Jeeni Blog

Helping the next generation of talent to build a global fanbase

Voices of 2021

/ By Andie Jeenius
Voices of 2021

BBC Sounds has just released it's longlist of nominees for the 'BBC Sound of 2021', a prophecy of who they believe will be filling your playlists for the upcoming year, from the best rising talent.

Now in it's 19th year, this year's longlist was compiled by a panel of 161 industry experts, including former nominees Billie Eilish (2018) and Stormzy (2015). The winner will be announced in January on BBC News and BBC Radio 1.

The 10 acts hoping to win the top spot are:

  • Alfie Templeman - Indie Pop
  • Berwyn - Soul Poet / Ballads
  • Bree Runway - Trap / R&B
  • Dutchavelli - Rap / Hip-Hop
  • Girl In Red - Indie Pop
  • Greentea Peng - Psychedelic Soul
  • Griff - Bedroom Pop
  • Holly Humberstone - Pop Ballads
  • Pa Salieu - Rap Maverick
  • The Lathums - Indie Band

To be eligible, musicians must not have been the lead artist on a UK top 10 album, or more than one top 10 single, by 30 October 2020. Artists who have appeared on TV talent shows within the last three years are also ineligible.

The top five will be revealed in the New Year on BBC Radio 1 and BBC News, with one artist announced each day from Sunday 3 January until the winner is unveiled on Thursday 7 January.

Covid-19 has made launching a music career trickier than ever - and to date, only four of the nominated acts have played a headline gig, which explains the strong showing of bedroom and DIY artists on the list. 2020's winner, Celeste, also suffered setbacks from the pandemic hangover, as her new album release was delayed. Instead she chose to release well received tracks, 'Stop this Flame' and 'Little Runaway' to give us a taster of what is to come. She also became the first singer to ever record an original track 'A Little Love' for the John Lewis Christmas campaign. Her debut album, 'Not Your Muse' is now being released Feb 26th.

https://www.youtube.com/watch?v=fwuJFAsZD0k

07
Dec

Streaming Revenues - a tipping point?

At Jeeni, this is a subject we are following closely, being a platform set up to address this very subject. The balance of revenue on most platforms, is tipped far too heavily away from the artists, performers and writers, in favour of the suits and pen-pushers. Quite frankly, it's a disgrace! Jeeni's ethos is to ensure any performing members receive 100% of the revenue they generate. Should all streaming services work the same way? Journalist Dylan Smith, from Digital Music News has written the article below, updating how far the DCMS Committee has got with their fact finding and the issues to be presented on 11 December. Digital, Culture, Media and Sport Committee Chair Julian Knight. Photo Credit: David Woolfall British lawmakers have stated that artists are hesitant to participate in the ongoing investigation into streaming royalties “because they fear action may be taken against them” if they do so. The House of Commons’ Digital, Culture, Media and Sport Committee (DCMS Committee) announced the high-profile probe of streaming royalties last month. The comprehensive analysis aims to identify streaming’s impact on all relevant stakeholders, including labels and artists, as well as its long-term effects concerning “the sustainability of the wider music industry.” Last week, singer-songwriter Nadine Shah, Radiohead guitarist Ed O’Brien, and Elbow frontman Guy Garvey spoke before the DCMS Committee to address the contemporary music landscape. Of particular note was Shah’s statement that she doesn’t “make enough money from streaming” to cover her rent, despite having north of 100,000 monthly listeners on Spotify. Possibly in response to the abundance of information that the investigation has turned up thus far, the DCMS Committee also announced last week that it had extended the window for artists and others to submit written testimonials regarding royalties. From the original deadline of Monday, November 16th, members of the music industry now have until Friday, December 11th, to express their opinions. The probe’s upcoming oral testimony, for its part, is slated to take place next Tuesday, December 8th, with Maria Forte Music Services’ namesake owner, Ferocious Talent owner Kwame Kwaten, and José Luis Sevillano, director general at Spain’s AIE, set to participate via livestream. Ahead of the formal sitdown, DCMS Committee Chair Julian Knight has relayed that many would-be witnesses are opting not to come forward due to their fear of the potential professional consequences associated with speaking out against streaming royalties. “We have been told from many different sources that some of the people interested in speaking to us, in relation to this inquiry, have become reluctant to do so because they fear action may be taken against them if they speak in public,” said the Solihull MP, who became the DCMS Committee’s chair in January of this year. “I would like to say on behalf of the Committee that we would take a very dim view indeed if we had any evidence of anyone interfering with witnesses to one of our inquiries. … This Committee will brook no such interference and will not hesitate to name and shame anyone proven to be involved in such activity,” continued Knight. And in concluding his statement on the matter, the lawmaker emphasized that others who reach out to the DCMS Committee with information or insight pertaining to streaming royalties “will be treated in confidence.”

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.