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Exclusive Q&A with Paul Sampson, CEO of Lickd

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.
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INCENTIVE GAMES AND GOLDBET LAUNCH NEW FREE-TO-PLAY GAME ‘WINNING5’

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Incentive Games, a leading B2B games provider, has partnered with Goldbet, part of the Lottomatica Group Italy’s leading name in online gaming, to launch a new free to play weekly football game, Winning5.
The game gives football fans a chance to visit the Goldbet app each weekday to ‘collect’ a different Seria A team, selected at random, with play bonus slot, spots bonus, and a €2,000 shared jackpot up for grabs depending on how many of their teams win over the weekend.
The more winning teams players collect, the bigger the prize. From smaller wins for two correct results, to the ultimate reward for collecting all five teams, Winning5 offers players an engaging and free way to add fun to the weeks matches.
On game day, players can track their progress through real-time updates, powered by Incentive Games’ specialised data and analytics to deliver a seamless, engaging experience.
This is the first collaboration between Goldbet and Incentive Games as part of the company’s partnership with Lottomatica.
John Gordon, CEO and co-founder of Incentive Games, said, “Winning5 is designed to bring the thrill of weekend football to life, but in a way that’s free-to-play and accessible. We’re thrilled to partner with Goldbet, one of Italy’s most respected gaming brands, to deliver a product that keeps fans engaged and entertained from kick-off to the final whistle.”
Simone Occhiuzzi, Lottomatica Digital & i-Gaming Director, said, “Our objective is to ensure an ever-expanding for-fun offering for our customers. We are proud to have broadened our engagement bouquet with the introduction of Winning5, further enriching our customers’ for-fun experience.”
The game is now live for all eligible Goldbet customers in Italy.
The post INCENTIVE GAMES AND GOLDBET LAUNCH NEW FREE-TO-PLAY GAME ‘WINNING5’ appeared first on European Gaming Industry News.
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Red Bull launches ‘Solo Legends’; India’s largest-ever solo BGMI tournament

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Red Bull India has officially announced Red Bull Solo Legends, the country’s largest ever solo Battlegrounds Mobile India (BGMI) tournament, designed to give aspiring players a platform to showcase their individual skill, strategy, and consistency.
The multi-phase tournament will include both online and on-ground stages, uniting thousands of solo players from across the country, ranging from grassroots talent to seasoned pros. Competitors will battle in a solo queue format, progress through multiple rounds of qualifiers, and ultimately have the opportunity to face some of India’s top BGMI professionals in the finals. The winner of Red Bull Solo Legends will earn the coveted title of India’s best solo BGMI player along with an exclusive international Red Bull Racing experience.
“Every pro player’s journey starts from playing solo. When you’re on your own, you learn every role, whether it’s fragging, supporting, making calls, or handling pressure like an IGL. Red Bull Solo Legends is the perfect stage for players to showcase those skills and prove what they can do without relying on a team. I’m really excited to be part of this format and see which players rise through the ranks to claim the title. It’s time for India’s solo players to take the spotlight,” said Red Bull Athlete Jonathan Amaral.
Red Bull Solo Legends will feature some of India’s prominent BGMI athletes including Jonathan Amaral (Jonathan Gaming), Tanishk Singh (Admino), Ashutosh Singh (Punk), Sahil Jakhar (Omega), Sohail Shaikh (Hector), Mohammed Owais Lakhani (Owais), Raghuraj Singh (Slug), Ammar Khan (Destro), Aditya Dawar (Aadi) and many more. These players, known for their exceptional skills, will compete against each other, bringing their unique strategies and gameplay styles to the forefront.
“Playing solo is the ultimate test of a player’s all-round abilities. You are responsible for every choice you make, from rotations to engagements, and it forces you to master every aspect of the game. Red Bull Solo Legends recognizes individual excellence and encourages players to innovate, adapt, and compete at the highest level,” noted Sahil Jakhar aka Omega.
This initiative reinforces Red Bull’s growing presence in the Indian esports ecosystem. The brand has long supported competitive gaming through flagship properties such as the Red Bull M.E.O. (Mobile Esports Open), featuring BGMI and the World Cricket Championship. It has also collaborated with leading Indian esports organization GodLike Esports and onboarded top gaming talent such as Ujjwal Chaurasia (Techno Gamerz), Jonathan Amaral (Jonathan Gaming), Ankit Panth (V3nom) as Red Bull Athletes while partnering with numerous gaming events across the country. Red Bull Solo Legends builds on this commitment by providing a distinctive platform for emerging Indian gamers to showcase their skill and talent.
“Solo competition is where you truly test your adaptability and decision-making under pressure. The unique thing about Red Bull Solo Legends is that it gives players the chance to showcase those skills and handle intense situations on their own. Every match challenges you to think on your feet and find creative solutions, whether it’s surviving the zone, positioning against multiple opponents, or optimizing your loot. This tournament will bring out hidden talent and give gamers a real chance to prove themselves among the best in the country,” commented Mohammed Lakhani aka Owais.
Registrations for Red Bull Solo Legends are now open and will continue until October 31. Aspiring solo players can sign up via – redbull.in/sololegends
Stay updated on all tournament news, announcements, and highlights by following Red Bull India on social media.
The post Red Bull launches ‘Solo Legends’; India’s largest-ever solo BGMI tournament appeared first on European Gaming Industry News.
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BC.GAME News Secures Front-of-Jersey Deal with Deccan Gladiators for Abu Dhabi T10 2025

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Three-time Abu Dhabi T10 champions Deccan Gladiators have announced a new title sponsorship agreement with BC.GAME News ahead of the 2025 season.
As part of the partnership, BC.GAME News will appear on the front of the Gladiators’ official match jersey — the most prominent branding position in one of cricket’s fastest-growing and most-watched short formats.
The Gladiators, T10 champions in 2021, 2022, and 2024, have reached the finals five times in the past six editions—making them one of the most consistently performing franchises in tournament history. With a reputation for a high-scoring batting approach and assertive on-field strategies, the team enters the 2025 season with a strong competitive record.
“Deccan Gladiators have always represented performance, passion, and boldness,” said Udit Vats, CEO of the franchise. “Our new partnership with BC.GAME News reflects our ongoing commitment to innovation and to delivering unforgettable experiences for fans worldwide.”
The Abu Dhabi T10 League — sanctioned by the ICC and launched in 2017 — has continued to attract a global audience, with its condensed 10-over format drawing comparisons to the high-tempo energy of digital-era entertainment. In recent years, the tournament has also emerged as a preferred sponsorship platform for digital-first brands looking to engage young cricket fans across South Asia and the Middle East.
Sources close to the partnership suggest that the collaboration will feature a mix of digital content campaigns, fan engagement initiatives, and online media integrations throughout the season.
The Deccan Gladiators are expected to unveil their 2025 squad — including returning international stars and domestic prospects — in the coming weeks, as anticipation builds for the opening match of the Abu Dhabi T10 2025 season.
About BC.GAME News
BC.GAME News is a newsroom covering digital entertainment, sports partnerships, and community initiatives worldwide. It focuses on clear, timely announcements and responsible-entertainment messaging for 18+ audiences.
About Deccan Gladiators
Deccan Gladiators is a professional T10 cricket franchise competing in the Abu Dhabi T10. Known for its fast-paced style and passionate fan base across the Middle East and South Asia, the team collaborates with partners to deliver engaging on- and off-field experiences.
Contact
Daniel Choudhary
BC.GAME News
The post BC.GAME News Secures Front-of-Jersey Deal with Deccan Gladiators for Abu Dhabi T10 2025 appeared first on European Gaming Industry News.
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