Jeeni Blog

Helping the next generation of talent to build a global fanbase

The Creator of Jeeni.

/ By
The Creator of Jeeni.

Jeeni has returned to Crowdcube to raise more funds for helping new talent. Jeeni founding director Mel Croucher says, “I admit 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. Then we can hit all our targets, and give our new artists the recognition they deserve.” It is day 5 today and we have raised 98% of our target £100K. 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!

There was once a little Quaker boy called Charlton, who got sent off to a nice school in Oxfordshire. Charlton liked videogames very much indeed, and when he turned thirteen he became a fan of one particular game which was called Deus Ex Machina. It was hopelessly life-affirming and it allowed him to influence the plotline and outcome, just like a load of similar games. But it was also the first truly interactive movie, running in real time, with voice actors and a full music soundtrack. It came with a large monochrome poster of the face of a beautiful, innocent, yet alluring lady robot, which the boy hung on his wall. And that thought pleases me, because I was the creator of the game, and my intention was to blow the minds of children just like Charlton. Ten years later, he was no longer a Quaker schoolboy but a stroppy atheist, and he was making a living writing very naughty cartoon strips and highly scurrilous columns for a computer magazine called PC Zone. I hope his career choice was influenced by the naughty cartoon strips and scurrilous columns I was writing for the rival magazines he devoured, but I suspect he already considered me to be an old fart. Back then I believed it was my mission to take the piss out of anyone and everyone in the computer industry, and so did young Charlton. He was calling himself Charlie by then. Charlie Brooker.

Today, Charlie Brooker is probably best known as the creator of the Netflix phenomenon Black Mirror. In a brilliant episode, he didn’t just nick my idea of an interactive movie where players influence the plotline and outcome, he went and did it for real. He set his episode in 1984, which was the year of my game’s release, and he hung my old poster on the wall for a touch of authenticity. And yes, he did ask permission. And yes, I was more than happy to give it to him. And no, he didn’t pay me. Brooker’s use of the branching narrative was absolutely seamless, and when the viewer-player-actor makes a choice via a mouse or remote control there is absolutely no buffering involved. And just like in my old game, if the viewer-player-actor refuses to make a choice, then the movie-game-stage makes it for them. In the future, I am sure this technique will become an active tool of the porn and ultra-violence industries, but consumers of mainstream entertainment have become more and more bone idle over the years. In fact vast numbers can’t even be bothered to select the crap entertainment they watch or play, but allow algorithms to select for them. So no, this is not the future of movies, it’s the past.

Charlie Brooker didn’t predict this, and neither did I. It was predicted by Ray Bradbury in his 1953 novel Fahrenheit 451, where books have been banned because they encourage people to think, and the 1966 film of that story was one of my greatest influences. In the movie, the writer/director François Truffaut introduces us to a world in which the masses consume pap via personal screens, and believe they have choice in determining the outcome of all sorts of vacuous plotlines. They don’t, of course, and the purpose of such so-called entertainments is to pretend the people have a say in the way things are run, what choices they have, and what garbage they believe in. And here we are, more than half a century later, living in just such a society. And we don’t even need movies to condition the masses, we can use videogames. People who live-stream their gameplay are called streamers. People who watch them playing are called lost souls.

Today more people watch streamers play sports simulations than watch live sport. This passive practice is ridiculously popular on streaming sites like Twitch, YouTube and a whole host of others. Even back in 2014, Twitch streams for computer games attracted more traffic than America’s leading cable and satellite network HBO, with professional streamers mashing up high-level play and banal commentary. Now they can extort big money from sponsors, subscriptions, and donations. Last year, passive viewers watched active players for more than 450 billion minutes of streamed content on Twitch alone, as the streamers jiggled and babbled while playing with themselves at FIFA 19Monster Hunter World and all the rest. One such streamer is a charming young man called Richard Tyler Blevins, who sports attractive neon-tinted hair and goes by the name of Ninja. He has minted around ten million dollars from subscribers who pay to watch him play a game called Fortnight. Let me just make that clear – they are not paying to play Fortnite themselves, they are paying to watch Mr Ninja play. Fortnite involves a hundred players at a time who fight and butcher one other to the death until only one is left alive, all in high-definition video. There are currently 200 million players of the game. The youngest players are aged eight, which should worry their parents, but probably doesn’t because mom and pop are too busy passively watching some other streamer. The average age of a Fortnite player is 13, which is the same age as the schoolboy Charlie Brooker was when my hopelessly life-affirming game helped turn him into a potty-mouthed cynic. At least I know I succeeded in something.

Click HERE to visit or return to jeeni.com

05
Jun

As the Coronavirus Pandemic directly impacts Songwriters, Musicians and Artists - what can we do to help?

Reluctantly we cannot avoid a discussion about the impact of Coronavirus. Yesterday my son flew to Manilla in the Philippines where there is a state of emergency and where the community will be placed under quarantine for one month. At Jeeni HQ, key personnel have decided to self-isolate and social distance for the sake of our family, our loved ones and the business. It's all become very real, very fast. I have handpicked some relevant articles for our members, but it's a bit doom and gloom I am afraid. John Ochoa states: "By now, the detrimental effects of the global coronavirus pandemic on the music industry are loudly heard. Major festivals around the world are postponing or outright cancelling their 2020 editions. This month alone, Coachella and Stagecoach, Ultra Music Festival, SXSW, Lollapalooza Argentina, Treefort Music Fest, Brussels' Listen! Festival and several other major events were called off or postponed. The aftermath has impacted everything from music conferences and award shows—this year's Winter Music Conference, ASCAP Experience, Nickelodeon Kids' Choice Awards and BMI Latin Awards were all cancelled or postponed—while the amount of cancelled national and international tours continues to grow seemingly on the daily. As the coronavirus continues to spread, so too do its ramifications on the music industry. While industry experts and analysts are projecting that the live concert business could stand to lose billions, the financial fallout is virtually immeasurable at this point". http://bit.ly/2U1EH38 Norton and Denham conclude: "The coronavirus pandemic is scary for many who live on tight margins or don’t have the security of a steady paycheck. That includes independent musicians, venue owners, promoters, and others whose livelihood depends on a thriving and functioning arts and music scene". http://bit.ly/2IMuSAW The Digital Fix has started a discussion about how we can help? They say that: "We should buy physical CDs or downloads enabling artists to keep the money for themselves. and invite every band/artist to share their music with links to buy". http://bit.ly/3aW501o But is that enough, surely we can do more? What about lobbying the streaming services that pay artists peanuts. This could be the trigger to get them to offer some real help. Let's have some positive proposals from this community. Online collabouration instead of face to face rehearsals and jams? How to help our more vulnerable members get through if things get really tough? Over to you. Retro microphone on stage in restaurant. Blurred background

05
Jun

What can the music industry do to reduce its carbon footprint?

The carbon impact of all those gigs and gatherings is up for debate more now than ever, big acts such as ColdPlay and Massive Attack have cancelled gigs until they can measure the impact on the environment. But not all artists are in a financial position to cancel all their gigs and many artists rely on touring for an income. Let's be real most musicians and performers can not afford an environmental consciousness. Today on Radio 4 Tom Heap asks what the music industry can do to reduce its carbon footprint. Tom spoke to various different artists and also interviewed the founders of Music Declares Emergency - No Music On A Dead Planet https://www.musicdeclares.net/. The main three areas for discussion included the emissions for the band travelling, moving the equipment, the venue emissions and the impact of audiences travelling to and from the event. Having listened to the show I checked out Music Declares Emergency - No Music On A Dead Planet https://www.musicdeclares.net/ which advocates the following: We call on governments and media institutions to tell the truth about the climate and ecological emergency.We call on governments to act now to reverse biodiversity loss and reach net zero greenhouse gas emissions by no later than 2030.We recognise that the emergency has arisen from global injustices and will work towards systemic change to protect life on Earth.We acknowledge the environmental impact of music industry practices and commit to taking urgent action. We have signed up and will follow Music Declares and are very interested in how our members can benefit, however the interview raised many contradictions and many of the suggestions for us were very weak and hypocritical. But it is very tough debate. We get that. To summaries the main suggestions in the interview with Tom included the following: Standard riders to not include plastic Not to allow single use plastics at events Always use renewable power sources when you can Event organizers to insist on recycling as a priority Working with responsible corporate partners Not to work with financial institutions that are not responsible Using LED lights to reduce energy use Put restrictions on touring, travelling and taking less equipment Use streaming media as an alternative to reach audiences Do not fly around the world to shoot gigs on environmental change Going on a bus rather than taking your own car Car share Put pressure on venues to be more environmentally friendly Getting rid of plastic CD cases Ecological packaging Environmental merchandise and use organic materials Higher train usage, go car free Ecological and renewable streaming and data storage Rent all the equipment at location and not travel with all the kit you need Do not produce and sell vinyls The largest omissions on carbon footprint is the audience travelling so a main argument from the artist is that they need to travel to the audience. Surely, the suggestions made in the interview is not enough and it will not deliver the outcomes to climate change that is needed, it is sycophantic and feeble for global change. In our view the recommendations and solutions suggested are not sustainable themselves. However, Music Declares Emergency have a great section on their website which is much more comprehensive and lists about actions for artists, songwriters, producers, a label, publisher, a venue, festival live music promoter, manager, agent and fan. So we are going to support them.

12
Mar

Live Virtual Gigs in the Gaming Metaverse

In November last year, a live virtual gig took place in the gaming Metaverse of world platforms. Rapper Lil Nas X took to the stage in Roblox, and performed in a free-to-view event, which broke all previous records to become one of the the most viewed concerts of all time, pulling in a worldwide record-breaking audience of over 35-million visits. Lil Nas X's Virtual Gig - Credit: Still Roblox is a platform of over 50-million user designed video games. The concert was their first, but they have also partnered with music label Monstercat and delivered an album release party for Ava Max. Could this collective gaming audience be the music world's perfect audience of the future? Taking inspiration from Lil Was X's videos and songs, various stages were created for in-game virtual performances using PBR rendering, lighting, shadowing and facial recognition technologies available on the Roblox platfom. Speaking ahead of his performance, Jon Vlassopulos, global head of music at Roblox, said: “We’re thrilled to partner with Columbia Records to bring Lil Nas X fans and the Roblox community together in an entirely new way.“This concert with Lil Nas X will transport players and their friends into the metaverse, and bring to life the future of what immersive, social experiences can look like.” The experience is a long way from the first pixelated forms of performers or being able to control Michael Jackson in the 1990's 'Moonwalker' whilst he rescues children to the sound of his hit 'Smooth Criminal'. However, the online gaming world became a far greater player when Grand Theft Auto realised the potential of licensed music. They allowed players to access perfectly curated radio stations whilst creating chaos and mayhem in the streets of Miami. Michael Jackson in the Moonwalker video game Roblox are not the only gaming platform to take on the music gig. Fortnite allowed Travis Scott to host a gig from a stage in the water off the resort of Sweaty Sands. People attended the concert from wherever they were in the game, as their personally created avatar, whilst they continued to fire at the people around them. Travis Scott's Virtual Gig in Fortnite The following concert was brief, just a 10-minute pop of Scott's hits, with incredible visual pyrotechnics. The world of Fortnite transformed kaleidoscopically around Scott and the artist came right up to the viewers, giving the sense of being able to reach out and touch him. One moment, fire poured from his body; the next, his face melted to reveal a robotic skull. According to developer Epic Games, more than 28m people watched the show. Gaming Metaverse platforms like Roblox, Minecraft and Fortnite are being chosen for these live virtual gigs because their worlds are moving into something beyond gaming. The platforms are used by kids wanting to hang out with their mates and socialise, a virtual environment which has become so relevant and meaningful to the users during the pandemic lockdowns.