Jeeni Blog

Helping the next generation of talent to build a global fanbase

A $0.003 reward?! We’re Twitching at the thought!

/ By Jasmin Dodd
A $0.003 reward?! We’re Twitching at the thought!

Twitch has always been popular amongst the gaming community. It was created initially in 2011 as a platform for gamers to use in order to live stream as well as broadcast live Esports events and competitions and has since retained on average 15million daily users. 

With so much more of our time spent online due to the Covid-19 pandemic, Twitch has expanded in regard to what they broadcast and live stream: talk shows are growing in popularity as well as live streamed music to name but a couple. 

As the date for the resumption of normality approaches and with it the reopening of concert halls and live shows, one can speculate as to what will happen to those artists that have decided to make use of these live streaming platforms as a source of income. 

Twitch users reportedly spend three times as much time on the platform as on Sportify and YouTube so the potential for it to be a very lucrative platform for music makers and artists is what has been looked into by Will Page, an economist who runs Tarzan Economics. He worked alongside various teams in order to understand how live streaming and live music may co-exist in the future.

“Live streaming won’t go away when live music returns.”

-Will Page

In 2002, one of the first music streaming services Rhapsody, offered a $9.99 monthly price which is the same as what we see today for similar music streaming services. 

What is provided is also pretty much the same as what was offered in 2002; fans remain largely disconnected from their favourite artists, they are unable to offer direct compensation to creators, and ‘cross-usage’ occurs frequently as a listener is often subscribed to multiple platforms. 

“None of the on-demand streaming services that have since sprung up enable immediate engagement, this is a relic of the music industry of old.”

-Will Page

User engagement is something that both Twitch and Jeeni offer, and not only does it allow the fans to be more involved with the artists they love, but it allows the artists to be fairly compensated, a huge issue which is now being petitioned against by the Broken Record Campaign. See our last blog post for more information and ways that you can support the campaign. 

According to Will Page, the typical music streaming model has approached the way in which artist are compensated in one way: 

“the platform aggregates all the streaming data and revenues from a specific market and product over a specific time period, divides an artist’s share by that sum, and allocates revenues proportionately. Get 1% of all the streams, and you’ll get 1% of all the money. This has spurred much debate within the industry, as heavy streamers are effectively subsidised by light streamers, or as Quartz controversially put it: Your Spotify and Apple Music subscriptions pay artists you never listen to.”

In essence, the modelling simply just isn’t fair, and neither rewards the artists or their fans for supporting them. 

The way in which Twitch brings in money, however, varies across three methods similar to Jeeni: Creator Channel Subscriptions, Bits allow users to support creators directly on the service, and advertising. 

Will Page made a comparison between creator earnings on Twitch, which average at $0.15 per-hour-per-user, with that of global streaming services at which the rate per-stream is set at roughly $0.003. 

By taking the $0.003 per stream and multiplying by 17 (assuming a song lasts 3 minutes this equates to an hour of listening time), then applying an average 20% royalty rate, this results in a creator’s “revenue-per-hour listened” at just $0.01. 

My jaw dropped, did yours? 

Twitch has proved it can monetise over 10 times better than music streaming, however this only applies to creators’ most loyal fans that tune in on a regular basis. 

"If you keep the full $100 of each true fan, then you need only 1,000 of them to earn $100,000 per year."

-Kevin Kelly, The Technium, 2008

Do you want to spend hours watching your favourite gamer and at the same time, fairly compensate and reward them for their time and effort? Well of course. What Twitch does for gamers, we want to do for music makers and artists here at Jeeni. 

Look out Twitch, we’ll meet you at the finish line. 

10
Jun

The Death of Letitia

Jeeni has returned to Crowdcube to raise more funds for helping new talent. Jeeni founding director Mel Croucher says, “We’re ahead of our original schedule, but there’s still so much more to do. We need to scale our online platform globally now and build our mass artist showcases. Jeeni raised £100K in 6 days and we're working hard to get more investors on board. Then we can hit all our targets, and give our new artists the recognition they deserve.” If you want to see our pitch click HERE. Mel has been writing the best-loved column in top-selling tech magazines for over 30 years. Now he’s agreed to share his work with all our members. He’s a video games pioneer and musician, and to to find out more about Mel check out his Wikipedia page. https://en.wikipedia.org/wiki/Mel_Croucher. Here’s one of Mel’s latest! Black lives matter. Unless black lives feature in a videogame, in which case they don't matter a toss. I still remember the feeling of hope and despair when I played Daley Thompson's Decathlon for the first time. That was way back in the Olympic year of 1984, and it was a primitive sports simulation from Ocean software for a little home computer called the 48k Sinclair ZX Spectrum. Daley Thompson was an Olympic gold medal winner from Notting Hill. He had a fine body, and a great moustache, and according to his skin he was the son of his assassinated Nigerian dad. Anyway, I fired up the game and there on my glowing colour monitor was the pixilated figure of Daley, the great black athlete, running along a red cinder track. The thing was, the programmers had made him white. No, I couldn't believe it either. A huge crowd of spectators also appeared in the gameplay, and every one of them was as white as a Ku Klux Klan convention in a chalk pit. It's not as if no black characters ever appeared in videogames. Almost all the assassins, hoodlums, terrorists, monsters and mobsters were black, and their purpose was to be killed off willy nilly. Apart from Michael Jackson. He was the hero in a Sega videogame called Moonwalker and his role was to rescue kidnapped children and take them home. So there was nothing creepy about that, was there. Mind you, wee Michael was mostly as white in the game as he was in real life. For a real black and white issue from the early twenty-first century, I have revisited Ethnic Cleansing, developed by Resistance Records for PC desktop machines. That's the one where the white player gets sent off on a quest to murder blacks. It is equal opportunity racism, because you also score points for killing Latinos and Jews. And speaking of equal opportunities let's hear it for the computer character Letitia who appears in an update of Deus Ex, which is set in a cyberpunk future. Letitia lives on a rubbish dump, she is as horny as she is simple, and she speaks minstrel drivel in the sort of deep-South accent last heard in a Mel Brooks parody. You couldn't make it up. Except that's exactly what they did. And shame on you Mary DeMarle for writing it, Amanda Strawn for acting it, and Square Enix for publishing it. In the USA, over 70% of all African Americans play video games, but they make up less than 3% of game developers, which tells me quite a lot about the state of the play over there. This side of the pond, things are much better, where we have over 10% of people working in game development of a BAME demographic. That's a higher percentage than their number in the national working population, and way higher than in UK publishing, tv and music. This is good news, but it's where the good news ends. Last time I visited a major gaming studio in pre-lockdown, I did see several black faces. One was on security at street level, one was behind the reception desk, two were behind the counter in the canteen, and one was swilling out the bogs. The number of black and minority ethnic decision-makers in the UK computer gaming industry is shockingly low. As a result, race has lagged way behind gender and sexuality when it comes to stereotypes in gaming. Mainstream game designers tend not to question a norm, and they rarely rock the boat by refusing to carry out a questionable storyboard handed down to them by predominantly white hands from above. Most game designers I come across have less creative imagination than Rufus my Irish Setter, not to mention a much poorer sense of loyalty and the inability to lick their own genitalia. Video games have always followed movies in characterisation, and they are painfully stiff with stereotypes. Historically, lazy, myopic creatives have allocated blacks four roles - the violent black, the servile black, the sidekick black and the comedy black. I am removing sports games and music games from my list, since they exhibit no imagination whatsoever, but simply copy real people from the real world, unless you happen to be Daley Thompson or Michael Jackson, of course. The blame for all this lies squarely with the course leaders who purport to teach video game creation in universities and colleges. I have never met a creative course leader who is darker skinned than me, and I'm a sort of mottled puce. They may well instruct their students to bung in a character of the negro persuasion as if to fill some sort of racial minority quota, a bit like when those tv adverts suddenly started to feature blacks doing non-traditional things. Like working in building societies, and driving new cars. The change is coming through the independent video game creators, the so-called home-brew developers, and the change had begun in the UK way before the Black Lives Matter movement gathered such momentum. Creative change always comes from the mavericks and rarely from the corporates. As for the people who play the games, next time you come across a racial stereotype you know what to do. Take a knee. To the groin of the writer, programmer and publisher. The Death of Letitia, from Deus Ex: Human Revolution Click HERE to visit or return to jeeni.com

10
Jun

Facing the Broken Music Industry.

By Adam Cowherd @ AmplifyX.com Did you know that artists take home only 12% of the $43 billion spent on music annually, according to Citigroup? [1] The hip-hop artist Russ put it perfectly when he said, “The music business isn’t set up for the artists to get rich. It’s set up for everyone else to get rich off the artists.” [2] If you start looking deeper into the music industry, one of the first things you’ll discover is how broken it is. Artists are the nucleus of the business, but somehow they’re the individuals left with no ownership of their Intellectual Property (IP), inhibited creative freedom, and only a sliver of the earnings. There are so many entities involved in the value chain of music that it has created a convoluted industry structure that lacks equality and transparency. When we break down the mechanics of the music industry, we see just how many hands are in the pot: record labels, managers, producers, booking agents, and streaming platforms. A report by Ernst & Young highlighted the post-tax payouts of streaming revenue and identified that record labels are taking nearly 75% of the payout. [3] Why are artists today signing with record labels? Signed artists have fans. They do not have a majority of royalties, ownership of their masters, or creative freedom. Artists have historically been enticed to join record labels as a way to grow their popularity, because major labels can provide global brand recognition. But the music industry is in the business of making a profit — not in the business of freebies. The artist’s growth may be guaranteed, but not their wealth. Take Thirty Seconds to Mars for instance: after multiple platinum records, they were still millions of dollars in debt to their label. [4] This is a result of the artist being forced to pay the label back for cash advances. Although advances may seem extremely alluring, many don’t realize how hard these loans will be to recoup from their small slice of royalties. Artists thriving off of their album sales are the exception, not the rule. This recognizable gap in income has inspired a large number of artists to start challenging the status quo of record label contracts. Artists today have more tools and resources to build their career — and wealth — independently. Traditional services formerly tied to record labels, like recording, distribution, and promotion, are becoming commodified. Also, modern artists have a wide range of social media platforms to engage listeners on, from Instagram to TikTok to Triller. Artists can grow their fame and find new fans on their own terms—retaining their rights and independence. Evaluating the industry today, music spending is at an all-time high. Goldman Sachs predicts we will have over 1.1 billion people on paid streaming platforms by 2030, generating over $130 billion in music industry revenue. [5] By pursuing alternative ways to release music, artists can take a larger cut of the profits while retaining ownership of their IP and a majority of royalties. The industry is projected to experience massive growth over the next decade. Artists should reap the rewards.

01
Aug

4 reasons why the current music-streaming model is not working.

The global pandemic has exposed major problems in streamed music. Musicians couldn't tour or give live performances, so they have become reliant on revenue from their recorded music. Now, a shocking inquiry by the UK Government shows that even successful, critically acclaimed artists cannot live off their streaming revenue. But there is an alternative. Jeeni is a platform that puts control back into the artist's hands. On Jeeni, performers and creatives keep 100% of everything they earn, and thousands of artists are already on board, with an audience outreach that has grown to over two million. In fact Jeeni's growth has been so successful that they have turned to crowdfunding to expand their capacity to meet demand, and raised over £61,000 in a few days. The Government report reveals 4 reasons why the current music streaming model is not working: 1. Even successful artists get pitiful returns from streaming Fair reward is a performer's right to share in the recording revenues of a song by law, regardless of their royalty rates and their outstanding debts. However, streaming means that performers are paid according to the terms of their record deal. Depending on when they started out in their careers, their royalties can fall to as low as 2%. At Jeeni the artists get to keep 100% of everything they make, no limits. 2. Pay disparity between song and record rightsholders The current revenue share from streaming gives the record label the majority of a track's revenue. This comes from a model that applied to physical sales, where labels had overheads such as manufacturing, storing and transporting CDs, cassettes and vinyl. This leaves songwriters and publishers with the smallest share of revenue, even though they are vital to the creative process. Music creators and publishers are furious with this model. It's outdated and unfair because these overheads don't apply to digital music production. 3. Just three major music companies control the majority of the market Digital piracy and new technologies like streaming have disrupted the traditional music industry, and led to a state of play where three major labels now have a 75% share of the UK recording market. They also dominate music publishing, which is the part of the industry that deals with the rights to the words and music of a track. Jeeni's CEO & Founding Director Dr Shena Mitchell says, "Although technology has moved on, the approach is still the same as the bad old days, where streaming platforms act more like A&R agents and only select the music they like, dictating what listeners get to hear. At Jeeni we are very proud that our vision is based on democracy, where we give all artists the opportunity to post their videos and showcase their talent, for us to market them to a global audience". 4. 'Safe harbour' and copyright infringement 'Safe harbour' lets tech companies that host artist's content get away with being criminally and financially liable for copyright infringement. This allows users to consume music for free, and it creates a so-called 'value gap', because revenues for music from ad-funded services are significantly less than those from paid-for services. Here at Jeeni we refuse to take any advertising unless it's by an artist for their own tracks or services, and we make sure our artists retain all copyright and ownership of their own tracks. If you like the sound of what we do, then check out Jeeni's campaign HERE and join the list of supporters and celebrities who are flocking to the cause. You can invest from as little as £10 to claim your share, be part of the Jeeni success, and say NO to creative performers getting ripped off. *Capital At Risk