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Game controller compatibility is a labyrinthine nightmare most of the time: Some controllers work with some platforms some of the time, but it’s very hard to keep track of how and when. 8bitdo’s latest accessory adds some simplicity to the mix, enabling use of Xbox One, PlayStation 4 and Nintendo Switch controllers with Switch, Windows and macOS systems quickly and easily.
Yes, that means you can play your PC or Mac games with your favorite Xbox One X/S or DualShock 3/4 controller, or even use a Joy-Con. It also means that you can use a DualShock controller to play Breath of the Wild on the Switch, if that’s what you want to do.
The USB dongle also works with Android TV hardware, and with Raspberry Pi-based devices. It supports DualShock 4 vibration and 6-axis motion control on Switch, and it works lag-free for low latency gaming requirements. It’s also a tiny bit smaller than either the dedicated Xbox or PlayStation dedicated PC wireless controller USB adapters (and supports a broader range of platforms).
Oh, and it’s also just $20 from Amazon. I’ve been using it for a couple of weeks now and it performs exactly as advertised. If you’re looking to cut down your controller clutter or just have a strong preference for once design over another, this is definitely a smart buy.
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Another huge financing round is coming in for an AI company today, this time for a startup called Mythic getting a fresh $40 million as it appears massive deals are closing left and right in the sector.
Mythic particularly focuses on the inference side of AI operations — basically making the calculation on the spot for something based off an extensively trained model. The chips are designed to be low power, small, and achieve the same kind of performance you’d expect from a GPU in terms of the lightning-fast operations that algorithms need to perform to figure out whether or not that thing your car is about to run into is a cat or just some text on the road. SoftBank Ventures led this most-recent round of funding, with a strategic investment also coming from Lockheed Martin Ventures. ARM executive Rene Haas will also be joining the company’s board of directors.
“The key to getting really high performance and really good energy efficiency is to keep everything on the chip,” Henry said. “The minute you have to go outside the chip to memory, you lose all performance and energy. It just goes out the window. Knowing that, we found that you can actually leverage flash memory in a very special way. The limit there is, it’s for inference only, but we’re only going after the inference market — it’s gonna be huge. On top of that, the challenge is getting the processors and memory as close together as possible so you don’t have to move around the data on the chip.”
Mythic, like other startups, is looking to ease the back-and-forth trips to memory on the processors in order to speed things up and lower the power consumption, and CEO Michael Henry says the company has figured out how to essentially do the operations — based in a field of mathematics called linear algebra — on flash memory itself.
Mythic’s approach is designed to be what Henry calls more analog. To visualize how it might work, imagine a set-up in Minecraft, with a number of different strings of blocks leading to an end gate. If you flipped a switch to turn 50 of those strings on with some unit value, leaving the rest off, and joined them at the end and saw the combined final result of the power, you would have completed something similar to an addition operation leading to a sum of 50 units. Mythic’s chips are designed to do something not so dissimilar, finding ways to complete those kinds of analog operations for addition and multiplication in order to handle the computational requirements for an inference operation. The end result, Henry says, consumes less power and dissipates less heat while still getting just enough accuracy to get the right solution (more technically: the calculations are 8-bit results).
After that, the challenge is sticking a layer on top of that to make it look and behave like a normal chip to a developer. The goal is to, like other players in the AI hardware space, just plug into frameworks like TensorFlow. Those frameworks abstract out all the complicated tooling and tuning required for such a specific piece of hardware and make it very approachable and easy for developers to start building machine learning projects. Andrew Feldman, CEO of another AI hardware startup called Cerebras Systems, said at the Goldman Sachs Technology and Internet conference last month that frameworks like TensorFlow had most of the value Nvidia had building up an ecosystem for developers on its own system.
Henry, too, is a big TensorFlow fan. And for good reason: it’s because of frameworks like TensorFlow that allow next-generation chip ideas to even get off the ground in the first place. These kinds of frameworks, which have become increasingly popular with developers, have abstracted out the complexity of working with specific low-level hardware like a field programmable gate array (FPGA) or a GPU. That’s made building machine learning-based operations much easier for developers and led to an explosion of activity when it comes to machine learning, whether it’s speech or image recognition among a number of other use cases.
“Things like TensorFlow make our lives so much easier,” Henry said. “Once you have a neural network described on TensorFlow, it’s on us to take that and translate that onto our chip. We can abstract that difficulty by having an automatic compiler.”
While many of these companies are talking about getting massive performance gains over a GPU — and, to be sure, Henry hopes that’ll be the case — the near term goal for Mythic is to match the performance of a $1,000 GPU while showing it can take up less space and consume less power. There’s a market for the card that customers can hot swap in right away. Henry says the company is focused on using a PCI-E interface, a very common plug-and-play system, and that’s it.
The challenge for Mythic, however, is going to get into the actual design of some of the hardware that comes out. It’s one thing to sell a bunch of cards that companies can stick into their existing hardware, but it’s another to get embedded into the actual pieces of hardware themselves — which is what’s going to need to happen if it wants to be a true workhorse for devices on the edge, like security cameras or things handling speech recognition. That makes the buying cycle a little more difficult, but at the same time, there will be billions of devices out there that need advanced hardware to power their inference operations.
“If we can sell a PCI card, you buy it and drop it in right away, but those are usually for low-volume, high-selling price products,” Henry said. “The other customers we serve design you into the hardware products. That’s a longer cycle, that can take upwards of a year. For that, typically the volumes are much higher. The nice thing is that you’re really really sticky. If they design you into a product you’re really sticky. We can go after both, we can go after board sales, and then go after design.”
There are probably going to be two big walls to Mythic, much less any of the other players out there. The first is that none of these companies have shipped a product. While Mythic, or other companies, might have a proof-of-concept chip that can drop on the table, getting a production-ready piece of next-generation silicon is a dramatic undertaking. Then there’s the process of not only getting people to buy the hardware, but actually convincing them that they’ll have the systems in place to ensure that developers will build on that hardware. Mythic says it plans to have a sample for customers by the end of the year, with a production product by 2019.
That also explains why Mythic, along with those other startups, are able to raise enormous rounds of money — which means there’s going to be a lot of competition amongst all of them. Here’s a quick list of what fundraising has happened so far: SambaNova Systems raised $56 million last week; Graphcore raised $50 million in November last year; Cerebras Systems’s first round was $25 million in December 2016; and this isn’t even counting an increasing amount of activity happening among companies in China. There’s still definitely a segment of investors that consider the space way too hot (and there is, indeed, a ton of funding) or potentially unnecessary if you don’t need the bleeding edge efficiency or power of these products.
And there are, of course, the elephants in the room in the form of Nvidia and to a lesser extent Intel. The latter is betting big on FPGA and other products, while Nvidia has snapped up most of the market thanks to GPUs being much more efficient at the kind of math needed for AI. The play for all these startups is they can be faster, more efficient, or in the case of Mythic, cheaper than all those other options. It remains to be seen whether they’ll unseat Nvidia, but nonetheless there’s an enormous amount of funding flowing in.
“The question is, is someone going to be able to beat Nvidia when they have the valuation and cash reserves,” Henry said. “But the thing, is we’re in a different market. We’re going after the edge, we’re going after things embedded inside phones and cars and drones and robotics, for applications like AR and VR, and it’s just really a different market. When investors analyze us they have to think of us differently. They don’t think, is this the one that wins Nvidia, they think, are one or more of these powder keg markets explode. It’s a different conversation for us because we’re an edge company.”
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During CES, the single piece of electronics I spent the most time with, apart from my laptop and camera, was a Mattel Dungeons & Dragons Computer Fantasy Game handheld. This decades-old device held the attention of John Biggs and myself through quite a few drinks as we navigated its arcane interface (eventually slaying the dragon, thank you). These cheap handhelds, sold as impulse buys at drug stores and Toys ‘R Us (RIP), are the latest thing to be collected and emulated in full by MAME and the Internet Archive.
At first when I heard this, I was happy but not particularly impressed. They’re great little devices — mostly terrible games, albeit a nostalgic kind of terrible — but how complicated can they be?
Oh, quite complicated, it turns out.
Unlike, say, an NES ROM, these little gadgets don’t have their graphics palettized, their logic isolated, etc. No, each one of these things is a strange and unique little machine. They must be carefully taken apart and their logic teased out by experts.
For one thing, the graphics aren’t pixels accounted for digitally. They’re etched into the liquid crystal system, to be activated when a charge runs through them. In other words, all the graphics are right there on the same screen, arranged like puzzle pieces.
So you may remember Space Jam looking like this:
But the LCD layer looks like this:
All that is hard-wired into the electronic part, where the logic resides telling which pieces to light up and when.
I won’t go into the details — read the interesting Internet Archive post if you’re curious. Basically it was a ton of hard work by a bunch of dedicated folks on the MAME crew. Incidentally, thanks to them and everyone else who’s kept that project going for years and years.
The only thing that’s missing is the interface — that is, the plastic. These things were great not because they were actually great games, but because they cost like $10 and would keep your kid occupied on a road trip for a few hours while they got beaten over and over again by the first three enemies. The cheap plastic enclosures and gaudy decorations are part of the fun.
No one wants to play this:
But this?
I’d definitely bug my mom to get me that. In fact, I think I did.
You can check out the scores of games the teams have already digitized at the Handheld History page, and if you’re in an emulatin’ mood, check out the other gazillion systems you can play in the browser in Archive’s Internet Arcade and Console Living Room.
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Instagram’s next big Stories feature could let you compliment or trash talk other people’s feed posts, or embed a “see post” button to promote your own. A TechCrunch reader sent us these screenshots of the new feature, which Instagram confirmed to us is appearing to a small subset of users. “We’re always testing ways to make it easier to share any moment with friends on Instagram” a spokesperson wrote. Now those moments can include dunking on people.
Instagram has never had a true “regram” feature with the feed, just slews of unofficial and sometimes scammy apps, but this is perhaps the closest thing. Users often screenshot feed posts and share them in Stories with overlaid commentary, but this limited the cropping and commentary options. Making an official “reshare could unlock all sorts of new user behaviors, from meme curation to burn book shade throwing to social stars teasing their feed posts in their Stories. Brands might love it for using their Stories to cross-promote a big ad campaign. Employing Stories to drive extra Likes and comments to permanent posts could help them gain more visibility in Instagram’s feed ranking algorithm.
Here’s how the feed post to Instagram Stories sharing feature works. You pick any public, permanent Instagram post and tap a button to embed it in your Story. You can tap to change the design to highlight or downplay the post’s author, move and resize it within your Story post, and add commentary or imagery using Instagram’s creative tools. When people view the story, they can tap on the post embed to bring up a “see post” button which opens the permanent feed post.
Users who don’t want their posts to be “quote-Storied” can turn off the option in their settings, and only public posts can be reshared. Facebook says it doesn’t have details about a wider potential rollout beyond the small percentage of users currently with access. But given the popularity of apps like Repost For Instagram, I expect the feature to be popular and eventually open to everyone.
Quote-Storying could help keep the feed relevant as more users spend their time sharing to the little bubbles that sit above it. And it offers a powerful viral discover mechanism for creators who can now ask fans to quickly reshare their post rather than having to awkwardly screenshot and upload them.
While both Instagram and Snapchat have let people privately send other people’s posts to friends as private messages, Snapchat lacks a way to embed other Stories or Discover content in your Story. Snapchat may have pioneered the Stories format, but Instagram has been rapidly iterating with features like Super Zoom and Highlights to extend its user count lead over the app it cloned.
The move by Instagram further ties together the three parts of its app: the permanent feed, ephemeral Stories, and private Direct messaging. You can imagine someone finding a post in the feed, resharing it their story, then joking about it with friends over Direct. It’s this multi-modal social media usage that turns casual users into loyal, ad revenue-generating ‘Grammers.
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There are plenty of choices out there if you want to learn a new language, but if you’re in Europe, chances are you’ve given Babbel a shot. The app, which started back in 2007 on the web, is celebrating its 10th birthday by expanding to the U.S. — a unique country that has proven a unique challenge for the company and its model.
We chatted with Babbel’s Chief Strategy Officer and co-founder, Thomas Holl, at the company’s headquarters in Berlin. The success of the company was evident in the lively, populous workplace.
But although the app is the top-grossing language learning app in the world, it’s more than possible that many of our readers haven’t encountered it, since it started in Europe and until very recently has stayed there.
It differs from other popular platforms like Duolingo, Holl explained, by focusing on real-world settings like introductions and restaurant interactions.
“I think it’s very practical, and that’s probably the difference to many other solutions out there that have a rather structural approach — we’re always focused on language that you can actually use in real life.”
There’s also something unique about each pair of languages — that is to say, a Mandarin speaker has different challenges learning French than a Spanish speaker. So lessons and progression are specific to each pairing, not just copy-pasted and translated. Babbel touts this as a reason why people learn faster on its platform. (People may feel they need to get their money’s worth as well – it’s a subscription service.)
Expanding to the U.S. has been the company’s main ambition over the last year, but the U.S. is very unlike the tangle of closely-related, multilingual states on that side of the pond. Few people are looking to improve a second or third language in order to advance their careers, Holl pointed out, with a major exception: English learners.
It shouldn’t surprise anyone that the most popular language to learn in the U.S. is English; we are a country of immigrants, after all, and although we have many communities that speak their native language at home, English is a necessity for getting by.
Babbel has deployed a new type of monolingual course for advanced English learners, essentially a story in English that you fill out as it goes along. The audio portion has the added difficulty of multiple English (and Scottish, and Liverpudlian) accents.
Combined with apps like Blue Canoe, which focuses on pronunciation, English learners are beginning to have a real wealth of resources online.
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HQ Trivia was removed from the App Store following a controversial ending to a $25K game on Sunday night, according to Business Insider.
HQ has introduced a new high-stakes version of the game where one winner takes home a larger prize. However, on Sunday night, no one won the $25K.
The company posted on its Twitter account that moderators kick players who break the company’s TOS.
HQ moderators kick players that violate HQ’s Terms of Service and Contest Rules. For more information, please refer to our Terms of Service here: https://t.co/septsPVgOm
— HQ Trivia (@hqtrivia) March 19, 2018
HQ would not be specific about what rules were broken, but BI reports that Twitter users had suggested it was due to jailbroken iPhones, which could be running software that gives users a leg up in the trivia competition.
For those who missed the game last night, two players remained for the final question. One was removed due to breaking the TOS, and the remaining player missed the last question, resulting in no winner.
Cheating seems to be a growing problem with HQ Trivia. There are countless guides online about how to cheat, including obvious methods like using voice dictation and a second device to Google search each question. The time limit makes that more difficult, but not impossible.
But as HQ grows its prize pot — the original prize was $1000 — cheating on the platform, and the methods by which people cheat, is only bound to intensify.
Even more bizarre, the app was seemingly removed from the App Store following the game. It has since re-appeared on the App Store.
HQ says that last night’s game and HQ’s removal from the App Store are unrelated events. A spokesperson from the company confirmed Mashable’s report that the app was removed because of a clerical error. Long story short, someone at HQ forgot to update the expired credit card info in the developer portal of the App Store.
App analytics firm Apptopia confirmed that HQ Trivia was removed from the App Store briefly, and that it has been falling in ranking for the past 30 to 60 days.
We reached out to Apple and haven’t heard back. We will report back as soon as we know more.
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Facebook is eager to displace YouTube and Patreon in order to become the home of online content creators, so it’s testing a bunch of new ways for them to earn money and connect with fans. Facebook’s dedicated Creator app that launched in November on iOS will come to Android soon, and it’s also starting a closed beta program where social media stars can work with it to build new features. It’s already cooked up new ones like a leaderboard for each creator’s most engaged fans who earn a special badge next to their comments, as well as a version of its Rights Manager tool for removing or taking over monetization of unofficial copies of their videos.
But most interesting are the new monetization options Facebook is trying out. It will let some users sign-up for a monthly subscription patronage payment to their favorite creators in exchange for exclusive content and a fan badge just like on Patreon . This will bring Facebook into the world of in-app purchases. Fans will be able to sign up for a $4.99 per month subscription, with Facebook forgoing a cut during the testing period, though the App Store and Google Play will get their 30 percent cut. That means creators will get $3.50 per month per subscriber.
It seems that rather than letting creators set their own price points including a cheap $1 per month option like on Patreon where the average subscription is $12 and the startup takes a 5 percent cut, Facebook is aiming for simplicity of pricing at mid-tier point. However it did mention custom pricing could come later. Not adding its own rake shows how much Facebook is prioritizing getting creators onto its platform. Facebook will launch the program next month with ten creators across the U.S. and U.K.
Meanwhile, Facebook has created a tool that lets creators show off a portfolio of their content expertise and audience, and get connected to businesses to hammer out branded content and sponsorship deals. It’s effectively Facebook’s version of Niche, the creator-sponsor deal broker that Twitter acquired in 2015 for around $50 million. [Disclosure: My cousin Darren Lachtman co-founded Niche] Facebook isn’t taking a cut here either during the testing period.
In both cases, Facebook might add a 5, 15, 30, or 45 percent cut when the features officially launch. Facebook already takes a 45 cut of ad break revenue when creators insert ads into their videos. Facebook also has a direct, one-time $3 tipping feature it’s testing with game streamers.
Creators who want access to the new product and monetization tests can sign-up here. “Creators are vibrant, diverse, and wonderful at building community, bringing people from across the world together around shared passions – and that’s why Facebook is a natural home for them” says Facebook’s VP of product for video Fidji Simo.
Facebook already lets creators use ad breaks and self-brokered sponsored content deals to monetize, but the digital arts economy still doesn’t let them earn enough to survive on this long-tail audience model. Facebook is taking a hint from its work with game developers, where it found that a tiny percentage of “whales” spend most of the money that games earn. Similarly, Facebook is now trying to equip creators with ways to earn the most possible from their biggest, most passionate fans who might pay way more in a tip or monthly subscription than a creator could ever earn through ads.
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Facebook is challenging Twitch and YouTube for video game live streaming supremacy with the release of its new Games SDK for PC. After testing Live streaming from games like Overwatch from developers like Blizzard since 2016, today Live broadcasting from PC games to the News Feed opens to all developers. And Facebook will let them reward fans who watch by providing in-game items or bonuses. For example, beneath the comments reel, users might see a promotion like “Watch Paladins streams for a chance to earn random loot to use in-game.”
The potential for viral growth and sales could convince tons of game developers to bake in Facebook’s new SDK, while players could use the simple broadcasting feature to reach a big audience — though one not as dedicated to gaming as on other platforms. Viewers might choose to watch on Facebook because they get rewarded there. Facebook meanwhile benefits because game streams create compelling niche content that can drive long viewing sessions, helping Facebook monetize viewers in the moment with ads while locking them deeper into the platform long-term.
Facebook is also hooking up developers with deeper analytics through custom “app events” that are now available on PC as well as web and mobile. Game developers can also integrate Facebook’s enhanced Friend Finder feature that lets them play with friends and now see “Key Player Stats” about other people they want to join up with to keep playing together. Developers who want access to the SDK can sign up here.
Facebook got a late start in the game streaming world but has been rapidly developing features and signing deals to grow its viewer base and content catalogue. It inked a deal with esports league leader ESL last year, and just added streaming from tournaments of top games like Counter-Strike and DOTA. It’s brought Live streaming to Messenger games. Facebook also recently started testing a way for viewers to tip cash to their favorite streaming stars, and has even hired some of them for its games team.
The question will be if a catch-all mainstream social network can succeed in such a niche content space. 800 million people play Facebook-connected games each month. But not everyone’s real-world friends care about video games or want to watch their buddies play, so broadcasts could fall flat if they don’t find the particular subset who love gaming. On networks like Twitch or corners of YouTube, people are there specifically to watch game stream. So Facebook will have to use rapid feature development, and it’s size and potential for audience growth to attracts streamers, viewers, and developers. Otherwise gamers might stay where they never feel embarrassed about their passion.
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Autonomous vehicles are increasingly becoming the shiny object in Silicon Valley. But the opportunity doesn’t just extend to cars driving around the streets of a major metropolitan area, and Igino Cafiero and Aubrey Donnellan hope to take it somewhere a little less obvious: the middle of an orchard.
Cafiero and Donnellan are building an autonomously-driven tractor as part of a startup called Bear Flag Robotics. The pair argue that there’s increasingly a struggle to find enough labor to work on farms, and even then, the costs are continuing to rise over time — leading to a need to increase those efficiencies on the actual field in addition to a lot of new technology like satellite imagery and computer vision to analyze the health of plants. The first product for Bear Flag Robotics is a self-driving tractor, and the company is coming out of Y Combinator’s winter class this year.
“We got a tour of an orchard and just how pronounced the labor problem is,” Donnellan said. “They’re struggling to fill seats on tractors. We talked to other growers in California. We kept hearing the same thing over and over: labor is one of the most significant pain points. It’s really hard to find quality labor. The workforce is aging out. They’re leaving the country and going into other industries.”
There are certainly a lot of technical challenges that go into it, and not just pertaining from having the right computer vision products in place in order to create an autonomous tractor. For example, the tractors have to be able to operate without a GPS signal, Donnellan said, simply because operating a tractor in an orchard may mean driving around with a ton of canopy cover — which could block the signal. It might be a little simpler to just drive down a path in an orchard, but there’s still quite a lot to consider, she said.
“We have this platform that we’ve plugged a ton of sensors into it,” Cafiero said. “That includes cameras. When you look forward, once we’ve automated the driving part, the sky’s the limit in terms of utilizing some of this technology once it’s out there. When we’re out there we can use these cameras, and be able to make recommendations and spot treatment in the field.”
When it comes to testing, Cafiero and Donnellan just go out to an orchard over in Sunnyvale a few times a week to see what some of the challenges growers face.
While finding labor has been a challenge, Cafiero acknowledges that there are still questions around undocumented labor when it comes to labor on those farms. He said, in the end, Bear Flag Robotics’ aim is to augment the workforce by taking away some of the more mundane tasks required on the fields. Cafiero also said that there’s a lot of reverse immigration happening from the U.S., leading to more of a labor shortage.
“The work itself is really tough work,” Donnellan said. “You’re in the field all day long, sometimes in inclement conditions. One of the tasks we’re automating is spraying, fungicides, herbicides, and these people out there, they’re wearing hazmat suits. It’s not good for their health to be doing these tasks in general. When you’re presented in higher paying jobs in other fields, there’s less of a case to go into that job, and there’s demand in a lot of other industries like construction [and other industries] where it’s easier work and better pay.”
Selling the actual tractor can also be a challenge, simply because potential customers will be buying their equipment down the road at sellers they know. If something breaks down, they need someone to come over, in person, as soon as possible to fix it or risk losing yield. And the major equipment providers may too see the need to start working on autonomous tools. Cafiero’s hope is that the startup will be able to work with local sellers and get into those channels, and that’s the only logical place to start. There might be some aim to scale up over time, but the company hopes to just get started with local dealerships for now.
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Online gamers love to talk a big game, but how willing are they to put their money with their mouth is? Players Lounge is a home for gamers looking to make friendly wagers with strangers and friends in head-to-head matches.
When we first covered the startup back in 2015, the team was getting people together at bars in New York for one-off FIFA tournaments on slow nights. Since then, Players Lounge has moved towards greater scalability, though their niche has still centered heavily on sports titles like FIFA and Madden. The company is launching out of Y Combinator’s latest class with some new funding and some new plans to capture gamers’ attention.
The company is already expanding beyond its console sports roots, and has added support for titles like Fortnite and Call of Duty, though there’s still a lot of room for the company to flex on PC which hosts some of the most devoted gamers.
After connecting their gaming accounts, users load cash onto the platform via credit card, PayPal or Bitcoin and can use the funds to enter into head-to-head wagers. The company takes 10 percent of wagers. Bets can range from $2.50 to $500. When it comes to legality, because eSports are considered a game of skill in most states, Players Lounge can operate without a hitch. A few states still don’t allow it though, so if players are in Arizona, Iowa, Louisiana or North Dakota, they won’t be able to make wagers on the site.
One of the biggest issues with online gameplay is matching users of similar skillsets to each other. No one wants to get thrown into a match with a professional eSports player when they barely know what they’re doing. Players Lounge has its own rating system to independently determine someone’s skills as a gamer on a 100-point scale so that users can match themselves up for head-to-head battles accordingly before they pony up a wager.
When money comes into play, gaming can understandably turn ugly. Add in the largely anonymous quality that comes from just knowing someone by their user name and you’re left with a platform ripe for abuse. Players Lounge hasn’t been shy about bringing down the ban hammer on users trying to game the system. In the future, it’s looking to mandate the use of anti-cheating software for anyone on the platform.
The company is looking to add support for larger groups to go at it against each other rather than the current 1v1 wagers. As the company has added support to new titles, its revenues have grown 100 percent month-over-month for the past four months on an annualized run rate of $2 million, the company says. Users are also sticking around, the company says that 30 percent of users play another match within 12 weeks of playing their first game on the service.
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