Music Licensing for the Next Generation Speakers: Sergio Pimentel Track: Audio Format: Lecture Experience Level: Intermediate Description: Next generation consoles capabilities and their on-line presence pose interesting challenges to music licensing - this is largely due to the ability to download and store content on your hard-drive. SCE London Studio has huge ambitions for games such as SingStar to have an on-line store allowing players to customise their own track list and the game to a high level. This has meant the licensing process has had to be reviewed. Exploring these areas in greater detail the session will cover the challenges that were encountered and how these were overcome. From the established business models in the digital world, to trying to acquire mutli-tracks in order to mix each song, via searching for the elusive music promo videos shot in HD, the licensing team prepared for the same number of challenges faced when working on the first SingStar on PS2.
We need to educate consumers, artist managers, labels and publishers that just because the download and upload process are similar to existing models in the digital world, the mechanics of the business deal are synchronisation and not a sale.
Further to this, uploading opens the doors for all kinds of IP infringement so we have to be careful as we enter this space not only with our own content but with content provided by third parties, who we will be working with, and consumers who will be able to upload their own created content. Idea Takeaway: A grounded knowledge of emerging business models of music in on-line games and communities for next generation consoles. Intended Audience: The session is aimed at a number of attendees who may find themselves trying to acquire music or working on a next generation music game. |