A presentation on the evolution of Interactive Music - the companies that operate in the field and the possible influence of music interactivity in the future of the music industry.
8. Aims of the Workshop: Become familiar with the latest developments in interactive music Explore how they can affect the way you work in your respective field Look at interactive music as a possible alternative revenue stream Understand how can interactive music can be relevant to others in different ways
27. Pushing its own format called .IVS 3 levels of interaction IVS1 – fully interactive IVS2 – partially interactive and provided by the label IVS3 – partially interactive can be built from a normal MP3 file ● Video integration – encourages users to make their own music videos ● Sharing facilities ● Both as desktop software and iPhone app BUT : OWN file format + OWN software = maybe asking too much from the user?
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29. A completely new music experience ● Based on scenes ● Every single sensor on the iPhone can be assigned to the creation/modification of the sounds including: - Accellerometer - Touch screen - Microphone - location/GPS ● The music integrates elements of your environment = an endless Soundscape ● Through scenes like Cosmic Booty by Fabrice Lig RjDj is becoming more and more like an instrument ● Platform now on the iPad with the RJ Voyager A new approach to music creation and consumption?
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33. ● Lucrative artist-specific apps (Nine Inch Nails, Lady Gaga, Coldplay etc...)
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35. Will the sales of these games recover or is the future of interactive music gaming in the hands of......
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41. ● Myna: Web-based audio editing tool ● The aim is to make creative tools available for everyone ● Basic and easy multi-track sequencer, easy to learn! ● Soundcloud integration Can Music Production Software Move onto the cloud? Can this popularize the multi-track and allow for more users to create – for example – RjDj scenes or MXP4 files?
42. Many issues to confront Artists/Labels uncomfortable with having users mess with their music How to split up the revenue?? A real headache.... Licensing problems Different Mobile operating systems = a lot of work for developers, how to choose? Quality of content: no content = no sales You can reach a huge public quickly but will it stick around after the novelty wears off?
48. Labels ● How do you think interactive music may impact the usual sales channels both physical and digital? ● What do you think are the most interesting and possibly profitable business model amongst the ones outlined in the presentation? (In-App purchase, Ringtone purchase, Remix Purchase, Streaming fees, Advertising revenue, Brand partnership and in-game purchases like in Music Pets?) ● After all the monetization problems experienced by digital distributors are you still willing to experiment with services that may end up not taking off or do you hold off and prefer working with an established organization? ● How in your experience are artists reacting to these new developments? Are they happy to embrace them or are they worried about their impact? Outline if you see a difference between older artists and young "digital generation ones" ● Can tools like the MXP4 Editor and RjDj's RJC1000 be a way in which unsigned bands can grab the attention of a label's A&R and create buzz? ● How would you react if the remix made by a fan through one of the programs mentioned above became more popular than the original version by going viral? How would/could you exploit and monetize that?
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50. Which piece of hardware is most likely to convey the best experience in interactive music?
51. The app store wants a piece of the revenues as do the labels and the publishers. Will there be enough money left for the program's developers?
52. How do you think Apple's refusal to allow Flash will impact developers who would like to port – for example – a really cool Facebook game onto the iPad?