A raft of top execs have urged the live business to embrace the opportunities of the digital world, amid the pandemic-accelerated convergence of tech, streaming, gaming and music.
Covering a range of hot topics from ticketed live-streaming to in-game concerts, the forward-thinking ILMC 34 panel Convergence & new frontiers explored the place of live performance’s in a post Covid-19 universe.
Moderated by freelance journalist Mark Sutherland, the session brought together the live and recorded music strands of the biz with speakers Jackie Wilgar of Live Nation, WME’s Levi Jackson, Tiago Correia of Warner Music UK and Jane Kinnaird of Meta.
“IN OUR MIND, EVEN BEFORE THE LAST COUPLE OF YEARS, THAT OPPORTUNITY FOR DIGITAL TO REALLY EXTEND LIVE – AND ITS DEFINITION – HAS ALWAYS BEEN THERE”
“From the time we started Live Nation, the question we posed was, ‘What is the definition of live?'” said Wilgar, LN’s EVP marketing & consumer technology – international. “And can the digital world, in fact, allow us to expand that definition – whether that’s reaching people in markets and places they’ve not been able to attend a physical live show, or whether it’s taking the physical live show and just extending it beyond its current physical presence?
“So in our mind, even before the reality of what’s happened in the last couple of years, that opportunity for digital to really extend live – and its definition – has always been there.”
Creative strategist Kinnaird elaborated on the “huge” potential for combining the physical world with the metaverse.
“For me, it’s how you can augment a live experience for the people that are there,” she said. “The thing that I really want to explore is how you can enjoy something with someone else – it might be that one of you is at the live event but the other is at the augmented metaverse version.”
“WE’RE ALWAYS ABOUT PROVIDING MORE AVENUES FOR FANS TO CONNECT”
Correia, of Warner’s global digital business development team, discussed the rise of in-game concerts such as those seen on Fortnite and Roblox over the past couple of years (the label made an “eight-figure” investment in Roblox in 2021).
“There’s an entrenched audience in those games,” said Correia. “We don’t know if that audience is a fan of Tones & I in the case of Fortnite, for example, or a fan of Aya Nakamura. So there’s naturally a big opportunity to say, ‘Let’s try and capture those that aren’t and try to engage those that already are.’
“We’re always about providing more avenues for the fans to connect. And part of that is giving avenues for the artists to express themselves in new ways. Of course, it came in at a critical time where no one was able to do physical. It is not substitutional in any way. But, for a brief period of time, some people who couldn’t go to live, went to these virtual concerts in the hope that they could have some semblance of what those experiences are. I’m glad we were able to provide that service to them as well, because we were very happy with the results.”
He added: “There is still a bit of taboo and shame around games, because maybe we played them when we were young and we’re no longer that person. I think that that’s going to change. It’s not just a generational thing, look at the capabilities that you can do in games that you can’t do otherwise, I think people will understand that it’s quite a very important part of the entertainment industry as a whole and, as a music industry, that’s why we’ve done a lot in gaming. We need to be very, very aware of what’s happening and we need to be driving part of those conversations.”
“YOU’D BE CRAZY NOT TO LOOK AT GAMING AS AN OPPORTUNITY FOR DISTRIBUTION OR INCLUSION”
“You’d be crazy not to look at gaming as an opportunity for distribution or inclusion,” agreed Wilgar. “Now, if the artists you’re working with are more relevant to a 65-year-old-plus crowd, maybe that’s not your right platform. But if you’re looking for distribution and reach, the reality is gaming is up there with sport. It is the fastest growing lifestyle reality of anything that exists worldwide right now. And it’s not just 12 to 16-year-olds playing games – the age demographic tends to be 24 through early 40s, or 40 through early 50s, in terms of the biggest growth areas for gamers.”
On the subject of live-streams, meanwhile, WME’s Jackson suggested that licensing hurdles had stunted the growth of the market and deterred some acts from embracing the format.
“Despite two years of live-streams through lockdown, people’s understanding of ownership and how we get the right licences in the right territories has been such a challenge… And it just puts people off,” he added. “If we could figure out a way to encourage everyone to participate and help each other there, it will probably encourage a bit of creativity to do it. Because at the minute, it does feel somewhat clunky. It’s enough for any artist that wants to look at this space to say, ‘I’m okay for now.'”
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