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The New York Stock Exchange welcomes executives and guests of Roblox in celebration of its direct listing, March 10, 2021.

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Roblox, the popular kid’s gaming platform that generates billions of dollars a year in the virtual world, is getting real.

The company said on Friday that some game developers on the platform will be able to charge users real money rather than relying on payments through Roblox’s digital currency called Robux. The change applies only to so-called Paid Access games, or those that cost money to play.

The new model, announced as part of the company’s annual developer conference in San Jose, California, takes a cue from the traditional video game industry, allowing developers to make money from selling titles, and to raise and lower prices based on market demand. Game creators can now more easily sell to users without dealing with an intermediary virtual currency.

The goal “is to increase the appeal the platform to existing developers” who want more options to create and make money from their games, said Manuel Bronstein, chief product officer of Roblox.

Payouts will be on a sliding scale, with higher-cost games resulting in a greater percentage of revenue to the creator.

For a game that costs $50, the creator will pocket 70% of the earnings. Those that cost $30 and $10 will lead to payouts of 60% and 50%, respectively. Roblox users will be able to pay with their local currencies later this year from their computers, and the company plans to expand payments to other devices in the future.

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Although the majority of Roblox games will still be free to play, the company hopes that the new pricing plan “creates an incentive” for developers and small gaming studios who “want to do something more grandiose” on the platform and earn bigger payouts, said Bronstein.

“To participate in the broader gaming market, we need to branch out to all the forms of the gaming market,” Bronstein said.

Roblox derives the bulk of its revenue from sales of Robux, which people typically use to buy virtual goods. Roblox takes a 30% cut from those sales, with the developer getting the rest.

Roblox said in August that second-quarter sales jumped 31% year-over-year to $893.5 million, while its net loss narrowed to $207.2 million from $282.8 million during the previous year.

This isn’t the first time Roblox has experimented with incorporating real-world money. Earlier this year, the company debuted a revamped digital marketplace, now called the Creator Store, where developers can purchase certain features from other creators using actual currency instead of Robux. The company’s Avatar Marketplace for buying digital goods like virtual hats still relies on use of Robux.

Other ways Roblox has been trying to diversify its business are through online ads and by giving more users a bigger menu of options for creating and selling digital goods. The company said it will soon introduce tools intended to help developers better price their digital goods, and will experiment with regional pricing options.

Developers will also eventually be able to sell some physical merchandise to U.S. users over age 13 though a partnership with Shopify. The company said Friday it will begin testing the in-game shopping feature with creators, brands and other unspecified online retailers in the fourth quarter.

Shopify said it plans for a “larger launch” early next year.

Roblox shares were down close to 3% Friday afternoon to $42.56, and are now down about 7% for the year, while the Nasdaq is up 11% in 2024.

The stock has dropped close to 40% since its first day of trading in 2021, when Roblox’s business was booming as kids flocked to the app during the pandemic.

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Amazon cashierless tech competitor Grabango shutters after failing to secure funding

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Amazon cashierless tech competitor Grabango shutters after failing to secure funding

Grabango’s mobile app

Grabango

Grabango, a venture-backed startup that was vying to take on Amazon in cashierless checkout technology, is shutting down after it was unable to raise enough money to stay afloat.

“Although the company established itself as a leader in checkout-free technology, it was not able to secure the funding it needed to continue providing service to its clients,” a spokesperson said in a statement to CNBC on Wednesday. “The company would like to thank its employees, investors, and clients for all their hard work and dedication.”

Food tech publication The Spoon reported earlier on Grabango’s closure.

Launched in 2016, Grabango was developing checkout-free technology that uses computer vision and machine learning to track and tally up items as shoppers grab them from store shelves. Will Glaser, Grabango’s founder and CEO, is a longtime Bay Area technologist who cofounded music streaming service Pandora.

The company employed roughly 100 employees, according to LinkedIn and Pitchbook.

Grabango raised just over $73 million, Pitchbook data shows, with its most sizable financing round coming in 2021, before the market turned. In June of that year, Grabango raised $39 million in a round led by Commerce Ventures, with participation from Peter Thiel’s Founders Fund as well as the venture arms of Unilever and Honeywell.

In February of this year, Glaser told Axios the company had plans to go public “in a couple of years at a $10 billion to $15 billion market cap.”

The IPO market has dried up since early 2022, with just three notable venture-backed companies debuting in the U.S. this year. The lack of liquidity has hammered the venture industry, making it harder for firms to launch new funds and for startups, outside of a select few AI companies, to raise capital.

Based in Berkeley, California, Grabango was seen as one of the primary rivals to Amazon’s cashierless checkout offering, called Just Walk Out. Other startups in the space include AiFi and Trigo.

Grabango had inked deals with grocers including Aldi and Giant Eagle, along with convenience store chains 7-Eleven and Circle K. Amazon has targeted its Just Walk Out service to convenience stores and retailers in airports, stadiums and hospitals, among other venues.

Amazon in April pulled its cashierless checkout technology from its U.S. Fresh stores and Whole Foods supermarkets. In a blog post following that decision, Glaser said Amazon’s reliance on shelf sensor technology in its JWO system had “proven to be its Achilles’ heel.” Glaser said Grabango eschewed shelf sensors in favor of computer vision which put it on a path for “widespread adoption.”

“This is a classic Tortoise and Hare parable, but with the players taking on surprising roles,” Glaser wrote. “The much larger Amazon lept to an early lead, but was unable to turn it into a sustained success. The more nimble Grabango, ironically, took the more difficult technical path, and is now reaping the benefits of its patience with a fundamentally more capable system.”

— CNBC’s Ari Levy contributed to this report.

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Amazon tests adding robot warehouses to Whole Foods so shoppers can pick up other orders at checkout

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Amazon tests adding robot warehouses to Whole Foods so shoppers can pick up other orders at checkout

An independent contractor wearing a protective mask and gloves loads Amazon Prime grocery bags into a car outside a Whole Foods Market in Berkeley, California, on October 7, 2020.

David Paul Morris/Bloomberg via Getty Images

Amazon said Wednesday it’s testing adding mini warehouses to Whole Foods supermarkets as part of a bid to attract more shoppers to its stores and away from other grocery competitors.

The company is building a micro fulfillment center attached to a Whole Foods location in the Philadelphia suburb of Plymouth Meeting, Pennsylvania. Once the facility is operational within the next year, shoppers can order items from Amazon’s website and its online grocery service, Amazon Fresh, while browsing Whole Foods and pick it up in store as they’re checking out.

At a press event held near an Amazon warehouse in Nashville, Anand Varadarajan, who leads the product and technology teams for Amazon’s worldwide grocery business, showed a mockup of what the completed facility will look like. A small automated warehouse would be bolted onto a Whole Foods store, where robots fetch and ferry items like socks, soda bottles or tennis rackets and place them into bags for pickup by the shopper.

The arrangement would allow shoppers to buy staple goods from brands that aren’t carried at Whole Foods markets like Pepsi soda and Kellogg’s cereal, and tap into Amazon’s vast online catalog of items.

Amazon said it’s looking to “eliminate those extra trips” made by shoppers to other grocery stores. The average American shops at two different grocery stores per week, whether to maximize their cost savings, shop from a broader range of products, or take advantage of different promotions at each store, according to an April study from market research firm Drive Research.

“Customers shopping at Whole Foods Market today are looking for natural and organic products,” Varadarajan said during a presentation on Wednesday. “However, our data shows that many of them also visit additional stores to complete their regular grocery shopping needs. With our micro fulfillment center, we can reduce the need for our customers to visit different stores or make multiple online orders.”

Amazon has for years angled to gobble up a bigger share of the grocery market. It’s a category where Americans frequently spend money, more than other verticals like clothes or electronics. But Amazon also faces stiff competition from entrenched players like Walmart, Kroger and Albertsons, along with regional grocers.

In 2017, it spent $13.7 billion to acquire Whole Foods, a price tag more than 10 times higher than Amazon had paid in any prior deal. It’s also launched a growing stable of grocery offerings, including a grocery delivery service and its own supermarket chain, Amazon Fresh, aimed at the mass market.

Amazon CEO Andy Jassy has also said the company has a growing business selling “everyday essentials” like paper towels, dish soap and other items.

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OpenAI says bad actors are using its platform to disrupt elections, but with little ‘viral engagement’

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OpenAI says bad actors are using its platform to disrupt elections, but with little 'viral engagement'

Jaap Arriens | NurPhoto via Getty Images

OpenAI is increasingly becoming a platform of choice for cyber actors looking to influence democratic elections across the globe.

In a 54-page report published Wednesday, the ChatGPT creator said that it’s disrupted “more than 20 operations and deceptive networks from around the world that attempted to use our models.” The threats ranged from AI-generated website articles to social media posts by fake accounts.

The company said its update on “influence and cyber operations” was intended to provide a “snapshot” of what it’s seeing and to identify “an initial set of trends that we believe can inform debate on how AI fits into the broader threat landscape.”

OpenAI’s report lands less than a month before the U.S. presidential election. Beyond the U.S., it’s a significant year for elections worldwide, with contests taking place that affect upward of 4 billion people in more than 40 countries. The rise of AI-generated content has led to serious election-related misinformation concerns, with the number of deepfakes that have been created increasing 900% year over year, according to data from Clarity, a machine learning firm.

Misinformation in elections is not a new phenomenon. It’s been a major problem dating back to the 2016 U.S. presidential campaign, when Russian actors found cheap and easy ways to spread false content across social platforms. In 2020, social networks were inundated with misinformation on Covid vaccines and election fraud.

Lawmakers’ concerns today are more focused on the rise in generative AI, which took off in late 2022 with the launch of ChatGPT and is now being adopted by companies of all sizes.

OpenAI wrote in its report that election-related uses of AI “ranged in complexity from simple requests for content generation, to complex, multi-stage efforts to analyze and reply to social media posts.” The social media content related mostly to elections in the U.S. and Rwanda, and to a lesser extent, elections in India and the EU, OpenAI said.

In late August, an Iranian operation used OpenAI’s products to generate “long-form articles” and social media comments about the U.S. election, as well as other topics, but the company said the majority of identified posts received few or no likes, shares and comments. In July, the company banned ChatGPT accounts in Rwanda that were posting election-related comments on X. And in May, an Israeli company used ChatGPT to generate social media comments about elections in India. OpenAI wrote that it was able to address the case within less than 24 hours.

In June, OpenAI addressed a covert operation that used its products to generate comments about the European Parliament elections in France, and politics in the U.S., Germany, Italy and Poland. The company said that while most social media posts it identified received few likes or shares, some real people did reply to the AI-generated posts.

None of the election-related operations were able to attract “viral engagement” or build “sustained audiences” via the use of ChatGPT and OpenAI’s other tools, the company wrote.

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