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VENN

VENN (Video Game Entertainment and News Network) was an American streaming television network dedicated to gaming, esports, entertainment, and pop culture, operating as a 24/7 linear channel with high-production-value content aimed at the global gaming audience. Launched on August 5, 2020, amid the COVID-19 pandemic's surge in gaming interest, VENN sought to revive the spirit of traditional gaming TV like G4 but adapted for streaming platforms, featuring live talk shows, news segments, and competitive formats. Founded by television producer Ariel Horn, a four-time Emmy winner with experience at NBC Olympics, , and , and Ben Kusin, former global director of new media at , the network was headquartered in Playa Vista, California. It raised a total of $43 million in funding, including a $17 million seed round led by BITKRAFT Esports Ventures with investors such as co-founder Marc Merrill, co-founder Mike Morhaime, and co-founder Kevin Lin, followed by a $26 million Series A. VENN debuted from a 6,000-square-foot studio at Vista Studios in equipped with LED walls, Ikegami cameras, and an NDI IP backbone for remote production, with plans for a flagship facility at in that were delayed by the . Programming included 21 hours of original content per week at launch, such as the talk show Grey Area hosted by , game showcase VENN Arcade Live, and daily news program The Download with esports journalist James “Dash” Patterson, with ambitions to expand to over 50 hours weekly. Content was distributed free-to-air across , , Facebook Gaming, , and connected-TV platforms like , ’s , ’s , and DistroTV, reaching over 30 million U.S. households without carriage fees, supplemented by an ad-supported model averaging 12 minutes of ads per hour. Despite partnerships like official coverage and initial viewership in the thousands, VENN faced challenges including high operational costs, pivots from live to short-form content, layoffs, and failure to secure sustainable audience growth, leading to its cessation of operations by mid-2021.

History

Founding and funding

VENN was co-founded in 2019 by Ben Kusin, a former marketing executive at , and Ariel Horn, a former global executive producer of content at . The duo aimed to establish a 24/7 streaming network dedicated to gaming, , and pop culture, specifically targeting and audiences by blending entertainment formats reminiscent of traditional cable networks like with digital streaming. The company secured its initial seed funding of $17 million in 2019 from a group of prominent investors, including Bitkraft Esports Ventures, , , FirstMark Capital, and . This capital enabled the early development of VENN's infrastructure, including plans for live studios in and , and laid the groundwork for producing original programming. In October 2020, VENN raised an additional $26 million in a Series A funding round co-led by Bitkraft Ventures and , with participation from prior investors, bringing the total funding to $43 million. The proceeds were allocated toward enhancing content production, expanding the platform's distribution, and scaling operations to support the network's growing slate of shows. In April 2020, VENN announced plans for a July launch with 30 hours of original programming per week, but due to delays from the , the beta launch occurred on August 5, 2020, with approximately 21 hours of live content weekly.

Launch and operations

VENN officially launched on August 5, 2020, as a worldwide streaming network focused on gaming, , and pop culture, broadcasting in format at and resolutions with a 16:9 from its headquarters in Playa Vista, California. The debut featured 24/7 linear programming distributed across major platforms including , , Facebook Gaming, and VENN.tv, marking it as the first dedicated gaming lifestyle network of its scale amid the . In its early operations, VENN operated from a live production studio in , with initial plans for a second facility in that were abandoned due to the , producing approximately 20 hours of original live programming per week that was intended to expand over time. A key operational milestone occurred in October 2020 when the network appointed Jeff Jacobs, a former Viacom and production executive, as Executive Vice President and General Manager to lead content strategy and business development efforts. Through 2021, VENN broadened its esports coverage by forging strategic partnerships, including simulcasting games from the league, which integrated fan-driven playcalling into live broadcasts to enhance viewer immersion. The network's operational model centered on continuous supported by interactive community engagement tools, such as real-time polls, quizzes, and chat integration via partnerships like , allowing audiences to influence shows through social media feedback and live participation. This approach fostered direct viewer involvement, aligning with the streaming generation's preferences for dynamic, participatory content.

Shutdown

VENN began experiencing significant financial difficulties in early , exacerbated by low viewership and high operational costs, which prompted substantial staff reductions and the cancellation of several original programs. By mid-, the company had already conducted multiple rounds of layoffs starting in late , but these intensified, with nearly all remaining employees furloughed in June and placed on reduced pay of 15-35%. Shows such as VENN Arcade Live were axed as early as late due to poor performance and cost-cutting measures, with further cancellations in as the network pivoted away from expensive long-form content toward cheaper short-form videos. In July 2021, amid mounting losses and ongoing pivots in strategy, VENN hired the accounting firm Armanino LLP to oversee an accelerated process for potential acquisition or sale of the company. Despite the efforts to secure an acquisition, no deal was finalized. Co-founder Ariel Horn acknowledged the financial strain, stating that the startup was not yet profitable and that market traction had fallen short of expectations. Despite raising approximately $43 million in funding, including a $26 million in 2020, VENN struggled to cover expenses related to its ambitious 24/7 programming model, such as studio production and talent acquisition. Expansions into simulcasts had further strained resources without delivering proportional returns. The network officially ceased operations in August 2021, just over a year after its launch, with no further programming produced and its online presence becoming inactive thereafter. The website venn.tv went offline, and social media accounts stopped updating, marking the effective end of VENN as a broadcasting entity. A 2022 investigative article revealed former employees' allegations of financial mismanagement and a toxic work environment contributing to the failure. This closure was driven primarily by the unsustainable costs of maintaining round-the-clock live content in a competitive streaming landscape dominated by platforms like Twitch and YouTube, where audience preferences favored on-demand viewing over traditional TV formats.

Programming

Content format

VENN operated as a linear streaming dedicated to , , and pop culture, offering a 24/7 schedule of live and on-demand content accessible globally through digital platforms. The programming blended professional production with community-focused elements, targeting younger audiences such as Gen Z and who engage heavily with video games. A key aspect of VENN's approach was its emphasis on to foster audience engagement, incorporating features like polls, live chats, and integration with for community-driven discussions during broadcasts. These elements allowed viewers to influence show dynamics, such as voting on segment outcomes or submitting questions directly to hosts, creating a participatory experience tailored to streaming-savvy demographics. Content delivery relied on multi-platform distribution across , , and a , ensuring broad accessibility without traditional cable requirements. Streams were optimized in to meet the visual expectations of enthusiasts, with global availability supporting on-demand replays alongside live feeds. This setup was refined during an initial beta testing phase prior to full launch. Unlike traditional television, VENN prioritized non-linear, creator-led content that favored real-time viewer participation over rigidly scripted narratives, drawing from and personalities to produce shows that felt organic and responsive to audience input. This model shifted the focus from passive viewing to an interactive ecosystem, where creators maintained direct connections with fans across platforms.

Notable programs

VENN produced a range of original series that highlighted influencers and creators, often blending live gameplay, in-depth discussions, and pop culture commentary to engage its audience. One prominent example was VENN Arcade Live, a daily hosted by James "" Patterson that featured celebrity guests, influencers, and segments on video games, , and entertainment trends. The program emphasized interactive elements, such as viewer polls and live reactions, fostering a community-driven atmosphere typical of VENN's collaborative production approach with external creators. Another key series, , was a two-hour interactive live show led by singer-songwriter and gamer , where rising stars, established influencers, and industry figures discussed gaming experiences alongside lifestyle topics. This format incorporated real-time audience participation through chat integrations and guest-led challenges, showcasing VENN's focus on crossovers between entertainment and gaming culture. Similarly, Grey Area, hosted by and Jonnie Park, delved into thoughtful conversations on gaming's societal impact, pop culture intersections, and personal stories from creators, produced in collaboration with diverse external talents to broaden appeal. In esports programming, VENN developed in-house content like Facecheck, a talk show centered on League of Legends analysis, hosted by former pro player Christian "IWillDominate" Rivera alongside commentators LS and Daniel "dGon" Nguyen. The series included post-match breakdowns, player interviews, and community debates, airing weekly to provide expert insights during major tournaments. VENN also produced live esports coverage and analysis segments, such as tournament recaps integrated into shows like The Download, a daily news program covering gaming updates, tech reviews, and competitive events with contributions from external analysts. Short-lived initiatives included Origin Stories, a docuseries that profiled the careers of gaming industry executives, starting with figures like , through interviews and archival footage to highlight leadership paths in and streaming. Additionally, Looking for Gains offered an interactive series tailored for gamers, hosted by CashNasty, featuring celebrity workouts and lifestyle tips in collaboration with fitness influencers to promote within communities. These programs exemplified VENN's strategy of partnering with external creators for diverse content, including gadget reviews in news segments and entertainment crossovers like music performances in variety shows.

Business and operations

Ownership and facilities

VENN was owned and operated as an independent founded in 2018 by co-founders Ben Kusin and Ariel Horn, with no changes in ownership or control throughout its operational lifespan from launch to shutdown. The network's primary facilities were located in Playa Vista, California, where it maintained a 6,000-square-foot production studio at Vista Studios serving as the headquarters for content production, live broadcasting, and administrative functions. In early 2021, VENN relocated its production operations to a smaller studio in , as part of efforts to cut costs. This space featured extensive LED walls covering approximately one-sixth of the area, enabling immersive for and programming. Although initial plans included a secondary studio in as a content hub, these were abandoned due to the , with all production consolidated in . The technical infrastructure supported 24/7 operations through dedicated studios equipped for production and real-time interactivity, integrated with digital distribution platforms including for primary livestreaming, alongside Roku Channel, Xumo, DistroTV, and for wider reach. One key studio, Studio One at , spanned over 1,000 square feet with 30 million pixels of LED walls and floors designed for dynamic and audience engagement in events. Corporate governance involved oversight from a board that included representatives appointed by major investors, such as , which gained the right to designate a board member following its participation in VENN's $26 million Series A funding round led by BITKRAFT Ventures. This structure ensured investor input on strategic decisions without altering the company's independent control.

Key personnel

VENN was co-founded in 2018 by Ben Kusin and Ariel Horn, who served as co-CEOs and shaped the network's vision for gaming and esports content. Kusin, a digital entrepreneur with prior experience as a brand marketer at (EA) and an executive at Universal Games, focused on strategic partnerships and overall business direction. Horn, a four-time Emmy Award-winning producer and former global head of esports content at , emphasized content strategy, drawing from his background in broadcast production at to develop VENN's programming slate. In October 2020, VENN hired Jeff Jacobs as Executive Vice President and to drive business development and partnerships. Jacobs, previously the executive in charge of production at and co-founder of a production firm, leveraged his media expertise to expand distribution deals and secure Series A financing. Other key staff included executives overseeing content production and operations, such as Aaron Godfred, who served as Senior of Originals and head of programming, managing the development of shows like VENN Arcade Live. The co-CEOs also directed esports initiatives, with Horn's expertise guiding coverage of major tournaments and athlete features. During operations, leadership faced challenges including adapting to the pandemic's impact on live production, leading to executive decisions like accelerating the launch and later recalibrating content strategy in 2021 toward short-form programming to reduce costs and boost engagement. These transitions, announced by , aimed to align VENN with evolving viewer preferences in the streaming era.

Aftermath

Acquisitions and legacy

Following VENN's operational wind-down in 2021, the network sought buyers for its assets via accounting firm Armanino LLP, but no acquisitions were completed. Notably, the popular talk show Facecheck, which VENN had produced for its third season, was canceled amid staff furloughs affecting nearly half of the company's 15-person ; VENN collaborated with the show's , "dGon" Gonzales, to attempt to find a new broadcasting home for the program, though it did not continue. VENN's legacy endures as an ambitious but cautionary early experiment in establishing a dedicated 24/7 streaming network for and , aimed at Gen Z and millennial audiences through interactive, pop culture-infused coverage. Launched with high-profile backing and production values reminiscent of traditional cable networks like , it sought to consolidate fragmented esports content but ultimately highlighted the difficulties of sustaining linear-style programming in a streamer-dominated . The network's rapid pivot to seeking buyers via an accounting firm like Armanino LLP in mid-2021 underscored broader challenges in audience retention and monetization for such ventures. By late 2021, VENN's online presence had effectively ceased, with its website offline and no new content produced. Social media accounts and channels remained dormant since August 2021, reflecting the network's defunct status without any reported revival initiatives as of 2025. In the wider media landscape, VENN's short lifespan provided key lessons on the sustainability of full-time digital networks, emphasizing the need for agile, community-driven models over rigid 24/7 schedules to engage younger viewers. Its failure influenced subsequent efforts, such as G4's 2021 relaunch, by demonstrating risks like over-reliance on sponsorships and the pitfalls of replicating legacy TV formats in streaming.

Critical analysis

VENN's failure has been widely attributed to significant mismanagement, particularly its overambitious 24/7 programming schedule that strained resources without delivering commensurate viewer engagement. Post-mortem analyses highlight how the network's leadership pursued high-production live content amid the , delaying its August 2020 launch and scrapping a planned studio, which led to inefficient including extravagant spending on a 6,000-square-foot facility equipped with LED walls and high executive salaries. Former employees described this as creating a "brutal work environment," with the company earning a reputation as the "most mismanaged" they had encountered due to a lack of in product development and audience understanding. The competitive landscape of gaming media posed insurmountable challenges for VENN, exacerbated by market saturation from dominant platforms like and , which captured the majority of esports and streaming audiences through established ecosystems and algorithmic promotion. VENN struggled with viewer retention, as initial viewership spikes—suspected by industry observers to involve viewbotting—plummeted from thousands to mere hundreds, reflecting inadequate and content that failed to resonate in a fragmented, viewing environment. This saturation underscored broader difficulties for linear-style networks in , where passive consumption models clashed with the interactive, creator-driven nature of competitors. Internal accounts from former staff reveal deep-seated operational dysfunctions, including abrupt layoffs that halved the workforce in late and further reduced teams ahead of events like , alongside a pervasive "boys’ club" marked by pay disparities and unaddressed complaints against hostile managers. Employees reported a lack of clear strategy, with heavy reliance on influencer-driven programming that drained funds without building sustainable revenue streams, such as or sponsorships tailored to the demographic. These issues were compounded by unfulfilled promises of and , contributing to high turnover and a "nightmare" work characterized by crunch periods and poor leadership responsiveness. In comparative terms, VENN's trajectory serves as a cautionary tale for esports broadcasting ventures, mirroring the pitfalls of predecessors like the revived G4 network, which also grappled with high costs and audience disconnection in a streaming-dominated market despite substantial backing. While initial funding of $43 million enabled an ambitious start, it proved insufficient to weather these systemic challenges, highlighting the risks of overextension in an industry favoring agile, platform-native content over traditional broadcast models.

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