The Covid-19 crisis should push musicians to own their audience and invest in virtual concerts and membership models

(This was originally published as a section of today’s Monetizing Media newsletter)

This crisis is an opportunity for the music industry
Music has been hard hit by Covid-19 because live events comprise such a large proportion of artist earnings. But working from home is forcing artists and their teams to confront how under-developed their business is in engaging core fans online and monetizing them through more than just concert and merch sales.

Music has largely ignored longtime best practices for e-commerce and media brands like capturing customer contact info and engaging those customers with newsletters (targeted by customer segment) to pull them farther down the sales funnel. There’s very little action beyond posts on social media to buy concert tickets or listen to new music (and marketing campaigns by labels and concert promoters to the same effect).

Monetizing an online audience should be a higher priority for artists/managers regardless of this crisis, since concerts are constrained by geography, time/date, and frequency of when they occur in a given locale. The industry is bad at price discrimination outside of ticket sales, offering ways for devoted fans to pay for additional access or benefits.

Last summer, Cherie Hu and I analyzed the websites of 57 top recording artists across genres and subscribed to all their newsletters for 3.5 months. (Our data is here) Five didn’t have newsletters, 27 never sent a newsletter, and only 5 sent more than 10 emails. More importantly, only 3 artists newsletters were normally written in first person and only 2 sent newsletters that weren’t entirely transactional (George Ezra and Nick Cave). Nearly every single newsletter for every artist just blasts out advertisements to buy merch or concert tickets. They are spam even to devoted fans, offering less substance that what is already gained from following the artist on Instagram.

Only 2 artists — Justin Timberlake and Luke Bryan — had calls to action on their websites to join paid memberships for exclusive content and other benefits. (In both cases they were the 4th-ranked calls to action on their websites, after CTAs to listen to music, follow on social media, etc.)

Managers usually give the artist’s website and newsletter to their record label to manage, viewing it as generic marketing work. Managers I’ve spoken to have highlighted that artists typically have a social media addiction with a compulsion to see how many likes and celebrity comments their posts get relative to others’ so they don’t want to create content elsewhere. And from the manager’s standpoint, the opportunity cost of time spent creating content off social media isn’t worth the comparable money gained from focusing on growing social media followers (that impacts endorsement deals, etc.). It’s all top of funnel growth.

Artists don’t even control the ability to reach their existing social followers: algorithms de-prioritize artist’s posts in the newsfeeds of followers who haven’t been highly engaged. Artists have no CRM of their fanbase, knowing who has bought merch, paid for concert tickets, paid for VIP passes, etc.

The Covid-19 crisis has shown that if you take away in-person concerts, artists are doing very little to monetize their core fans. The rise of free performances on Instagram Live has engaged artists in thinking about their digital product offerings more seriously than before. What is a compelling virtual concert and how much would fans who can’t make it to real-world concerts pay for the experience?

I predict this temporary exercise in contemplating a digital-only business model will have a lasting impact in 3 areas:

  1. Virtual events – producing ticketed, online concerts and other special events for fans (not mere live-streams of in-person concerts). Unlike a normal tour, this will be about one show that is its own unique production, making it a pop culture moment (a live experience to attend with friends) that’s worth paying for. Ticketing platforms like Veeps are providing infrastructure for this already, plus there’s the emerging trend of concerts within the virtual worlds of games.
  2. Owning the audience – whether through newsletters or SMS models like Community, actually having fans contact info will be recognized as important to cost-effectively drive them to digital events. Newsletters and SMS enable artists to segment fans, sending spending opportunities to super fans who want them without promoting them to other fans. (The growing # of celebs making huge $ through co-founding consumer product brands will only accelerate this realization.)
  3. Memberships – an effective way to engage many devoted fans will be through memberships that offer some mix of exclusive content, virtual concert attendance, and other benefits for a few bucks per month or year. This hasn’t been tried very effectively yet in music. While Patreon is viewed as panhandling, white-label solutions like TopFan are growing and social platforms like Facebook, YouTube, and Twitch are bringing membership and tipping models into the mainstream.

Deal News: April 27, 2020

(This was first published in today’s Monetizing Media newsletter. Sign up here to receive it daily.)

Digestible Media

Film/TV/Video 

  • AMPTP (the trade group representing film studios and TV networks) and SAG-AFTRA (the union of US actors, singers, and other performing artists) begin negotiations today for a new 3-year contract. (Read more)
     
  • Cheddar, which Altice bought for $200m one year ago, is merging its two OTT news channels into one, making lay-offs, and closing its LA studio. (Read more)
     
  • Nordisk Film, the Nordic entertainment conglomerate active in film/TV, cinemas, and gaming, acquired a minority stake in Norwegian production company Fantefilm (known for The Wave and The Quake). (Read more)
     
  • Universal Pictures and LEGO Group signed a 5-year exclusive deal for Universal to develop films tied to the toy maker’s IP. LEGO previously had a deal with Warner Bros that resulted in 4 films which grossed $1.1b. (Read more)
     
  • Mediaset, the Italian TV giant founded and controlled by Silvio Berlusconi, increased its stake in German TV conglomerate ProSiebenSat.1 by 4.1% to 24.2% after getting German govt approval to increase to 25%. (Read more)
     
  • ProSiebenSat.1 plans to shutter its longtime VOD service Maxdome this summer and has already blocked new sign-ups, directing everyone to its new SVOD service Joyn. (Read more)
     
  • Visits to film piracy sites were up 57% in the last month in the UK. (Read more)

Publishing

  • Google will now require all advertisers to verify their identity, something initially implemented just for political ads. (Read more)
     
  • Verizon Media had Q1 revenue of $1.7b, down 4% yoy. (Read more)
     
  • Here’s a Vanity Fair profile on how the UK’s Daily Mail has captured much of the US tabloid market: (Read it)
     
  • Exor, the holding company of Italy’s wealthy Agnelli family (led by Fiat chairman John Elkann), completed its €102m acquisition of a controlling minority stake in Italian print news group GEDI. (Read more)

Music

  • Epic Games‘ first Travis Scott concert within Fortnite peaked at 12.3m concurrent users, the highest publicly reported peak for Fortnite yet. (Read more)
    • Led by Fortnite, popular games are turning to non-gaming events that occur within their worlds as a marketing strategy to break into non-gaming pop culture more.
    • Fortnite hasn’t reported any user metrics in a very long time (78m MAUs in Aug 2018), and third-party sources have tracked declining revenues since 2018, so a new peak from the 10.8m concurrent users who joined the Marshmello concert in Feb 2019 is a healthy sign.
    • The massive popularity of certain MMO games also offers musicians a new channel to entertain fans and expose new audiences to their music. This weekend also saw superstar producers Benny Blanco and Cashmere Cat DJ-ing within Minecraft, for example.
       
  • Saudi Public Investment Fund disclosed a new $500m (5.7%) stake in Live Nation today. (Read more)
    • The shares were bought on the open market and appears to just be a passive investment betting on Live Nation’s recovering given its shares are down 50% since Feb 20.
       
  • Liberty Media transferred its $2.6b (33%) stake in Live Nation (and $1.3b in liabilities) from being housed under Formula One Group to being housed under Liberty SiriusXM, and moved $1.4b in cash (plus $165m call spread) from Liberty SiriusXM to Formula One. (Read more)
    • Liberty SiriusXM is a publicly traded vehicle housing Liberty Media’s stake in SiriusXM and other assets.
    • It aligns the audio-related assets in one publicly-traded vehicle together while getting cash to its racing business (hard hit by Covid-19) and releasing slumping Live Nation shares from dragging Formula One Group down further. 

Podcasting/Audio

  • Luminary profile in Bloomberg on weak adoption but renewed focus on finding a winning strategy with lower price point: (Read here)

Interactive Media

Gaming

  • Zynga partnered with Amazon to provide free in-app purchases to Words With Friends players who link their Amazon Prime account. (Read more)
     
  • TV ads in the US by gaming companies doubled during the month since major US cities went into lockdown. (Read more)
     
  • Author Digital and Super!com formed a new game studio in Seattle called Adept Games as a joint venture backed by $5.5m from Super!’s $50m investment fund. Adept is building multiple story-centric games. (Read more)
     
  • Reworks, a Helsinki game studio behind the new home decoration game Redecor, announced €4m is seed funding from EQT Ventures (Lars Jörnow), Play Ventures, and Anton Gauffin who founded casino mobile games giant Huuuge. (Read more)
     
  • Stillfront Group, the Stockholm-based games holding co, acquired Miami-based casual mobile game studio Candywriter for $74m (half stock, half cash) with a $120m earn out based on performance through 2022. (Read more)
     
  • Opera Event, an Oakland-based platform for esports teams to secure event sponsorship and have their fans who also stream take part in the sponsor’s campaign, raised a $5M Series A. Investors were AnteraAtlas VenturesEverblue, and Konvoy. (Read more)
     
  • 1939 Games, the Icelandic studio behind WWII-themed digital card game Kards (100k weekly users), raised $1.9m in additional funding. (Read more)

VR

  • WITHIN, the LA-based VR studio led by director Chris Milk, released Supernatural, a $19/mo VR app for fitness training for Oculus Quest. It features different workouts (set in exotic locations) that are personalized by tracking a user’s body. (Website)
     
  • My TechCrunch colleague Lucas Matney analyzed “What happens if Magic Leap shuts down?

Communications

  • Facebook on Friday launched a set of video calling updates to allow for better group calls across its properties, including a Hangouts-like feature on Facebook where friends can casually drop into your call. (Read more)
     
  • Telegram surpassed 400m MAUs (Read more)
     
  • AT&T‘s new CEO is longtime telecom exec (and recent WarnerMedia CEO) John Stankey.
    • Fortune critiques outgoing CEO Randall Stephenson, who was also the target of activist hedge fund Elliott’s criticism. AT&T’s future hinges heavily on HBO Max being an enormous success, making up for its collapsing pay-TV division (~19m subs, losing ~1m per quarter) which includes a failed $49b bet on DirecTV.
       
  • Snap is following its strong Q1 earnings report by raising $750m in new convertible debt. It raised $1b in convertible debt last August. GS and JPM are managing the process. (Read more)
     
  • WhatsApp says its recent restriction on how many times a message can be forwarded has reduced viral messages by 70%. Misinformation spread through WhatsApp has been a big problem, leading to vigilante mobs and scams in India and elsewhere. (Read more)

Dealmakers

  • Transcend Fund launched as a new $50m gaming-focused VC fund in SF focused on $200k-2m checks at seed and Series A. It’s led by Shanti Bergel, a longtime product and corp dev exec (and angel investor) in gaming. (Read more)

Webinar on the state of kids media

I hosted a webinar on TechCrunch about the state of kids media amid the Covid-19 crisis. My guests were:

  • Craig Donato, chief business officer of Roblox, the $4 billion gaming platform that counts the majority of U.S. kids age 9-12 among its active users.
  • Nancy MacIntyre, co-founder and CEO of Fingerprint, the company behind Kidimo, a leading subscription video and gaming service for children.
  • Dylan Collins, co-founder and CEO of SuperAwesome, the London-based creator of “kid-safe” adtech and privacy tools.

Read the transcript or watch the video here on TechCrunch >>

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