GameStop reportedly discussing buyout with private equity firms

Struggling retail chain GameStop is discussing a potential buyout with private equity firms, according to Reuters. The report says that one of the private equity firms is Sycamore Partners and that GameStop has hired a financial advisor to help with the talks, though thereno guarantee that a deal will come to fruition.

Founded in 1984 and once a mainstay for gamers, GameStop has struggled to cope with competition from online retailers like Amazon and digital distribution platforms including Steam, even after several attempts to diversify its business model. For example, last fall GameStop announced a used game subscription service, but that was shelved, reportedly because of issues with the chainpoint-of-sale system. Despite other efforts, including selling secondhand games and devices and the acquisition of novelty maker ThinkGeek in 2015, the companystock has fallen steadily since November 2013, when it hit $56.53 a share, to $13.96 now.

Reuterreport comes about a month after investor Tiger Management sent a letter to GameStop, asking it to launch a strategic review of its business model. Around that time, CEO Michael Mauler also resigned after only three months in the position, citing personal reasons. Microsoft Xbox executive Shane Kim began serving as interim CEO at the beginning of June.

Sycamore Partners said it has no comment.TechCrunch has also contacted GameStop.

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Veriff, the Estonian startup that wants to become something akin to the ‘Stripe for identity&, has raised $7.7 million in Series A funding.

Leading the round is Mosaic Ventures, joining an impressive list of backers that include Taavet Hinrikus, Ashton Kutcher, Paul Buchheit, Elad Gil, SV Angel, ACE Ventures, and Superangel. MosaicSimon Levene, and Hinrikus, who co-founded and is chairman of TransferWise, have joined the Veriff board.

Founded by 23 year old Kaarel Kotkas — who is now on his third startup and has garnered quite a bit of publicity in his home country — Veriff has developed a SaaS and underlying technology to make it easy for companies, such as banks and fintechs, to easily verify a personidentity online. In fact, Kotkas previously spent some time at TransferWise, where he solidified the idea, before founding the startup and going through Silicon ValleyY Combinator as part of its W18 batch.

Offered as a developer-friendly API — hence the Stripe comparison — Veriff says its solution can be implemented &in minutes&. It costs €49 per month, plus €2 per verification.

The aim, says Kotkas, is to make premium identity verification available to smaller companies and not just large corporations that can easily absorb high integration costs of incumbent offerings. However, what really sets Veriff apart from a number of competitors is its use of live video to verify you are who you say you are.

&Veriff has created an online identity verification service that is more secure than physical face to face verification and now we&re making it available to everyone,& he tells me. &We&re the first ones that understood that pictures never do them justice. Itall about building up trust online and our service uses a unique video based approach to make sure the verification is done in real-time and voluntarily by the right person&.

Off the record, Kotkas divulged some of Veriff&secret sauce,& which — understandably — he wants to keep secret. The startup uses hundreds of data points collected through analysing the live video feed, including frame by frame, and from a userdevice and network. It then uses machine learning to sift through this data and, individually and in aggregate, spot patterns and anomalies that might otherwise be missed by a human.

&We know that pictures never do the justice so instead of analysing only pictures we record everything as a video and analyse frames from the video. Our fraud prevention has been built up combining device information, user behaviour, document validation - face comparison,& he says.

As a result of its video-based approach, Kotkas claims that Veriff has the highest conversion rate on the market, without compromising security. &We&ve created an online verification flow that is all about building up trust, so honest users can go through the flow conveniently, but fraudsters will drop&.

To that end, Kotkas says Veriff remains at least two steps ahead of fraudsters. Then, after an uncomfortably long pause and following prodding from me, he attempts to explain how the startup comes up with new techniques and tests them in the wild, again without disclosing too much information. &Ita good question but a hard one to answer!& he says knowingly.

Meanwhile, Veriff says it has over 40 paying customers globally. They include financial enterprises, marketplaces, sharing economy companies and e-commerce sites. The company has its development and customer service team based in Tallinn, Estonia, and will soon move sales and marketing operations to the U.S.

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With augmented reality coming in hot and depth tracking cameras due to arrive on flagship phones, the time is right to improve how computers track the motions of people they see — even if that means virtually stripping them of their clothes. A new computer vision system that does just that may sound a little creepy, but it definitely has its uses.

The basic problem is that if you&re going to capture a human being in motion, say for a movie or for an augmented reality game, therea frustrating vagueness to them caused by clothes. Why do you think motion capture actors have to wear those skintight suits Because their JNCO jeans make it hard for the system to tell exactly where their legs are. Leave them in the trailer.

Same for anyone wearing a dress, a backpack, a jacket — pretty much anything other than the bare minimum will interfere with the computer getting a good idea of how your body is positioned.

The multi-institutional project (PDF), due to be presented at CVPR in Salt Lake City, combines depth data with smart assumptions about how a body is shaped and what it can do. The result is a sort of X-ray vision, revealing the shape and position of a personbody underneath their clothes, that works in real time even during quick movements like dancing.

The paper builds on two previous methods, DynamicFusion and BodyFusion. The first uses single-camera depth data to estimate a bodypose, but doesn&t work well with quick movements or occlusion; the second uses a skeleton to estimate pose but similarly loses track during fast motion. The researchers combined the two approaches into &DoubleFusion,& essentially creating a plausible skeleton from the depth data and then sort of shrink-wrapping it with skin at an appropriate distance from the core.

Whatunder those clothes This system tracks body shapes in real time

As you can see above, depth data from the camera is combined with some basic reference imagery of the person to produce both a skeleton and track the joints and terminations of the body. On the right there, you see the results of just DynamicFusion (b), just BodyFusion (c) and the combined method (d).

The results are much better than either method alone, seemingly producing excellent body models from a variety of poses and outfits:

Whatunder those clothes This system tracks body shapes in real time Hoodies, headphones, baggy clothes, nothing gets in the way of the all-seeing eye of DoubleFusion.

One shortcoming, however, is that it tends to overestimate a personbody size if they&re wearing a lot of clothes — thereno easy way for it to tell whether someone is broad or they are just wearing a chunky sweater. And it doesn&t work well when the person interacts with a separate object, like a table or game controller — it would likely try to interpret those as weird extensions of limbs. Handling these exceptions is planned for future work.

The paperfirst author is Tao Yu of Tsinghua University in China, but researchers from Beihang University, Google, USC, and the Max Planck Institute were also involved.

&We believe the robustness and accuracy of our approach will enable many applications, especially in AR/VR, gaming, entertainment and even virtual try-on as we also reconstruct the underlying body shape,& write the authors in the paperconclusion. &For the first time, with DoubleFusion, users can easily digitize themselves.&

Thereno use denying that there are lots of interesting applications of this technology. But therealso no use denying that this technology is basically X-ray Spex.

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‘Gaming disorder& is officially recognized by the World Health Organization

Honestly, &gaming disorder& sounds like a phrase tossed around by irritated parents and significant others. After much back and forth, however, the term was just granted validity, as the World Health Organization opted to include it in the latest edition of its Internal Classification of Diseases.

The volume, out this week, diagnoses the newly minted disorder with three key telltale signs:

  1. Impaired control over gaming (e.g. onset, frequency, intensity, duration, termination, context)
  2. Increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities
  3. Continuation or escalation of gaming despite the occurrence of negative consequences

I can hear the collective sound of many of my friends gulping at the sound of eerily familiar symptoms. Of course, the disorder has been criticized from a number of corners, including health professionals who have written it off as being overly broad and subjective. And, of course, the potential impact greatly differs from person to person and game to game.

The effects as specified above share common ground with other similar addictive activities defined by the WHO, including gambling disorder:

&Disorders due to addictive behaviours are recognizable and clinically significant syndromes associated with distress or interference with personal functions that develop as a result of repetitive rewarding behaviours other than the use of dependence-producing substances,& writes the WHO. &Disorders due to addictive behaviors include gambling disorder and gaming disorder, which may involve both online and offline behaviour.&

In spite of what may appear to be universal symptoms, however, the organization is quick to note that the prevalence of gaming disorder, as defined by the WHO, is actually &very low.& WHO member Dr. Vladimir Poznyak tells CNN, &Millions of gamers around the world, even when it comes to the intense gaming, would never qualify as people suffering from gaming disorder.&

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SurveyMonkey has filed confidentially to go public

The IPO window continues to remain open as SurveyMonkey, which last raised money in 2014 at a $2 billion valuation, announced today that it has confidentially filed to go public.

SurveyMonkey can file confidentially with the SEC through the JOBS act signed in 2012, which allows those companies to test the waters before they formally release an S-1. Itincreasingly popular as it allows the companies an opportunity to get a gut check while investors appear to have at least some of an appetite for fresh IPOs, while not having to spill publicly the entire financial guts of the company. SurveyMonkey is also the latest of a wave of enterprise IPOs in the past six months or so.Therestill plenty that can change given that ita confidential filing. We won&t know how much money the company wants to raise, what its business even looks like or any of the other granular details of the IPO.

SurveyMonkey gives businesses a way to submit surveys to their customers and try to more seamlessly gather feedback about products, customer service or anything else that a company might be able to measure based on those responses. In an era where tracking all of that data becomes increasingly important thanks to more robust predictive tools and considerably more processing power to make those projections, SurveyMonkeydata is likely even more valuable than it was when it raised funding in 2014. SurveyMonkey on its own end, too, might be easily able to understand how people are actually rating the companies they work with.

Dropbox and DocuSign are the most recent successful IPOs, both valued at more than $10 billion at this point. But there are companies like Zuora, which went public in April, zScalar and others that have seen significant success after they went public. That means thereplenty of demand for companies that are about to go public, which is where the saying of the &IPO window being open& comes from.

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Pick a category, wager a few dollars and double your money in 60 seconds if you&re smarter and faster than your opponent. Proveitoffers 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, itall 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.

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 at a momentnotice. 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

Bet money on yourself with Proveit, the 1-vs-1 trivia app St. Petersburg, Fla. 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.

Thatthe same pitch that got me interested when Lehoux tracked me down at TechCrunchSXSW 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 Ukrainian they&d hired to help review that shopcode 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 including California, New York, and Texas. &This is a highly regulated and highly controversial space due to all the negative press that fantasy sports drummed up,& says Lehoux. &Wetalked to 100 banks and processors before finding one who&d work with us.&

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

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

Proveit was finally legal for the three-fourths 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 more than 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.WithHQ, 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.&

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

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 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 a 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 and compared to your opponent, with the winner keeping both playerwagers minus Proveitcut. 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.

Bet money on yourself with Proveit, the 1-vs-1 trivia app 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 nudge you to play again rather than having to wait for tomorrowgame.

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

&The large tournaments are the big draw,& 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 a &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 dependant, they&re obligated for your debts or you owe unpaid child support.

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

&We want Proveit to be a fun, intelligent entertainment option for our players. Itimpossible 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 elsetouchdown 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&stitles 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 Proveitrandom 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.

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

With so much content to consume and consequence-free games to play, therean 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 CaesarPalace, 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.

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