Sonntag, 28. April 2013

Appsolutely Kicking

It is not easy to have a quiet word with Lucas von Cranach. At least not when one of his favourite football clubs is playing a match. Every few minutes his smartphone interrupts him with a loud cheer, the kind you hear in stadiums. This alerts him to the fact that someone in England, Spain, Germany or Italy has scored. He picks up the phone, quickly looks at the screen and puts the device down again—until the next goal.

The Berlin entrepreneur (and descendant of the German painter of the same name) does not have to pretend that he “eats his own dogfood”. He also does not have to resort to the old trick of boasting about some silly metric that makes his start-up appear more successful than it actually is. The Football App has been downloaded more than 6.5m times since its first version in 2009 (then called iLiga) and about 3,5m people use it regularly—which makes it one of the world’s most popular football apps. Another sign of success, a group of investors led by Earlybird Venture Capital, a German VC firm, announced on April 18th that the have invested €10m in the firm. View The Full Story At THE ECONOMIST


Video in German


Air Drone iPad Controlled

If you want to skip the unboxing and information and go right to the flying part, that starts about 5:40 in.




BancBox Crowd


BancBox Crowd, what is — as far as we can tell — the first independent escrow service aimed at crowdfunding portals that operate on equity, debt or revenue share models.
The company is also announcing partnerships with crowd investing services 99Funding, SoMoLend and Localstake.

BancBox Crowd claims to be the only solution on the market that provides online investment portals with an automated escrow solution that can replace the manual paper escrow process. They also say it is compliant with FINCEN, FINRA and SEC requirements.
In essence it means being able to create independent escrow accounts for each crowd-backed project, collect funds from those many investors, and either safely return funds if the project doesn’t work out, or disburse those funds when the project, whatever it is, reaches its funding goal.

Goyle says: “We want to have the payment part of the experience of an investor to be a sticky experience so we make it as easy as possible to pay and go through the process.” He says the business model is based on a set transaction fee to the platform partner.

View The Full Story On TechCrunch

Effect Of Social Media On Crowdfunding





This research studies the connections between social media assets such as the social media followers and the social media seals of approval and crowdfunding results such as the delivery of the funding target, the fundraising total, and the number of backers. The value of this research is that it explores the underlying mechanism of social media influence on crowdfunding results and helps individuals and businesses involved in crowdfunding projects identify factors of success and predict results for their projects.

Swogo Talking


At age 22, Anthony Ng Monica has already completed two successful crowdfunding campaigns to fund his startup, Swogo. We recently caught up with the young, tech-savvy CEO to learn more about his business, crowdfunding for equity, and why buying a laptop can be so damn frustrating.

Eric Blattberg, Crowdsourcing.org: Before we jump into crowdfunding, tell me a bit about Swogo.

Anthony Ng Monica, Swogo: Swogo is a free online service that helps anyone make expert purchase decisions in just 60 seconds. At the moment, we recommend laptops in the U.K. and U.S. We’ll shortly be expanding out into recommending tablets, cameras, smartphones, and televisions.


Anthony Ng Monica
How did you conceptualize the service?

I had the idea while working in an IT support position while in university. I’d have people coming into the office asking what products to buy, and it’d take me a couple of hours before I was comfortable making a recommendation. In the end, I became frustrated that every week or so I was asked to spend two hours of my time helping someone [buy something], so I decided there had to be an easier way. I went to search engines, YouTube, and price comparison sites, all of which offered mountains of information but no clear answers — the process was just ridiculous and spanned across so many different sites. So what I envisioned was asking someone the questions a clerk in a store might pose; basically, we try to be ‘the human guy’ online. Read more at Crowdsourcing.org




Middle Americans: The Dark Side Of Crowdfunding





Two odd German dancers relocate to the oil fields of North Dakota promoting their minimalist dances at a rural strip club. It's funny.




About Middle_Americans:

Middle_Americans is a seven-episode web comedy created by me, Rachel Morgan. It's about two European friends, Guter Helmut and Aslaug Slaug, who try to fulfill their life-long obsession to become dancing legends all over the world. Recognized--even glorified--as European celebrities in the underground minimalist dance world, Guter and Aslaug's dreams are sorely tested when the North Dakota oil boom-town fails to appreciate their dances—and their eccentric personalities. The satirical tone of this web series is rooted in the cultural misunderstandings between the girls and their new home in North Dakota.



Samstag, 27. April 2013

SEEDMATCH beginnt zu schwächeln



KRYD hat 78.250 € von 250.000 € erreicht = 31,3 %. Noch 17 Tage Fundinglaufzeit. Es gibt viel zu tun. Durchschnittliche Investition bis jetzt: 611,33 € pro Investor.




In den verbleibenden 9 Tagen müssen 173.500 € gefundet werden, um das Limit von 250.000 erreichen zu können. Durchschnittliche Investition bis jetzt: 531,25 € pro Investor.




Bis zum Fundinglimit von 250.000 € braucht SAUSTARK DESIGN in den letzten drei Tagen noch insgesamt 127.000 €. Durchschnittsinvestition: 611,94 €.


Wahrscheinlich reagiert SEEDMATCH auf diese unbefriedigenden Finanzierungsverläufe mit einer Verlängerung der Fundingzeit. So ist es bereits bei HONESTLY 2 und FRONT ROW SOCIETY 2 gehandhabt worden.


SEEDMATCH: Funding + Marketing = Equity Crowdfunding

Erdbär und Refined Investment waren auf SEEDMATCH innerhalb weniger Stunden finanziert. Mit Crowdfunding hat das nichts zu tun. Hier auf Crowdinvesting News  habe ich diese Exklusion der Crowd mehrfach kritisiert. GRÜNDERSZENE  hat beim Gründer von SEEDMATCH, Jens-Uwe Sauer, nachgefragt. Im Interview sagt Sauer zwar

"wir wissen aber heute, dass es doch sehr zuträglich sein kann, wenn das Crowdfunding etwas länger dauert".

Damit spielt er jedoch nur auf eTukTuk an, deren Gründer einer zähen Finanzierungsrunde Gutes abgewonnen haben, weil sie in dieser Zeit mehr Aufmerksamkeit von potenziellen Kunden bekamen. Für den SEEDMATCH - CEO ist Crowdfunding also ein Instrument zur Produktvermarktung. 




Die Formel Funding + Marketing = Equity Crowdfunding halte ich für falsch. Gerade in dieser frühen Entwicklungsphase des Crowdfunding ist es wichtig, die Fehler der Venture Capital - Industrie zu vermeiden: Schlechte Entscheidungen durch Individuen führten in der vergangenen Dekade dazu, dass mit Venture Capital kein Geld verdient worden ist. 

Sauer bezeichnet SEEDMATCH als deutschen Marktführer des Crowdfunding. Aber Marktführerschaft ist nicht allein eine Sache der Quantität (des Finanzierungsvolumens), sondern auch eine der Qualität (Strukturierung des Crowdfunding). In Sachen Qualität steht SEEDMATCH mit leeren Händen da:

  1. Dem Vernehmen nach hatte SEEDMATCH im 1. Quartal 2013 pro Tag durchschnittlich eine Projekteinreichung. Nicht mehr als 5 % haben es auf die Plattform geschafft. Aber wer trifft diese Entscheidungen? Die Crowd ist es jedenfalls nicht. Wahrscheinlich ein externes Wirtschaftsprüfungsbüro. Dort sitzen zwei oder drei Leute, die eine Vorauswahl treffen. Es sind ebenso wie bei den VC nur individuelle Entscheidungsprozesse mit einer Erfolgsquote von vielleicht 25 %. Wenn das so ist, würden 75 % der gefundeten Unternehmen scheitern.

  2. Die in den öffentlichen Finanzierungsangeboten genannten  Bewertungen der Unternehmen sind ebenso intransparent. Auch an dieser Stelle haben wir es mit Individualentscheidungen zu tun.

  3. Es gibt keine Mechanismen, um die Produkte beziehungsweise Dienstleistungen der Startups durch die Crowd zu beurteilen oder zu validieren. 

Fazit: Das Crowdfunding des Marktführers ist nur eine verkleinerte Kopie von Venture Capital.


Die richtige Formel lautet: Funding + soziale Interaktion = Equity Crowdfunding. Soziale Interaktion ist genau an den drei oben genannten Stellen des Prozesses nötig. Erst wenn das gelingt, hat Equity Crowdfunding im Vergleich zu Venture Capital einen Mehrwert.


Beibamboo Joining The Revolution

Nina Ignatius, founder and Managing Director of Beibamboo, answers the questions of FundedByMe


How did your business idea come about?

My daughter was born prematurely in 2007 and I was surprised by the lack of easy-to-use baby wear that was available on the market, particularly for babies in hospital care. It was virtually impossible for me to dress my baby due to the number of wires and tubes that were sticking out everywhere and having to remove and reattach wires every time baby needed a change took so much time. Once we made it through those early days with a premature baby I decided to design a baby-friendly collection of outfits that would make life easier for both baby and parents and medical staff.


Nina
The Beibamboo hospital collection can be fully opened, which means that the parents can dress their child themselves, getting them more involved – that feeling of being unable to help my baby is something I will never forget. Today we have both a hospital and consumer collection for healthy babies. Beibamboo clothes don’t have any labels that can chafe on the inside of the garments, they have very few seams and adjustable sizes, taking baby’s sensitive skin into consideration.

What is your background? Are you a designer?

I spent nearly 15 years working at a number of prestigious branding and design firms in Paris, Tokyo, Seoul, London, Sydney and Edinburgh before returning to Finland. My experience with big global brands have aided in ensuring a ‘think big, aim high’ attitude which I also try to translate into a win-win approach, always aiming to give something back to society.

Why did you decide on crowdfunding? What about FundedByMe appealed to you?

I think we can all relate to, or at least imagine, the feeling of helplessness that parents feel in a situation where a baby is sick. Defending and helping the individuals in society that cannot speak for themselves – in our case, babies and small children – comes naturally to the majority of people. I felt that crowdfunding is ideal for a project that is this easy to grasp and that many people are able relate to. There is no hard technology or terminology involved, just a really simple idea that is making life easier.  We all want the best for our children, so a global crowdfunding round seems very appropriate for us.



VenusMars To Back



Venus/Mars is a play unapologetically about words…

Sex words
Come here I hate you words
Teasing words
Small words
Big words
Bitter words
Love words
Grey words
Our words - your words.

The writer of Venus/Mars - Patrice Etienne was born and bred in Hackney, East London and continues to live there.  He started writing after rembering how beautiful it was to have his mother read to him at the end of his bed.  He wants all of us to remember that feeling when we enage in his work and like every talented writer he his celebrating the art of good storytelling.




Future Of The Exit

Before starting a equity crowdfunding campaign think about your next round, typically it's Venture Capital. And venture-funded companies HAVE TO EXIT! This phenomenon often causes tension between the entrepreneur, who may have a longer term company-building mentality, versus the investor who wants to cash in. 


Peter Thiel
This tension is best exemplified in the legendary Facebook story, recently told by Peter Thiel:


The most important moment in my mind in the history of Facebook occurred in July 2006,

he began. At the time, Facebook was just two years old. It was a college site with roughly eight or nine million people on it. And, though it was making $30 million in revenue, it was not profitable. 

And we received an acquisition offer from Yahoo for $1 billion,

Thiel said.

The three-person Facebook board at the time–Zuckerberg, Thiel, and venture capitalist Jim Breyer–met on a Monday morning.

Both Breyer and myself on balance thought we probably should take the money,

recalled Thiel.

But Zuckerberg started the meeting like, ‘This is kind of a formality, just a quick board meeting, it shouldn’t take more than 10 minutes. We’re obviously not going to sell here’.


At the time, Zuckerberg was 22 years old. 

Thiel said he remembered saying, “We should probably talk about this. A billion dollars is a lot of money.” They hashed out the conversation. Thiel said he and Breyer pointed out: “You own 25 percent. There’s so much you could do with the money.”

Thiel recalled Zuckerberg said, in a nutshell: “I don’t know what I could do with the money. I’d just start another social networking site. I kind of like the one I already have.”
VCs secretly hope they would have had the opportunity to invest in something as momentous as Facebook, while also dreading the experience of having to deal with someone as uncontrollable and obstinate as Marc.

Most VCs would have a terribly difficult time with the above situation. Why? Because most of them lack guts big time.





Freitag, 26. April 2013

Hätte Hätte Fahrradkette

Pitches On The Move





2013 Crowdfunding Debate




Tickets

Upstart Is New And Very Different!


Fund individuals, a new perspective!





Their first upstarts are funded by the following backers


Upstart about


Upstart allows you to raise capital in exchange for a small portion of your future income. It’s a new and very different service, but it's not for everybody. By becoming an upstart, you are telling the world and your backers that you want to build a compelling and worthwhile career. And you’re committed to repaying the backers who have taken a chance on you.







In celebration of our first birthday as a company, we created this birthday cardto show you what we’ve been up to. Today we’re happy to announce:


  • We’ve closed a $5.9M Series A funding round (in addition to $1.75M raised in April 2012)
  • New Upstart investors include Founder’s Fund, Khosla Ventures, Collaborative Fund, Eric Schmidt, Marc Benioff, and Scott Banister.
  • Since launching in November, more than $1M in funding offers have been made to upstarts.
  • We’ve published more than 80 upstart and 135 backer profiles to our site. 555 unique funding offers have been made to date.


We’re also excited to announce two new advisors who are joining Upstart:

  • Bob Kerrey, Former Governor of Nebraska, US Senator, President of The New School, US Navy Seal, and Executive Chairman of the Minerva Institute
  • Jessica Jackley, co-founder of Kiva.org and founder & CEO of ProFounder


We’re just getting started, but we’d like to thank all those who have helped us come this far!


Singapore Slings Into Crowdfunding

Singapore's population is nearly half the size of NYC! In the last six months they have raised $134.000, it's a milestone!




Betting Big On Supercell?



Supercell raised $130 Million from IVP, Index Ventures and Atomico. They invested at a business valuation of $ 770 Million. The fledgeling gaming landscape arrives.

FORBES:

Supercell may be the fastest growing game company ever


Why Index Ventures invested in Supercell:


By the time Forbes magazine publishes a story about a company that rocketed from zero to more than $2.5 million in revenues per day in less two years, you’d think that the best opportunity for a venture investment has passed. But while many looked at Supercell’s phenomenal rise and assumed that, statistically speaking, its best days had to be behind it, my partners and I took the contrary view and decided to lead a €100 million investment in the company.

Having tracked Supercell since its founding, we were aware of the enormous popularity of its two games. Both Clash of Clans and Hay Day held Top 5 positions for the longest period of any game in 2012 and Clash has held more #1 Top Grossing positions than any other game on the App Store-- ever. But staggering customer traction, revenue growth and profitability were not the main reasons we invested in Supercell.  We have seen impressive numbers before-- granted none quite as impressive as these -- but what we found uniquely compelling was the way in which Ilkka Paananen and his team had managed to deliver two incredibly popular games which were showing no telltale signs of declining engagement, with such limited resources.

Although Supercell began building its first game in 2011, its founders had been refining the basic principles of their company over many years spent developing games and leading teams for other companies such as Digital Chocolate and Sumea. During these years, they not only honed their craft as coders, designers and leaders, but also developed a practical sense of what works and what doesn’t work for game companies, and emerged from the experience with a set of governing principles that have proven to be the recipe for a truly disruptive company:

Stay small to get big

The founders had witnessed the downfall of too many companies that had turned into bloated, bureaucratic behemoths with many design studios in multiple time zones requiring massive management overhead and crushing hierarchies to coordinate.

As its name implies, Supercell is organized as a collection of small, independent teams called cells tasked with developing new games or building new deep features for existing games. Cells are given complete autonomy in terms of how they organize themselves, prioritize ideas, distribute work and determine what they ultimately produce.  Describing himself as the “world’s least powerful CEO”, Ilkka encourages cells to exercise extreme independence and prides himself on having no creative control over them once they are constituted. The company as a whole is merely an aggregation of these cells; a Supercell.
With only 100 employees compared to 3000 at Zynga and almost 10,000 at EA, Supercell offers a radically new model for agile content development that has made it the highest grossing iOS game developer with only 2 game titles (versus EA’s 970).



Source: Index Ventures
Short development cycles

Clash of Clans and Hay Day -- which are top grossing games in 122 and 78 countries respectively -- were built and launched in six months by teams of five and six people respectively. Keeping development cycles short means faster release cycles and happier, more engaged users. It also forces the teams to focus on the most important aspect of any game-- game play. This is in striking contrast to the AAA console industry which appears to have largely forgotten the value of great game play, devoting massive resources and Hollywood-class budgets to games with immersive, cinematic production values.


iPad First

Supercell made a bet that tablets would become the most popular gaming platform and devoted all of its creativity and energy to building games specifically for the iPad. The company has added iPhone versions but to this day, thinks of the iPad as the primary platform for its games. While this choice may sound trivial, and has now been adopted by many followers, the decision to focus everything on the iPad and deliberately not build for multiple platforms is an example of Supercell’s tremendous clarity of vision and the hallmark of a great strategy.

Build/test/refine/test/kill

Of course Supercell doesn’t kill all of its games, but it is extremely disciplined about deciding what game is ultimately launched. A cell building a game must drive to a deadline, which the cell itself defines,  when the game is released internally. Both Clash of Clans and Hay Day reached this milestone in only three months. Based on feedback from this initial test, the game is either killed or sent back into development to be refined before another pivotal internal release when the cell determines based on internal feedback whether the game is killed or launched.


Source: Supercell
Unlike many studios that brush their failures under the rug, Supercell deliberately celebrates kill decisions because it recognizes that by building games quickly with small teams, it can have multiple shots at developing blockbuster game in the time it takes others to build a single game. It is also psychologically and economically easier to write off a project that was built by six people in six months than one that took 100 people 18 months to build.


Soul before science

While much has been said about some studios’ data-driven, rational approach to architecting the perfect game, Supercell has shied away from this trend and focused on embedding strong emotional hooks deep into the unique narratives, characters and settings of its games. This means that players of Supercell games get more involved and stay involved in the games for longer than many other tablet games; on average, players of Clash of Clans play the game ten times per day.

Free-to-play

My partner Ben Holmes describes Supercell as a third generation mobile gaming company.  In the earliest days of mobile gaming, before the emergence of the current, ubiquitous smartphone platforms, the challenge of first generation companies like Glu Mobile was to make versions of their game that would run on as many handsets as possible and obtain access through the broadest range of operators. Lucky for everyone, the world moved on from that scenario with the emergence of iOS and Android which created an opportunity for second generation companies that focused on game genres that would have the broadest possible appeal to the millions of new players -- particularly the boatloads who joined the iOS platform in 2009, 2010 and 2011. Companies like Rovio typified this approach. By charging a low up-front price, they maximised the download volume and kept themselves at the top of the app rankings, so that anyone looking for cool apps for their new iOS device would see Angry Birds at the top of the leaderboards and reinforce the virtuous circle.

Today however, the majority of iOS app installs are driven by existing iOS users rather than new ones so the second generation strategy is no longer optimal. As a third generation company, Supercell focuses on maximizing the frequency of play, the overall length of play (measured in months and even years versus weeks) and the depth of player’s emotional attachment to the experience. These three factors determine the monetization potential of a third generation game which is why Supercell games, are free-to-play as a matter of strategy and monetize via in-app purchases. Companies like King, Backflip, Nordeus and Kabam also fall into the third generation category in our book.
By making every game free-to-play and by offering motivated players a regular stream of opportunities to enhance their experience by purchasing virtual goods, Supercell creates a genuine connection with its users that is proving much more sustainable than other games that have a pay-to-play model or exploit social graphs to maximize virality.

As we got to know Ilkka, his co-founders and the company they were building, we were struck by the consistency with which these principles were embodied by everyone on the team and by the coherence between these principles and the way in which the company and its processes were organized. We were also completely convinced by their long-haul commitment to building radically new type of game company that aspired to create lasting, decade-long franchises on par with World of Warcraft but on mobile devices with a free-to-play model; a company more focused on keeping existing players engaged than trying to systematically churn out novelties to attract new ones.

We developed a very strong conviction that this little company in Helsinki had deconstructed the game development process and come up with a unique model of efficiency, discipline and agility. Given the health of its balance sheet, Supercell clearly didn’t need to raise cash, so we proposed a deal under which we would buy shares directly from shareholders. In keeping with Supercell’s culture of fairness, every  shareholder and option-holder at the company was given an opportunity to sell the exact same proportion of their stock, put some money in the bank and double down on their efforts to take the company to the next level.

From our point of view, the Supercell rocket still has a long way to go. We believe it will be one of the companies that will leave a lasting mark on its industry and are delighted to be part of the crew.

Posted by Neil Rimer in Growth

Guardian Witness



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GuardianWitness is our new home for content you've created, online and on your mobile. You can contribute your video, pictures and text, and browse all the news, reviews and creations submitted by others. Posts will be reviewed by our team and suitable contributions will be published on GuardianWitness, with the best pieces featured on the Guardian site – you could even help shape the news agenda.

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Donnerstag, 25. April 2013

Shhh pass it on!



iStickPlaytime launches earlybird prices  this morning only!





Have a look:


Crowdfunding Going Mainstream

Crowd Rules on CNBC


In a sure sign that crowdfunding is finally starting to connect with the masses, financial news leader CNBC is jumping into the crowdfunding rage with  ”Crowd Rules”.

The new “reality” show will be debuting on CNBC on Tuesday, May 14th. The show is planning on featuring three small businesses each week.  The companies will compete for funding in the amount of $50,000.  The deciding factor – is the “crowd” of the studio audience which will be around 100 individuals.