All posts in “Social”

Facebook launches gameshows platform with interactive video

Rather than build its own HQ trivia competitor, Facebook is launching a gameshow platform. Today the company announced a new set of interactive live and on-demand video features that let creators adds quizzes, polls, challenges, and gamification so players can be eliminated from a game for a wrong answer. The features could help Facebook achieve its new mission to push healthier active video consumption rather than passive zombie watching that hurts people’s well-being. Creators and publishers who want early access can sign up here.

Gameshow launch partners include Fresno’s What’s In The Box where viewers guess what’s inside, and BuzzFeed News’ Outside Your Bubble where contestants have to guess what their opponents are thinking. Plus, Facebook is testing the ability to award prize money with (Business) INSIDER’s Confetti, where viewers answer trivia questions and can see friends’ responses, with winners splitting the cash.

“Video is evolving away from just passive consumption to more interactive two-way formats”, Simo tells TechCrunch. “We think creators will want to reward people. If this is something that works will with Insider and Confetti, we may consider rolling out payments tools.”

When asked if Facebook was inspired by HQ, Simo repeatedly dodged the question and avoiding mentioning the startup’s name, but relented in saying “I think they’re part of a much broader trend that is making content interactive. We’ve seen that across much more than one player.”

Facebook won’t be taking a share of the prize money in this test. For now, it’s also forgoing its cut of its $4.99 per month subscriptions option that lets fans pay for exclusive content, which rolls out today to more creators. Facebook also just launched its Brand Collabs Manager that we scooped in May, which helps brands browse creators by demographic and portfolio so they can set up sponsored content and product placement deals.

Initially Facebook is not taking a cut there either. For all three of these features, though, Simo says “that doesn’t mean we never will.” Creators can sign up for these monetization options here.

The new interactive video features will be available to all publishers and creators, alongside the global launch of the Android version of Facebook’s Creator app for web celebs. The tools range from offering basic in-video polls to creating a full trivia gameshow. Creators and will be able to write out their trivia questions and designate correct answers, as well as “write down the logic of the game” says Simo.

While polls will work for Live and on-demand videos, gamification that impacts the outcome of the broadcast is only for Live. Brent Rivera and That Chick Angel are two creators who will be testing the features in the coming weeks. Facebook already found that fans enjoyed polling on its Watch show Help Us Get Married, which let viewers influence the wedding planning decisions about themes and the venue.

Facebook’s last attempt at original video, its Watch hub, saw mediocre adoption as the content felt also-ran rather than something special or must-see. That’s why Facebook is expanding Watch to offer a broader range of shows for more creators, including potentially longer or non-episodic content. That includes bringing Facebook videos originally only hosted on Pages into the Watch destination.

Facebook’s family of apps will get another chance at an original video home run when Instagram launches its long-form video hub tomorrow, according to TechCrunch’s sources.

What we’re seeing here is positioning that diverges Facebook and Instagram’s video efforts. Facebook’s might be more interactive, about playing and watching with friends, and embrace more novel new formats like mobile gameshows. Instagram, with its history of polished photos, could house more traditional high-end entertainment content.

“We’re not trying to do one show or one trivia game. We’re trying to get every creator to create such gameplay. The beauty of the creators space is that they each have a unique audience” Facebook’s VP of video product Fidji Simo tells me. With 2.2 billion users, making an in-house one-size-fits-all game may have been impossible.

Pew: Social media still growing in emerging markets but stalled elsewhere

Facebook founder Mark Zuckerberg’s (so far) five-year project to expand access to the Internet in emerging markets makes plenty of business sense when you look at the latest report by the Pew Research Center — which shows social media use has plateaued across developed markets but continues to rise in the developing world.

In 2015-16, roughly four-in-ten adults across the emerging nations surveyed by Pew said they used social networking sites, and as of 2017, a majority (53%) use social media. Whereas, over the same period, social media use has generally been flat in many of the advanced economies surveyed.

Internet use and smartphone ownership have also stayed level in developed markets over the same period vs rising in emerging economies.

Pew polled more than 40,000 respondents in 37 countries over a roughly three month period in February to May last year for this piece of research.

The results show how developing markets are of clear and vital importance for social behemoth Facebook as a means to eke continued growth out of its primary ~15-year-old platform — plus also for the wider suite of social products it’s acquired around that. (Pew’s research asked people about multiple different social media sites, with suggested examples being country-specific — though Facebook and Twitter were staples.)

Especially — as Pew also found — of those who use the internet, people in developing countries often turn out to be more likely than their counterparts in advanced economies to network via social platforms such as Facebook (and Twitter) .

Which in turn suggests there are major upsides for social platforms getting into an emerging Internet economy early enough to establish themselves as a go-to networking service.

This dynamic doubtless explains why Facebook has been so leaden in its response to some very stark risks attached to how its social products accelerate the spread and consumption of misinformation in some developing countries, such as Myanmar and India.

Pulling the plug on its social products in emerging markets essentially means pulling the plug on business growth.

Though, in the face of rising political risk attached to Facebook’s own business and growing controversies attached to various products it offers, the company has reportedly rowed back from offering its ‘Free Basics’ Internet.org package in more than half a dozen countries in recent months, according to analysis by The Outline.

In March, for example, the UN warned that Facebook’s platform was contributing to the spread of hate speech and ethnic violence in crisis-hit Myanmar.

The company has also faced specific questions from US and EU lawmakers about its activities in the country — with scrutiny on the company dialed up to 11 after a major global privacy scandal that broke this spring.

And, in recent months, Facebook policy staffers have had to spend substantial quantities of man-hours penning multi-page explanations for all sorts of aspects of the company’s operations to try to appease angry politicians. So it looks pretty safe to conclude that the days of Facebook being able to pass off Internet.org-fueled business expansion as a ‘humanitarian mission’ are well and truly done.

(Its new ‘humanitarian project’ is a new matchmaking feature — which really looks like an attempt to rekindle stalled growth in mature markets.)

Given how the social media usage gap is closing between developed vs developing countries’ there’s also perhaps a question mark over how much longer Facebook can generally rely on tapping emerging markets to pump its business growth.

Although Pew’s survey highlights some pretty major variations in usage even across developed markets, with social media being hugely popular in Northern America and the Middle East, for example, but more of a patchwork story in Europe where usage is “far from ubiquitous” — such as in Germany where 87% of people use the internet but less than half say they use social media.

Cultural barriers to social media addiction are perhaps rather harder for a multinational giant to defeat than infrastructure challenges or even economic barriers (though Facebook does not appear to be giving up on that front either).

Outside Europe, nations with still major growth potential on the social media front include India, Indonesia and nations in sub-Saharan Africa, according to the Pew research. And Internet access remains a major barrier to social growth in many of these markets.

“Across the 39 countries [surveyed], a median of 75% say they either use the internet occasionally or own a smartphone, our definition of internet use,” it writes. “In many advanced economies, nine-in-ten or more use the internet, led by South Korea (96%). Greece (66%) is the only advanced economy surveyed where fewer than seven-in-ten report using the internet. Conversely, internet use is below seven-in-ten in 13 of the 22 emerging and developing economies surveyed. Among these countries, it is lowest in India and Tanzania, at a quarter of the adult population. Regionally, internet use is lowest in sub-Saharan Africa, where a median of 41% across six countries use the internet. South Africa (59%) is the only country in the region where at least half the population is online.”

India, Indonesia and sub-Saharan Africa are also regions where Facebook has pushed its controversial Internet.org ‘free web’ initiative. Although India banned zero-rated mobile services in 2016 on net neutrality grounds. And Facebook now appears to be at least partially rowing back on this front itself in other markets.

In parallel, the company has also been working on a more moonshot-y solar-powered high altitude drone engineering to try to bring Internet access (and thus social media access) to remoter areas that lack a reliable Internet connection. Although this project remains experimental — and has yet to deliver any commercial services.

Pew’s research also found various digital divides persisting within the surveyed countries, related to age, education, income and in some cases gender still differentiating who uses the Internet and who does not; and who is active on social media and who is inactive.

Across the globe, for example, it found younger adults are much more likely to report using social media than their older counterparts.

While in some emerging and developing countries, men are much more likely to use social media  than women — in Tunisia, for example, 49% of men use social networking sites, compared with just 28% of women. Yet in advanced countries, it found social networking is often more popular among women.

Pew also found significant differences in social media use across other demographic groups: Those with higher levels of education and those with higher incomes were found to be more likely to use social network sites.

IRL wants to get people together offline

Social planning apps are a dime a dozen, but none have risen to become a mainstay in our digital lives. IRL, founded by Abe Shafi and Scott Banister, is looking to break the pattern, focusing on positivity to get people excited about hanging out offline.

When users first sign up, they’re asked a series of multiple choice questions about their friends: “Who is the best at building pillow forts?” or “Who has the best style?” with four of your contacts as possible answers. These ‘nominations’ are meant to catalyze making plans with those friends. Those nominations stay anonymous.

From there, users can choose from a wide variety of interests like “Netflix and Chill,” “Grab Burgers,” or “Watch the World Cup.” Once they’ve chosen an interest, they can mark the time (today, soon, or pick a date) and send an invite to friends, at which point the group comes up with the right time and place for the plans.

According to cofounder and CEO Abe Shafi, the structure of IRL is meant to take the pressure off of any one person from being the ‘host.’

“We designed IRL so that people could send out lightweight invitations,” said Shafi. “We want people to be able to say ‘hey, I want to do something’ and send it out to a larger group of friends, letting people opt in and decide what they want to do. Creating a safe container that lets people opt in helps with social anxiety around making plans.”

This isn’t Shafi’s first go-round in the world of tech startups. Shafi sold his startup GetTalent to Dice in 2013. Shafi said that one of the difficulties in enterprise software was that he felt less and less connected to the problems he was solving, and knew that he felt at his best spending time with friends and family.

“I knew I didn’t want to participate in the distraction economy,” said Shafi. “More and more articles came out saying the healthiest thing you can do is spend time with people. I thought more about creating an app to help people get together, which in many ways is the white whale of consumer web.”

That’s how the idea for IRL started. But it wasn’t always called IRL. In fact, Shafi first launched an app called Gather, which we wrote about in early 2017.

Gather did an incredibly poor job of notifying users when it was sending out texts to their friends and contacts to join the app. While social apps have a limited window to get people on the app with their friends, Gather’s approach was reckless and ended up backfiring.

“That was our biggest mistake,” said Shafi. “We had a lot of really bad UX and UI that didn’t make it clear at all when you were inviting someone to Gather whether they were on or off the app, and it made people really confused.”

Shafi says that he and the team have learned a lot from Gather, and have implemented much more clear notifications around when a button in the app might send a text to someone who isn’t already on the IRL app. For example, during onboarding when the app asks you to send out nominations, it’ll show a couple of people already on the app and a couple of people from your contacts that haven’t downloaded the app. Those who aren’t on IRL will have an asterisk next to their name with a note on the page saying that those with an asterisk will be sent a text.

Some people still don’t do a great job of reading the fine print, so there are still some users in the app’s review section expressing their displeasure. But IRL has done a much better job of clarifying any step or action that might initiate a text send to a contact off the app.

Today, IRL launches its Android app, which you can find in the Google Play store.

IRL has received an undisclosed amount of funding from Floodgate and Founders Fund, and Cyan Banister (Scott Banister’s partner) led the Founders Fund round.

Bet money on yourself with Proveit, the 1-vs-1 trivia app

Pick a category, wager a few dollars, and double your money in 60 seconds if you’re smarter and faster than your opponent. Proveit offers a fresh take on trivia and game show apps by letting you win or lose cash on quick 10-question, multiple choice quizzes. Sick of waiting to battle a million people on HQ for a chance at a fraction of the jackpot? Play one-on-one anytime you want or enter into scheduled tournaments with $1,000 or more in prize money, while Proveit takes around 10 percent to 15 percent of the stakes.

“I’d play Jeopardy all the time with my family and wondered ‘why can’t I do this for money?’” says co-founder Prem Thomas.

Remarkably, it’s all legal. The Proveit team spent two years getting approved as ‘skill-based gaming’ that exempts it from some laws that have hindered fantasy sports betting apps. And for those at risk of addiction, Proveit offers players and their loved ones a way to cut them off.

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The scrappy Florida-based startup has raised $2.3 million so far. With fun games and a snackable format, Proveit lets you enjoy the thrill of betting a moment’s notice. That could make it a favorite amongst players and investors in a world of mobile games without consequences.

“I could spend $50 for a three-hour experience in a movie theater, or I could spend $2 to enter a Proveit Movies tournament that gives me the opportunity to compete for several thousand dollars in prize money” says co-founder Nathan Lehoux. “That could pay for a lot of movies tickets!”

Proving It As Outsiders

St Petersburg, FL isn’t exactly known as an innovation hub. But outside Tampa Bay, far from the distractions, copycatting, and astronomical rent of Silicon Valley, the founders of Proveit built something different. “What if people could play trivia for money just like fantasy sports?” Thomas asked his friend Lehoux.

That’s the same pitch that got me interested when Lehoux tracked me down at TechCrunch’s SXSW party earlier this year. Lehoux is a jolly, outgoing fella who became interested in startups while managing some angel investments for a family office. Thomas had worked in banking and health before starting a yoga-inspired sandals brand. Neither had computer science backgrounds, and they’d raised just a $300,000 seed round from childhood friend Hilt Tatum who’d co-founded beleaguered real money gambling site Absolute Poker.

Yet when he Lehoux thrust the Proveit app into my hand, even on a clogged mobile network at SXSW, it ran smoothly and I immediately felt the adrenaline rush of matching wits for money. They’d initially outsourced development to an NYC firm that burned much of their initial $300,000 seed funding without delivering. Luckily, the Ukranian they’d hired to help review that shop’s code helped them spin up a whole team there that built an impressive v1 of Proveit.

Meanwhile, the founders worked with a gaming lawyer to secure approvals in 33 states. “This is a highly regulated and highly controversial space due to all the negative press that fantasy sports drummed up” says Lehoux. “We talked to 100 banks and processors before finding one who’d work with us.”

Proveit founders (from left): Nathan Lehoux, Prem Thomas

Proveit was finally legal for the 3/4s of the U.S. population, and had a regulatory moat to deter competitors. To raise launch capital, the duo tapped their Florida connections to find John Morgan, a high-profile lawyer and medical marijuana advocate who footed a $2 million angel round. A team of grad students in Tampa Bay was assembled to concoct the trivia questions, while a third-party AI company assists with weeding out fraud.

Proveit launched early this year, but beyond a SXSW promotion, it has stayed under the radar as it tinkers with tournaments and retention tactics. The app has now reached 80,000 registered users, 6,000 multi-deposit hardcore loyalists, and has paid out $750,000 total. But watching HQ trivia climb to over 1 million players per game has proven a bigger market for Proveit.

Quiz For Cash

“We’re actually fans of HQ. We play. We think they’ve revolutionized the game show” Lehoux tells me. “What we want to do is provide something very different. With HQ, you can’t pick your category. You can’t pick the time you want to play. We want to offer a much more customized experience.”

To play Proveit, you download its iOS-only app and fund your account with a buy-in of $20 to $100, earning more bonus cash with bigger packages (no minors allowed). Then you play a practice round to get the hang out of it — something HQ sorely lacks. Once you’re ready, you pick from a list of game categories, each with a fixed wager of about $1 to $5 to play (choose your own bet is in the works). You can test your knowledge of superheroes, the 90s, quotes, current events, rock’n’roll, Seinfeld, tech, and rotating selection of other topics.

In each Proveit game you get 10 questions, 1 at a time, with up to 15 seconds to answer each. Most games are head-to-head, with options to be matched with a stranger, or a friend via phone contacts. You score more for quick answers, discouraging cheating via Google, and get penalized for errors. At the end, your score is tallied up an compared against your opponent, with the winner keeping both player’s wagers minus Proveit’s cut. In a minute or so, you could lose $3 or win $5.28. Afterwards you can demand a rematch, go double-or-nothing, head back to the category list, or cash out if you have more than $20.

The speed element creates intense, white-knuckled urgency. You can get every question right and still lose if your opponent is faster. So instead of second-guessing until locking in your choice just before the buzzer like on HQ where one error knocks you out, you race to convert your instincts into answers on Proveit. The near instant gratification of a win or humiliation of a defeat both nudge you to play again rather than having to wait for tomorrow’s game.

Proveit will have to compete with free apps like Trivia Crack, prize games like studen loan repayer Giveling and virtual currency-based Fleetwit, and the juggernaut HQ.

“The large tournaments are the big draw”, though, Lehoux believes. Instead of playing one-on-one, you can register and ante up for a scheduled tournament where you compete in a single round against hundreds of players for a grand prize. Right now, the players with the top 20 percent of scores win at least their entry fee back or more, with a few geniuses collecting the cash of the rest of the losers.

Just like how DraftKings and FanDuel built their user base with big jackpot tournaments, Proveit hopes to do the same…then get people playing little one-on-one games in between as they wait for their coffee or commute home from work.

Gaming Or Gambling?

Thankfully, Proveit understands just how addictive it can be. The startup offers an “self-exclusion” option. “If you feel that you need to take greater control of your life as it relates to skill-gaming”, users can email it to say they shouldn’t play any more, and it will freeze or close their account. Family members and others can also request you be frozen if you share a bank account, they’re your dependent, they’re obligated for your debts, or you owe unpaid child support.

“We want Proveit to be a fun, intelligent entertainment option for our players. It’s impossible for us to know who might have an issue with real-money gaming” Lehoux tells me. “Every responsible real-money game provides this type of option for its users.

That isn’t necessarily enough to thwart addiction, because dopamine can turn people into dopes. Just because the outcome is determined by your answers rather than someone else’s touchdown pass doesn’t change that.

Skill-based betting from home could be much more ripe for abuse than having to drag yourself to a casino, while giving people an excuse that they’re not gambling on chance. Zynga’s titles like Farmville have been turning people into micro-transaction zombies for a decade, and you can’t even win money from them. Simultaneously, sharks could study up on a category and let Proveit’s random matching deliver them willing rookies to strip cash from all day. “This is actually one of the few forms of entertainment that rewards players financially for using their brain” Lehoux defends.

With so much content to consume and consequence-free games to play, there’s an edgy appeal to the danger of Proveit and apps like it. Its moral stance hinges on how much autonomy you think adults should be afforded. From Coca-Cola to Harley Davidson to Caesar’s Palace, society has allowed businesses to profit off questionably safe products that some enjoy.

For better and worse, Proveit is one of the most exciting mobile games I’ve ever played.

First look at Instagram’s self-policing Time Well Spent tool

Are you Overgramming? Instagram is stepping up to help you manage overuse rather than leaving it to iOS and Android’s new screen time dashboards. Last month after TechCrunch first reported Instagram was prototyping a Usage Insights feature, the Facebook sub-company’s CEO Kevin System confirmed its forthcoming launch.

Tweeting our article, Systrom wrote “It’s true . . . We’re building tools that will help the IG community know more about the time they spend on Instagram – any time should be positive and intentional . . . Understanding how time online impacts people is important, and it’s the responsibility of all companies to be honest about this. We want to be part of the solution. I take that responsibility seriously.”

Now we have our first look at the tool via Jane Manchun Wong, who’s recently become one of TechCrunch’s favorite sources thanks to her skills at digging new features out of apps’ Android APK code. Though Usage Insights might change before an official launch, these screenshots give us an idea of what Instagram will include. We’ve reached out to Instagram for comment, and will update if we hear back.

This unlaunched version of Instagram’s Usage Insights tool offers users a daily tally of their minutes spent on the app. They’ll be able to set a time spent daily limit, and get a reminder once they exceed that. There’s also a shortcut to manage Instagram’s notifications so the app is less interruptive. Instagram has been spotted testing a new hamburger button that opens a slide-out navigation menu on the profile. That might be where the link for Usage Insights shows up, judging by this screenshot.

Instagram doesn’t appear to be going so far as to lock you out of the app after your limit, or fading it to grayscale which might annoy advertisers and businesses. But offering a handy way to monitor your usage that isn’t buried in your operating system’s settings could make users more mindful.

Instagram has an opportunity to be a role model here, especially if it gives its Usage Insights feature sharper teeth. For example,  rather than a single notification when you hit your daily limit, it could remind you every 15 minutes after, or create some persistent visual flag so you know you’ve broken your self-imposed rule.

Instagram has already started to push users towards healthier behavior with a “You’re all caught up” notice when you’ve seen everything in your feed and should stop scrolling.

I expect more apps to attempt to self-police with tools like these rather than leaving themselves at the mercy of iOS’s Screen Time and Android’s Digital Wellbeing features that offer more drastic ways to enforce your own good intentions.

Both let you see overall usage of your phone and stats about individual apps. iOS lets you easily dismiss alerts about hitting your daily limit in an app but delivers a weekly usage report (ironically via notification), while Android will gray out an app’s icon and force you to go to your settings to unlock an app once you exceed your limit.

For Android users especially, Instagram wants to avoid looking like such a time sink that you put one of those hard limits on your use. In that sense, self-policing shows both empathy for its users’ mental health, but is also a self-preservation strategy. With Instagram slated to launch a long-form video hub that could drive even longer session times this week, Usage Insights could be seen as either hypocritical or more necessary than ever.

New time management tools coming to iOS (left) and Android (right). Images via The VergeInstagram is one of the world’s most beloved apps, but also one of the most easily abused. From envy spiraling as you watch the highlights of your friends’ lives to body image issues propelled by its endless legions of models, there are plenty of ways to make yourself feel bad scrolling the Insta feed. And since there’s so little text, no links, and few calls for participation, it’s easy to zombie-browse in the passive way research shows is most dangerous.

We’re in a crisis of attention. Mobile app business models often rely on maximizing our time spent to maximize their ad or in-app purchase revenue. But carrying the bottomless temptation of the Internet in our pockets threatens to leave us distracted, less educated, and depressed. We’ve evolved to crave dopamine hits from blinking lights and novel information, but never had such an endless supply.

There’s value to connecting with friends by watching their days unfold through Instagram and other apps. But tech giants are thankfully starting to be held responsible for helping us balance that with living our own lives.