Porsche expands on-demand subscription plans to four more cities – gpgmail


Porsche is expanding two on-demand subscription programs to several more U.S. cities and into Canada.

The German automaker announced Thursday it will expand its monthly subscription program Porsche Passport and its shorter-term Porsche Drive plan to Las Vegas, Phoenix, San Diego and Toronto. Both programs will continue to be offered in Atlanta through local dealers.

The expansion suggests that Porsche’s experimentation with subscriptions has attracted enough new customers to warrant taking it on the road.

Porsche created the programs because consumers increasingly want more flexibility, more individual choice, and to have this on their mobile devices, Porsche North America President and CEO Klaus Zellmer said in the announcement.

The goal is to build a new customer base of Porsche owners. Zellmer’s comments suggest that the programs are having the desired effect.

“This innovative approach to the Porsche experience has already opened the door to an entirely new clientele,” Zellmer said. “In our first year and a half, more than 80% of Passport members in the Atlanta pilot were not previous Porsche owners.”

Both plans give customers access to up 20 current model variants in its portfolio. Porsche Passport is a monthly plan that gives its members unlimited swaps between models.

The cheapest version of the plan, which is a flat monthly fee of $2,100, gives members access to eight model variants. A more expensive $3,100 plan includes another 12 higher performing variants. Passport requires an activation fee of $595, and membership approval is dependent on a background and credit check.

Porsche Drive, which spun out of the Passport program, is designed for those who want occasional access — perhaps for a date or a weekend getaway — to its luxury SUVs and sports cars. Members can rent a Porsche for a minimum of four hours under Porsche Drive. Prices for Porsche Drive range from $269 for four hours in a Macan, 718 Cayman or Boxster all the way to $2,909 for weekly usage of a 911. The Porsche Drive prices do not include taxes or other fees.

Under both plans, the vehicles are ordered through the Passport app and then delivered and picked up by a concierge at the customer’s preferred location.

The Passport program was first launched in 2017 in Atlanta. During the pilot, the average subscription has been about four months. The most common reason customers suspended their membership was due extended travel plans, according to the company. This indicates that the month-to-month model provides the flexibility customers desire.

Passport users swap models on average 2.5 times per month, according to Porsche. The company also said that more than 50% of members flip their vehicles at home, close to 30% swap their vehicle at work, and the remaining exchanges occur in other locations, such as a coffee shop or restaurant.

The technology platform for the program will be managed by Clutch Technologies, a company that has been part of the pilot from the start. The expansion of Passport and Drive includes a new role for Porsche dealer partners in all five cities. Dealers will now oversee the customer experience and the fleet, including its concierge vehicle delivery and maintenance.


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Mobile gaming is a $68.5 billion global business, and investors are buying in – gpgmail


By the end of 2019, the global gaming market is estimated to be worth $152 billion with 45% of that, $68.5 billion, coming directly from mobile games. With this tremendous growth (10.2% YoY to be precise) has come a flurry of investments and acquisitions, everyone wanting a cut of the pie. In fact, over the last 18 months, the global gaming industry has seen $9.6 billion in investments and if investments continue at this current pace, the amount of investment generated in 2018-19 will be higher than the 8 previous years combined.

What’s interesting is why everyone is talking about games and who in the market is responding to this and how.

The gaming phenomenon 

Today, mobile games account for 33% of all app downloads, 74% of consumer spend, and 10% of all time spent in-app. It’s predicted that in 2019, 2.4 billion people will play mobile games around the world – that’s almost one third of the global population. In fact, 50% of mobile app users play games, making this app category as popular as music apps like Spotify and Apple Music and second only to social media and communications apps in terms of time spent.

In the US, time spent on mobile devices has also officially outpaced that of television – with users spending 8 more minutes per day on their mobile devices. By 2021, this number is predicted to increase to over 30 minutes. Apps are the new primetime and games have grabbed the lion’s share.

Accessibility is the highest it’s ever been as barriers to entry are virtually non-existent. From casual games to the recent rise of the wildly popular hyper-casual genre of games which are quick to download, easy to play, and lend themselves to being played in short sessions throughout the day, games are played by almost every demographic stratum of society. Today, the average age of a mobile gamer is 36.3 (compared with 27.7 in 2014), the gender split is 51% female, 49% male, and one-third of all gamers are between the ages of 36-50. A far cry from the traditional stereotype of a ‘gamer’.

With these demographic, geographic, and consumption sea-changes in the mobile ecosystem and entertainment landscape, it’s no surprise that the game space is getting increased attention and investment, not just from within the industry, but more recently from traditional financial markets and even governments. Let’s look at how the markets have responded to the rise of gaming.

Image courtesy of David Maung/Bloomberg via Getty Images

Games on Games 

The first substantial investments in mobile gaming came from those who already had a stake in the industry. Tencent invested $90M in Pocket Gems and$126M in Glu Mobile (for a 14.6% stake), gaming powerhouse Supercell invested $5M in mobile game studio Redemption Games, Boom Fantasy raised $2M from ESPN and the MLB and Gamelynx raised $1.2M from several investors – one of which was Riot Games. Most recently, Ubisoft acquired a 70% stake in Green Panda Games to bolster its foot in the hyper-casual gaming market.

Additionally, bigger gaming studios began to acquire smaller ones. Zynga bought Gram Games, Ubisoft acquired Ketchapp, Niantic purchased Seismic Games, and Tencent bought Supercell (as well as a 40% stake in Epic Games). And the list goes on.

Wall Street wakes up

Beyond the flurry of investments and acquisitions from within the game industry, games are also generating huge amounts of revenue. Since launch, Pokemon Go has generated $2.3B in revenue and Fortnite has amassed some 250M players. This is catching the attention of more traditional financial institutions, like private equity firms and VCs, who are now looking at a variety of investment options in gaming – not just of gaming studios, but all those who had a stake in or support the industry.

In May 2018, hyper-casual mobile gaming studio Voodoo announced a $200M investment from Goldman Sachs’ private equity investment arm. For the first time ever, a mobile gaming studio attracted the attention of a venerable old financial institution. The explosion of the hyper-casual genre and the scale its titles are capable of achieving, together with the intensely iterative, data-driven business model afforded by the low production costs of games like this, were catching the attention of investors outside of the gaming world, looking for the next big growth opportunity.

The trend continued. In July 2018, private equity firm KKR bought a $400M minority stake in AppLovin and now, exactly one year later Blackstone announced their plan to acquire mobile ad-network Vungle for a reported $750M. Not only is money going into gaming studios, but investments are being made into companies whose technology supports the mobile gaming space. Traditional investors are finally taking notice of the mobile gaming ecosystem as a whole and the explosive growth it has produced in recent years. This year alone mobile games are expected to generate $55B in revenue so this new wave of investment interest should really come as no surprise.

A woman holds up her cell phone as she plays the Pokemon Go game in Lafayette Park in front of the White House in Washington, DC, July 12, 2016. (Photo: JIM WATSON/AFP/Getty Images)

Government intervention

Most recently, governments are realizing the potential and reach of the gaming industry and making their own investment moves. We’re seeing governments establish funds that support local gaming businesses – providing incentives for gaming studios to develop and retain their creatives, technology, and employees locally – as well as programs that aim to attract foreign talent.

As uncertainty looms in England surrounding Brexit, France has jumped on the opportunity with “Join the Game”. They’re painting France as an international hub that is already home to many successful gaming studios, and they’re offering tax breaks and plenty of funding options – for everything from R&D to the production of community events. Their website even has an entire page dedicated to “getting settled in France”, in English, with a step-by-step guide on how game developers should prepare for their arrival.

The UK Department for International Trade used this year’s Game Developers Conference as a backdrop for the promotion of their games fund – calling the UK “one of the most flourishing game developing ecosystems in the world.” The UK Games Fund allows for both local and foreign-owned gaming companies with a presence in the UK to apply for tax breaks. And ever since France announced their fund, more and more people have begun encouraging the British government to expand their program saying that the UK gaming ecosystem should be “retained and enhanced”. But, not only does the government take gaming seriously, the Queen does as well. In 2008, David Darling the CEO of hyper-casual game studio Kwalee was made a Commander of the Order of the British Empire (CBE) for his services to the games industry. CBE is the third-highest honor the Queen can bestow on a British citizen.

Over to Germany, and the government has allocated 50M euros of its 2019 budget for the creation of a games fund. In Sweden, the Sweden Game Arena is a public-private partnership that helps students develop games using government-funded offices and equipment. It also links students and startups with established companies and investors. While these numbers dwarf the investment of more commercial or financial players, the sudden uptick in interest governments are paying to the game space indicate just how exciting and lucrative gaming has become.

Support is coming from all levels

The evolution of investment in the gaming space is indicative of the stratospheric growth, massive revenue, strong user engagement, and extensive demographic and geographic reach of mobile gaming. With the global games industry projected to be worth a quarter of a trillion dollars by 2023, it comes as no surprise that the diverse players globally have finally realized its true potential and have embraced the gaming ecosystem as a whole.


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Yubico launches its dual USB-C and Lightning two-factor security key – gpgmail


Almost two months after it was first announced, Yubico has launched the YubiKey 5Ci, a security key with dual support for both iPhones, Macs and other USB-C compatible devices.

Yubico’s latest Yubikey is the latest iteration of its security key built to support a newer range of devices, including Apple’s iPhone, iPad, and MacBooks in a single device. Announced in June, the company said the security keys would cater for cross-platform users — particularly Apple device owners.

These security keys may be small enough to sit on a keyring, but they contain the keys to your online line. Your Gmail, Twitter, and Facebook account all support these plug-in devices as a second-factor of authentication after your username and password — a far stronger mechanism than the simple code sent to your phone.

Security keys offer almost unbeatable security and can protect against a variety of threats, including nation-state attackers.

Jerrod Chong, Yubico’s chief solutions officer, said the new key would fill a “critical gap in the mobile authentication ecosystem,” particularly given how users are increasingly spending their time across a multitude of mobile devices.

The new key works with a range of apps, including password managers like 1Password and LastPass, and web browsers like Brave, which support security key authentication.


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Facebook contractors said to have collected and transcribed users’ audio without permission – gpgmail


Reset the counter on “number of days since the last Facebook privacy scandal.”

Facebook has become the latest tech giant to face scrutiny over its handling of users’ audio, following a report that said the social media giant collected audio from its users and transcribed it using third-party contractors.

The report came from Bloomberg, citing the contractors who requested anonymity for fear of losing their jobs.

According to the report, it’s not known where the audio came from or why it was transcribed, but that Facebook users’ conversations were often matched against to see if they were properly interpreted by the company’s artificial intelligence.

There are several ways that Facebook collects voice and audio data, including from its mobile devices, its Messenger voice and video service, and through its smart speaker. But the social media giant’s privacy policy makes no clear mention of voice . Bloomberg also noted that contractors felt their work was “unethical” because Facebook “hasn’t disclosed to users that third parties may review their audio.”

Facebook has since stopped the practice.

We’ve asked Facebook several questions, including how the audio was collected, for what reason it was transcribed, and why users weren’t explicitly told of the third-party transcription, but did not immediately hear back.

Facebook becomes the latest tech company to face questions about its use of third-party contractors and staff to review user audio.

Amazon saw the initial round of flak for allowing contractors to manually review Alexa recordings without express user permission, forcing the company to add an opt-out to its Echo devices. Google also faced the heat for allowing human review of audio data, along with Apple which used contractors to listen to seemingly private Siri recordings. Microsoft also listened to some Skype calls made through the company’s app translation feature.

It’s been over a year since Facebook last had a chief security officer in the wake of Alex Stamos’ departure.

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