momentum. Yusupov was supposed to fill in after Kroll was sadly found dead last Friday of an apparent drug overdose. He later declined to talk or provide written responses. That’s understandable during this time of mourning and transition. But HQ will still need to build an answer into its app. Meanwhile, Chinese clones and U.S competitors have begun co-opting the live video quiz idea. Facebook has even built a game show platform for content makers to create their own.
HQ could benefit from a better onboarding experience that lets people play a sample game solo to get them hooked and tide them over until the next scheduled broadcast. Mini-games or ways to play along after you’re eliminated could boost total view time and the value of brand sponsorships. A “quiet mode” that silences the between-round chatter and distills HQ to just the questions and puzzles might make it easier to play while multi-tasking. Head-to-head versions of Trivia and Words might help HQ feel more intimate, and there’s an opportunity to integrate peer-to-peer gambling like ProveIt trivia. And branching out beyond knowledge games into more social or arcade-style titles would counter the idea that HQ is just for brainiacs.
Around the height of HQ’s popularity it raised a $15 million funding round at a $100 million valuation. That seems justified, given HQ will reportedly earn around $10 million in revenue this year. Gamers are fickle, though, and today’s Fortnite can wind up tomorrow’s Pokémon GO — a flash in the pan that fizzles out. Words is a great bridge to a world outside of Trivia, but HQ must evolve, not just iterate.
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The term “social network” has become a meaningless association of words. Pair those two words and it becomes a tech category, the equivalent of a single term to define a group of products.
But are social networks even social anymore? If you have a feeling of tech fatigue when you open the Facebook app, you’re not alone. Watching distant cousins fight about politics in a comment thread is no longer fun.
Chances are you have dozens, hundreds or maybe thousands of friends and followers across multiple platforms. But those crowded places have never felt so empty.
It doesn’t mean that you should move to the woods and talk with animals. And Facebook, Twitter or LinkedIn won’t collapse overnight. They have intrinsic value with other features — social graphs, digital CVs, organizing events…
But the concept of wide networks of social ties with an element of broadcasting is dead.
If you’ve been active on the web for long enough, you may have fond memories of internet forums. Maybe you were a fan of video games, Harry Potter or painting.
Fragmentation was key. You could be active on multiple forums and you didn’t have to mention your other passions. Over time, you’d see the same names come up again and again on your favorite forum. You’d create your own running jokes, discover things together, laugh, cry and feel something.
When I was a teenager, I was active on multiple forums. I remember posting thousands of messages a year and getting to know new people. It felt like hanging out with a welcoming group of friends because you shared the same passions.
It wasn’t just fake internet relationships. I met “IRL” with fellow internet friends quite a few times. One day, I remember browsing the list of threads and learning about someone’s passing. Their significant other posted a short message because the forum meant a lot to this person.
Most of the time, I didn’t know the identities of the persons talking with me. We were all using nicknames and put tidbits of information in bios — “Stuttgart, Germany” or “train ticket inspector.”
And then, Facebook happened. At first, it was also all about interest-based communities — attending the same college is a shared interest, after all. Then, they opened it up to everyone to scale beyond universities.
When you look at your list of friends, they are your Facebook friends not because you share a hobby, but because you’ve know them for a while.
Facebook constantly pushes you to add more friends with the infamous “People you may know” feature. Knowing someone is one thing, but having things to talk about is another.
So here we are, with your lousy neighbor sharing a sexist joke in your Facebook feed.
As social networks become bigger, content becomes garbage.
Facebook’s social graph is broken by design. Putting names and faces on people made friend requests emotionally charged. You can’t say no to your high school best friend, even if you haven’t seen her in five years.
It used to be okay to leave friends behind. It used to be okay to forget about people. But the fact that it’s possible to stay in touch with social networks have made those things socially unacceptable.
One of the key pillars of social networks is the broadcasting feature. You can write a message, share a photo, make a story and broadcast them to your friends and followers.
But broadcasting isn’t scalable.
Most social networks are now publicly traded companies — they’re always chasing growth. Growth means more revenue and revenue means that users need to see more ads.
The best way to shove more ads down your throat is to make you spend more time on a service. If you watch multiple YouTube videos, you’re going to see more pre-roll ads. And there are two ways to make you spend more time on a social network — making you come back more often and making you stay longer each time you visit.
And 2018 has been the year of cheap tricks and dark pattern design. In order to make you come more often, companies now send you FOMO-driven notifications with incomplete, disproportionate information.
I created a new Facebook account just so I could access an Oculus thing. Despite having no friends, apparently I’m really missing out on a whole lot of “fun” activity from all these specifically-named people I don’t know. And I have two notifications already! “Cool.” pic.twitter.com/uBHicji3pj
— Nick Farina (@nfarina) October 1, 2018
This isn’t just about opening an app. Social networks now want to direct you to other parts of the service. Why don’t you click on this bright orange banner to open IGTV? Look at this shiny button! Look! Look!
This navigation bar makes no sense Facebook. Also it’s an insult to trick people’s brains with animated
to foster engagement pic.twitter.com/eMGxbh7r4a
— Romain Dillet
(@romaindillet) November 27, 2018
And then, there’s all the gamification, algorithm-driven recommendations and other Skinner box mechanisms. That tiny peak of adrenaline you get when you refresh your feed, even if it only happens once per week, is what’s going to make you come back again and again.
Don’t forget that Netflix wanted to give kids digital badges if they completed a season. The company has since realized that it was going too far. Still, U.S. adults now spend nearly six hours per day consuming digital media — and phones represent more than half of that usage.
Given that social networks need to give you something new every time, they want you to follow as many people as possible, subscribe to every YouTube channel you can. This way, every time you come back, there’s something new.
Algorithms recommend some content based on engagement, and guess what? The most outrageous, polarizing content always ends up at the top of the pile.
I’m not going to talk about fake news or the fact that YouTubers now all write titles in ALL CAPS to grab your attention. That’s a topic for another article. But YouTube shouldn’t be surprised that Logan Paul filmed a suicide victim in Japan to drive engagement and trick the algorithm.
In other words, as social networks become bigger, content becomes garbage.
Centralization is always followed by decentralization. Now that we’ve reached a social network dead end, it’s time to build our own digital house.
Group messaging has been key when it comes to staying in touch with long-distance family members. But you can create your own interest-based groups and talk about things you’re passionate about with people who care about those things.
Social networks that haven’t become too big still have an opportunity to pivot. It’s time to make them more about close relationships and add useful features to talk with your best friends and close ones.
And if you have interesting things to say, do it on your own terms. Create a blog instead of signing up to Medium. This way, Medium won’t force your readers to sign up when they want to read your words.
If you spend your vacation crafting the perfect Instagram story, you should be more cynical about it. Either you want to make a career out of it and become an Instagram star, or you should consider sending photos and videos to your communities directly. Otherwise, you’re just participating in a rotten system.
If you want to comment on politics and life in general, you should consider talking about those topics with people surrounding you, not your friends on Facebook.
Put your phone back in your pocket and start a conversation. You might end up discussing for hours without even thinking about the red dots on all your app icons.
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HQ’s expansion beyond trivia emerges from beta tonight, but the question is whether it’s different and accessible enough to revive the startup’s growth. HQ Words opens to everyone with today’s 6:30pm pacific broadcast within the HQ Trivia app after several weeks of closed beta testing of the Wheel Of Fortune-style game. The launch will be the first big move of Rus Yusupov now that’s been officially renamed CEO a week after the tragic death of fellow co-founder and former CEO Colin Kroll, HQ confirms to TechCrunch.
“Intermedia Labs introduced the world to a category defining product, HQ Trivia. Once again, with HQ Words, Intermedia Labs is poised to captivate the world with a revolutionary experience that will bring people together in new ways around live mobile video” Yusupov tells us. “HQ Words is the most interactive experience we’ve ever made.”
Kroll’s passing comes at a tough time for HQ. Its daily player count has declined since it became a phenomenon a year ago. The novelty has begun to wear off, and with so many experienced trivia whizzes, cash jackpots are often split between enough people that winners only get a few bucks. Interrupting your days or nights to play at a particular time can be inconvenient compared to the legions of always-available other games. Yusupov, who was HQ’s CEO until Kroll took over in September, will have to figure out what will attract casual crosswords players and those who flocked to Zynga’s Words With Friends — the kind of disruptive thinking Kroll excelled at.
“Colin and I shared many incredible life moments over the last 7 years. We embarked on an incredible journey co-founding two breakthrough companies together – and the lessons we learned at Vine and HQ will continue to have a big impact on me. Like many relationships, we’ve also had our challenges – but it was during these challenging times that Colin’s kind soul and big heart would truly shine” Yusupov wrote in a statement about his co-founder that was originally published by Digiday in a touching memorial post. Between building Vine and HQ together, the pair have reimagined mobile entertainment, giving millions a chance to show off their wits and creativity. “He had this incredible ability to make everyone feel special. He listened well. He thought deeply. But above all, he cared about people more than work. The driving force behind his innovations was the positive impact they would have on people and world. Colin’s innovations and inventions have changed many people’s lives for the better and will continue to impact the world for years to come.”
HQ Trivia’s co-founder and former CEO Colin Kroll passed away earlier this month
In HQ Words, players compete live to solve word puzzles by correctly choosing what letters are hidden. You can find the game inside the existing HQ Trivia iOS and Android apps. Host Anna Roisman pluckily provides a clue and then dispenses hints as the 25-second timer for each puzzle counts down. If the clue is “gemstone” and you’re shown “_ _ _ m _ _ _”, you’ll have to tap D, I, A, O, and N in any order. Choose three wrong letters or fail to fill out the words and you lose. You’ll spin a wheel before the game starts to get one letter that’s automatically revealed each round.
Make it through ten rounds and you and other winners get a cut of the cash prize, with the three who solved the puzzles fastest scoring a bigger chunk of the jackpot. The startup earns money through selling you extra lives inside Words, though it will probably feature sponsored games and product placement like Trivia does to pull in marketing dollars. Words will go live daily at 6:30pm pacific after Trivia’s 6:00 game, so you can turn it into HQ hour with family and friends.
HQ Words is much more frenetic than Trivia. Rather than picking a single answer, you have to rapidly tap letters through a combination of educated and uneducated guesses. That means it really does feel more interactive since you’re not sitting for minutes with just a sole answer tap to keep you awake. And because it doesn’t require deep and broad trivia knowledge, Words could appeal to a wider audience. The spinner also adds an element of pure luck, as a weaker player who gets to auto-reveal a vowel might fare better than a wiser player who gets stuck with a “Z” like I always seem to.
The concern is that at its core, Words is still quite similar to Trivia. They’re both real-time, elimination round-based knowledge games played against everyone for money. Both at times feel like they use cheap tricks to eliminate you. A recent Words puzzle asked you to name a noisy instrument, but the answer wasn’t “kazoo” but “buzzing kazoo” — something I’m not sure anyone has ever formally called it. Given the faster pace of interaction, even tiny glitches or moments of lag can be enough to make you lose a round. An HQ Words beta game earlier this week failed to show some users the keyboard, causing mass elimination. The pressure to get HQ’s engineering working flawlessly has never been higher.
The phrasing of some HQ Words answers seems like a stretch
HQ originally agreed to let TechCrunch interview Kroll about what makes Words different enough to change the startup’s momentum. Yusupov was supposed to fill in after Kroll was sadly found dead last Friday of an apparent drug overdose. He later declined to talk or provide written responses. That’s understandable during this time of mourning and transition. But HQ will still need to build an answer into its app. Meanwhile, Chinese clones and US competitors have begun co-opting the live video quiz idea. Facebook has even built a game show platform for content makers to create their own.
HQ could benefit from a better onboarding experience that lets people play a sample game solo to get them hooked and tide them over until the next scheduled broadcast. Mini-games or ways to play along after you’re eliminated could boost total view time and the value of brand sponsorships. A “quiet mode” that silences the between-round chatter and distills HQ to just the questions and puzzles might make it easier to play while multi-tasking. Head-to-head versions of Trivia and Words might help HQ feel more intimate, and there’s an opportunity to integrate peer-to-peer gambling like ProveIt trivia. And branching out beyond knowledge games into more social or arcade-style titles would counter the idea that HQ is just for brainiacs.
Around the height of HQ’s popularity it raised a $15 million funding round at a $100 million valuation. That seems justified given HQ will reportedly earn around $10 million in revenue this year. Gamers are fickle, though, and today’s Fortnite can wind up tomorrow’s Pokemon Go — a flash in the pan that fizzles out. Words is a great bridge to a world outside of Trivia, but HQ must evolve not just iterate.
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Meet Spot, a beautifully designed mobile app to control your cryptocurrencies. Spot looks like a portfolio-tracking app. But the company has built a strong foundation to add more features in the coming months. Spot wants to be your unique gateway to the world of cryptocurrencies.
“Spot’s vision isn’t to build a portfolio tracker — we went a bit overboard with this feature,” co-founder and CEO Edouard Steegmann told me. “Eventually, we want to become the app to manage all your cryptos, a sort of Revolut but with a crypto DNA.”
When you first install the app, you can connect it to your existing wallets by adding public addresses. Even if you store your tokens on a hardware wallet, Spot can read the public details of your wallet to show them in the app.
“We have our own nodes on Ethereum, Bitcoin, Litecoin, Stellar and others to recover the amount on your wallet,” Steegmann said. Data is also cross-checked with third-party services to make sure that everything is fine.
Spot also lets you connect to an exchange account using API keys. Right now, the app supports Binance, Kraken, Bitfinex and Poloniex, but the company already plans to add more exchanges.
The app then gives you a detailed overview of your holdings across all services and wallets. You can see detailed charts, and discover which token is performing better than the rest. It’s also one of the most well-designed mobile apps I’ve seen this year — the animations and interactions are gorgeous.
But Spot doesn’t rely on an API to get pricing information for each token. “We’ve rebuilt CoinMarketCap from the ground up, and we’re one of the few companies that have done it,” Steegmann said. The company stores pricing information for dozens of tokens across 150 exchanges. That’s a lot of pairings.
If you tap on the Spot logo at the top of the app, you can see the maximum value of your portfolio if you cash out on exchanges with the highest prices for your tokens. The company makes sure that there’s enough volume to show you coherent prices.
Spot thinks that controlling your own data is too important to rely on API calls. When you have your own data, you don’t have any API rate limits, you don’t have a major dependency and you can scale more calmly.
Up next, you’ll be able to trade directly in the app. The company isn’t going to build its own exchange, but you can expect to buy and sell tokens on a third-party exchange without having to visit the website.
“We think that many things will be tokenized and that there’s no user-friendly interface to transfer, receive, buy and sell,” Steegmann said.
The company raised a $1.2 million round (€1.056 million to be exact) from Kima Ventures and business angels, including Eric Larchevêque and Thomas France from Ledger, Jean-Daniel Guyot, Thibaud Elzière, Eduardo Ronzano, Nicolas Steegmann, Sébastien Lucas and Nicolas Debock.
Disclosure: I own small amounts of various cryptocurrencies.
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WhatsApp chat groups are being used to spread illegal child pornography, cloaked by the app’s end-to-end encryption. Without the necessary number of human moderators, the disturbing content is slipping by WhatsApp’s automated systems. A report from two Israeli NGOs reviewed by TechCrunch details how third-party apps for discovering WhatsApp groups include “Adult” sections that offer invite links to join rings of users trading images of child exploitation. TechCrunch has reviewed materials showing many of these groups are currently active.
TechCrunch’s investigation shows that Facebook could do more to police WhatsApp and remove this kind of content. Even without technical solutions that would require a weakening of encryption, WhatsApp’s moderators should have been able to find these groups and put a stop to them. Groups with names like “child porn only no adv” and “child porn xvideos” found on the group discovery app “Group Links For Whats” by Lisa Studio don’t even attempt to hide their nature. And a screenshot provided by anti-exploitation startup AntiToxin reveals active WhatsApp groups with names like “Children ” or “videos cp” — a known abbreviation for ‘child pornography’.
A screenshot from today of active child exploitation groups on WhatsApp. Phone numbers and photos redacted. Provided by AntiToxin.
Better manual investigation of these group discovery apps and WhatsApp itself should have immediately led these groups to be deleted and their members banned. While Facebook doubled its moderation staff from 10,000 to 20,000 in 2018 to crack down on election interference, bullying and other policy violations, that staff does not moderate WhatsApp content. With just 300 employees, WhatsApp runs semi-independently, and the company confirms it handles its own moderation efforts. That’s proving inadequate for policing a 1.5 billion-user community.
The findings from the NGOs Screen Savers and Netivei Reshe were written about today by Financial Times, but TechCrunch is publishing the full report, their translated letter to Facebook, translated emails with Facebook, their police report, plus the names of child pornography groups on WhatsApp and group discovery apps listed above. A startup called AntiToxin Technologies that researches the topic has backed up the report, providing the screenshot above and saying it’s identified more than 1,300 videos and photographs of minors involved in sexual acts on WhatsApp groups. Given that Tumblr’s app was recently temporarily removed from the Apple App Store for allegedly harboring child pornography, we’ve asked Apple if it will temporarily suspend WhatsApp, but have not heard back.
In July 2018, the NGOs became aware of the issue after a man reported to one of their hotlines that he’d seen hardcore pornography on WhatsApp. In October, they spent 20 days cataloging more than 10 of the child pornography groups, their content and the apps that allow people to find them.
The NGOs began contacting Facebook’s head of Policy, Jordana Cutler, starting September 4th. They requested a meeting four times to discuss their findings. Cutler asked for email evidence but did not agree to a meeting, instead following Israeli law enforcement’s guidance to instruct researchers to contact the authorities. The NGO reported their findings to Israeli police but declined to provide Facebook with their research. WhatsApp only received their report and the screenshot of active child pornography groups today from TechCrunch.
Listings from a group discovery app of child exploitation groups on WhatsApp. URLs and photos have been redacted.
WhatsApp tells me it’s now investigating the groups visible from the research we provided. A Facebook spokesperson tells TechCrunch, “Keeping people safe on Facebook is fundamental to the work of our teams around the world. We offered to work together with police in Israel to launch an investigation to stop this abuse.” A statement from the Israeli Police’s head of the Child Online Protection Bureau, Meir Hayoun, notes that: “In past meetings with Jordana, I instructed her to always tell anyone who wanted to report any pedophile content to contact the Israeli police to report a complaint.”
A WhatsApp spokesperson tells me that while legal adult pornography is allowed on WhatsApp, it banned 130,000 accounts in a recent 10-day period for violating its policies against child exploitation. In a statement, WhatsApp wrote that:
WhatsApp has a zero-tolerance policy around child sexual abuse. We deploy our most advanced technology, including artificial intelligence, to scan profile photos and images in reported content, and actively ban accounts suspected of sharing this vile content. We also respond to law enforcement requests around the world and immediately report abuse to the National Center for Missing and Exploited Children. Sadly, because both app stores and communications services are being misused to spread abusive content, technology companies must work together to stop it.
But it’s that over-reliance on technology and subsequent under-staffing that seems to have allowed the problem to fester. AntiToxin’s CEO Zohar Levkovitz tells me, “Can it be argued that Facebook has unwittingly growth-hacked pedophilia? Yes. As parents and tech executives we cannot remain complacent to that.”
WhatsApp introduced an invite link feature for groups in late 2016, making it much easier to discover and join groups without knowing any members. Competitors like Telegram had benefited as engagement in their public group chats rose. WhatsApp likely saw group invite links as an opportunity for growth, but didn’t allocate enough resources to monitor groups of strangers assembling around different topics. Apps sprung up to allow people to browse different groups by category. Some usage of these apps is legitimate, as people seek communities to discuss sports or entertainment. But many of these apps now feature “Adult” sections that can include invite links to both legal pornography-sharing groups as well as illegal child exploitation content.
A WhatsApp spokesperson tells me that it scans all unencrypted information on its network — basically anything outside of chat threads themselves — including user profile photos, group profile photos and group information. It seeks to match content against the PhotoDNA banks of indexed child pornography that many tech companies use to identify previously reported inappropriate imagery. If it finds a match, that account, or that group and all of its members, receive a lifetime ban from WhatsApp.
A WhatsApp group discovery app’s listings of child exploitation groups on WhatsApp
If imagery doesn’t match the database but is suspected of showing child exploitation, it’s manually reviewed. If found to be illegal, WhatsApp bans the accounts and/or groups, prevents it from being uploaded in the future and reports the content and accounts to the National Center for Missing and Exploited Children. The one example group reported to WhatsApp by Financial Times was already flagged for human review by its automated system, and was then banned along with all 256 members.
To discourage abuse, WhatsApp says it limits groups to 256 members and purposefully does not provide a search function for people or groups within its app. It does not encourage the publication of group invite links and the vast majority of groups have six or fewer members. It’s already working with Google and Apple to enforce its terms of service against apps like the child exploitation group discovery apps that abuse WhatsApp. Those kind of groups already can’t be found in Apple’s App Store, but remain available on Google Play. We’ve contacted Google Play to ask how it addresses illegal content discovery apps and whether Group Links For Whats by Lisa Studio will remain available, and will update if we hear back. [Update 3pm PT: Google has not provided a comment but the Group Links For Whats app by Lisa Studio has been removed from Google Play. That’s a step in the right direction.]
But the larger question is that if WhatsApp was already aware of these group discovery apps, why wasn’t it using them to track down and ban groups that violate its policies. A spokesperson claimed that group names with “CP” or other indicators of child exploitation are some of the signals it uses to hunt these groups, and that names in group discovery apps don’t necessarily correlate to the group names on WhatsApp. But TechCrunch then provided a screenshot showing active groups within WhatsApp as of this morning, with names like “Children ” or “videos cp”. That shows that WhatsApp’s automated systems and lean staff are not enough to prevent the spread of illegal imagery.
The situation also raises questions about the trade-offs of encryption as some governments like Australia seek to prevent its usage by messaging apps. The technology can protect free speech, improve the safety of political dissidents and prevent censorship by both governments and tech platforms. However, it also can make detecting crime more difficult, exacerbating the harm caused to victims.
WhatsApp’s spokesperson tells me that it stands behind strong end-to-end encryption that protects conversations with loved ones, doctors and more. They said there are plenty of good reasons for end-to-end encryption and it will continue to support it. Changing that in any way, even to aid catching those that exploit children, would require a significant change to the privacy guarantees it’s given users. They suggested that on-device scanning for illegal content would have to be implemented by phone makers to prevent its spread without hampering encryption.
But for now, WhatsApp needs more human moderators willing to use proactive and unscalable manual investigation to address its child pornography problem. With Facebook earning billions in profit per quarter and staffing up its own moderation ranks, there’s no reason WhatsApp’s supposed autonomy should prevent it from applying adequate resources to the issue. WhatsApp sought to grow through big public groups, but failed to implement the necessary precautions to ensure they didn’t become havens for child exploitation. Tech companies like WhatsApp need to stop assuming cheap and efficient technological solutions are sufficient. If they want to make money off huge user bases, they must be willing to pay to protect and police them.
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Apple will allow iOS users to gift in-app purchases, not just paid apps, according to a change to the company’s App Store Review Guidelines spotted this week. This means developers may soon have the tools to allow users to purchase virtual goods or even subscriptions through their app, which can then be gifted to others.
The changes to the company’s App Store guidelines were first discovered on Wednesday by MacRumors, which confirmed both the prior and current wording as follows:
Before: “Apps should not directly or indirectly enable gifting of in-app purchase content, features, or consumable items to others.”
After: “Apps may enable gifting of items that are eligible for in-app purchase to others. Such gifts may only be refunded to the original purchaser and may not be exchanged.”
It’s unclear at this time how the change will be implemented, from the developer’s side. It’s likely Apple will soon share more information with its developer community to inform them of how to get started.
The move makes a lot of sense, given the App Store’s larger shift away from paid apps toward in-app purchases and more recently, subscriptions, as a way for developers to monetize their businesses.
Gamers would often like to receive in-app currency or other virtual goods as gifts. Meanwhile, subscriptions have become so popular they’re expected to contribute heavily to both iOS and Android app stores’ growth next year. Combined, the app stores are forecast to pass $122 billion in consumer spending in 2019, according to App Annie.
However, some subset of apps have been abusing subscriptions by making it difficult for consumers to even use their “free” app without committing to a subscription, or tricking users into free trials that convert in just days, among other things. Apple will need to get a good handle on the bad actors before rolling out in-app gifting of subscriptions more broadly.
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