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Meta has reportedly shelved its watch with in-built cameras

Last year, leaked photos of Meta’s smartwatch with a camera made the rounds. But the product may never make it to the light of day: according to a report in Bloomberg, the parent company of Facebook has halted its development.
The report does not give a reason for the about-face, but in April, the tech giant said that it lost $3 billion in Q1 in metaverse development.
Meta (and before it Facebook) has been looking for years for a route into hardware to diversify its business and to fill out a more vertically integrated approach to building tech products, not unlike Apple and Google.
While Facebook-owned Oculus has produced the company’s biggest hardware hits, the watch becomes the latest in a line of stops and starts in Facebook’s hardware efforts. Others have included an ill-fated attempt to break into smartphones, the Portal screen, and a many-years-long effort with glasses (still not launched).
One reason for the shift could have been also due to design issues. Bloomberg said that a prototype of the watch had two cameras — a five-megapixel on the front and one rather oddly placed 12-megapixel camera on the back.
The company wanted to use electromyography and convert nerve signals into digital commands, which could be helpful in games and virtual world experiences. But the second camera proved to be a roadblock to that feature, and the firm decided to stop its development.
Meta had been aiming at releasing the watch next year with a $349 price tag.
According to photos and videos of the prototype, apart from the camera, the smartwatch had features that are now fairly standard for smartwatches and wrist wearables, such as activity tracking, notifications and cellular connectivity through eSIM. The device, codenamed Milan, was touted to have an 18-hour battery life.
This is not the end of the line for some of the tech it has built, it seems. Bloomberg’s report suggested that Meta is still working on other wrist-based wearables. The company showed off an AR-controller prototype last year — before it renamed itself Meta — that could be worn on your wrist.
Meta declined to comment on the story.
Meta has reportedly shelved its watch with in-built cameras

Game studio HiDef partners with Snap to develop a Bitmoji dance social mobile game

A game studio, HiDef, announced today that it is teaming up with camera company Snap Inc. to develop an off-platform Bitmoji-based dance and music social game. The game will leverage Snap’s augmented reality tech as well as Bitmoji, the personalized cartoon avatar maker. Bitmoji joined the Snap family over five years ago, and today over a billion avatars have been created.
The Bitmoji-based dance expression game will be a standalone title and is expected to launch in 2023. Snap will also support HiDef’s upcoming flagship dance party game IP, which aims to host a dance party for billions across the globe.
Pany Haritatos, head of Snap Games, said in a statement:
We’re working with HiDef as a marquee partner because of their leadership in the gaming and entertainment space, as well as our shared goal of engaging audiences through creative expression. Games have already captured the interest of 320 million Snapchatters and we are excited to team up with HiDef on this exciting new music and dance game.
“There are over 1 billion Bitmoji avatars just waiting to dance! We’re honored Snap chose HiDef to bring their community onto the virtual dance floor. Our game will offer a new place for Snapchat’s audience to express themselves creatively through music and dance,” said Chip Lange, CEO at HiDef, Inc.
HiDef was co-founded in 2019 by Jace Hall, Anthony Castoro and Rick Fox, as well as Chief Impact Officer David Washington, to build new gaming experiences via a proprietary technology platform.
Game studio HiDef partners with Snap to develop a Bitmoji dance social mobile game

Bumble is planning to expand further into social networking with a new communities feature

Dating platform Bumble is looking to enhance its non-dating social features with a further investment into its Bumble BFF feature, first launched in 2016. This friend-finding feature currently uses the same swiped-based mechanics to connect people looking for platonic relationships but will soon expand to include social networking groups where users can connect with one another based on topics and interests, not just via “matches.”
TechCrunch heard Bumble was venturing more into the social networking space, and Bumble recently hinted at this development during its first-quarter earnings, announced this month.
On the earnings call, the company referenced a Bumble BFF “alpha test” that had been performing well.
It described the test as offering new ways for “people to discover and get to know each other around shared joys and common struggles.” Bumble founder and CEO Whitney Wolfe Herd added that, so far, over 40% of “active BFF users” were engaging with the new experiences being tested and the feature’s one-month retention was upward of 75%.
Bumble didn’t, however, describe the product in much detail, beyond noting it offered a “new group format” for networking.
Reached for further insights, product intelligence company Watchful had additional information. It had uncovered screenshots showing a women-focused “social groups” feature.
There were around 30 different topics available, including things like “Women in Business,” “Networking + mentoring,” “Finding fulfillment,” “Mental health,” “Working moms,” “Body positivity,” “Self care,” “Eating well,” “Grad students,” “Money management,” “Building a better world,” “Recent grads,” “Women’s empowerment,” “Mom life,” “Breakups suck,” “Single not alone,” “Workouts,” “Study hacks + motivation,” “Path to parenthood,” “Pet Parents,” “Wanderlust” and others.
Users could join the groups and create multimedia posts or reply to existing posts, similar to a threaded group chat or lightweight networking product. The topics, so far, seem to cater to a slightly broader crowd than just “young adults,” given there were groups for students as well as working moms.
Bumble confirmed to us this is the same feature that was being discussed during its earnings.
“We are currently testing new product features in our Bumble BFF community for a small number of people. We are assessing feedback from this test to help inform our final product decisions,” a Bumble spokesperson told TechCrunch.
Image Credits: Bumble screenshot via Watchful
On the call, Wolfe Herd had also suggested the new BFF feature could potentially help Bumble generate revenue further down the road.
“We are very focused on the product, building the ecosystem, the communities and really going into this new group format and testing the functionalities that we’ve been hard at work building,” Wolfe Herd said. “As we look to revenue in the future from BFF, there are really multiple pillars of opportunity — and one of them would be advertising,” she continued.
“We will be looking at baking in functionalities to be greater economy efficient or advertising ready for the future but not to expect any near-term revenue from that,” the exec had noted.
Image Credits: Bumble screenshot via Watchful
Originally, the Bumble BFF feature had been designed to help Bumble serve its growing audience of younger singles, who were often looking for new friends to hang out with, not just date. The company had explained at the time of its 2016 launch that it got the idea not only based on user feedback but also because it observed people using its dating app to make friends — particularly when they had just moved to a new city or were visiting a place for a limited time, like on vacation.
Bumble BFF also allowed the company to leverage some of the same technology it was using to create romantic matches — algorithms based on interests, for example — and put them to use for helping users forge platonic connections.
But in the years following its launch, friend-finding has spun out to become its own app category of sorts, particularly among the younger Gen Z demographic who’s more inclined to socially “hang out” online, including through live video, audio and chat-based groups. Snapchat’s platform apps are a good example of this trend in action, as is Gen Z livestreaming app Yubo. Then there was dating giant Match Group’s biggest-ever acquisition with last year’s $1.73 billion deal for Hyperconnect, a company that had been more focused on social networking than dating.
In addition, dedicated social experiences have sprung up to serve Bumble’s core demographic of young, professional women including the motherhood-focused Peanut app; leadership network for professional women, Chief; creator platform for women, Sunroom; female college influencer network 28 Row; community-focused Hey! Vina; and others.
Combined, these factors could create trouble for Bumble, particularly if younger Gen Z users are less inclined to adopt traditional swipe-based dating apps — or, when they do, it’s more to just meet new people, not partners.
Of these, Peanut seems to have more overlap with what Bumble is building — which is interesting, too, since Peanut was founded by former Badoo deputy CEO Michelle Kennedy who brought her understanding of dating app concepts to online socializing. (Today, Bumble, Inc. operates Bumble, Badoo and its latest acquisition Fruitz.) Now, Peanut’s concepts are making their way back to Bumble.
Asked for thoughts on this latest development, Kennedy said it “completely validates the market” that Peanut has been working in for many years — particularly as the current groups spotted had been women focused.
“It’s something that we’ve always believed in. We’ve always known that it’s a huge opportunity. We’ve always seen that. And for Bumble to say, ‘yeah, we agree.’ Huge! Couldn’t be happier,” she said.
Bumble has not said when it expects to launch the social features to the general public.
The company just posted a strong Q1 where it reported $211.2 million in revenue, higher than the consensus estimate of $208.3 million and a 7.2% increase in paying users in the quarter. Bumble’s forecast for its fiscal year 2022 revenue is expected to be in the range of $934-$944 million, higher than previously estimated.
Bumble is planning to expand further into social networking with a new communities feature

6 investors on 2021’s mobile gaming trends and opportunities

Many VCs historically avoided placing bets on hit-driven mobile gaming content in favor of clearer platform opportunities, but as more success stories pop up, the economics overturned conventional wisdom with new business models. As more accessible infrastructure allowed young studios to become more ambitious, venture money began pouring into the gaming ecosystem.
After tackling topics including how investors are looking at opportunities in social gaming, infrastructure bets and the moonshots of AR/VR, I asked a group of VCs about their approach to mobile content investing and whether new platforms were changing perspectives about opportunities in mobile-first and desktop-first experiences.
While desktop gaming has evolved dramatically in the past few years as new business models and platforms take hold, to some degree, mobile has been hampered. Investors I chatted with openly worried that some of mobile’s opportunities were being hamstrung by Apple’s App Store.
“We are definitely fearful of Apple’s ability to completely disrupt/affect the growth of a game,” Bessemer’s Ethan Kurzweil and Sakib Dadi told TechCrunch. “We do not foresee that changing any time in the near future despite the outcry from companies such as Epic and others.”
All the while, another central focus seems to be the ever-evolving push toward cross-platform gaming, which is getting further bolstered by new technologies. One area of interest for investors: migrating the ambition of desktop titles to mobile and finding ways to build cross-platform experiences that feel fulfilling on devices that are so differently abled performance-wise.
Madrona’s Hope Cochran, who previously served as CFO of Candy Crush maker King, said mobile still has plenty of untapped opportunities. “When you have a AAA game, bringing it to mobile is challenging and yet it opens up an entire universe of scale.”
Responses have been edited for length and clarity. We spoke with:

Hope Cochran, managing director, Madrona Venture Group

Daniel Li, partner, Madrona Venture Group

Ethan Kurzweil, partner, Bessemer Venture Partners

Sakib Dadi, investor, Bessemer Venture Partners

Alice Lloyd George, founding partner, Rogue VC

Gigi Levy-Weiss, general partner, NFX

Hope Cochran and Daniel Li, Madrona Venture Group
Does it ever get any easier to bet on a gaming content play? What do you look for?
Hope Cochran: I feel like there are a couple different sectors in gaming. There’s the actual studios that are developing games and they have several approaches. Are they developing a brand new game, are they reimagining a game from 25 years ago and reskinning it, which is a big trend right now, or are they taking IP that is really trendy right now and trying to create a game around it? There are different ways to predict which ones of those might make it, but then there’s also the infrastructure behind gaming and then there’s also identifying trends and which games or studios are embracing those. Those are some of the ways I try to parse it out and figure out which ones I think are going to rise to the top of the list.
Daniel Li: There’s this single-player narrative versus multiplayer metaverse and I think people are more comfortable on the metaverse stuff because if you’re building a social network and seeing good early traction, those things don’t typically just disappear. Then if you are betting more on individual studios producing games, I think the other thing is we’re seeing more and more VCs pop up that are just totally games-focused or devoting a portion of the portfolio to games. And for them it’s okay to have a hits-driven portfolio.
There seems to be more innovation happening on PC/console in terms of business models and distribution, do you think mobile feels less experimental these days? Why or why not?
Hope Cochran: Mobile is still trying to push the technology forward, the important element of being cross-platform is difficult. When you have a AAA game, bringing it to mobile is challenging and yet it opens up an entire universe of scale. The metrics are also very different for mobile though.
Daniel Li: It seems like the big monetization innovation that has happened over the last couple of years has been the “battle pass” type of subscription where you can unlock more content by playing. Obviously that’s gone over to mobile, but it doesn’t feel like mobile has had some sort of new monetization unlock. The other thing that’s happened on desktop is the success of the “pay $10 or $20 or $20 for this indie game” type of thing, and it feels like that’s not going to happen on mobile because of the price points that people are used to paying.
Alice Lloyd George, Rogue VC

6 investors on 2021’s mobile gaming trends and opportunities

TrendForce expects the smartphone market to slowly recover in 2021, but Huawei won’t benefit

After a dismal year, the global smartphone market will slowly start recovering in 2021, predicts TrendForce. But Huawei won’t benefit and, in fact, will fall out of the research firm’s list of the world’s top six smartphone makers by production volume.
In 2020, global smartphone production dropped 11% year-over-year to 1.25 billion units. This year, TrendForce expects it to increase by 9% to 1.36 million units, as people replace old devices and demand grows in emerging markets. But even that slight recovery is contingent on how the pandemic continues to impact the economy and the global chip shortage that is currently causing production delays across almost the entire electronics industry.
In 2020, the top six smartphone brands in order of production volume were Samsung, Apple, Huawei, Xiaomi, OPPO and Vivo. But this year TrendForce expects Huawei to slip out of that ranking, with the new top-six list comprising Samsung, Apple, Xiaomi, OPPO, Vivo and Transsion.

Those six companies are expected to account for 80% of the global smartphone market in 2021, while Huawei will come in at seventh place.
The main reason for Huawei’s drop is the divestment of its budget smartphone brand, Honor. Huawei confirmed in November that it is selling Honor to a consortium of companies to save the division’s supply chain from the impact of United States government trade restrictions.

Huawei sells budget phone unit Honor to state-backed firms, distribution partners

The spin-out was meant to shield Honor from the sanctions that have hurt Huawei’s business. But “it remains to be seen whether the ‘new’ Honor can capture consumers’ attention without the support from Huawei. Also, Huawei and the new Honor will be directly competing against each other in the future, especially if the former is somehow freed from the U.S. trade sanctions at a later time,” said TrendForce’s report.
In a previous report published shortly after Honor’s sale was announced, TrendForce predicted that the deal, along with the global chip shortage, meant Huawei would take just 4% of the market in 2021, compared to the 17% it held in 2019, and estimated 14% in 2020. Apple is expected to take away some market share from Huawei’s high-end smartphones, while Xiaomi, OPPO and Vivo will also benefit. TrendForce expects the newly spun-out Honor to take 2% market share in 2021.

Not even 5G could rescue smartphone sales in 2020

TrendForce expects the smartphone market to slowly recover in 2021, but Huawei won’t benefit