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Exclusive Q&A with Paul Sampson, CEO of Lickd

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One quick thing that came to mind after conducting the interview was: this man knows the industry. So Ladies and Gentlemen, meet Paul Sampson, CEO of Lickd.

For starterrs, Lickd is a micro-licensing and music solutions company that caters to the creator economy. If that sounds obscure, jump straight to the interview, where Paul Simpson talks in simple terms about Lickd and the present and future of the online music industry.

Q. Let’s start with a brief personal profile. Tell us about your background and career?

A. I’ve been working in music licensing since 2005. I’ve worked specifically with stock music, commercial music, and more recently, exploring ways of strengthening the creator economy.

For around five years, straight out of university, I worked in television at a small production company, climbing through the ranks. Throughout this time, I encountered the difficulties of licensing music several times, and so began to take an interest in understanding the nuances and problems that needed solving.

I’d gotten to know several renowned music licensing companies, and in 2005, one of them, Extreme Music, offered me a job in New York and with that, I followed my passion and began my career jump into the music industry. Within about two and a half years in the role, they relocated me out to Los Angeles as the Head of US.

In 2010, a new role brought me back to Europe and I was a key figure in launching the European arm of another U.S. music licensing company. This time, it was not just stock music, but a focus on more commercial music, and unsigned independent acts.

After this, I knew it was time to start acting on the music opportunities that were becoming more prevalent with the boom of the creator economy, and so following that channel, Lickd was born in 2017.

Q. Now let’s move on to Lickd. What led you to found Lickd?

A. Two words led me to found Lickd: Creator Economy. As social media became more prevalent in everyday life in the late 2000’s, the opportunities for music and creators were plentiful and so Lickd was born. A few years later, as the effects on the media landscape following the pandemic have increased the creator economy twofold, we see even more opportunities to continue to seize the moment, and the market.

Lickd is the first music company to ever develop a major music solution for content creators of all kinds. We licence music from major labels and publishers, including current music that’s in the charts and make it available for licensing, legally. Our unique software protects our users on the platform that they place music on, for example, YouTube and Instagram. Platforms like YouTube have built in music recognition software that identifies popular music being used in content, and presumes that all music uses are some sort of infringement of copyright, therefore, persecuting the creator and attempting to police them out of earning revenue.

Lickd’s software is really the magic solution that the platform sits on top of to ensure that not only can creators licence the music but that they’re taken care of and we’re protecting their revenue all the way through to the end of the content journey.

Q. What is Lickd’s specialty? 

A. What sets us apart is that we are unique in our offering. We’re working with 10,000+ labels and publishers that are linked to the Lickd platform, including Universal, Warner, Sony, BMG and Kobalt. To engage labels and publishers like that and to preclear their music for any content vertical is something that was once largely thought impossible, but Lickd has made it happen and is helping to secure new revenue streams for creators globally.

Q. Could you talk about your work with key gaming powerhouses?

A. Gaming is obviously an enormous industry, bigger than music and film combined. Any content vertical with that sort of reach has a huge platform, a huge audience to work with and promote music too.

In terms of how Lickd got together with Fortnite and Epic Games; essentially music became part of their engagement strategy, and they started paying more attention to it. Senior teams were asking key questions like: ‘how can we work with artists’ and ‘what sort of artist does our audience want to hear within a game’?

With this comes complexities around licensing and demographics. Gamers who are also content creators often live stream their content or create highlights videos for YouTube. At Lickd, we already know that in-video music on YouTube is an issue and so we collaborate with Fortnite to bridge that gap so that gamers can enjoy the wonderful events that are put on for them, while also being able to then promote and share that content in the ways that they normally would.

Whether this is for ancillary income or additional income on top of a salary, if content creation is a full-time job, Lickd protects creators on those platforms, to enable a more effective creation and lifecycle process for the content they’re publishing.

Q. Could you briefly narrate the content deals you have with music companies and bands?

A. Over the past five years we’ve built a platform that is made up of popular music from 10,000 labels and publishers, including Universal, Warner, Sony BMG and Kobalt. We also work with lots of independent distributors. There’s around 1.4 million songs on Lickd, and another 6 million delivered and waiting to go live. The vast majority of them would be emerging acts and we certainly do our best to help and encourage discovery on the platform.

Q. In what ways does Lickd help creators to monetise their content?

A. I think it’s important to outline that wherever there is opportunity for the music industry online, it will require some sort of micro licensing commercial model, and some sort of proprietary tech, either to enable the licensing or to protect the end user.

That’s where Lickd is perfectly positioned. Our mission is to democratise music for the world’s creators. Our first product looked at creators as video content creators, but as the world changes and the digital landscape evolves, creators will also include builders in the metaverse and big brands on social platforms.

Q. How do you see the possibility of an AI text-to-background-music generator?

A. There’s various ways that AI will impact music. It’s something we’re following closely and it would be foolish for anyone to suggest that any part of the music industry isn’t already seeing some element of business being affected directly by AI. So far we’ve seen AI generated songs, well known songs of one artist being sung in the AI voice of another, and the fact that chords and melodies can be created by simply inputting into an AI, and we’re always expecting more.

The uptake of AI in music creation won’t be instant, but at some point, creators will become of faith with smart tools that allow them to generate music through these new means for use in videos. Although, once created, that music will still need to be licensed, and there will be commercial models that give users access to the tools and/or licensing opportunities for the music created by said tool.

In the metaverse, there will be music collaboration spaces and music  production event areas or venues. Generative AI is useful for creating ‘music stems’, and building a sort of catalogue of music elements that can then be used by people collaboratively to start making an entire song – something that was not happening in the past.

An AI can continuously keep churning out new beats and new melodies and new riffs and new instrumental sounds, and people will get together to create music on the fly, and that will require AI generative tools at some scale. I think you’ll see things like musical skins, where Avatars might want their own soundtrack or music identifier. How do I know someone entered the room? Well, I just heard their music handle to signify they’re here. Like boxers have ring walks, there’ll be a version of that somewhere in the metaverse.

We know that there are music metaverses and venues, and metaverse platforms based around music creation already, and there are others on the way. A good example of this is Pixelynx, Deadmau5’s music based metaverse platform. He founded the platform, one that was completely based around the music, but then was acquired by Animoca Brands, a brand with a broad portfolio of web3, blockchain and traditional games, which is a huge web3 holding company, so from launch to exit, Deadmau5 did very well out of the partnership.

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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TEAM VITALITY UNVEILS A SPECIAL EDITION JERSEY AND NEW CAMPAIGN FOR PERFECT WORLD SHANGHAI MAJOR 2024

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  • Leading global esports organization Team Vitality heads to China for the Perfect World Shanghai Major 2024, fueled by the ambition to reclaim their place at the top as the world’s best CS2 team.
  • The team will proudly debut the club’s Shanghai Major Limited Edition White Fan Jersey from the Qualification Stage (RMR) onward. Designed in collaboration with Paris-based contemporary artist Nairone, this special edition jersey pays tribute to Counter-Strike and Team Vitality’s dedicated Chinese fanbase.
  • For the occasion, Team Vitality is proud to present a new campaign titled “The Year of Vitality”.

Global esports leader Team Vitality proudly announces its participation in the Perfect World Shanghai Major 2024. As one of the most competitive teams in the international esports circuit, Team Vitality is set to make a powerful impact in Shanghai in what promises to be a thrilling tournament.

With anticipation building for this pivotal event in a country full of dedicated Counter-Strike fans, the club will be unveiling a new campaign on its Chinese social media accounts named “The Year of Vitality” This tribute to Chinese culture also underscores the team’s determination to secure a back-to-back victory, solidifying its global dominance.

ALL EYES ON THE TROPHY

Team Vitality’s CS2 roster has consistently delivered strong performances over the past two years, capped by their recent win at Intel Extreme Masters (IEM) Cologne 2024. Having claimed the World Champion title at the BLAST Premier World Finals in 2023 and secured an iconic victory at the BLAST.TV Paris Major, the team has firmly established itself as one of the most dominant forces in competitive CS2. After a conclusive 3-0 qualification at the RMR in Shanghai, Team Vitality is set to reinforce its status on the world stage.

Team Vitality’s dedication to competitive excellence since entering the scene in 2018 has been instrumental in shaping the modern Counter-Strike era. With legends like ZywOo, crowned HLTV’s best player in 2019, 2020, and 2023, and apEx, a seasoned pro with over a decade in the game, the team has set new industry standards in skill, dedication, and leadership. Building on this momentum, Team Vitality is poised to leave a lasting legacy in esports and proudly represent France in Shanghai.

We are thrilled to compete at the Shanghai Major and showcase the team’s hard work against the best teams globally,” says Fabien ‘Neo’ Devide, Chairman and Co-founder of Team Vitality. Growing our global presence and supporting both players and our worldwide community remains a top priority. We’re especially excited for zywOo to deliver a stellar performance in front of our Chinese fans. I am incredibly proud of the team and can’t wait to see them on the big stage with our fans in China!

GEARED UP FOR VICTORY WITH SHANGHAI EDITION OF THE ALTERNATE JERSEY

Team Vitality players will debut a special edition of their newly released Alternate Jersey on the stage, created exclusively for the Shanghai Major. This limited edition features a prominent “V” on the back, with design elements that pay homage to Counter-Strike, Shanghai, and the wider Chinese fanbase. The club released the exclusive jersey in a dedicated video that includes Chinese references, graphics and design.

Crafted in collaboration with Paris-based contemporary artist Nairone, known for his striking black-and-white contrast style, the jersey blends modern streetwear aesthetics with esports flair, making it a standout choice for both fans and players. Team Vitality’s PERFECT video showcases how the 2024 Alternate Jersey can be styled, featuring star players and brand ambassadors, underscoring its unique place in both the fashion and esports worlds.

Available for purchase only online, this special version of the alternate jersey is limited to 150 pieces and costs 89,99€.

TEAM VITALITY UNVEILS ITS NEW CAMPAIGN “THE YEAR OF VITALITY”

Team Vitality is excited to launch “The Year of Vitality,” a campaign celebrating Chinese culture and dedicated to Counter-Strike fans across China. This initiative reflects the team’s relentless pursuit of back-to-back victories on the world stage.

As China hosts this year’s Major, Team Vitality has chosen the dragon—a powerful symbol of ambition and determination—as the emblem of its campaign, representing the team’s commitment to overcoming challenges and dominating the competition. Each campaign visual draws inspiration from Chinese iconography, bringing the Counter-Strike team into this vibrant, culturally rich world.

In a tribute to Chinese tradition, the campaign combines gold and red to signify not only the country’s national colors but also the passion, energy, and unyielding drive to win. The design aims to honor Chinese fans’ enthusiasm and capture their hearts as Team Vitality battles to bring home another title.

Join us online to get behind-the-scenes content, exclusive updates, and the chance to celebrate each milestone with the team as they strive to secure their place at the top!

 

The post TEAM VITALITY UNVEILS A SPECIAL EDITION JERSEY AND NEW CAMPAIGN FOR PERFECT WORLD SHANGHAI MAJOR 2024 appeared first on European Gaming Industry News.

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Saroca Unveils the Transformational Leadership Program for 2025

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Saroca Reimagines Leadership Development for the Gaming Industry

Saroca, a leader in professional development for the gaming industry, is proud to announce its Transformational Leadership Program, launching February 2025. Building on the success of the 2024 LeadHERship Program—a pioneering initiative for women in gaming—the new program expands its reach with two distinct cohorts: one exclusively for women and another open to all genders.

The Legacy of LeadHERship

The 2024 LeadHERship Program achieved an exceptional Net Promoter Score (NPS) of 90, with participants citing transformative growth. With participants like Clemence Dujardin citing it as a “game-changer”. Confidence in leadership abilities rose by 46%, resilience increased by 27%, and imposter syndrome diminished by 39%.

Participants praised the program’s focus on emotional resilience, feedback mastery, executive presence and communication all in a supportive community.

Leadership Development: A Game-Changer for Gaming

In a rapidly evolving and diversifying industry, strong leadership is essential. Saroca’s programs go beyond skill-building to foster resilience, trust, and inclusivity—key traits for thriving in the global gaming market.

“We believe leadership is not about hierarchy—it’s about transformation,” said Emily Leeb, CEO of Saroca. “The Transformational Leadership Program reflects our commitment to cultivating leaders who will shape the future of gaming.”

Transformational Leadership Program Highlights

The program builds on the proven curriculum of its predecessor, featuring:

  • Two Cohorts: A women-only cohort and a new all-gender cohort to enrich perspectives.
  • Eight Modules: Covering topics such as emotional intelligence, self-advocacy, and radical candor.
  • Community and Growth Tracking: Strengthening connections and measuring individual progress.

Registration Now Open

The Transformational Leadership Program begins in February 2025, with limited spots available. Scholarships are also offered to ensure accessibility. For more information, visit Saroca’s website or contact [email protected].

About Saroca

Saroca is a leader in leadership development for the gaming industry, committed to empowering professionals through inclusive, high-impact programs that drive personal and professional growth.

The post Saroca Unveils the Transformational Leadership Program for 2025 appeared first on European Gaming Industry News.

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Play’n GO announces partnership with Austrian state lottery operator Win2Day

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Play’n GO, the world’s leading casino entertainment provider, has today announced a partnership with Austrian state lottery operator Win2Day.  

This partnership sees legendary titles from the Swedish-founded gaming giant, such as Reactoonz, Rise of Olympus, and Rich Wilde and the Tome of Madness live on Win2Day’s platform for players to enjoy.  

As of November 2024, Play’n GO offers a portfolio of over 350 premium titles in over 30 jurisdictions worldwide.  

Tove Aldefors, Head of Regional Sales Central and Western Europe at Play’n GO, said “It’s exciting to launch our games with the Austrian state lottery, and Win2Day are the perfect partner for our brand. They share our beliefs about a regulated, sustainable, player entertainment-led industry. We’re looking forward to many years of success working together.” 

Georg Wawer, Managing Director win2day, added “We are the only licensed operator in Austria. Therefore our objective is to provide all major igaming operators on our platform. Play’n GO is one of the international powerhouses and therefore we are delighted to be able to offer their content on our platform. We view Play’n GO as a competent and responsible partner for win2day and we’re confident this partnership will prove fruitful.” 

The post Play’n GO announces partnership with Austrian state lottery operator Win2Day appeared first on European Gaming Industry News.

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