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To fully understand how artists are successfully
incorporating these technologies, it is important to understand how the
industry has changed with the advent of digital music sharing. In the 90’s, as CD’s completely replaced
records and the internet became the main medium of communication and
information, it was inevitable that digital music would start to be part of
this giant communication network. (Hunt,
3) Unfortunately for the major record
companies, this made music piracy much easier and from 1999 to 2006 record
sales fell 26%. (Ogden, 5)
While
most record companies were panicking about their albums sales, one company,
Apple, used the popularity of the Mp3 based, file sharing phenomenon to their
advantage. By introducing two
user-friendly products they managed to find a successful way to profit off of
the digital music medium. The iPod gave
users a practical way to listen to and store vast catalogs of music and iTunes
gave users a convenient and more personal way to purchase that music. Instead of purchasing full albums, users can
purchase individual songs for usually .99 without leaving their house. (Hunt,
3) Between 2003 and 2006 digital media
sales reached 1 billion downloads. (Ogden, 5)
This shows that by taking advantage and embracing new technology a
company or musician can find ways to be successful even in an age when most
forms of media can be found for free.
Even though this was an example of a major company finding success, it
shows how providing consumers with a more personal and interactive product will
gain brand (or in others cases, band) loyalty.
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A much more unique way that artists have approached this
by implementing the method of a “pay-what-you-want” pricing scheme. One of the more notable instances of this
scheme is when the band Radiohead used it for the release of their 2007 album
“In Rainbows.” In their implementation
of this pricing scheme, they allowed listeners to download their album from
their website and pay the price whatever prices they thought the album
warranted. This scheme initially
received criticism but as it turned out almost 40% of people who downloaded it
paid and the payments averaged six dollars per album. (Ramaprasad, pg. 3) Besides, the financial implications of using
a distributive method such as this, the concept of allowing consumers all over
the world to dictate what they’re going to pay for a piece of art is a
testament to the seemingly unlimited power of the digital media platform.
One of the most emerging areas of the digital media
market is social networking and the multitude of ways that these networks
connect musicians and fans. At the
center of the social networking world is of course Facebook. Facebook employs a
system called the Open Graph that represents relationships between 700 million
users and the things they care about: movies, books, videos, events and music.
(Peoples, pg. 2) This graph allows
companies to integrate their websites into Facebook’s eternal structure which
allows more interactive methods of sharing activities and interests. (Peoples,
pg. 2) Many of these companies offer
music related websites that provide users with different ways to share what
they’re listening to.
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SoundCloud offers up a good example of how social
networking is becoming more and more important to the music industry. Newer artists who just want people to hear
their music can easily start an account and upload their music to the
website. Established bands can use it to
stream special releases or sneak peaks into what they are currently using. In fact, it is the same service used when Dr.
Dog streamed their new album through Conan O’Brien’s website, as was mentioned
earlier. By combining the simplicity of YouTube with
the communal and networking capabilities of Facebook, SoundCloud offers an
interactive medium for both fans and artists to engage in music consumption.
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Among all the artists who are currently recording new
music and touring, the band Umphrey’s McGee, who was briefly mentioned at the
start of this paper, has managed to utilize just about every facet of the
emerging world of communication technology.
Besides holding interactive concert experiences like the Stew Art series
that was described in the opening paragraph, the band constantly relies on
social networking and other mediums for promotions, distribution, and feedback.
When it comes to promoting concerts and albums the band
has always been able to get peoples attentions.
For every concert they announce, you can RSVP on Facebook and be entered
in a drawing to win a pair of free tickets.
This helps get the word out about concerts and helps out their ticket
sales. They also release promo videos
through YouTube, Facebook and their own blog entitled “The Floor.” Some of these videos are just live footage
from their concerts, others are behind the scenes looks into the recording
process, and others are mini documentaries about different aspects of the
band. These videos give fans a more
intimate and personal view of the band which means they will be inclined to
purchase music, merchandise, and attend concerts.
They also have utilized different technology and social
media when it comes to distributing their music. Every show they play is recorded live and
available for download at a nominal fee usually within 24 hours of the
concert. This is done through a website
entitled Livedownloads.com which specializes in providing this kind of
content. Also, a setlist and a link to
this download is always posted on their Facebook account following the
concert. In an example of how social
media and fan interaction led to new album, after many requests for a
collection of their most prized pieces of improv, the band released “Raw
Stewage,” a 7 hour collection of 33 live tracks that was available as a paid
download priced like a typical album. (Smith)
When it comes to feedback, Umphrey’s goes to a new level
of fan interaction. Before certain
shows, such as their annual New Year’s Eve concerts, they will usually conduct
online polls as to what songs the audience wants them to play. They will even go so far as to conduct polls
on what songs the audience would like to hear in their new albums.
One
event they hold that is completely reliant on feedback and fan interaction is
the annual UmBowl. This event is made of
four quarters of music, each with its own unique method of interaction. One quarter utilizes the method of
improvisation from the aforementioned Stew Art series. Another quarter is a set
of songs that fans voted on before the show.
Another quarter brings
interaction between fans, band and technology even further. The
Third Quarter features a "Choose Your Own Adventure" approach. Songs
are chosen via preplanned polls of three options, including songs, jams and
themes, which are shown on the screen. Fans
text in their votes which are automatically tallied and displayed beside the
poll options. The opening song is chosen before the set starts and the rest
occur while the band is playing.
(Smith) Here we see the potential
that new communication technology has when it comes to changing the way we view
music. This event is promoted online,
tickets are bought from online ticket retailers, the songs that are played are
chosen by fans online, and the ideas that band uses in their improvisation are
sent to them via mobile phone technology, and after the show is all done the
audience will have a digital copy waiting to be loaded into the iPod and
enjoyed whenever they want.
Heres a youtube video explaining the concept : http://www.youtube.com/watch?v=4E1h8_OAfG0
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So
whether you are looking to find new music, trying to promote your own music, eager
to download new music from your favorite artist, looking to see who else is
going to the next Radiohead concert, or hoping to find a new music experience
that is completely outside the box of convention, you will be able to
accomplish these things by utilizing the latest innovations in communication
technology. Social media, mobile
technology, and the digitization of audio files have all played a major role in
the growing interaction that fans, artists, and music related companies are
capable of having with one another.
Works Cited
Bleyaert, Aaron.
"Fresh Noise: Dr. Dog Full Album Stream." TeamCoco.com. Turner Sports
and Entertainment Digital Network, 31
Jan. 2012. Web. http://teamcoco.com/drdog
Bylin, Kyle, Louis Hau,
and Glenn Peoples. "Building Digital Business Around Music and
Rights." Billboard
3 Dec. 2011: 16-19. Business Source Premier. Web
Hunt, Kenneth A., and Mellicker Andrew. "A Case
Study of the Music Industry." Journal of
Business Case Studies
4.3 (2008). Print.
Ogden, James R., Denise T. Ogden, and Karl Long.
"Music Marketing: A History and
Landscape."
Journal of Retailing and Consumer Services 18.2 (2011): 120-25. Print
Peoples,
Glenn. "The New Connectivity." Billboard 123.35 (2011): 12-17.
Business Source
Premier. Web
Ramaprasad, Jui, Remi Desmeules, and Genevieve
Bassellier. "A Look at Shared Value and
Shared Social
Responsibility." McGill Univeristy (2012). Print
Smith, Clyde. "Umphrey's McGee: Using
Technology to Empower Fans to Shape Music and
Business."
Hypebot.com. Skyline Music, 11 Apr. 20120. Web.
<http://www.hypebot.com/hypebot/2012/04/umphreys-mcgee-umbowl-playlist-created-
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