Trapital - monetizing self-expression
monetizing self-expression Hey! Looks like Tyler Perry wants to buy BET. Paramount Global is exploring a sale of the business that includes BET itself, VH1, and BET+. I get why Tyler Perry may be interested given his ongoing BET partnership and stake in BET+. But does it make sense strategically? The upside of owning BET is that Perry further control distribution and part of that audience relationship. The downside is that Tyler’s content is already the most lucrative part of the value chain. He would acquire a business that likely has worse margins. Given the inevitable consolidation on subscription video on-demand services, there may be better options for Tyler Perry if vertically integration is a goal. Today’s memo is about how the music industry is often compared to gaming. There have been many thinkpieces, Twitter threads, and off record discussions dedicated to the topic. But once we get past the surface level comparisons, what are the real and practical takeaways? Let’s dive in.
Was this forwarded to you? SPONSORED give fans exclusive access before anyone else In a previous newsletter, I touched on windowing – how it can be a smart tactic for artists and help build the relationship they have with their fans. What if you could market your music leveraging both Web 2.0 and Web 3.0? trac is the solution to make this happen. trac hosts a streamlined form of music distribution (across all DSPs), on-demand merch capabilities, monetizable artist pages, and diverse payouts. This summer, it’s launching NFT features that allow artists to release their music to die-hard fans as NFTs (free to fans) before distributing their music more broadly to streaming services. NFTs don’t have to be for commercial gain. trac bridges Web 2.0 and 3.0 with ease and has made it their mission to help artists understand and execute in both worlds. Want to learn more about how trac can help you and your artists serve their fans? Learn more about trac here.
"be more like gaming" For years, people have pushed the music industry to “be more like gaming” for obvious reasons. In 2022, gaming generated $184.4 billion in revenue, which is more than quadruple the annual music copyright revenue of $39.6 billion. Gaming is the most interactive sector of entertainment by far. That interactivity keeps people engaged, especially in an era where it’s harder to maintain attention, content is fragmented, and in-game features can be quite lucrative. But “be more like gaming” is also simplistic. Some of the biggest gaming experiences in recent years have involved music. Plus, there are plenty of nuances to both how music and games are monetized. The difference is less about a particular business model and more about the viability of multiple models. the goal is to add, not replaceThe caveat of the music-gaming analogy is that many gaming companies still succeed at selling content. Activision doesn’t give away Call of Duty: Modern Warfare II for free. In November 2022, the game made $1 billion in its first 10 days by selling copies for $70 each, if not more. Console game revenue alone generates over $51 billion annually (28% of the industry). The “free-to-play, pay-for-features” model of Fortnite and Roblox doesn’t replace games sold for PlayStation and Xbox. They are additive to the industry. In gaming, multiple business models succeed at the highest levels. Meanwhile, recorded music has historically shifted from one dominant medium to the next. Here’s a chart comparing the two from media analyst, Matthew Ball. From 8-track to vinyl, to cassettes to CDs, from digital downloads to streaming. But even as the industry shifted from one medium to the next, music’s dominant business model is still the same: sell the content. And despite a few slight differences, the major record labels all have similar business models and revenue mixes. We’ve seen more varied approaches at the individual artist level. For instance, NBA YoungBoy and Chris Stapleton may each gross tens of millions annually but in different ways. The hip-hop artist is a streaming machine while the country singer is a nonstop touring machine. They meet their respective audiences where they’re at. The closest thing artists have to gaming’s free-to-play, monetize-the-superfans approach is ticket sales. A small subset of an artist’s streaming listeners will buy concert tickets, which often account for a majority of the artist’s revenue. An even smaller percentage of fans will buy that artist’s company’s products. That’s how Jay-Z and Rihanna became billionaires. But those two are outliers, even among fellow superstar artists who have tried to launch consumer brands and haven’t reached those same levels. For most artists, product sales are an ancillary revenue stream. But again, those experiences are artist-by-artist. The overall industry’s goal should be additive models that can work across the board. more interactivity (and monetizing it the right way)The benefit that Fortnite and Roblox have is that their paid add-ons exist in the same platform where the underlying content is consumed. There’s no platform switching required to enable the freemium, e-commerce transactions. If users had to switch platforms, it would drop the conversion rate. Music’s version would likely require platform switching since most music is consumed on streaming services. And to put it lightly, digital streaming providers aren’t exactly in the business of finding more ways to help their major record labels further monetize their back catalog. Despite those challenges, here are a few ways this can succeed:
It’s essentially do-it-yourself music sampling. There are plenty of hurdles to jump through, but it’s not impossible. Ye did a physical version of this with his Stem player, but there is bigger potential in a digital version that has access to popular back catalogs. Monetization would come from users a) paying a monthly subscription fee for the service, b) paying for each song created, and c) the revenue each song creates on its own. The popularity of user-generated remixes is nothing new. In the 90s, DJ Screw made millions off of his chopped and screwed mixtapes by selling them out of his house, his car trunk, and at car shows. This digital version would ensure that everyone gets compensated fairly.
But that doesn’t mean other cheaper add-ons can’t be done. Tyler, the Creator’s IGOR character was a skin in Minecraft, but it seems like a user-generated skin. In certain games, they could create an “official” version where revenue still goes back to the rights holders who own the IP that inspired that skin, and Tyler himself. the focus on self-expressionThe commonality of these add-on features is that consumer behavior is rarely rational. It’s more about self-expression, which is intangible. In the heydays of ringtones, a 30-second ringtone could cost four times the price of the full downloadable song on iTunes, but the ringtones sold more in many cases. Today, music lovers will buy vinyl even though most of them don’t have vinyl players, and many of them still have paid subscriptions to DSPs where they will actually listen to the artist’s music that they bought. Music is one of the most valuable forms of self-expression out there. When people talk about how the industry is under monetized, that’s what they’re really talking about. That’s what drives revenue for all of these free-to-play digital environments. The more that the music industry can tap into that, the more that it can tap into all the consumer surplus that it creates. Hope you enjoyed this memo. If so, please share. Forward this email to someone who should read it. Text it to a friend. Drop the link in the group chat. Share on Twitter, Facebook, or LinkedIn. Or copy and paste the link below. https://trapital.co/2023/03/06/what-music-can-actually-learn-from-gaming/ money moves
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Or share Trapital quick via text, email, or Twitter. coming soon from Trapital Podcast: Can gaming have huge sync moments like in music? The theme of the week at Trapital is gaming! This Thursday’s episode is a full breakdown on the future of music, gaming, and more with Vickie Nauman. She’s an expert in this space, and we covered it all. Drops next week! want your company featured in Trapital? We are looking for a few more sponsors in Q1 and Q2 who want to reach the artists, creators, and execs who read and listen to Trapital on a regular basis. Want your company to reach Trapital's audience? Reach out to us here.
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the rise burna boy
Thursday, March 2, 2023
a case study style breakdown on Burna Boy's rise (with Denisha Kuhlor)
the trends that last
Tuesday, February 28, 2023
Trapital Memo: which trends in music are here to last, and which were zero interest rate phenomena?
coming together
Thursday, February 23, 2023
Trapital Podcast: bringing web2 and web3 music together with trac CEO Cardin Campbell
the ivy park problem
Tuesday, February 21, 2023
Trapital Memo: why Beyonce's Ivy Park - Adidas partnership has struggled
investing in music
Friday, February 17, 2023
Trapital Memo: a breakdown on companies solving problems in music (with Techstars Music Accelerator MD, Bob Moz)
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