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Big Changes Coming to Netflix After Catastrophic Earnings
Christian Hetrick
Christian Hetrick is dot.LA's Entertainment Tech Reporter. He was formerly a business reporter for the Philadelphia Inquirer and reported on New Jersey politics for the Observer and the Press of Atlantic City.
After disrupting the film and television industry, Netflix is about to undergo some disruption itself.
The streaming service announced Tuesday that some big changes are on the way after a disastrous first quarter that sank its share price in after-hours trading. In response, the company vowed to crack down on password sharing—a longstanding issue that Netflix has largely ignored until recently—and co-CEO Reed Hastings all but confirmed that it will finally add an advertising-supported subscription option. The company is even “pulling back” on its spending growth to reflect its new financial reality.
“When we look at the last 20 years…we've gone through a lot of changes, and we've always figured them out one by one,” Hastings said on Netflix’s earnings call Tuesday. “We have a bunch of opportunity to improve, but coming out the other side, I’m pretty sure we'll look at this as really foundational in our continued journey.”
Netflix shares cratered after investors learned that the streaming platform had lost subscribers for the first time in more than a decade last quarter—with its stock price down nearly 26% in after-hours trading, to under $259 per share. Netflix not only shed 200,000 subscribers from January through March, but said it expects to lose 2 million more in the current second quarter.
Part of the problem was that the company lost 700,000 subscribers after suspending its service in Russia, in protest of that country's invasion of Ukraine. But even excluding its Russian retreat, Netflix would have added only 500,000 paying customers last quarter—well below the 4 million it added in the year-earlier period, as well as the 2.5 million it had previously projected for the first quarter.
Netflix management told shareholders Tuesday that COVID-19 had clouded its outlook; the pandemic turbocharged growth in 2020 as consumers were stuck at home, leaving company leaders believing the subsequent slowdown was only a pandemic hangover.
Now, Netflix is acknowledging what many observers have long speculated: The original streaming giant has been battered by the streaming wars. After being caught flat-footed by the rise of streaming, legacy media giants like Disney and Warner Bros. Discovery have joined the market that Netflix essentially created, offering content and pricing that is often as good, if not better.
In a letter to shareholders, Netflix placed much of the blame on password sharing, estimating that 100 million households may be using accounts without paying for them. (The company has 222 million paying customers globally.) Netflix management said it sees a “big opportunity” to monetize those non-paying households.
The problem is “not a new thing,” Hastings acknowledged. Indeed, account-sharing as a percentage of its paying membership hasn’t changed much over the years, Netflix reported Tuesday, and may have even helped fuel its growth by getting more people to use the app. But coupled with other factors, Netflix now believes it is a major headwind—and with new user growth now at a standstill, the day of reckoning for password-sharing may soon be arriving.
The same can be said for Netflix’s resistance to advertisements. Despite other streaming services luring customers with cheaper ad-supported options, Netflix hasn't budged when it comes to commercials—until now.
“Those who have followed Netflix know that I've been against the complexity of advertising and a big fan of the simplicity of subscription,” Hastings said. “But as much as I'm a fan of that, I'm a bigger fan of consumer choice, and allowing consumers who would like to have a lower price and are advertising-tolerant get what they want makes a lot of sense.”
Other changes may also be on the way. Netflix may have popularized “binge-watching” by giving consumers entire seasons of shows all at once, but some industry observers believe that approach fuels cancellations, since consumers can plow through a show then ditch the service before their next monthly bill.
Netflix plans to release the upcoming season of the fan favorite “Stranger Things” in two parts, which could keep some customers subscribed to the platform for a bit longer. Co-CEO Ted Sarandos described the approach as “satisfying for the binger or the one-at-a-time viewer as well.” He also spoke positively of Netflix releasing some unscripted shows in “mini-batches” on a weekly basis.
One place where Netflix doesn’t seem ready to budge is live sports, though Sarandos didn’t completely close the door on that one, either.
“I'm not saying we'd never do sports, but we'd have to see a path to growing a big revenue stream and a big profit stream with it,” he said.
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Christian Hetrick is dot.LA's Entertainment Tech Reporter. He was formerly a business reporter for the Philadelphia Inquirer and reported on New Jersey politics for the Observer and the Press of Atlantic City.
Riot Games closed its acquisition of game developer Hypixel Studios on Thursday, the Los Angeles-headquartered firm announced in a statement. Deal terms were not disclosed.
Riot was founded in 2006 and released its flagship title League of Legends in 2009, which the company reports is the "most-played PC game in the world and a key driver of the explosive growth of esports."
Hypixel was founded in 2018, with Riot part of the initial investment group. The young development studio now boasts over 40 developers, currently at work on its debut game, Hytale. Described as a combination of a "creative sandbox" (á la Minecraft) and a "roleplaying game," 2.5 million people have reportedly signed up for the beta version, which does not yet have a release date, per a company representative. Hypixel has stated it expects Hytale to be playable by 2021. The game's trailer on YouTube has nearly 56 million views.
Hytale - Announcement Trailer www.youtube.com
"Over the last 18 months," said Riot Games President Dylan Jadeja in the statement, "we've been fortunate to advise Hypixel Studios as they build toward their vision for evolving a game genre that reaches an incredibly diverse range of players around the globe."
"As development kicks into high gear," said Aaron Donaghey, Hypixel's new CEO, "we'll benefit from Riot's resources, expertise, and experience while maintaining the operational independence that has enabled our success so far."
Things are certainly looking rosy in the gaming industry. New Zoo, a gaming analytics service, pegs the 2020 global games market at over $160 billion and forecasts nearly $190 billion by 2022. Gaming has climbed during the coronavirus crisis, too; last month Verizon reported a 75% increase in gaming among its customers in the first week following widespread lockdowns. As for esports, global revenues are expected to surpass $1 billion this year, according to New Zoo, and reach nearly $1.6 billion by 2023, a 15.5% compound annual growth rate from 2018.
Earlier this week the Washington Post reported that Riot will oversee the esports component of its second AAA game, Valorant, in a less centralized way than it has with League of Legends. Instead, said the report, the "gaming community" will take on an active role. Riot did, however, issue certain guidance, including standards for prize money and advertising in tournament play.
Not all video games are ripe for esports. One industry source told dot.LA that, "The popularity of an esport is going to be inextricably tied to the game itself. The majority of your esports watchers are either actively playing the game or are lapsed players."
In addition to popularity, the source said that other key factors that determine whether a game will find success in esports include whether it is free to play, requires some level of skill, and is team-based. Given its structure, Hytale is unlikely to hightail its way into the world of esports.
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Sam primarily covers entertainment and media for dot.LA. Previously he was Marjorie Deane Fellow at The Economist, where he wrote for the business and finance sections of the print edition. He has also worked at the XPRIZE Foundation, U.S. Government Accountability Office, KCRW, and MLB Advanced Media (now Disney Streaming Services). He holds an MBA from UCLA Anderson, an MPP from UCLA Luskin and a BA in History from University of Michigan. Email him at samblake@dot.LA and find him on Twitter @hisamblake
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samblake@dot.la
FaZe Clan is Finally Embracing Women’s Esports Over a Decade After its Founding
05:05 AM | March 15, 2023
Photo: FaZe Clan
FaZe Clan signed its first all-female esports team last week, and the five-woman team will begin competing this year in a spinoff of Riot Games’ “Valorant” pro league.
This is the first all-female esports team FaZe’s invested in since its 2010 launch. Before signing with FaZe, the five pro players – Jennifer “refinnej” Le, Emma “emy” Choe, Vannesa Emely “panini” Emory, Madison “maddiesuun” Mann and Diane “di^” Tran – first became teammates while competing in Riot’s “Valorant” North American Champions Tour last year under the team name Hamboigas.
The fivesome won’t compete in the pro “Valorant” league since that’s all-men. But they will make their debut as a FaZe team this year competing in a spinoff of the league called “VCT Game Changers,” which was created last February by Riot Games to offer new opportunities for “women and other marginalized genders” in its esports community. The esports industry largely still has yet to embrace co-ed esports at a professional level, though many collegiate programs under the National Association of College Esports do. This has led some esports fans to wrongly speculate that it’s just a skill issue and that female pros just aren’t good enough to play on pro teams.
Erik Anderson, FaZe’s head of esports since 2016, said the organization went “out of our way” to make it clear in the announcements that this was a FaZe team just like its other all-male ones. Anderson said FaZe tried to make it clear in the branding that the all-women team didn’t seem like “some other sub-brand… they’re part of FaZe Clan, it’s not some sort of spin-off.”
Anderson wouldn’t directly say why FaZe waited so long to sign female pros, but claimed it was partly waiting for the right opportunity. Anderson noted “Game Changers itself is a pretty new structure,” having launched in 2021.
But Anderson hopes Riot will continue to update “Valorant,” adding he hopes to see it move into collegiate competitions which could further democratize its player base and encourage new women to consider becoming pros at it.
Prior to signing the quintet, FaZe had one other female gamer on staff, a content creator named Kalei Renay who joined in 2021 and boasts over half a million followers on Twitch. But until now, the organization that’s nearing its 13th birthday has remained largely male-dominated.
Still, FaZe figured that it was better late than never to diversify its ranks. All five players are represented by the same agent, who pitched them as a package deal to various esports outfits looking to recruit more women. Each player wouldn’t disclose contract terms but Emory told dot.LA “FaZe pays us very well, and compared to my last contracts it's technically been more or [about] the same.”
The company’s staring down the barrel of a potential stock delisting, having seen over 95% of its value wiped out since its $725 million IPO last August. Still, its audience remains loyal and demanding new content. “We got a great response from our community” about the all-female team, Anderson said.
Tran added however that she’s optimistic that this team can help change how gaming treats female pros, and noted that over the years as esports has grown in popularity, the acceptance of women in the field has too. “You do face discrimination no matter what in gaming, just because it’s a male-dominated area,” Tran said. “But I do think it’s gotten better and now to be competing as [a] female, I don’t think it's actually as bad as you would think.”
Emory, who splits her time between the Bay Area and Los Angeles, agreed. “Now on ‘Valorant’ you can't type certain things and you just get chat banned,” she said. Adding that, “moderation has gotten so much better. People just get banned left and right, there’s certain words you can’t even type anymore. I think Riot’s doing a really good job… and I’d say the moderation has gotten a lot better, because in other games you really didn’t really have that luxury.”
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Samson Amore is a reporter for dot.LA. He holds a degree in journalism from Emerson College. Send tips or pitches to samsonamore@dot.la and find him on Twitter @Samsonamore.
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samsonamore@dot.la
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