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It was a blockbuster debut for Affirm. The fintech startup's shares soared more than 90% when it went public on Wednesday.
The day itself began quietly for CEO Max Levchin: He kicked it off with a Zoom call with his kids, made a latte for his wife and joined a group chat with some high school friends, one of whom is recovering from COVID-19. "We were very happy to hear that he's doing well," he told Protocol shortly after his startup began trading on the Nasdaq Global Exchange.
Affirm's stock opened at $90.90 after pricing at $49 a share, before climbing to as high as $96.07 in late trades.
Levchin took some time off to share his thoughts into what the successful trading debut means and what's next for the fintech startup.
The interview has been edited for clarity and brevity.
Quick thoughts on why the stock is rallying?
I think the market does what it does. I choose to interpret it as, "People love what we stand for beyond the opportunity for financial gain." We have a story to tell, and our story is special. We built a product that actually improves lives in financial services.
What were the common questions you were asked by investors in the IPO process?
The question I heard a bunch — and I enjoyed answering — was: What makes you different? It's a hot space. There are tons of incumbents and a lot of new players. What do you do that makes you special? One big part of it is how much we attach ourselves to the idea of honest financial products, not just an opportunity for profit. It's really powerful, and that's resonated with millions of consumers and thousands and thousands merchants. That's part of our story and we tell it every time.
We took the time to build a fully universal solution. We will scale with the merchant up and down, something as enormous and complex as Walmart, and as technologically advanced and sophisticated and demanding as Shopify, and literally thousands of brands that we would have only heard of if we were looking for very specific things. We are built by a lot of engineers who are very technology-first. And that allowed us to do things right.
Some analysts, while acknowledging your growth, also point to the state of the economy. Given that consumers are still facing a lot of uncertainty given the pandemic and the economic downturn, how do you reflect on those concerns?
I think they are justified in the sense that the U.S. economy took a giant step back, in many ways, and yet also transformed itself, in some pretty fantastic ways. We saw the massive acceleration of the offline to online movement in commerce. I think the economy is being forced to modernize itself.
Are there things in the way the economy has changed over the past year since the pandemic began that worry you, that you feel could be a problem?
Part of what makes us different and special is we work with our consumers and our merchants to evaluate every transaction. So in many ways, I think our products are more important than ever to consumers. Some of them have lost their jobs, some of them are trying to be a little bit smarter about budgeting and affordability. I think these folks really benefited from Affirm. And we take great pride in helping them navigate the uncertainty and complexity around them. From a more macro view, income inequality is something that our society struggles with and is right to be concerned about.
What are the biggest challenges for you this year, post-IPO?
We are fundamentally limited by a number of things we can build and ship in per-unit time. I see an ocean of opportunities, and probably prioritizing them, and being focused and not trying to do everything for the exact same time despite the fact that it feels like we can do so much to help, is probably my personal challenge.
What was the toughest part of the IPO process for you?
The level of effort and intensity that our team brought to bear to make this happen constantly made me feel like I'm just not working hard enough. The sheer amount of work we were able to do in a shorter period of time was something else. That said, we weren't going to cut corners. We were going to do it right. We were going to go out when we were ready and when the market was ready for us.
Benjamin Pimentel ( @benpimentel) covers fintech from San Francisco. He has reported on many of the biggest tech stories over the past 20 years for the San Francisco Chronicle, Dow Jones MarketWatch and Business Insider, from the dot-com crash, the rise of cloud computing, social networking and AI to the impact of the Great Recession and the COVID crisis on Silicon Valley and beyond. He can be reached at bpimentel@protocol.com or via Signal at (510)731-8429.
Twitter’s future is newsletters and podcasts, not tweets
With Revue and a slew of other new products, Twitter is trying hard to move past texting.
We started with 140 characters. What now?
David Pierce ( @pierce) is Protocol's editor at large. Prior to joining Protocol, he was a columnist at The Wall Street Journal, a senior writer with Wired, and deputy editor at The Verge. He owns all the phones.
Twitter was once a home for 140-character missives about your lunch. Now, it's something like the real-time nerve center of the internet. But as for what Twitter wants to be going forward? It's slightly more complicated.
In just the last few months, Twitter has rolled out Fleets, a Stories-like feature; started testing an audio-only experience called Spaces; and acquired the podcast app Breaker and the video chat app Squad. And on Tuesday, Twitter announced it was acquiring Revue, a newsletter platform. The whole 140-characters thing (which is now 280 characters, by the way) is certainly not Twitter's organizing principle anymore. So what is?
David Pierce ( @pierce) is Protocol's editor at large. Prior to joining Protocol, he was a columnist at The Wall Street Journal, a senior writer with Wired, and deputy editor at The Verge. He owns all the phones.
Everything you need to know about the Kuaishou IPO
Kuaishou could raise just over $6 billion at a $60 billion valuation.
Kuaishou's livestreaming platform is part Twitch, part QVC.
Kuaishou has more daily active users than Twitter and Snapchat. Still, it wouldn't be all that surprising if you've never heard of the short-form video and livestreaming platform; Kuaishou maintains a relatively low profile outside of China. Within China, the Beijing-based company has charted an ambitious plan to create a platform that seamlessly blends ecommerce, livestreaming, short-form video and gaming distribution.
In the lead-up to its Hong Kong stock exchange trading debut slated for Feb. 5, Kuaishou could raise just over $6 billion at a $60 billion valuation. If Kuaishou succeeds, it will have pulled off one of the largest IPOs in recent years.
What Does Kuaishou Do?
<p>Since launching as a GIF-making tool in 2011, Kuaishou has <a href="https://www1.hkexnews.hk/app/sehk/2020/102806/documents/sehk20110501767.pdf" target="_blank" rel="noopener noreferrer">transformed itself</a> into a short-form video and livestreaming juggernaut with 776 million monthly active users. The average daily active user on Kuaishou spends over <a href="https://www1.hkexnews.hk/app/sehk/2020/102806/documents/sehk20110501767.pdf" target="_blank" rel="noopener noreferrer">85 minutes</a> on the platform per day. </p><p>Kuaishou's short-form video app isn't as popular as <a href="https://www.scmp.com/tech/apps-social/article/3101626/douyin-chinas-tiktok-grows-daily-active-users-600-million-home" target="_blank" rel="noopener noreferrer">ByteDance's Douyin</a> (China's version of TikTok), which reported 600 million daily active users in August 2020. Kuaishou is nevertheless growing at a rapid pace, with daily active users nearly doubling every year since 2017. For the six months ended June 30, 2020, Kuaishou reported 257.7 million daily active users, up from 155.4 million during the same period in 2019. Relative to those on Douyin, Kuaishou users <a href="https://www.scmp.com/tech/enterprises/article/3117572/ipo-prospect-kuaishou-has-big-issue-how-bag-profit-300-million-who" target="_blank" rel="noopener noreferrer">tend to be</a> younger, less educated and <a href="https://asia.nikkei.com/Business/China-tech/Video-app-Kuaishou-offers-window-into-China-s-rural-life" target="_blank" rel="noopener noreferrer">less cosmopolitan</a>. This makes it more difficult for Kuaishou to monetize its short-form video users through targeted ads and ecommerce integrations. </p><p><strong>Kuaishou's livestreaming platform is part Twitch, part QVC. </strong>Users can broadcast their gameplay to a live audience and receive <a href="https://www.ft.com/content/c42f500a-5a9c-4fd5-a165-f7402a8cdae5" target="_blank">virtual gifts</a> from viewers in return. The app also has a separate games tab, allowing people to <a href="https://www1.hkexnews.hk/app/sehk/2020/102806/documents/sehk20110501767.pdf" target="_blank">download mobile games</a> from third parties, which in turn gives Kuaishou a share of in-app purchase revenue. On the ecommerce side, influencers take to Kuaishou to host live events where they promote products. Kuaishou receives commission on ecommerce items sold through its platform. Merchants can either sell directly through Kuaishou or through <a href="https://techcrunch.com/2020/05/27/chinas-top-short-video-apps-and-e-commerce-giants-pally-up/" target="_blank">third-party integrations</a> with partners such as JD.com. Kuaishou has also partnered with Alibaba in the past, as when the companies together <a href="https://www.asiatimesfinancial.com/chinese-tiktok-equivalents-racing-for-ipos-in-hong-kong" target="_blank">generated 2.1 billion yuan</a> ($324 million) in sales from Singles' Day 2019.</p>KUAISHOU’S FINANCIALS
<p>Kuaishou issued preliminary <a href="https://www1.hkexnews.hk/app/sehk/2020/102806/documents/sehk20110501767.pdf" target="_blank">financial filings</a> ahead of its Hong Kong stock exchange listing. The filing showed that Kuaishou has prioritized user growth ahead of profitability: In the first six months of 2020, Kuaishou posted a net loss of 68 billion yuan ($10.5 billion) from its total revenue of 25 billion yuan ($3.9 billion). The financial disclosures show that Kuaishou hasn't posted an annual profit since 2017, though it has managed to come close to or exceed doubling more annual revenue between 2017 and 2019.</p><p><strong>Kuaishou recognizes three revenue segments: </strong>livestreaming, online marketing services and other services. Livestreaming accounted for nearly 69% of total revenue in the first sixth months of 2020, while online marketing services accounted for 28% and other services just 3%. Investors may worry that Kuaishou is too dependent on livestreaming revenue, which is itself beholden to a handful of celebrity influencers; in 2019, for instance, the <a href="https://www.scmp.com/magazines/style/news-trends/article/3076436/meet-xinba-chinese-billionaire-sales-king-kuaishou-who" target="_blank" rel="noopener noreferrer">celebrity influencer Xinba</a> accounted for more than 20% of the gross merchandise value sold on Kuaishou, <a href="https://www.scmp.com/tech/enterprises/article/3117572/ipo-prospect-kuaishou-has-big-issue-how-bag-profit-300-million-who" target="_blank" rel="noopener noreferrer">according to</a> the South China Morning Post. </p><p><strong>Selling and marketing expenses are a key contributor to Kuaishou's net losses.</strong> In the first half of 2020, Kuaishou accrued 13.7 billion yuan ($2.1 billion) in selling and marketing expenses, which was more than half the company's total revenue. In previous years, Kuaishou mostly managed to keep these expenses below 20% of total revenue. The company resorted to more aggressive growth tactics in 2020, the most notable of which was a <a href="https://www.chinadaily.com.cn/a/202001/25/WS5e2bce36a310128217273354.html" target="_blank" rel="noopener noreferrer">Lunar New Year promotion</a> in which it gave away 1 billion yuan ($154 million) worth of virtual red envelopes to some 2.2 million viewers. </p>WHAT COULD GO WRONG?
<p>Two themes stand out from Kuaishou's financial filing: government regulation and long-term profitability. </p><p><strong>China's government is monitoring the livestreaming industry closely,</strong> and in late 2020 it <a href="https://asia.nikkei.com/Business/Media-Entertainment/China-bans-spending-by-teens-in-new-curbs-on-livestreaming" target="_blank" rel="noopener noreferrer">imposed new rules</a> that ban teenagers from gifting to streamers and require all users to register with their real names. Kuaishou discusses how future regulation could affect its business:</p><ul><li>"If we fail to comply with PRC laws and regulations, we may face fines or other penalties or may lose licenses we need to operate our business and suffer reputational harm, which may materially and adversely affect our business, financial condition, results of operations and prospects," Kuaishou writes. </li><li>Kuaishou adds that this would not be without precedent, since it had to temporarily suspend platform functionality in 2018 due to <a href="https://www.scmp.com/tech/apps-social/article/2180194/heres-how-chinas-new-e-commerce-law-will-affect-consumers-platform" target="_blank" rel="noopener noreferrer">compliance</a> issues. It also discusses how these regulations could affect both media and ecommerce operations. </li></ul><p><strong>In terms of achieving long-term profitability,</strong> Kuaishou emphasizes the risk associated with its reliance on influencers and its general user monetization challenges:</p><ul><li>Douyin is the elephant in the room when it comes to Kuaishou's risk factors. Though the competitor is never named directly, Kuaishou writes: "Although we have adopted various measures to further strengthen the relationships between us and our content creators, such content creators may still choose to leave our platform, and their departure may cause a corresponding decline in our user base." </li><li>And though this is somewhat of a catch-all risk disclosure, Kuaishou acknowledges its difficult path to profitability: "Our ability to continue to improve operational efficiency will depend on, among other things, our ability to attract and retain users, to enhance the interactions among our users, to optimize our operations, and to further achieve economies of scale."</li></ul>WHO GETS RICH?
<p>It's hard to precisely say how firms will benefit from the IPO, since Kuaishou's financial disclosure has been partially redacted and the investor roadshow is ongoing.</p><p><strong>Here's where things stood when Kuaishou</strong><strong> filed </strong>its <a href="https://www1.hkexnews.hk/app/sehk/2020/102806/documents/sehk20110501767.pdf" target="_blank" rel="noopener noreferrer">preliminary financial filing</a> in <a href="https://www.techinasia.com/kuaishou-open-books-5b-ipo-hong-kong-week-sources" target="_blank" rel="noopener noreferrer">November 2020</a>:</p><ul><li>Tencent owned just under 21.6% of Kuaishou. The tech giant is a key strategic investor since it owns WeChat and is one of the <a href="https://www.pcgamer.com/every-game-company-that-tencent-has-invested-in/" target="_blank" rel="noopener noreferrer">biggest players</a> in the mobile gaming space. The relationship between Tencent and Kuaishou is a bit strange, however, since Tencent has <a href="https://kr-asia.com/wechat-makes-30-second-weishi-video-sharing-integration-official" target="_blank" rel="noopener noreferrer">launched numerous competing</a> short-form video apps. In January 2020, Tencent launched a beta for Channels, a short-form video platform <a href="https://www.scmp.com/tech/apps-social/article/3094861/wechats-short-video-feature-channels-has-drawn-200-million-users" target="_blank" rel="noopener noreferrer">integrated with WeChat</a>, which has already attracted over 200 million users.</li><li>5Y Capital owned 16.7% of outstanding shares.</li><li>DCM owned 9.2% of outstanding shares.</li><li>DST Global owned 6.4% of outstanding shares.</li></ul><p>And based on an IPO roadshow terms sheet <a href="https://asia.nikkei.com/Business/Markets/Big-US-funds-stake-claim-on-quarter-of-Kuaishou-s-5.4bn-IPO" target="_blank" rel="noopener noreferrer">obtained by Nikkei Asia</a>, Kuaishou has also attracted the following investors:</p><ul><li>Capital Group will invest $500 million.</li><li>Invesco will invest $270 million.</li><li>Fidelity will invest $270 million.</li><li>Morgan Stanley Investment Management will invest $125 million.</li><li>Nikkei Asia added that the Singapore sovereign wealth fund GIC, Abu Dhabi Investment Authority, Canada Pension Plan Investment Board, and Boyu Capital were among the other companies that agreed to purchase Kuaishou shares.</li></ul>WHAT PEOPLE ARE SAYING
<ul><li><strong>"On the surface, both Kuaishou and TikTok are short video and live-streaming platforms that allow users to upload clips ranging from 15 seconds to 30 minutes. Kuaishou's product philosophy is around allocating attention to as many people as possible, so that 'everyone has a chance to stand in the sun'. TikTok's philosophy is about providing the end-user with the most engaging and stimulating content as effectively as possible."</strong> —Lillian Li wrote on the <a href="https://lillianli.substack.com/p/the-product-philosophy-of-kuaishou" target="_blank" rel="noopener noreferrer">Chinese Characteristics</a> substack.</li><li><strong>"Douyin (and all ByteDance algorithmic products) are based on the concept of distributing information as efficiently and effectively as possible. Therefore, community building is not a priority. Kuaishou, however, sees itself as a social product. It emphasizes interaction between the creator & viewers (actual comments versus just watching or even liking the video). Douyin, in a sense, focuses on building your loyalty to the platform, whereas Kuaishou is more interested in how connected you feel to others on the platform."</strong> —Rui Ma <a href="https://twitter.com/ruima/status/1351317022915715072?s=20" target="_blank" rel="noopener noreferrer">wrote</a> on a Twitter thread exploring the differences between Douyin and ByteDance.</li></ul>Everything you need to know about the Roblox direct listing
The company is expected to go public via direct listing on the New York Stock Exchange in February.
Roblox CEO David Baszucki is taking the company public.
Roblox is a video game platform, though it describes itself alternatively as a "metaverse," "human co-experience platform" and "new category of human interaction." It's expected to go public via direct listing on the New York Stock Exchange in February.
In simpler terms, Roblox enables developers to build games within the Roblox virtual world, which looks like a crossover between Minecraft and Lego. Developers publish and distribute their games through Roblox to an audience of some 31.1 million daily active users.
What Does Roblox Do?
<p>Many of the core Roblox experiences are free, but the virtual currency, Robux, can be used to customize player avatars, unlock premium games and purchase in-game perks. Roblox makes money by charging users for Robux and through its <a href="https://www.roblox.com/premium/membership" target="_blank" rel="noopener noreferrer">subscription service</a>, Roblox Premium, which offers discounts and access to exclusive content. Developers keep <a href="https://developer.roblox.com/en-us/articles/developer-economics#:~:text=When%20you%20start%20developing%20on,via%20our%20virtual%20currency%20Robux" target="_blank">a portion</a> of the Robux generated through their games, and can cash out through the <a href="https://en.help.roblox.com/hc/en-us/articles/203314100-Developer-Exchange-DevEx-FAQs" target="_blank" rel="noopener noreferrer">Developer Exchange Program</a>. </p><p>An active Roblox developer community means content is always changing. On my homepage, for instance, Roblox gives me the option to play a <a href="https://www.roblox.com/games/4996049426/UPDATE-All-Star-Tower-Defense?refPageId=7098b58b-fcbf-42bd-86a0-fcd00216ed05" target="_blank" rel="noopener noreferrer">tower defense game</a>, <a href="https://www.roblox.com/games/166986752/Plane-Crazy?refPageId=7098b58b-fcbf-42bd-86a0-fcd00216ed05" target="_blank" rel="noopener noreferrer">flight simulator</a>, <a href="https://www.roblox.com/games/364802243/Freeze-Tag-NEW-MAP?refPageId=7098b58b-fcbf-42bd-86a0-fcd00216ed05" target="_blank" rel="noopener noreferrer">freeze tag simulator</a>, a <a href="https://www.roblox.com/games/920587237/Adopt-Me?refPageId=7098b58b-fcbf-42bd-86a0-fcd00216ed05" target="_blank" rel="noopener noreferrer">pet game</a> reminiscent of Nintendogs and a <a href="https://www.roblox.com/games/5596703547/Weight-Lifting-Simulator-5?refPageId=7098b58b-fcbf-42bd-86a0-fcd00216ed05" target="_blank" rel="noopener noreferrer">weight-lifting simulator</a>. Developers have created more than 18 million games/experiences for the Roblox platform, though users <a href="https://venturebeat.com/2019/12/09/robloxs-10-biggest-games-of-all-time-each-with-more-than-a-billion-plays/" target="_blank" rel="noopener noreferrer">tend to gravitate</a> to a much smaller subset of the available content. Flexibility in gameplay is critical to Roblox's long-term value proposition, since it hopes to avoid the boom-and-bust cycle of a typical standalone game. </p><p>If you feel old reading any of the above, it's probably because over half of Roblox users were born after 2006. But what the community lacks in life experience, it makes up for with enthusiasm: Roblox <a href="https://www.sec.gov/Archives/edgar/data/1315098/000119312520298230/d87104ds1.htm#INDEX" target="_blank">users spent a total</a> of 22.2 billion hours on the platform for the nine months ended Sept. 30, 2020, which comes out to 2.6 hours per day for each active user. With children locked out of other social activities during the pandemic, Roblox experienced a massive uptick in usage; total time spent on the platform <a href="https://www.nytimes.com/2020/08/16/technology/roblox-tweens-videogame-coronavirus.html" target="_blank">doubled between February and July 2020</a>.</p>Roblox's Financials
<p>Roblox isn't yet profitable, but it has managed to grow revenue at an impressive clip. According to the company's S-1, Roblox generated $588.7 million in revenue for the nine months ended Sept. 30, 2020, representing a 68% jump from the same period in 2019. Costs grew even faster than revenue, however, so Roblox posted a $205.9 million consolidated net loss in the 2020 period, down from the $46.3 million consolidated net loss in the first nine months of 2019.</p><p>Roblox's highest expense is developer exchange fees, which accounted for roughly 26% of total expenses in the first nine months of 2020. Other significant costs include server fees, consumer safety (Roblox contracts out some 1,700 agents to monitor its platform to uphold community standards), research and development investment and the 30% fee owed to Apple and Google for mobile OS purchases. </p>What Could Go Wrong?
<p>Three themes stand out from Roblox's S-1: loss of user interest, access to distribution channels and user safety.</p> <p><strong>Children's attention is notoriously fickle, </strong>and Roblox is asking investors to bet billions on its ability to remain relevant for years to come. For every Lego or Nintendo that has defined multiple generations of childhoods, there's a Club Penguin, Neopets or Webkinz that quickly went from all the rage to irrelevant.</p><ul><li>"The multitude of other entertainment options, online gaming, and other interactive experiences is high, making it difficult to retain users who are dissatisfied with our platform and seek other entertainment options," Roblox writes. "Moreover, the majority of our users are under the age of 13. This demographic may be less brand loyal and more likely to follow trends, including viral trends, than other demographics."</li><li>Another concern is that Roblox won't be able to sustain its boost in user activity after the pandemic subsides. The company writes: "The COVID-19 pandemic and resulting social distancing, shelter-in-place and similar restrictions led to increased developer and creator and user engagement on our platform relative to our quarterly forecast and historic trends. These increases in user activity are almost certainly not indicative of our financial and operating results in future periods."</li></ul> <p><strong>Roblox's access to distribution channels is contingent </strong>upon external partnerships.</p><ul><li>In December 2020, Roblox <a href="https://www.scmp.com/tech/apps-social/article/3112379/us-gaming-platform-roblox-licensed-release-china-company-plans-go" target="_blank" rel="noopener noreferrer">gained approval</a> to operate in China through a joint venture with Tencent. This could be an enormous revenue opportunity, but it comes with uncertainty given the <a href="https://www.theverge.com/2020/10/23/21531154/judge-denies-trump-administration-ban-wechat-tencent-china" target="_blank" rel="noopener noreferrer">tense relations</a> between the U.S. and China.</li><li>Apple and Google also have significant leverage over Roblox. "For the nine months ended September 30, 2020, 34% of our revenue was attributable to Robux sales through the Apple App Store and 18% of our revenue was attributable to Robux sales through the Google Play Store, and during the same period 68% of our engagement hours on the platform were from users who signed up through the Apple App Store and Google Play Store," the company writes. Roblox raises the possibility that Apple or Google could damage their profitability by changing fee structures or data policies. </li></ul> <p><strong>Roblox needs to uphold high safety standards</strong> since so many children are on the platform; failing to do so would damage their reputation. </p><ul><li>The company writes: "We have faced allegations that our platform has been used by criminal offenders to identify and communicate with children and to possibly entice them to interact off-platform, outside of the restrictions of our chat, content blockers, and other on-platform safety measures. While we devote considerable resources to prevent this from occurring, we are unable to prevent all such interactions from taking place." </li><li>Roblox also brings up the possibility that developers make content that the community considers "illicit, explicit, profane, or otherwise objectionable." The company bans such content, but with millions of experiences available, some could slip through the cracks. </li></ul>Who Gets Rich?
<p>Investors in Roblox saw the company's valuation grow seven times over the past year. In February 2020, Roblox raised $150 million in a series G round that valued it at $4 billion. Then in January 2021, Roblox closed a $520 million series H round that generated an astounding $29.5 billion valuation.</p><p>This valuation may seem absurd to some. Is a children's video game (OK, "platform") worth <a href="https://www.barrons.com/articles/ford-has-a-hidden-asset-just-like-gm-its-stock-could-rise-soon-too-51611159634" target="_blank" rel="noopener noreferrer">nearly as much as Ford</a>? Whether Roblox can justify its valuation in the long run, here's who stands to gain from a stellar IPO, based on shareholder disclosures from the <a href="https://www.sec.gov/Archives/edgar/data/1315098/000119312520298230/d87104ds1.htm#rom87104_3" target="_blank" rel="noopener noreferrer">S-1 filing</a> on Nov. 19, 2020:</p><ul><li>Altos Ventures <a href="https://www.cnbc.com/2020/11/19/roblox-s-1-ipo-filing-released.html#:~:text=Altos%20Ventures%20is%20Roblox's%20largest,and%20Tiger%20Global%20owns%207.3%25." target="_blank" rel="noopener noreferrer">owned</a> 21% of shares.</li><li>Meritech Capital owned 10% of shares. </li><li>Roblox founder, president and CEO David Baszucki owned 12% of outstanding shares.</li><li>Index Ventures owned 9.9% of shares. </li></ul>What People Are Saying
<p><strong>"The S-1 makes plain exactly how big Roblox's ambitions are: It's trying to build an entire new world, with a new economy, a new currency, a new everything, and not just for kids. The company wants to be thought of like a tech giant, not a game developer."</strong> —Protocol's David Pierce <a href="https://www.protocol.com/newsletters/sourcecode/the-metaverse-goes-public-roblox-s1-ipo?rebelltitem=1#rebelltitem1" target="_self">wrote in Source Code</a> after Roblox filed its S-1.</p><p><strong>"Roblox could be to Facebook what Shopify is to Amazon, the non-social media social media firm. Just as hospitals, doctors offices, headquarters, shopping malls, and campuses are being bypassed and shifting hundreds of billions in stakeholder value, Roblox could disrupt the kid attention economy. Roblox is set to go public this month, and will create meaningful shareholder value. Prediction: stock trades up 70% or more on first trade. More important, Roblox could be the first social media firm whose shareholder value isn't designed to extract value from the least powerful stakeholder, kids."</strong> —NYU Professor Scott Galloway in his <a href="https://www.profgalloway.com/roblox-and-the-dispersal-of-creativity" target="_blank">No Mercy / No Malice newsletter</a>.</p>The future of the cell phone, according to the man who invented it
Martin Cooper on 5G, AI, and why sometimes in tech it's helpful to have an enemy.
Martin Cooper with his original DynaTAC cell phone.
David Pierce ( @pierce) is Protocol's editor at large. Prior to joining Protocol, he was a columnist at The Wall Street Journal, a senior writer with Wired, and deputy editor at The Verge. He owns all the phones.
Martin Cooper helped invent one of the most consequential and successful products in history: the cell phone. And almost five decades after he made the first public cell phone call, on a 2-pound brick of a device called the DynaTAC, he's written a book about his career called "Cutting the Cord: The Cell Phone Has Transformed Humanity." In it he tells the story of the cell phone's invention, and looks at how it has changed the world and will continue to do so.
Cooper came on the Source Code Podcast to talk about his time at Motorola, the process of designing the first-ever cell phone, whether today's tech giants are monopolies and why he's bullish on the future of AI.
David Pierce ( @pierce) is Protocol's editor at large. Prior to joining Protocol, he was a columnist at The Wall Street Journal, a senior writer with Wired, and deputy editor at The Verge. He owns all the phones.
What $9 billion would do for the Technology Modernization Fund
The Alliance for Digital Innovation's Matthew T. Cornelius looks at how a new administration's big investment could alter the fund he helped set up.
The funding itself is only half the battle.
Kevin McAllister ( @k__mcallister) is an associate editor at Protocol, leading the development of Braintrust. Prior to joining the team, he was a rankings data reporter at The Wall Street Journal, where he oversaw structured data projects for the Journal's strategy team.
The Biden administration wants to give the Technology Modernization Fund a $9 billion payday. In doing so, they could change what the fund actually does.
Matthew T. Cornelius, now the Alliance for Digital Innovation's executive director, was instrumental in getting the fund off the ground back in 2018. As a senior adviser for technology and cybersecurity policy at the White House's Office of Management and Budget, he helped make some of the fund's first investments in government IT modernization. At the time, though, there was only about $100 million in the fund.
Kevin McAllister ( @k__mcallister) is an associate editor at Protocol, leading the development of Braintrust. Prior to joining the team, he was a rankings data reporter at The Wall Street Journal, where he oversaw structured data projects for the Journal's strategy team.