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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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Game On! Win Acer’s New RTX 50 Series Laptop + PC Game Pass

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Acer UK Levels Up the Game: Win a Brand-New NVIDIA GeForce RTX 50 Series Gaming Laptop and Unleash Hundreds of Titles with Included PC Game Pass!

Acer UK is thrilled to announce an electrifying competition giving gamers the chance to win a state-of-the-art Predator or Nitro laptop, powered by the brand-new NVIDIA GeForce RTX 50 Series GPUs! This grand giveaway celebrates the highly anticipated arrival of Acer’s latest gaming powerhouses and highlights the incredible value of PC Game Pass, now included with all new Nitro and Predator devices.

Enter the Competition Here: gleam.io/PQDpw/50-series-laptop-and-pc-game-pass-competition

The gaming landscape is constantly evolving, and Acer is at the forefront, delivering cutting-edge technology designed to immerse players in unparalleled virtual worlds. The new Predator Helios Neo 16 AI laptop, featuring the formidable NVIDIA GeForce RTX 50 Series GPUs, is now available at leading retailers including Amazon, Box, and Currys. For those seeking even more power, Acer’s official store is now stocking models with the groundbreaking RTX 5070 Ti and RTX 5080, offering next-generation performance and AI capabilities for the most demanding games and creative tasks.

But the excitement doesn’t stop there. Every new Nitro and Predator device now comes with PC Game Pass included, ensuring that gamers have immediate access to a vast library of hundreds of high-quality titles from the moment they unbox their new machine. No more waiting, no more separate purchases – just plug in and play!

To amplify the buzz, this competition will be supported by renowned gaming influencers Two Angry Gamers and Frankie Ward. Their extensive reach and passionate communities will help spread the word, giving more gamers the chance to win and experience Acer’s cutting-edge hardware paired with an incredible game library.

“We are incredibly excited to bring the power of the NVIDIA GeForce RTX 50 Series to our Predator and Nitro laptop lines,” says Mike Newson, Gaming Notebook Business Manager at Acer UK. “These new machines, especially the Predator Helios 18 AI and the Predator Triton 14 AI, represent a significant leap in gaming performance and AI integration. By bundling PC Game Pass and collaborating with beloved gaming personalities like Two Angry Gamers and Frankie Ward, we’re not just offering powerful hardware; we’re providing an instant gateway to an endless world of gaming entertainment and ensuring our message reaches the heart of the gaming community. It’s about delivering the complete, immersive experience our users deserve.”

PC Game Pass: Your Ultimate Gaming Library Just Got Bigger!

Microsoft’s PC Game Pass continues to grow, offering an incredible selection of games for every taste. Recent exciting additions that gamers can dive into include:

  • FBC: Firebreak – A cooperative first-person shooter available day one on Game Pass!
  • Rematch – A thrilling third-person, team-based football game.
  • Warcraft I: Remastered, Warcraft II: Remastered, and Warcraft III: Reforged – Relive the epic beginnings of the legendary Warcraft universe.
  • Call of Duty: WWII – Experience intense historical combat.
  • Looking ahead, July brings even more to the service with Little Nightmares II and Rise of the Tomb Raider returning to the library.

 

With new titles added regularly, PC Game Pass ensures there’s always something fresh and exciting to explore on your new Acer gaming laptop.

Don’t miss your chance to win the ultimate gaming upgrade! Enter the competition today and prepare to experience gaming like never before with Acer’s new NVIDIA GeForce RTX 50 Series laptops and PC Game Pass.

Availability: The new Predator Helios Neo 16 AI laptop with NVIDIA GeForce RTX 50 Series is available now at Amazon, Box, and Currys. Models featuring the RTX 5070 Ti and RTX 5080 are available directly from the Acer Store.

Social Media: #Acer #Predator #Nitro #RTX50Series #PCGamePass #GamingLaptop #Competition #Giveaway #TwoAngryGamers #FrankieWard

 

The post Game On! Win Acer’s New RTX 50 Series Laptop + PC Game Pass appeared first on European Gaming Industry News.

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iGB L!VE confirm London iGaming Week program

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Clarion Gaming has announced details of London iGaming Week,  a program of immersive curated events, seminars and parties centred around iGB L!VE and taking place at iconic London venues.

Confirming the programme, Naomi Barton, Global Portfolio Director responsible for iGB L!VE said: “London iGaming Week is an amazing opportunity for the global iGaming industry to come together for a week of connection, innovation, and celebration.

“Running 1 July – 4 July it features social events such as the iGB Affiliate Awards, the EGR B2B Awards, Welcome Drinks in Canary Wharf, and the Legends by Fire and ICE celebration.

“It also includes unique opportunities to network and learn at the iGB Start-Up Accelerator, the Affiliate and Operator Mixer and Technology in Gaming, the inaugural conference for senior technology professionals sponsored by Pretty Technical on Tuesday 1 July.

She added: “An initiative that we are extremely excited about is our deeper partnership with LatAm Media Group which will see us stage the first ever London LMG Futbol Experience. Taking place on Friday 4th July, the live-streamed 6-a-side football tournament will be played on a state-of-the-art 5G pitch with games officiated by fully qualified referees.

“Delivering a mixture of competition and camaraderie it’s a fantastic milestone which will build on iGB L!VE’s reputation for running the most popular business, networking and social iGaming events of the year.”

London iGaming Week represents a high profile addition to what will be the biggest edition of iGB L!VE  on record. The first show to take place in London following its relocation from Amsterdam it will provide attendees with access to over 22,000sqm of product innovation and inspiration.

Connecting igaming operators, affiliates, tech vendors and game providers,  iGB L!VE will welcome a projected 15,000 iGaming and affiliate pioneers helping businesses throughout the ecosystem to navigate the iGaming landscape, provide networking opportunities, showcase cutting-edge innovations and share crucial market knowledge.

For more information and to register for iGB L!VE, 2 – 3 JULY 2025, ExCeL London: igblive.com

 

The post iGB L!VE confirm London iGaming Week program appeared first on European Gaming Industry News.

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Female Protea Team for the Counter Strike 2 esports title to do battle against Namibia – AEC25

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Mind Sports South Africa’s Protea Female CS2 team, led by captain Jess Greeff and featuring Avonique van Rooyen,  dominated IESF’s AEC24, and emerged undefeated, and punched their ticket to the world stage. The female Protea Team for the Counter Strike 2 Esports Title are trailblazers in female esports and are already making their mark internationally.

To qualify for IESF’s World Esports Championships 2025 (WEC25), South Africa’s Female Protea Team for the Counter Strike 2 Esports Title will be taking on Namibia at15H00 on 21 June 2025.

South Africa’s Female Protea Team for the Counter Strike 2 Esports Title has never lost to Namibia, and both MSSA and the team are confident that the result will be the same as all previous encounters.

The team has shown a few changes from 2024. Jessica Greeff remains the captain, and Avonique van Rooyen and Megan van der Westhuizen too stay on the team with their vast international experience. The two new additions are Kiera McCullum and Kalee Ludick who further add to the team.

MSSA is of the belief that the 2025 Female Protea Team for the Counter Strike 2 Esports Title is the strongest female Counter Strike 2 team to ever represent South Africa.

The full team to represent South Africa at15H00 on 21 June 2025 is:

Name Club Nick Province
Jessica Eleez Greeff (Capt.) ZAG Academy heartjess KwaZulu Natal
Avonique van Rooyen ZAG Academy avo Gauteng
Kiera McCallum ZAG Academy queen KwaZulu Natal
Megan van der Westhuizen ZAG Academy m3gz Gauteng
Kalee Ludick ZAG Academy creative Gauteng

The post Female Protea Team for the Counter Strike 2 esports title to do battle against Namibia – AEC25 appeared first on European Gaming Industry News.

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