Digitizing Burning Man

For decades, Burning Man has represented an escape from the current reality. An event for free-er spirits to rethink new age ideals inside a stateless entity where art, music and partying reign supreme on the desert plains.

Over the years, the Bay Area-founded event has dealt with an internal clash as the gathering has grown larger and attracted a heavy presence from Silicon Valley’s wealthy tech class, with tales of turnkey experiences, air-conditioned camps, helicopters and lobster dinners. Now, under the shadow of a historic pandemic, the organization behind the massive, iconic event is desperately working to stick to its roots while avoiding financial ruin as it pivots the 2020 festival to a digital format with the pro bono help of some of its tech industry attendees.

With just a few weeks before the event is set to kick off, the organization is bringing together a group of technologists with backgrounds in virtual reality, blockchain, hypnotism and immersive theatre to create a web of hacked-together social products that they hope will capture the atmosphere of Burning Man.

Going virtual is an unprecedented move for an event that’s mere existence already seems to defy precedent.

Burning Man is held in late August every year inside Nevada’s Black Rock Desert. For nine days, the attendees, who refer to themselves as Burners, fill up the desolate landscape with massive art installations, stages and camps. Attendance has been climbing over the past several decades, to the point that the federal government got involved, creating a more than 170-page report arguing why the event’s attendance should be capped. More than 78,000 people attended in 2019.

It’s an escape from society in a shared social experience that doesn’t seem to be replicable elsewhere.

The Multiverse

Steven Blumenfeld became the CTO of Burning Man days before the org’s leaders publicly announced that, due to the COVID-19 pandemic, the physical event was being abruptly canceled and the team was going all-in on a virtual gathering. Though the serial CTO expected the position to largely involve crusty tasks maintaining the event’s media infrastructure, he soon was pressed to rethink the front-end of a sprawling event that’s decades old and steeped in lore.

“My first inclination is, ‘Great! Let’s go build a big 3D VR world blah blah blah… So then I spent the first two weeks looking at what I had for staff, what I had for time frame, and what we could actually do,” Blumenfeld says. “There was just no way. And you know, I actually still wanted to do it. I wanted a challenge… but the reality was it just wasn’t going to happen.”

Burning Man is a massive undertaking, with a particularly deep emotional hold inside San Francisco, where it was first held in 1986, and by extension Silicon Valley. It isn’t all that surprising that when the Burning Man Project announced the event was making the move to a digital format, there was a rapid influx of community input to help decipher what an on-the-grid virtual Burning Man might look like.

“We had 14,000 people tell us they wanted to contribute in some way to a virtual Black Rock City,” said Kim Cook, the org’s director of art and civic engagement. “Some of them said what they wanted to contribute was love; so that’s cool. We also had around a thousand of them say they wanted to do developer-type work.”

Some of the groups that reached out to the Burning Man Project were companies that were willing to build a Burning Man experience but wanted official branding present. Despite a precarious financial position, Burning Man’s organizers declined help from these sponsors, citing the org’s adherence to “de-commodification” — a desire to prevent corporate infiltration of the event, eschewing advertising, branded stages and corporate partnerships.

Turning away from the professional studios, Blumenfeld and others settled on a network of small indie teams filled with Burners that were willing to develop the official digital experiences for the event on their own time.

A new moment for social networking

Eight projects eventually emerged as official “recognized universes,” each taking drastically different approaches to what a virtual Burning Man should look like. While some focus their efforts on virtual reality, others add social layers to video chat or build 3D environments on top of existing platforms like Second Life or Microsoft’s AltspaceVR .

During the pandemic, revamped developer conferences and trade shows have been able to port keynote addresses or panels to a Zoom format fairly seamlessly, but there are plenty of elements of the Burning Man experience that the teams involved realize might be impossible to replicate with online platforms. The developers creating the event’s virtual worlds are determined to rethink the conventions of online social networking to ensure that Burners make new friends this year.

“The sense of awe and scale is tricky,” says Ed Cooke, who is building one of the official apps. “One way of explaining Burning Man is that it’s a state of mind that you access as a side effect of all the things that happen on the way there.”

Cooke, a London startup founder who also boasts the title of Grand Memory Master, earned for — among other things — memorizing the order of 10 decks of cards in less than an hour, has been building SparkleVerse with his friend Chris Adams, whose daytime gig is as a senior software manager at Airbnb.

Their web app, which pairs a 2D map interface with video chat windows, is primarily focused on advancing how shared context can facilitate and better frame social relationships.

Amid quarantine, the pair tells TechCrunch they have been creating deeply complicated video chat parties for their friends. One example is a moon-themed party where they created a clickable map of the lunar surface that guided the 200 attendees through 16 separate virtual spaces with their own themes. Before the party kicked off, the hosts walked people through the “experience of traveling to the moon” by guiding them through the effects of zero gravity and instructing them to play along with experiencing it. Another hot tub-themed party invited guests to jump into their bath tub before firing up Zoom.

Cooke and Adams are leaning on some of these mechanics to create a Burning Man theme, hoping that taking cues from immersive theatre will enable people to commit more deeply to the experience. The acts of driving, losing your phone connection and growing tired and hungry on the way to the physical event add to a “spaciousness in your consciousness” that allows people to act more freely, Cooke says. He wants participants to replicate these experiences by taking steps outside their normal life in the run-up to the event, whether that’s sitting through an obscenely long video chat session to simulate a drive to the desert or setting up a tent in their living room, or cutting off their water line and avoiding showers during the nine days.

“All of this is embedding you further and further into this distant context, miles away from your normal life, where effectively in the course of this, you’re just becoming a radically less boring person,” Cooke explains in a nine-minute video outlining the platform.

Many of the apps are building on the idea of how spatial interfaces can feed greater social context and make it easier to approach people and make new friends.

Another official app, Build-a-Burn, takes the idea of a stylized 2D interface for video chat even further with a sketched-out grayscale map of Black Rock City that users can navigate little stick figures across. As a user moves through different camps and their avatars get physically close to each other, new video chat screens fade in and users can gain the experience of venturing into a new social bubble.

A screenshot of Build-a-Burn

While Build-a-Burn and SparkleVerse are leaning more heavily on video chat, other experiences hope that creating massive 3D landscapes that match the scale of the real-world event will help people get into the spirit of the event.

Other than Burn2, which is wholly contained within the Second Life platform, most of the 3D-centric apps integrate some level of virtual reality support. Projects that support VR headsets include The Infinite Playa, The Bridge Experience, MysticVerse, BRCvr (which taps into Microsoft’s AltspaceVR platform) and Multiverse.

Each of the VR experiences will also allow users to join on mobile or desktop, an effort to ensure that the apps are more widely accessible.


Over on Extra Crunch, read about how a new generation of chat apps are leaning on game-like interfaces


Multiverse creator Faryar Ghazanfari, who runs an AR startup and previously worked on Tesla’s legal team, says that the motivations for building his app were a bit on the selfish side, telling TechCrunch that he became “extremely sad” after the physical event’s cancellation and felt the need to help build a place where he could reunite with his own camp.

Screenshot from a demo of Multiverse.

Ghazanfari tells TechCrunch he feels a responsibility in creating the environment that other Burners will experience; he says his chief concern is capturing the event’s complexity. Compared to the other apps, Multiverse focuses primarily on providing a photorealistic 3D playground where avatars can zoom around.

“As Burners, we don’t think of Burning Man as just a music festival or art festival; it is much more than that. Burning Man is a social experiment of creating a community out of a shared struggle,” Ghazanfari says.

Each of the Burning Man-approved apps seem to engage with evoking that shared struggle differently, which appears to be the most looming challenge of moving this event to a virtual format. While the apps hope to bring elements of the physical event into their virtual spaces, the creators also seem to realize that aiming to compete with attendees’ past memories is unwise. It’s a challenge that has been faced by dozens of startups in the virtual reality space over the past several years.

“I think the main challenge is taking something that exists in reality and then porting it into a different platform,” said Adam Arrigo, CEO of Wave, a venture-backed startup that initially launched a VR app for music concerts but has since shifted focus to mobile and desktop experiences. “When you’re in these digital spaces, the agency that you have as a user and the experiences you can create are so different than something that could exist, even at a concert.”

Financial uncertainty

Perhaps the biggest unknown, as the organization readies for Burning Man’s August 30 start date, is that nobody really has any idea how many people are going to show up. While Blumenfeld pointed me to suggestions the entire digital event could attract up to 30,000 people over its nine-day run, Ghazanfari hopes that hundreds of thousands or millions of users will come into the fold of his experience.

Another point of contention internally is how exactly the groups plan to monetize these digital experiences.

In 2020, the standard ticket price for Burning Man was $475. The organization postponed the “main sale” of tickets prior to this year’s physical event’s cancellation, but they had already sold tens of thousands of tickets. Ticket holders will have the option of being refunded, but the organization has encouraged those who “have the means” to consider making a full or partial donation of the ticket price instead.

In 2018, Burning Man cost $44 million for the organization to produce, according to tax documents. The Burning Man Project reported about $43 million in ticket sales from that event, with other donations and revenue streams bringing the nonprofit’s total revenue for that fiscal year to about $46 million. In a blog post, the event’s organizers noted that though the group had event insurance, they were not covered for a cancellation caused by a pandemic. Burning Man Project says it has $10 million in cash reserves, but that it anticipates draining through that funding by the end of the year to stay afloat. The organization is listed as having received a loan from the federal government’s Paycheck Protection Program for between $2-5 million.

While some like Ghazanfari are pushing to make their experiences free to access with the option of giving a donation later, others expressed desire for a single digital ticket that would give attendees access to all eight digital experiences. Cooke says users will need to pay a $50 entrance fee to access the SparkleVerse.

The disparate nature of the experience being built this year — with some being shipped as native apps, others in HTML5 and others inside existing tech platforms — meant that a unified ticketing platform just wouldn’t work, Blumenfeld told TechCrunch. Not all of the developers were thrilled with this outcome, which they fear could fracture attendance at events on certain platforms. The biggest concern seemed to be ensuring that all of this effort pays off in some way for the organization so that they can continue to host the Burning Man event post-pandemic.

“One of the biggest reasons we’re all doing this is to help Burning Man survive, because the Burning Man organization unfortunately was really badly hit because of COVID,” Ghazanfari says. “The organization is in kind of a precarious situation financially.”

The organization has attracted criticism in recent years for the event’s inclusiveness. Some of the developers acknowledge that planning for a nine-day trip to the middle of the desert can be daunting and prohibitively expensive for people that want to join the community, and they hope that this year’s shift to a digital format will open up the event to more people and that these apps can be a less intimidating way for skeptics to get a taste of the community.

Thinking of the future

None of the developers behind the digital experiences are being paid for their efforts building these apps. However, the Burning Man Project has given at least some of them perpetual licenses to continue operating these digital platforms with the Burning Man name and an option to monetize, though a percentage of proceeds will be kicked back to the organization.

While getting this event across the finish line by the end of the month is daunting enough, the Burning Man Project is also trying to consider how its rapid learnings will apply to next year, though they hope that the physical event returns for 2021.

Blumenfeld says he plans to spend the next year working on the background infrastructure so that items like gating and ticketing functions for a virtual Burning Man can all be centralized.

While having eight distinct experiences this year could complicate the goal of getting one big group together, developers concerned about troubleshooting their new apps or having a sudden influx of virtual Burners overwhelm their infrastructures view multiple entry points to the festival as a necessary logistical move. Organizers hope the diversity of options will keep things interesting for attendees.

“I think we’ve got a good mix, and part of it is, we want to learn,” Blumenfeld says. “What we’re trying very hard to avoid is being in Zoom meeting hell.”

Whether users are connecting via video chat or as avatars inside a large virtual world, the developers building Burning Man’s virtual experiences believe they are operating on the cutting edge of virtual interaction and that they are rethinking elements of modern social networking to create a virtual Burning Man where people will be able to form new social bonds.

“I’ve fallen in love with this idea that at some point in the future, some Ph.D. student in 300 years time is going to write a thesis on the first online Burning Man, because it does feel like an extraordinary moment of avant garde imagineering for what the future of human online interaction looks like,” Cooke tells TechCrunch.

Adaptive Shield raises $4M for its SaaS security platform

Adaptive Shield, a Tel Aviv-based security startup, is coming out of stealth today and announcing its $4 million seed round led by Vertex Ventures Israel. The company’s platform helps businesses protect their SaaS applications by regularly scanning their various setting for security issues.

The company’s co-founders met in the Israeli Defense Forces, where they were trained on cybersecurity, and then worked at a number of other security companies before starting their own venture. Adaptive Shield CEO Maor Bin, who previously led cloud research at Proofpoint, told me the team decided to look at SaaS security because they believe this is an urgent problem few other companies are addressing.

Pictured is a representative sample of nine apps being monitored by the Adaptive Shield platform, including the total score of each application, affected categories and affected security frameworks and standards. (Image Credits: Adaptive Shield)

“When you look at the problems that are out there — you want to solve something that is critical, that is urgent,” he said. “And what’s more critical than business applications? All the information is out there and every day, we see people moving their on-prem infrastructure into the cloud.”

Bin argues that as companies adopt a large variety of SaaS applications, all with their own security settings and user privileges, security teams are often either overwhelmed or simply not focused on these SaaS tools because they aren’t the system owners and may not even have access to them.

“Every enterprise today is heavily using SaaS services without addressing the associated and ever-changing security risks,” says Emanuel Timor, general partner at Vertex Ventures Israel . “We are impressed by the vision Adaptive Shield has to elegantly solve this complex problem and by the level of interest and fast adoption of its solution by customers.”

Onboarding is pretty easy, as Bin showed me, and typically involves setting up a user in the SaaS app and then logging into a given service through Adaptive Shield. Currently, the company supports most of the standard SaaS enterprise applications you would expect, including GitHub, Office 365, Salesforce, Slack, SuccessFactors and Zoom.

“I think that one of the most important differentiators for us is the amount of applications that we support,” Bin noted.

The company already has paying customers, including some Fortune 500 companies across a number of verticals, and it has already invested some of the new funding round, which closed before the global COVID-19 pandemic hit, into building out more integrations for these customers. Bin tells me that Adaptive Shield immediately started hiring once the round closed and is now also in the process of hiring its first employee in the U.S. to help with sales.

‘Stalkerware’ phone spying apps have escaped Google’s ad ban

Several companies offering phone-spying apps — known as “stalkerware” — are still advertising in Google search results, despite the search giant’s ban that took effect today, TechCrunch has found.

These controversial apps are often pitched to help parents snoop on their child’s calls, messages, apps and other private data under the guise of helping to protect against online predators.

But some repurpose these apps to spy on their spouses — often without their permission.

It’s a problem that the wider tech industry has worked to tackle. Security firms and antivirus makers are working to combat the rise of stalkerware, and federal authorities have taken action when app makers have violated the law.

One of the biggest actions to date came last month when Google announced an updated ads policy, effectively banning companies from advertising phone-snooping apps “with the express purpose of tracking or monitoring another person or their activities without their authorization.”

Google gave these companies until August 11 to remove these ads.

But TechCrunch found seven companies known to provide stalkerware — including FlexiSpy, mSpy, WebWatcher and KidsGuard — were still advertising in Google search results after the ban took effect.

Google did not say explicitly say if the stalkerware apps violated its policy, but told TechCrunch that it removed ads for WebWatcher. Despite the deadline, Google said that enforcement is not always immediate.

“We recently updated our policies to prohibit ads promoting spyware for partner surveillance while still allowing ads for technology that helps parents monitor their underage children,” said a Google spokesperson. “To prevent deceitful actors who try to disguise the product’s intent and evade our enforcement, we look at several signals like the ad text, creative and landing page, among others, for policy compliance. When we find that an ad or advertiser is violating our policies, we take immediate action.”

The policy is evidently far from perfect. Google faced immediate criticism for carving out exceptions to its new policy for “products or services designed for parents to track or monitor their underage children.”

Malwarebytes, one of several antivirus makers that pledged to help fight stalkerware, called the policy “incomplete,” in large part because the “the line between stalkerware-type applications and parental monitoring applications can be blurred.”

In this case, several of the stalkerware apps explicitly state how their apps could be used to spy on spouses.

For instance, mSpy’s website said the app can be used to spy on “your children, wife, or colleagues.” KidsGuard, which had a massive security lapse last year that exposed thousands of surveilled users, explicitly says on its homepage that its app can “catch a cheating spouse.” Two other app makers, Spyic and PhoneSpector, still have dozens of blog posts on their website explicitly referencing spying on spouses.

Last year the Electronic Frontier Foundation founded the Coalition Against Stalkerware, a group of academics, companies and nonprofits to help detect, combat and raise awareness of stalkerware.


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Google is turning Android Phones into seismometers

Google is launching a handful of new Android features today that don’t really have a lot in common but that are all interesting in their own right. There are updates to Android Auto and Android’s emergency location service, new accessibility features thanks to an updated Lookout app, and the promise of better sleep thanks to the bedtime tools in the Android Clock app now rolling out to all Android devices running version 6.0 or later (this was a Pixel-only feature before).

But the highlight of today’s release is surely Google’s new worldwide earthquake detection system and the new earthquake alerting feature it is launching for California. With this, Google is essentially turning your Android phone into a seismometer to create what the company says is “the world’s largest earthquake detection network.”

Image Credits: Google

The company argues that smartphone accelerometers are sensitive enough to measure the P-waves that are the first waves to arrive after an earthquake. Whenever the phone thinks it has detected an earthquake, it will send that info to a central server which then determines whether this was really an earthquake. For now, Google will only use this data to show information when somebody then searches for ‘earthquake’ or a similar keyword. Over time, though, it expects to be able to send out alerts based on these phone-based systems.

In California, the company is already going a step further, though. Working with the United States Geological Survey (USGS) and California Governor’s Office of Emergency Services (Cal OES), Google is using the ShakeAlert network — which itself uses data from 700 seismometers from across the state — to provide earthquake alerts. “A few seconds of warning can make a difference in giving you time to drop, cover, and hold on before the shaking arrives,” Google argues.

Image Credits: Google

 

Android Auto gets Google Calendar integration

Google today announced a number of updates to Android Auto (which runs on the user’s phone) and Android Automotive (which car manufacturers can natively build into their cars) that will affect both users and developers on these platforms. In addition, Google today announced that it expects Android Auto to be available in more than 100 million cars in the coming months.

The most obvious user-facing update is the integration of Google Calendar into Android Auto thanks to the new calendar app. There are very few surprises here as the app lets you see your upcoming appointments (and get directions to them or make a call right from the app).

Image Credits: Google

Another new feature is a new settings app, which now lets you manage your Android Auto preferences right from your in-car car display without having to go back to your phone to make major changes.

The company today also said that it is working with a number of partners like SpotHero, Chargepoint and Sygic to bring more navigation, parking and electric charging apps to the platform. Google expects that some of these companies will be able to beta test their new apps by the end of the year.

Image Credits: Google

Currently, there are about 3,000 apps in the Google Play store that support Android Auto. To expand this set of apps — which have to pass a number of tests to ensure that they don’t distract drivers — Google is launching a new Cars App Library that developers can use to ensure that tasks within their apps will only take a few taps and minimal glances.

Image Credits: Google

 

“To mitigate driver distraction, we collaborated with government, industry and academic institutions to develop our own best practice guidelines that we apply to every aspect of our product development process,” Google says in today’s update. “With our standard templates and guidelines, developers have the tools to easily optimize their apps for cars, without needing to become an expert in driver distraction.”

On the Android Automotive side, Google is working with developers and car manufacturers to help them bring more media apps to the platform. Currently, the Polestar 2 is the first car that uses the new system, but Volvo, Renault and General Motors have announced plans to launch infotainment systems that will use it.

For these developers, Google is launching an update emulator that now includes the Google Assistant, Maps and Google Play — and the Google Play Console now accepts Android Automotive APKs. Developers can also test their apps against the Polestar 2 system image.

Android Auto gets Google Calendar integration

Google today announced a number of updates to Android Auto (which runs on the user’s phone) and Android Automotive (which car manufacturers can natively build into their cars) that will affect both users and developers on these platforms. In addition, Google today announced that it expects Android Auto to be available in more than 100 million cars in the coming months.

The most obvious user-facing update is the integration of Google Calendar into Android Auto thanks to the new calendar app. There are very few surprises here as the app lets you see your upcoming appointments (and get directions to them or make a call right from the app).

Image Credits: Google

Another new feature is a new settings app, which now lets you manage your Android Auto preferences right from your in-car car display without having to go back to your phone to make major changes.

The company today also said that it is working with a number of partners like SpotHero, Chargepoint and Sygic to bring more navigation, parking and electric charging apps to the platform. Google expects that some of these companies will be able to beta test their new apps by the end of the year.

Image Credits: Google

Currently, there are about 3,000 apps in the Google Play store that support Android Auto. To expand this set of apps — which have to pass a number of tests to ensure that they don’t distract drivers — Google is launching a new Cars App Library that developers can use to ensure that tasks within their apps will only take a few taps and minimal glances.

Image Credits: Google

 

“To mitigate driver distraction, we collaborated with government, industry and academic institutions to develop our own best practice guidelines that we apply to every aspect of our product development process,” Google says in today’s update. “With our standard templates and guidelines, developers have the tools to easily optimize their apps for cars, without needing to become an expert in driver distraction.”

On the Android Automotive side, Google is working with developers and car manufacturers to help them bring more media apps to the platform. Currently, the Polestar 2 is the first car that uses the new system, but Volvo, Renault and General Motors have announced plans to launch infotainment systems that will use it.

For these developers, Google is launching an update emulator that now includes the Google Assistant, Maps and Google Play — and the Google Play Console now accepts Android Automotive APKs. Developers can also test their apps against the Polestar 2 system image.

Google Maps comes to Apple’s watchOS and CarPlay dashboard

Google Maps is now also available on the Apple Watch so you can get your walking, biking and driving directions right on your wrist.

Don’t expect to get a full-blown Maps app on your wrist, though. The new app is mostly focused on giving you directions to know places (think home, work, etc.). To start navigating to other destinations, you still have to start on your phone and then “pick up where you left off on your watch,” Google explains.

A few years ago, Google already offered a version of Maps for Apple’s watch but then dropped support in 2017. The Google Maps app for watchOS will roll out worldwide in the coming weeks.

Image Credits: Google

In addition to the new Maps app on watchOS, Google Maps now features slightly deeper integration with Apple’s CarPlay, thanks to iOS 13.4 now supporting third-party apps on the dashboard. If you’re a regular Google Maps user on CarPlay, you may know the frustration of using the CarPlay dashboard, only to be kicked back to seeing Apple Maps.

Apple originally launched support for third-party navigation apps in CarPlay with the launch of iOS 12. At the time, though, those apps were restricted to full-screen mode. With this update, you can now continue to see your Google Maps directions and still see your media controls or calendar at the same time.

Apple goes to war with the gaming industry

Most gamers may not view Apple as a games company to the same degree that they see Sony with PlayStation or Microsoft with Xbox, but the iPhone-maker continues to uniformly drive the industry with decisions made in the Apple App Store.

The company made the news a couple times late this week for App Store approvals. Once for denying a gaming app, and the other for approving one.

The denial was Microsoft’s xCloud gaming app, something the Xbox folks weren’t too psyched about. Microsoft xCloud is one of the Xbox’s most substantial software platform plays in quite some time, allowing gamers to live-stream titles from the cloud and play console-quality games across a number of devices. It’s a huge effort that’s been in preview for a bit, but is likely going to officially launch next month. The app had been in a Testflight preview for iOS, but as Microsoft looked to push it to primetime, Apple said not so fast.

The app that was approved was the Facebook Gaming app which Facebook has been trying to shove through the App Store for months to no avail. It was at last approved Friday after the company stripped one of its two central features, a library of playable mobile games. In a curt statement to The New York Times, Facebook COO Sheryl Sandberg said, “Unfortunately, we had to remove gameplay functionality entirely in order to get Apple’s approval on the stand-alone Facebook Gaming app.”

Microsoft’s Xbox team also took the unusually aggressive step of calling out Apple in a statement that reads, in-part, “Apple stands alone as the only general purpose platform to deny consumers from cloud gaming and game subscription services like Xbox Game Pass. And it consistently treats gaming apps differently, applying more lenient rules to non-gaming apps even when they include interactive content.”

Microsoft is still a $1.61 trillion company so don’t think I’m busting out the violin for them, but iOS is the world’s largest gaming platform, something CEO Tim Cook proudly proclaimed when the company launched its own game subscription platform, Apple Arcade, last year. Apple likes to play at its own pace, and all of these game-streaming platforms popping up at the same time seem poised to overwhelm them.

Image Credits: Microsoft

There are a few things about cloud gaming apps that seem at odds with some of the App Store’s rules, yet these rules are, of course, just guidelines written by Apple.  For Apple’s part, they basically said (full statement later) that the App Store had curators for a reason and that approving apps like these means they can’t individually review the apps which compromises the App Store experience.

To say that’s “the reason” seems disingenuous because the company has long approved platforms to operate on the App Store without stamping approval on the individual pieces of content that can be accessed. With “Games” representing the App Store’s most popular category, Apple likely cares much more about keeping their own money straight.

Analysis from CNBC pinned Apple’s 2019 App Store total revenue at $50 billion.

When these cloud gaming platforms like xCloud scale with zero iOS support, millions of Apple customers, myself included, are actually going to be pissed that their iPhone can’t do something that their friend’s phone can. Playing console-class titles on the iPhone would be a substantial feature upgrade for consumers. There are about 90 million Xbox Live users out there, a substantial number of which are iPhone owners I would imagine. The games industry is steadily rallying around game subscription networks and cloud gaming as a move to encourage consumers to sample more titles and discover more indie hits.

I’ve seen enough of these sagas to realize that sometimes parties will kick off these fights purely as a tactic to get their way in negotiations and avoid workarounds, but it’s a tactic that really only works when consumers have a reason to care. Most of the bigger App Store developer spats have played in the background and come to light later, but at this point the Xbox team undoubtedly sees that Apple isn’t positioned all that well to wage an App Store war in the midst of increased antitrust attention over a cause that seems wholly focused on maintaining their edge in monetizing the games consumers play on Apple screens.

CEO Tim Cook spent an awful lot of time in his Congressional Zoom room answering question about perceived anticompetitiveness on the company’s application storefront.

The big point of tension I could see happening behind closed doors is that plenty of these titles offer in-game transactions and just because that in-app purchase framework is being live-streamed from a cloud computer doesn’t mean that a user isn’t still using experiencing that content on an Apple device. I’m not sure whether this is actually the point of contention, but it seems like it would be a major threat to Apple’s ecosystem-wide in-app purchase raking.

The App Store does not currently support cloud gaming on Nvidia’s GeForce platform or Google’s Stadia which are also both available on Android phones. Both of these platforms are more limited in scope than Microsoft’s offering which is expected to launch with wider support and pick up wider adoption.

While I can understand Apple’s desire to not have gaming titles ship that might not function properly on an iPhone because of system constraints, that argument doesn’t apply so well to the cloud gaming world where apps are translating button presses to the cloud and the cloud is sending them back the next engine-rendered frames of their game. Apple is being forced to get pretty particular about what media types of apps fall under the “reader” designation. The inherent interactivity of a cloud gaming platform seems to be the differentiation Apple is pushing here — as well as the interfaces that allows gamers to directly launch titles with an interface that’s far more specialized than some generic remote desktop app.

All of these platforms arrive after the company already launched Apple Arcade, a non-cloud gaming product made in the image of what Apple would like to think are the values it fosters in the gaming world: family friendly indie titles with no intrusive ads, no bothersome micro-transactions and Apple’s watchful review.

Apple’s driver’s seat position in the gaming world has been far from a wholly positive influence for the industry. Apple has acted as a gatekeeper, but the fact is plenty of the “innovations” pushed through as a result of App Store policies have been great for Apple but questionable for the development of a gamer-friendly games industry.

Apple facilitated the advent of free-to-play games by pushing in-app purchases which have been abused recklessly over the years as studios have been irresistibly pushed to structure their titles around principles of addiction. Mobile gaming has been one of the more insane areas of Wild West startup growth over the past decade and Apple’s mechanics for fueling quick transactions inside these titles has moved fast and broken things.

Take a look at the 200 top grossing games in the App Store (data via Sensor Tower) and you’ll see that all 199 of them rely solely on in-app micro-transaction to reach that status — Microsoft’s Minecraft, ranked 50th costs $6.99 to download, though it also offers in-app purchases.

In 2013, the company settled a class-action lawsuit that kicked off after parents sued Apple for making it too easy for kids to make in-app purchases. In 2014, Apple settled a case with the FTC over the same mechanism for $32 million. This year, a lawsuit filed against Apple questioned the legality of “loot box” in-app purchases which gave gamers randomized digital awards.

“Through the games it sells and offers for free to consumers through its AppStore, Apple engages in predatory practices enticing consumers, including children to engage in gambling and similar addictive conduct in violation of this and other laws designed to protect consumers and to prohibit such practices,” read that most recent lawsuit filing.

This is, of course, not how Apple sees its role in the gaming industry. In a statement to Business Insider responding to the company’s denial of Microsoft’s xCloud, Apple laid out its messaging.

The App Store was created to be a safe and trusted place for customers to discover and download apps, and a great business opportunity for all developers. Before they go on our store, all apps are reviewed against the same set of guidelines that are intended to protect customers and provide a fair and level playing field to developers.

Our customers enjoy great apps and games from millions of developers, and gaming services can absolutely launch on the App Store as long as they follow the same set of guidelines applicable to all developers, including submitting games individually for review, and appearing in charts and search. In addition to the App Store, developers can choose to reach all iPhone and iPad users over the web through Safari and other browsers on the App Store.

The impact has — quite obviously — not been uniformly negative, but Apple has played fast and loose with industry changes when they benefit the mothership. I won’t act like plenty of Sony and Microsoft’s actions over the years haven’t offered similar affronts to gamers, but Apple exercises the industry-wide sway it holds, operating the world’s largest gaming platform, too often and gamers should be cautious in trusting the App Store owner to make decisions that have their best interests at heart.


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How I accidentally gatecrashed a startup’s morning meeting

There’s a certain kind of panic that at some point gets us all.

You just got to work but did you leave the oven on at home? The gut-punch “call me ASAP” message from your boss but now they’re not answering their phone. Or that moment you unexpectedly see your camera light flash on your computer and you’re suddenly in a video call with a ton of people you don’t know.

Yes, that last one was me. In my defense it was only slightly my fault.

I got a tip about a new security startup, with fresh funding and an idea that caught my interest. I didn’t have much to go on, so I did what any curious reporter did and started digging around. The startup’s website was splashy, but largely word salad. I couldn’t find basic answers to my simple questions. But the company’s idea still seemed smart. I just wanted to know how the company actually worked.

So I poked the website a little harder.

Reporters use a ton of tools to collect information, monitor changes in websites, check if someone opened their email for comment, and to navigate vast pools of public data. These tools aren’t special, reserved only for card-carrying members of the press, but rather open to anyone who wants to find and report information. One tool I use frequently on the security beat lists all the subdomains on a company’s website. These subdomains are public but deliberately hidden from view, yet you can often find things that you wouldn’t from the website itself.

Bingo! I immediately found the company’s pitch deck. Another subdomain had a ton of documentation on how its product works. A bunch of subdomains didn’t load, and a couple were blocked off for employees only. (It’s also a line in the legal sand. If it’s not public and you’re not allowed in, you’re not allowed to knock down the door.)

I clicked on another subdomain. A page flashed open, an icon in my Mac dock briefly bounced, and the camera light flashed on. Before I could register what was happening, I had joined what appeared to be the company’s morning meeting.

The only saving grace was my webcam cover, a proprietary home-made double layer of masking tape that blocked what looked like half a dozen people from staring back at me and my unkempt, pandemic-driven appearance.

I didn’t stick around to explain myself, but quickly emailed the company to warn of the security lapse. The company had hardcoded their Zoom meeting rooms to a number of subdomains on their company’s website. Anyone who knew the easy-to-guess subdomain — trust me, you could guess it — would immediately launch into one of the company’s standing Zoom meetings. No password required.

By the end of the day, the company had pulled the subdomains offline.

Zoom has seen its share of security issues and forced to change default settings to prevent abuse, largely driven by greater scrutiny of the platform as its usage rocketed since the start of the coronavirus pandemic.

But this wasn’t on Zoom, not this time. This was a company that connected an entirely unprotected Zoom meeting room to a conveniently memorable web address, likely for convenience, but one that could have left lurkers and eavesdroppers in the company’s meetings.

It’s not much to ask to password-protect your Zoom meetings, because next time it probably won’t be me.

Google launches the final beta of Android 11

With the launch of Android 11 getting closer, Google today launched the third and final beta of its mobile operating system ahead of its general availability. Google had previously delayed the beta program by about a month because of the coronavirus pandemic.

Image Credits: Google

Since Android 11 had already reached platform stability with Beta 2, most of the changes here are fixes and optimizations. As a Google spokesperson noted, “this beta is focused on helping developers put the finishing touches on their apps as they prepare for Android 11, including the official API 30 SDK and build tools for Android Studio.”

The one exception is some updates to the Exposure Notification System contact tracing API, which users can now use without turning on device location settings. Exposure Notification is an exception here, as all other Android apps need to have location settings on (and user permission to access it) to perform the kind of Bluetooth scanning Google is using for this API.

Otherwise, though, there are no surprises here, given that this has already been a pretty lengthy preview cycle. Mostly, Google really wants developers to make sure their apps are ready for the new version, which includes quite a few changes.

If you are brave enough, you can get the latest beta over the air as part of the Android Beta program. It’s available for Pixel 2, 3, 3a, 4 and (soon) 4a users.