Happy #WorldMusicDay to all the artists, musicians and passionate fans out there! 🎵
With music-based games, immersive concert events and exclusive artist-themed merch, #Roblox and #Fortnite are emerging as the go-to platforms for artists to promote their #music.
🌟🎮 We're thrilled to lead this new chapter in connecting fans with music in innovative ways:
🎤 Warner Music Group’s Harmony Hills
🎤 Saweetie Super Bowl LVII Concert Experience
🎤 Cher Holiday Album Activation in Harmony Hills
🎤 The Chainsmokers’ Festival Tycoon
🎤 Bebe Rexha Concert in Harmony Hills
🎤 24kGoldn Concert Experience
🎤 Funky Friday
We can't wait for what's next! 😎
Are you a music buff?
This is for you.
🎮 vs. 🎵:
Why does the gaming industry soar while music seems to plateau? The answer lies in engagement. Video games captivate across all formats, while music often falls short unless it's live.
Absolutely!
I'm on a mission to revolutionize this space. Live music is about to undergo a transformation. Stay tuned, because change is on the horizon.
✨ #MusicInnovation#GameChanger#MusicIndustry#LiveMusic#EntertainmentEvolution
Agree with everything that Rob is saying here and wanted to add my own thoughts.
The music industry doesn't take video games seriously enough.
This baffles me when the industry is obsessed with finding 'super fans' - something that video games have cultivating for more than 50 years.
If you want to harness the power of super fans, give people more ways to engage with your music.
Japan and Korea are absolutely leading the way on this front.
HYBE's mobile games for BTS, 'BTS Island: In the SEOM Puzzle' and Rhythm Hive were downloaded 3.7 million times last year and made $16 MILLION in revenue.
TakeOne Company's Blackpink and NTC mobile games picked up 1.6 million downloads in the last year and have made $2.1 million in revenue.
Perhaps most impressive of all: Sony's mobile game for the Japanese idol group Hinatazaka46 only had 20k downloads in the last year but has managed to make $6.8 MILLION! All of these figures are pretty much coming from Japan.
Why is this impressive? The game was released in 2020. This means rather than relying on new downloads to generate revenue, Sony has clearly fostered a highly engaged playerbase who keep returning to the game on a daily basis.
Another rhythm game, Uni's on Air, based on Japanese idols Sakurazaka46 and Hinatazaka46, made $12.7 million in the last year and is only available in Japan.
The average revenue per download is $97.
Couple of caveats here:
Japan's video game industry is predominantly focussed on mobile as the preferred platform as choice and the fan culture for 'idol bands' is leagues beyond anything we see in the West, even Swifties imo.
That said, I do believe this model of rhythm games can be replicated by labels in the West for major artists (such as Taylor Swift) and previous attempts at doing so have been successful WHEN DONE RIGHT.
The Avicii Invector game is a fantastic example, while the mobile rhythm game Beatstar continues to go from strength to strength and highlights the need (gap?!) for music focussed games in the West.
Helping artists & builders grow stronger businesses | Follow to keep up on Where Music's Going.
Music's pie is too small because it's too passive.
Even as streaming approaches 1 billion global subscribers, recorded music makes $157 billion LESS per year than video games.
→ Video games have outgrown music 42x since 1999
→ Earning $1.3 TRILLION more over that time.
Why?
Games optimized for interactive, dynamic, social experiences.
Music optimized for passive, static & siloed ones.
That time is over.
Music must embrace interactivity to grow the pie.
The opportunity is here.
---
I'll go deeper on this opportunity in Where Music's Going tomorrow: https://lnkd.in/ezziH9q6
From dynamic pricing to rising production costs, the live music experience has become a luxury for many. As artists like Taylor Swift, Beyoncé, and Oasis charge premium prices, fans are finding themselves priced out. Yet, despite soaring costs, concerts continue to sell out as emotions often outweigh financial logic.
Is the joy of seeing your favorite artist live worth the steep price? Let's dive into why ticket prices have become as expensive as a holiday or even a new gaming console.
#LiveMusic#TicketPrices#EntertainmentIndustry#DynamicPricing#FanExperience"
U-Coin, the next biggest RWA in the market.
The currency that will fuel an ecosystem that connects you to your favorite content across multiple entertainment verticals.
SOON ON U-TOPIA:
- 70K Catalog
- U-Trader
- Immersive sports, music, movies, and more
🚨 The latest issue of #SWOT by Sound Story is here!
SWOT is your inside track on the Strengths, Weaknesses, Opportunities and Threats looming for the creative industries.
In this issue:
👉 Strength: Vivid Sydney
👉 Weakness: TV’s Image Problem
👉 Opportunity: Gaming x Music
👉 Threat: Redundancy Season
https://lnkd.in/g2sYKYu7
Music's pie is too small because it's too passive.
Even as streaming approaches 1 billion global subscribers, recorded music makes $157 billion LESS per year than video games.
→ Video games have outgrown music 42x since 1999
→ Earning $1.3 TRILLION more over that time.
Why?
Games optimized for interactive, dynamic, social experiences.
Music optimized for passive, static & siloed ones.
That time is over.
Music must embrace interactivity to grow the pie.
The opportunity is here.
---
I'll go deeper on this opportunity in Where Music's Going tomorrow: https://lnkd.in/ezziH9q6
Did you know Gen Z spends more time with music than any other generation? 🎵
And I bet you can guess where they spend most of their time socializing....in-game. 🎮
► Gen Z spends more time on Roblox than on TikTok, Instagram, or Snapchat.
► 37% of Gen Z are interested in attending virtual concerts featuring their favorite artist.
► Roblox concerts have a combined 277.6M Lifetime Visits and an average of 2.61 Million CCUs on the Day of the Premiere.
► Roblox concerts see more than 9x the amount of traffic than the IRL average top festival.
👉 What better way to engage Gen Z than at the intersection of music and gaming? And we are excited to offer the perfect fusion with SOUNDZ, the first-ever listening party series on Roblox. 🌟
📩 Contact us today to get started!
Stats sourced from: Statista, Romonitor, Qustodio
#roblox#marketing#gamingindustry#music#genzmarketing#adtech#superleagueenterprise
Enjoyed seeing Samantha Sawyer on the gaming panel at Music Ally Connect this afternoon.
Sam discussed the following areas, where the Songtradr group is working at the intersection of the music and gaming industries:
🚚 Delivery Infrastructure
📑 Licensing
🎵 Curation
📈 Reporting
Other interesting topics discussed by the panel included:
1. The current disconnect between music licensed for the game and music licensed for the gamer. And the need for scalable solutions for the developer, gamer and creator communities.
2. The importance of audience specific curation (often pretty niche). The need to balance instant awareness, versus the long-term fan engagement driven by new artist discovery.
3. Licensing can still be really challenging, particularly when navigating fragmented rights. This impacts both speed to market and affordability issues for new entrants.
#musictech#musically#musiclicensing
CEO @ Gamefam, Inc. | Amazing Content for Metaverse Platforms ✨
3moBeen so great to be part of these events! Music is life 🙌🏼