Tag Archive | "business and technology"

Airbnb headed for a $1 billion valuation

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AirbnbSocial bed and breakfast startup Airbnb is in the process of closing a $100 million round of funding led by venture capital firm Andreessen Horowitz that would raise the company’s valuation to more than $1 billion, according to TechCrunch.

This is a significant investment for Airbnb, which has previously raised $7.8 million, and comes days after actor-turned-investor Ashton Kutcher invested a significant amount of money in the company.

Kutcher, who was an early investor in Foursquare and the deal to purchase Skype back from previous owner Ebay, is increasingly being looked at in the investment world as someone to watch when it comes to predicting the next hot startup company.

Airbnb offers a service in which travelers looking for a unique experience (similar in scope to a bed and breakfast) can rent a living space from locals for a fee.  The service has seen incredible growth of 800 percent in the last year and had over 1.6 million local homes booked since it launched in 2008.

An investment this large may seem drastic, but Airbnb looks to be fulfilling a need in the marketplace. And while business trips and conference attendees will likely stick to booking hotel rooms, Airbnb could make a real splash with recreational travelers .

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Ashton Kutcher books extended stay with Airbnb

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Airbnb, a service that pairs travelers seeking a unique experience with locals willing to rent out their spaces for a fee, is the latest startup to grab the attention of Ashton Kutcher.

The actor has invested a significant amount of money into the San Francisco based startup and will join its team as a strategic advisor, according to the company’s official blog. Kutcher’s role will involve enhancing Airbnb’s community engagement and expanding the service internationally.

Airbnb users have booked over a million reservations from the more than 60,000 listings available across the US and Europe, reports the New York Times.

Airbnb is hardly the only startup Kutcher has invested in, however it is reported to be the largest investment he’s made to date.

Such a financial commitment on Kutcher’s behalf, while likely to pale in comparison to Airbnb’s total funding of $7.82 million, could spark new interest in the company and propel it to success.

In the last few years, Kutcher has been gaining attention as an intelligent investor in the tech startup world. He’s put money into many hot new startups such as ticket event service SeatGeek; proximity-based, buyer-powered market Zaarly; airfare pricing site Hipmunk; mobile development lap Milk; and many more.

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Mopay: Mobile payment interest doubled in North America last year

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Cellphones on the streetMobile payment system Mopay announced today that people charging online merchandise directly to their cell phones or landlines has nearly doubled over the last year in North America, putting local consumers on par with leading regions like Asia that have long been using the method.

The 11-year-old company lets you pay for physical merchandise with your cell phone in online transactions in 28 countries — a process also referred to as carrier billing.

As such, it now handles digital goods purchases for more than 400 customers, reaching 3.3 billion people — including well-known gaming brands like Bigpoint, Gameforge, Innogames, Sulake and Travian.

The Munich-based company said it attributes this rapid, recent adoption in North American users to improved carrier agreements, easier integration, optimized usability and growing general acceptance among consumers.

“Merchants are adapting to a trend where consumers are not using credit cards but phones to make online purchases, with games spearheading the implementations to make virtual goods available to unbanked and underbanked consumers,” Kolja Reiss, managing director of Mopay in the United States, told VentureBeat.

Mopay (which spells its name “mopay”) said it gathered the stats after analyzing specific data from its international mobile payments platform and based their conclusions on conversion rates, transaction values and transaction numbers accumulated in more than 80 countries.

The process works in three-steps: Once a service is selected as a form of payment, the consumer enters their mobile phone number when prompted.  Second, the consumer will receive a special pin number via text message. Third, a user will enter that pin number in the designated field on the website, which will complete the transaction. The purchase is then billed directly to the buyer’s mobile phone account.

The ability to have companies charge a consumer’s phone directly has long been popular in Asia, where phones come equipped with near-field communication (NFC) chips and retailers have scanners that can process the transactions. But now that global consumers are demanding the service, there has been a boom in companies interested in taking a slice of the billions to be made in the space, including American startups such as Boku, Zong and BilltoMobile.

Other findings from Mopay’s study included:

–Regardless of region, adults use mobile payments more deliberately, making the average global conversion rate of adults more than twice as high.

–Mobile payments work best within a value of $2.50 and $10. Global merchants have independently established a “sweet spot” of their mobile payment offers of around $8. Only three percent of all offers ranged below a value of $2.50 and two percent exceeded a value of $14.

–Within this price range, the average transaction value of mobile payments increased in 2010,  mirroring the growing trust of consumers in mobile payments.

–Although mobile payments are broadly considered “micropayments,” consumers regularly spend up to $50 per month using mobile payments.

This fact is apparently due to a high percentage of repeat customers, with the majority of consumers use mobile payments more than once a month — in 2010 almost 60 percent.

Hence, as low as the pricing range may seem, mobile payments regularly generate macro revenue per consumer.

So far, Mopay has raised $20 million to date from investors including T-Venture Mobile, Tempo Capital and Holtzbrinck Ventures, with its last round in 2004.

Photo via Ed Yourdon

VB Mobile SummitThis April 25-26, VentureBeat is hosting its inaugural VentureBeat Mobile Summit, where we’ll debate the five key business and policy challenges facing the mobile industry today. Participants will develop concrete, actionable solutions that will shape the future of the mobile industry. The invitation-only event, located at the scenic and relaxing Cavallo Point Resort in Sausalito, Calif., is limited to 180 mobile executives, investors and policymakers.

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Google’s big, but is that bad?

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Google signIs Google getting too big?

Yes, argues Steven Pearlstein, a Washington Post business columnist — so big, he says, that the government should start reviewing every one of the company’s acquisitions on antitrust grounds.

But big doesn’t necessarily mean anticompetitive. With a cash hoard of $33 billion, a market cap of $189 billion, and a money-minting search franchise, Google is going to keep growing, whether critics such as Pearlstein like it or not. The only question is whether it will do so organically –- developing technologies and services in-house –- or whether it will buy its way into growth. It will likely continue doing both.

Though Pearlstein is content with Google’s “near-monopoly” in search and online advertising, he doesn’t believe that the company should be allowed to “buy its way into new markets and new technologies, particularly when the firms being bought already have a dominant position in their respective market niches.”

Google mounted its own defense on Wednesday, not long after the column appeared. All big companies routinely make “build vs. buy” decisions, noted deputy general counsel Don Harrison on Google’s Public Policy Blog. And he shot down Pearlstein’s argument that Google’s size squeezes out deal competitors by citing several deals on which other companies competed against Google.

On that second point, Harrison could have been much more scathing. Pearlstein argued that thanks to Google’s big cash pile, other companies can’t hope to offer the kinds of premiums that Google does. The deal competitors he cites: Microsoft and Facebook. Need I point you to Microsoft’s balance sheet, to the many reports about Facebook’s ever-soaring valuation, or to the recent history of either company’s acquisitions? Tellingly, he doesn’t mention Apple, which has tangled with Google on several deals (like AdMob). Maybe he left Apple out because it has $50 billion in cash — 50 percent more than Google — and a larger market cap besides. Or because Apple does tend to emphasize organic growth over acquisitions, a strategy which for whatever reason, Pearlstein seems to favor.

The main problem with Pearlstein’s argument is that he cites not a single case where Google’s dominance of a market has hurt anyone, either through price-gouging or through barriers to entry. He seems to simply be uncomfortable with Google’s size. And that alone is not enough to block a deal.

There are plenty of reasons to consider scrutinizing Google on antitrust grounds. In 2008, it struck a deal with Yahoo on advertising, later pulling the plug in the face of Justice Department scrutiny. Leaving aside the details of the proposed agreement, such deals generally should face close scrutiny because they are horizontal –- the pact would have strengthened Google’s already dominant position in online advertising through an agreement with a direct competitor.

But the deals Pearlstein cites are different. He bemoans the “recent acquisitions” of YouTube (four years ago) DoubleClick (three and a half years ago) and AdMob (last year). It was “certainly the case” that all three of these companies had dominant positions in their markets when Google snapped them up, he says. That’s true, although in AdMob’s case, it’s hard to say what “dominant” means in a fast-moving, fast-growing market like mobile advertising. And in YouTube’s case, it’s hard to say there was much of a market there, since YouTube had a large audience but not much of a business at the point Google bought it.

Pearlstein doesn’t even try to show who these deals have harmed. He cites not a single customer or competitor who suffered from these deals, even theoretically.

To take YouTube as an example: Which companies were doing what YouTube was doing before Google bought the company? Essentially, there were none. YouTube invented its market, so of course it dominated that market –- nobody else had thought of providing such a service. Even more to the point, how can you say Google’s acquisition hurt the market when the company spent the first several years of its ownership trying to figure out how to make money from the thing? What market was it dominating? The market for paying for bandwidth to allow people to post video for free?

There are other possible reasons to examine Google on antitrust grounds. Gary Reback, famous for mounting an antitrust case against Microsoft a decade ago, told the New York Times’ DealBook that Google is behaving much like Microsoft did back then -– leveraging its power in the search market to foist its content into the marketplace, and to squeeze out competitors. He says Google tweaks its search algorithm to emphasize its own content above that of competitors.

For instance, European officials are investigating whether Google lowered the rankings on competitors’ rankings in its search service. And Yelp has complained that Google not only took content from its pages without permission for use on Google Places, the local search directory, but also that Yelp’s reviews were pushed to the bottom in favor of content from partners licensed by Google.

And the Justice Department is probing Google’s proposed $700 million takeover of ITA Software, which would give Google access to airlines’ flight information. That could take advertising dollars out of the hands of sites like Orbitz and Kayak. Critics say that although Google would ultimately send travelers to such sites to buy their tickets, the actual searches would be run on Google.

None of this means, however, that every deal should be probed based on the vague notion that Google is “too big.”

“Since Google generally has little existing presence in the market segments of the companies it buys,” Pearlstein writes, “regulators fear that they will be unable to prove to skeptical judges that any one transaction will substantially lessen competition.” In other words, because regulators have little evidence to present, their ability to make cases is limited.

The closest Pearlstein comes to citing the harm done by Google’s acquisitions is when he writes that, taken in isolation, each deal “might appear to be relatively benign,” but “taken together, they allow Google to increase the scale and scope of its activities and to further enhance its controlling position across a range of sectors.”

But increasing scale and scope is what businesses do. If the increase reaches the point of being potentially anticompetitive, then regulators can deal with it. But there has to be evidence first.

Ultimately, Pearlstein does in his own argument. He notes how it is natural for economies of scale to occur in the technology business. The “companies with the most customers are able to use that advantage to lower prices, improve quality and increase their lead even further.”

Lower prices and improved quality — who in their right mind would ever want those?

He describes how network effects and high fixed and low variable costs lead naturally to a few big firms dominating certain markets (lowering prices, improving quality). But he wants the government to put a stop to these “economic realities.” He even notes that scale and dominance in the tech business usually doesn’t last because of the ever-shifting dynamics of innovation. He cites the shrinkage of both Microsoft and IBM in markets they once dominated, or potentially could have, but it doesn’t appear to dawn on him that the histories of both companies show that tech monopolies tend not to last.

Simply because he perceives Google as being “too big,” he’d rather have a bunch of small companies operating inefficiently and expensively, leaving customers far less satisfied — and, it should be noted, leaving many struggling startups without a profitable exit.

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Startup Envolve takes on Meebo with new browser-based chat

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Web-based chat client Envolve unveiled plugins today that are said to give it “deep integration” with Drupal, WordPress and other online content management systems. The bootstrapped San Francisco startup hopes the move will help it mount a challenge to Meebo, the leader in the web-based instant messaging space.

The founders of Envolve say they are targeting an area that Meebo is missing. Sequoia-backed Meebo connects people by their social graphs, making sure that those who log on to a site can find their Facebook friends and talk to them. Envolve connects anyone who is currently visiting a site via a white-label Facebook-style chat. The chat allows visitors to communicate with each other whether they are friends on Facebook and Twitter or not.

According to co-founder James Tamplin, Envolve’s web-based chat is a way for sites to build their own community, without having to rely on Facebook or other IM networks. “Site owners can better convert visitors into returning community members. This has long been a challenge for web communities, and Envolve aims to solve this problem with its new user acquisition controls. Site owners can now leverage their existing users to attract and engage new community members. For example, they can allow a visiting user limited interaction with signed-in users, but the visitor will be prompted to sign up if they would like to continue chatting.”

Today’s announcement means a site owner can install the chat software through a plugin. The company has made its API available so that larger sites can integrate with Envolve however they need to. The chat software is free when sites use it in small amounts but comes at a fee when more chatting occurs.

Could it be that people are shying away from one-size fits-all Facebook? Envolve’s chat could be popular among those who prefer to participate in online communities more tailored to their individual interests, whether they be business, personal or even dating. “Venture Capitalist Mark Suster said recently that the future of the social web would see people moving away from Facebook towards niche social networks such asHackerNews that can better serve their needs,” said Tamplin. “One of the reasons is the rise of great third-party software. We provide key functionality to these fledgling networks and will help drive this future trend.”

Envolve’s chat software is run on more than five thousand sites currently, including LimpBizkit and Ricky Martin’s fan pages. It also includes real-time translation of chat messages into 59 different languages. Tamplin says no other real-time IM client offers that.

Mountain View-based Meebo received $25 million in a fourth round of funding less than a month ago. Other competitors in the web-based chat space include startups Wibiya, Userplane, Cometchat and Stickapps.

Tamplin and co-founder Andrew Lee have funded the company on their own so far with $40,000 and say they are in talks with several angel investors about possible backing.

Update: We’ve enabled Envolve chat on this post.

This is Envolve

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CloudBees’ Java dream team lands $4M from Matrix Partners

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CloudBees, which offers cloud services for Java developers, just announced $4 million in Series A financing led by Matrix Partners with participation from individual investors, including JBoss founder Marc Fleury and JBoss/HP/Bluestone veteran Bob Bickel. CloudBees was founded by former JBoss CTO Sacha Labourey in August this year.

A typical Java development team uses a range of software life cycle tools for source control (stores the latest version of the code and manages changes), builds (compiles and tests code and produces an executable release) and continuous integration (schedules and manages builds on multiple servers and environments). These tools are usually hosted, configured and maintained on local servers.

CloudBees aims to provide a Java Platform as a Service (PaaS) which covers all these areas. Instead of having servers locally hosting Java lifecycle tools like Subversion for source control, Maven for builds and Hudson for continuous integration, CloudBees provides them all in the cloud in a product called DEV@cloud. Linux and Windows environments are available. A source control repository can be hosted locally and still built by DEV@cloud. Amazon EC2 provides the cloud servers.

The advantage of all this is that lifecycle tools no longer need to be configured and maintained in-house, builds can be run in parallel and there is no restriction on the server capacity. Often the IT department doesn’t want to handle dev tools so the developers themselves end up managing these tools, costing valuable coding time.

Often, a release may need to be built and tested on both a Windows and Linux environment which currently requires multiple servers or virtualization. CloudBees’ services could be particularly useful for stress and performance testing which determine the capacity and speed of the software and how robust it is when it is running on multiple machines under high load. This type of testing tends to be performed intermittently and requires a much higher number of servers than normal builds. CloudBees charges a monthly subscription fee and a fee per minute when builds are in progress.

I asked CEO Sacha Labourey about competitors. He says that the current closest competitor is now Google app engine but it will be VMWare’s Code2cloud once that is released in Q1, 2011. Many developers have complained about the restrictions Google app engine imposes on the Java environment  and it is designed for running applications rather than developing them. CloudBees also intends to release a new product in Q1 2011 called RUN@cloud. DEV@cloud is a set of services that will help developers during development time; RUN@cloud comes once you want to deploy your apps in production (or test them publicly).

I also queried Labourey about the hesitation some companies may have to put their primary asset, their code, in the cloud. He said “Some developers are afraid to put their code in the cloud, yet, they do not realize that their company already puts ALL of their sales pipeline, lead contact information, etc. in the cloud at salesforce.com. What’s the difference?”

CloudBees recently acquired InfraDNA, thereby adding its founder Kohsuke Kawaguchi, creator of the Hudson continuous integration server, to the team. Hudson is the most used continuous integration tool in the Java development world. The InfraDNA acquisition also brought with it a new product, Nectar, which is a on-site version of Hudson for enterprises who need a more scalable deployment than is possible with “vanilla” Hudson.

CloudBees is based in Boston (although Labourey is in Switzerland) and has 15 employees.

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Online and mobile games should generate more revenue than console games

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The video games industry is big and getting bigger. But it’s changing. Console games are getting riskier to make, while online and mobile games are taking over the market (see my updated Global Video Games Investment Review, which I’ll be using to open GDC Europe).

Today online and mobile games generate about a third of all games software revenues globally. In five years’ time they are forecast to generate 50 percent of all games software revenue, or around a fifth more revenue than pure console games. Whether you have faith in the forecasts or not, executives from the major U.S., European and Asian publishers all tell me that this is what keeps them awake at night.

What excites me about the online and mobile games markets is that they are both high-growth and profitable, which is pretty rare. The leading competitors are growing revenue 100 percent-plus annually while also delivering 20 percent to 30 percent EBITDA (earnings before income tax, depreciation and amortization) margins. Add to that a fragmented industry structure, no dominant leaders yet, plus clear strategic exit options, and it looks like this is the time for strategic game and media companies, as well as financial investors, to invest.

However, major publishers aren’t structured to invest in online and mobile. Their core competencies focus on management of $20 million-plus serial, high risk, complex developments, launches and commercialization. Online and mobile games require rapid, multiple, small-scale parallel development platform investments. It’s a completely different business culture. As a result, major publishers aren’t driving investment in those games the same way they did console games.

In parallel, generalist venture capitalists are investing less in video games. Despite the rapid growth of the online and mobile games markets, VentureBeat’s own analysis shows investment in games companies dropping 36 percent from 2008 to 2009. Our analysis (which uses different definitions) shows VC investment across video games in 2009 had dropped by 60 percent from its high point in 2007. The drop has come from general VC market weakness, combined with limited knowledge and relationships across the complex, fast-moving online and mobile games sectors.

I am constantly being approached by high-quality, high-growth online and mobile video games companies from the U.S. and Europe who are finding it harder than you’d expect to get the funds they need to drive growth during this critical stage, before the industry consolidates. Quality demand is exceeding quality supply of investment and board representation.

Why a growth capital games fund could fill the investment gap

The opportunity now exists for major strategic video games, media and financial investors to maximize returns from online and mobile, so high quality deal flow is needed. Yet entrepreneurs typically avoid direct corporate investment prior to exit, so major strategic players aren’t seeing quality deals until merger and acquisition time when valuations are full or already prohibitively high. As before, the generalist VC market isn’t putting enough money to work here either.

I believe that a growth capital game fund is the most promising approach, investing in online and mobile games companies rather than more common and higher risk project-funding of individual games. A true growth capital game fund would invest in working capital (debt convertible into equity via convertible loan notes), venture capital first, second, or third rounds (early stage equity) and growth equity (later stage mix of equity and some debt) in multiple, parallel game business development platforms (not “one game” hit driven companies). That’s where the strategic and financial investors should be looking to invest across the U.S. and Europe. Asia is also interesting, but you need local partners to make it work.

In terms of focus, I like companies like Bigpoint, with a portfolio approach for both games (DarkOrbit, Deepolis, Farmerama) and distribution (limited reliance on Facebook). I also like online/mobile games B2B middleware companies like Live Gamer. I’m less enthusiastic about predominantly single game companies like Jagex (Runescape), and the Facebook players (Zynga, EA Playfish). These companies aren’t diversified enough. Primary dependence on one game or one distribution channel is a bit risky for my tastes, as any game can decline or Facebook can turn you off or charge increasing rents.

The real difference with this approach is the delivery of earlier stage investments than otherwise possible, meeting the needs of high-growth companies independent of stage while also managing investment risk. With the right relationships and management, this could yield high growth capital returns (greater than 30 percent internal rate of return) or three to six times money multiple (where the company sells for several times what went into it) due to investment at lower, earlier stage valuations than typical acquisitions. So long as the rules of engagement are clear, there is substantial opportunity to make money by investing in the growth of the best online and mobile games companies.

In short, the video game funding model needs to be reinvigorated in the same way that online and mobile are reinvigorating the video games industry as a whole. The console industry today looks a lot like the old media industry 10 years ago: cash generative, revenues flat to down and cost focused. Fortunately there is a real opportunity for the games industry to attract investment in online and mobile to avoid a declining future. I believe it will happen.

Tim Merel is a Corporate Finance Director at IBIS Capital with Video Games, Digital Media, Technology and Telecoms experience in industry, direct investment, financial services, growth company development and turnaround, across Europe, USA and Asia Pacific, with background in software engineering, law and business from Yale and Sydney University. Tim has the triumvirate of evil professions, having been a lawyer, worked for Rupert Murdoch, and now being an investment banker. When he’s not doing sensible things, Tim writes adventure stories and plays a mean guitar.

[photo credit: Flickr, Picnic Young]

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Facebook acquires activity-recommendations startup NextStop

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Facebook is adding another talent acquisition to the mix. It has acquired Nextstop, a San Francisco-based startup for recommending things to do or places to go.

“This was a difficult decision for us,” the company said in a statement. “We felt like NextStop had a great future and recently released some major updates in response to user feedback over the past few months. In the end, however, we decided that pursuing our mission to help people discover the world around them was something that could be done with greater impact and scale as a part of Facebook.”

NextStop has two experienced former Google product managers: Adrian Graham, who managed Picasa, and Carl Sjogreen, who was the founding product manager for Calendar.

The site will shut down in September, and the company is offering export tools for users to take their work and content with them elsewhere. They’re also making the content on the site licensed under Creative Commons, a standard copyright license that allows the public to repurpose it. They’ll even allow commercial use. The company said it’s not sharing information that NextStop users have contributed to the site with Facebook.

Here’s an interview Robert Scoble did with the NextStop team in December:

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M&A action is meh, say reports

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A total of 79 mergers and acquisitions raised $4.3 billion in the second quarter of 2010, according to a report by Dow Jones VentureSource. That’s a slight 4 percent drop from last year’s report. Overall, this year is slightly up, 12%.

The largest deal by far this past quarter was Google’s $750 million acquisition of AdMob, the large mobile advertising network.

Separately, the National Venture Capital Association counted 92 deals with a total disclosed value of $2.9 billion in a report of its own. The table below shows how far off today’s M&A market is from the booming days of 2006, when it seemed like Google bought everyone.

Both NVCA and VentureSource also reported that IPOs were numerically up, but financially shaky, in the second quarter.




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IPOs make a comeback, but it’s a shaky one

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There were 15 or 17 venture-backed initial public offerings in the second quarter of 2010, depending on who’s counting. That’s the most since 2007. But both Dow Jones VentureSource and the National Venture Capital Association, which issued reports on the IPO market today, agree that IPOs are still on unsteady ground. That’s why several companies canceled their planned IPOs during the quarter.

Most newly public firms are now trading below their entry price. A few did well, led by Tesla Motors, which raised $226 million this week. But just yesterday, Korean chip maker MagnaChip canceled its planned $250 million IPO on the New York Stock Exchange. MagnaChip joins mobile TV chip vendor Telegent and solar cell maker Solyndra in backing away from the stock market.

“Volumes paint only half the picture,” Mark Heesen, president of the NVCA, wrote in a prepared statement accompanying the group’s report. “Post-IPO performance must improve overall if we want to move towards a sustainable recovery.”

The median time from creation to IPO for the companies that did go public was 5.1 years, with a median of $18 million in venture backing. That’s the same amount of capital as a year ago, but it’s a 16 percent increase in time to IPO and the longest median time since VentureSource began tracking IPOs in 1992.

VentureSource says there are 41 companies in the IPO pipeline right now. As a raw number, it’s encouraging, but it’s not 1999 coming around again.

Both VentureSource and the NVCA also reported that mergers and acquisitions were soft in the second quarter. But it’s important to understand that M&A isn’t down because IPOs are up. Overall, the exit market is in trouble.




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