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	<title>AllThingsD &#187; TuneCore</title>
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		<title>Google Music's Artist Hub Asks Artists to Bring the Wheel and Inflate It, Too</title>
		<link>http://allthingsd.com/20111123/google-musics-artist-hub-asks-artists-to-bring-the-wheel-and-inflate-it-too/</link>
		<comments>http://allthingsd.com/20111123/google-musics-artist-hub-asks-artists-to-bring-the-wheel-and-inflate-it-too/#comments</comments>
		<pubDate>Wed, 23 Nov 2011 19:34:25 +0000</pubDate>
		<dc:creator>Ben Patterson</dc:creator>
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		<guid isPermaLink="false">http://allthingsd.com/?p=146848</guid>
		<description><![CDATA[When Google Music launched last week, much of the attention focused on the "Artist Hub" feature that allows unsigned bands to create a profile and sell music direct to fans. 

Okay ... And?]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-146938" title="googlemusic" src="http://allthingsd.com/files/2011/11/googlemusic.png" alt="" width="380" height="285" />When <a href="http://allthingsd.com/20111116/google-music-isnt-an-itunes-killer-and-its-not-supposed-to-be/">Google Music launched last week</a>, much of the attention focused on the &#8220;Artist Hub&#8221; feature that allows unsigned bands to create a profile and sell music direct to fans.</p>
<p>Okay &#8230; And?</p>
<p>This is a nice &#8220;+&#8221; in Google terms, but it&#8217;s not earthshaking. There are three players here &#8212; the artist, the middleman and Google.</p>
<p>The artist now has a chance to sell direct to fans on Google Music and keep 70 percent of retail. This would be unprecedented only if Amazon MP3 didn&#8217;t already offer this via their CreateSpace entity, and if TuneCore and about a dozen other services didn&#8217;t offer this already, via their own platforms for iTunes and other digital music retailers. All cost $25 or more upfront, which means an artist needs to sell between 37-75 songs at 99 cents retail to recoup &#8212; except for Amazon, which is free.</p>
<p>It&#8217;s important to distinguish here between signed and unsigned artists. Nothing about Google Music&#8217;s launch voids existing signed recording contracts. Lady Gaga or Adele can&#8217;t void their recording contracts and sell direct via Google Music; neither can your favorite indie band that has its own (indie) label deal, like Barsuk.</p>
<p>Lots of folks are going on about major label payouts ($0.08-$0.14 per download, vs. $0.70 direct from retailers), as if all artists will benefit. But signed artists have no out &#8212; on iTunes, Amazon or Google.</p>
<p>So what about the &#8220;unsigned&#8221;? They fall into two categories &#8212; the &#8220;unencumbered,&#8221; like NIN and Pomplamoose, who have demand, options and the ability to use their music as they choose. The other group are the &#8220;unsupported.&#8221; It doesn&#8217;t matter who I name, you won&#8217;t have heard of them. This artist has no presence, no support, no marketing and no financial backing. They can use the music however they choose, too, but they don&#8217;t have demand. The Artist Hub is another place they can spend 15 or 20 minutes and $25 online hoping to sell to fans.</p>
<p>So let&#8217;s say an &#8220;unsigned&#8221; DIY artist wants to generate revenue on the top six digital retailers. Here&#8217;s what they&#8217;d have to spend to get their stuff there:</p>
<ol>
<li>iTunes, Amazon, Spotify: $50 via TuneCore</li>
<li>YouTube: No distributor offers this on a flat-fee basis, so let&#8217;s guesstimate this will cost $25 a year, based on average $1 RPM and 30,000 video views</li>
<li>Deezer (What? Never heard of them? <em>Huuuge</em> in France); CD Baby: $59 plus nine percent (it&#8217;s a given you&#8217;re gonna need a barcode)</li>
<li>Google Music: The aforementioned $25</li>
</ol>
<p>Total: $159. Honestly, not that much money if you&#8217;re a professional artist. And if an artist isn’t recouping that in sales each year, then he is a hobbyist.</p>
<p>As Seinfeld said, &#8220;nothing wrong with that.&#8221; It&#8217;s just not a business. And if it&#8217;s not a business, why spend hours researching and debating distribution options to save a couple dollars? Spend that time making the music you love.</p>
<p>All artists need teams; all teams cost money. Today, there are just a lot more ways to manage that money: In the form of assigning copyrights via a traditional &#8220;deal,&#8221; by paying agency consulting fees, by hiring employees and by offering a distribution percentage.</p>
<p>One or many of those options can arise, and it is tricky to determine the most cost-effective one. Here&#8217;s a quick guide to determine whether a DIY distribution service is cost-effective for a music professional:</p>
<p>Do you or someone you know closely have a personal relationship with editors at the major digital retailers? Do you want to talk to them weekly?</p>
<ul>
<li>If yes, then DIY distribution is for you.</li>
<li>If no, then consider the costs of hiring a sales team and employees, or of spending weeks of your life on marketing and promotion, compared to the relative advantages of a distribution percentage or label deal. Distributors and labels can leverage their catalog bulk in an artist&#8217;s favor when releasing new music.</li>
</ul>
<p>So, what about the labels, the middlemen that sit between artists and retailers? Will Google Music&#8217;s Artist Hub impact them? No.</p>
<ol>
<li>The middleman has already secured the rights, encoded the assets and prepped the metadata of millions of songs &#8212; these deals exist. Even if you are using TuneCore and are free and clear, it&#8217;s probably more economical to wait for them to offer delivery to Google Music, then pay again.</li>
<li>The middleman already incurs the customer support costs, the accounting costs and the marketing costs. Most artists want or need marketing and hands-on support. The Artist Hub will not likely provide that, certainly not in promoting, and artists will look to outside agencies, labels and distributors that offer access.</li>
<li>The middleman, presumably, represents that the rights are cleared and clean &#8212; no messy copyright claims to be filed against the retailer by aggrieved parties.</li>
<li>Artists could do this work themselves. But is an artist&#8217;s time best spent managing dozens of digital retail platforms, or making and performing music?</li>
</ol>
<p>But let&#8217;s be clear: Google Music and the Artist Hub is a good move for Google. It helps them:</p>
<ol>
<li>Build up Google+ using consumers and bands to build trust and engagement.</li>
<li>Build up Google checkout and card gateway. If you&#8217;ve paid $25 to Google to sign up, now maybe you&#8217;ll buy something from them. And they&#8217;re already used to paying out tons of small cash increments via AdSense &#8212; not an accounting hassle for them to assume.</li>
<li>Challenge their newest direct competitor &#8212; Amazon’s own entertainment marketplace, available online &#8212; on Kindle Fire, and presumably on next year’s locked-down, Android-powered smartphone.</li>
</ol>
<p>Most important, Google Music is awesome for Android.</p>
<p><em>Ben Patterson is the founder and President of DashGo, Inc., <a href="http://www.dashgo.com">www.dashgo.com</a>, a digital content distribution and marketing engine for labels, podcasters and artists.</em></p>
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		<title>Give CrispyGamer an "A" for Honesty&#8211;But About Those Ad Rates&#8230;</title>
		<link>http://allthingsd.com/20081027/give-crispygamer-an-a-for-honesty-but-about-those-ad-rates/</link>
		<comments>http://allthingsd.com/20081027/give-crispygamer-an-a-for-honesty-but-about-those-ad-rates/#comments</comments>
		<pubDate>Mon, 27 Oct 2008 12:58:55 +0000</pubDate>
		<dc:creator>Peter Kafka</dc:creator>
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		<guid isPermaLink="false">http://mediamemo.allthingsd.com/?p=32</guid>
		<description><![CDATA[If you're not paying attention, it may seem as if the cratering economy hasn't stopped the steady stream of start-up funding announcements.

CrispyGamer, a newish videogame site, for example, just announced that it had raised $8.25 million from J.P. Morgan's Constellation Ventures.

But unless it can figure out how to boost its ad rates, it's going to need every penny.]]></description>
			<content:encoded><![CDATA[<p><a href="http://mediamemo.allthingsd.com/files/2008/10/crater.jpg"><img class="alignright size-full wp-image-44" title="crater" src="http://mediamemo.allthingsd.com/files/2008/10/crater.jpg" alt="" width="246" height="250" /></a></p>
<p>If you&#8217;re not paying attention, it may seem as if the cratering economy hasn&#8217;t stopped the steady stream of start-up funding announcements.</p>
<p>Today, for instance, we learned that online music distributor <a href="http://news.cnet.com/8301-13577_3-10075498-36.html">TuneCore has raised $7 million</a>, while <a href="http://www.crispygamer.com/">CrispyGamer</a>, a newish videogame site, has raised $8.25 million from J.P. Morgan&#8217;s <a href="http://www.constellationventures.com/home.asp">Constellation Ventures</a>.</p>
<p>But don&#8217;t be deceived: Almost all of the deals you&#8217;ve read about recently, as well as the ones you&#8217;ll see for the next few weeks, were closed earlier this fall.</p>
<p>If you want to get a sense of why these announcements will slow to a trickle going forward, scan down through <a href="http://venturebeat.com/2008/10/26/game-journalism-sucks-so-crispy-gamer-raises-money-for-an-alternative-voice/">VentureBeat&#8217;s discussion of CrispyGamer&#8217;s business</a>.</p>
<p>Let&#8217;s leave aside the basics. The site wants to make a name for itself in the crowded world of videogame review sites by offering high quality reviews, but it&#8217;s not clear that CrispyGamer&#8217;s reviews are much different than its peers, and it&#8217;s not clear that readers are making the distinction either.</p>
<p>Instead, focus on the dollars, from the VentureBeat report:</p>
<blockquote><p>Right now, the site isn’t commanding huge ad rates. It gets about a $2 CPM (cost per million, a measure of the amount of money that comes in for every 1,000 readers). Just a month ago, it looked like it would get $8 CPMs, but the economic downturn is taking a toll. CrispyGamer relies on a half-dozen ad networks to feed it the ads.&#8221;</p></blockquote>
<p>Assume that the CripsyGamer folks, like most publishers, are inflating their advertising rates (and traffic, too) for public consumption. It&#8217;s still telling VentureBeat that <em>its ads have been marked down 75 percent</em> in the last month.</p>
<p><em>Yikes.</em></p>
<p>The upside, I suppose, is that CrispyGamer has advertising revenue, period. There are plenty of ad-supported start-ups that have yet to get around to actually selling ads, and it&#8217;s going to be awfully difficult to start doing so now.</p>
<p>And, if you want to be really generous, you could argue that videogames are going to get beaten up less badly than other sectors during the coming recession/depression/meltdown/whatever. In theory, dudes will keep buying videogames, while they hunker down in their basements, because it&#8217;s cheaper than most other entertainment options.</p>
<p>But CrispyGamer also says it has a staff of 20 people, including five full-time writers (what does everyone else do there?). That&#8217;s an awfully big staff to keep afloat on $2 CPMs&#8211;and it&#8217;s hard to imagine that CripsyGamers&#8217;s backers imagined that&#8217;s what they were getting into earlier this year.</p>
<p>[<em>Image Credit: <a href="http://www.flickr.com/photos/24151087@N00/35638966/">Itjournalist</a></em>] </p>
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