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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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BetBlocker Launches the Scheduler – Reimagining Blocking Software as a Harm Prevention Tool
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As part of Safer Gambling Week, harm prevention charity BetBlocker today announces the launch of its revolutionary Scheduler tool.
BetBlocker, which provides blocking software to help people manage or restrict their access to online gambling services, is unique in adopting a charitable model for this type of support, and facilitating users accessing protection both free of charge and anonymously.
Traditionally, blocking software has been a crisis management tool, facilitating users restricting their access to gambling services once they’ve already experienced an unsustainable loss.
The Scheduler tool looks to engage users earlier in their journey, before a crisis has occurred, creating the option for players to plan ahead and build a bespoke block to protect them when they need protected.
The new feature supports users to manage their access to gambling is a way that promotes healthier and safer engagement, allowing them to build out a weekly profile, or customise blocks on individual days.
Want to make sure your bills are paid? Block the week after pay day.
Get carried away with In Play betting? Set your block to switch on during match time.
Staying up too late playing on work nights? Set yourself a curfew.
This feature is placed perfectly to support users after GambleAware’s findings last week, that over 5 million people in the UK want to reduce their gambling. BetBlocker’s Scheduling feature is targeted at supporting exactly that need.
BetBlocker’s Founder and Managing Trustee, Duncan Garvie expressed his enthusiasm for the project:
“To date, blocking software has really only looked to offer support after things have gone too far. It’s critical to provide that support for the people who need it, but it would be far better for everyone if we could reach people earlier and prevent the crisis occurring in the first place.
BetBlocker is proud to innovate and be unique amongst blocking softwares in offering harm minimisation functionality alongside our traditional crisis management support.
Our Scheduling tool looks to meet users where they are, redefining blocking software so that it is no longer a binary choice between blocked or not blocked. In taking this step forwards, we’re hoping to engage an entirely new audience, and reach users who are not yet ready to embrace complete abstinence. There is potential to see a huge reduction in gambling harm across society if we can intervene earlier and support people to embrace lower risk behaviours.”
The post BetBlocker Launches the Scheduler – Reimagining Blocking Software as a Harm Prevention Tool appeared first on European Gaming Industry News.
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Impact of an increase in Machine Games Duty (MGD), on the land-based casino sector, investment, and economic growth
Reading Time: 4 minutes
This summer the DCMS brought forward into legislation a much needed modernisation and deregulation package. The reforms comprising more proportionate gaming machine allocations and the ability to offer sports betting promised to support the UK land-based casino sector, enabling (£) tens of millions of investment, and contributing to the Government’s growth agenda.
When introducing the measures in the House of Commons in June, DCMS Minister, Stephanie Peacock MP, set the scene:
“The Government is focussed on economic growth…this package of measures will unlock additional investment up and down the country” and “will put the casino sector back on a stable footing” “We expect a number of venues to be modernised and refreshed…we also
anticipate this capital investment will be spent across the country not just in London…allowing this historic sector to thrive.”
And when introducing the same measures in the Lords, the Gambling Minister, Baroness Twycross said:
“Since being appointed, I have visited casinos and witnessed the contributions that they bring with jobs, tax revenues and support for the night-time economy. The sector generates £866 million in gross gambling yield each year, with up to 50% of this paid in gaming duty.”
The Minister went on to add that the modernisation measures are estimated to increase GGY by £53million to £58million.
The BGC casino group couldn’t agree more with Ministers.
This is why we are deeply concerned that all of this progress could be wiped out, at a stroke, if there is an increase in MGD, from the current rate of 20%, in the forthcoming Budget. An increase in MGD would fundamentally undermine the sustainable footing which the new policy reforms placed the sector firmly upon.
For example, Rank Group plc (Grosvenor Casinos), the UK’s largest licensed operator of casinos, has reported that 12 of its 50 venues were loss-making in the 12 months to June 2025. These casinos have been kept in operation in the expectation that their financial performance will be improved by this summer’s legislative modernisation.
By illustration, an increase in MGD from 20% to 25% would make a third of the Grosvenor casino estate unprofitable. As well as offsetting all of the benefit Grosvenor expected to gain from the land-based policy reforms, it would not be possible to sustain loss making venues, with up to 20 casinos being forced to close. For the remaining casinos, the planned investment case, announced at £60million per annum for the next two years, would become unaffordable.
Investment committed in light of the new policy reforms
With the new policy reforms industry embarked on a programme of substantial capital
investment to upgrade existing casinos and develop new venues. Great news for the sector,
our customers, and the Government’s growth agenda.
The promised stability enabled confidence for operators to make commitments for UK-wide
investments. Operators have collectively announced or confirmed investment of £300
million, including:
- Rank Group plc investment of £60million per annum for next two years, to capitalise
on casino reforms - Genting Casino £40million new casino at the Trocadero in London’s West End
- Genting Casino Westcliff £10million refurbishment in Southend-on-Sea
- Rank’s Grosvenor Victoria Casino £15million refurbishment and expansion in London
- Bally’s £3.7million, securing 170 jobs, first UK land-based investment in Newcastle
- Hippodrome £1.5million new Sports Book venue in London’s West End
- Other multi-million pound redevelopments of casinos in Brighton, Bolton, Coventry,
Leicester, Liverpool, Manchester, and Reading.
An increase in MGD will inevitably lead to a reversal of these steps forward, plus casino closures and job losses. Operators will be forced to cancel investment plans and look to cut jobs as growth plans falter. The investment plans above would not see sufficient returns (and
may even lead to losses) with a direct and material negative impact on company financial performance across the sector. Current investment plans will cease, and future investment won’t happen. Overseas investors will be deterred, seeing the UK market as high risk for investment. And tax yield from the sector would reduce.
At 25% MGD, casino industry analysis shows that up to 40 casinos would close, with the loss of up to 3,500 jobs – equating to a third of the whole industry.
BGC casino group Budget submission
In our Budget submission (full copy attached) we set out for the Treasury the economic contribution of Britain’s land-based casinos and the significant challenges already facing them, which would only be exacerbated by further tax pressures.
More broadly, the sector is still recovering from the damage caused by the lockdown measures of 2020 to 2021. In the year to March 2024 (the most recent period for which data is available), customer spending (gross gaming yield) in Britain’s casinos was 22% lower than in the year to March 2019 – a 43% reduction in real terms.
At the same time, casino operators are experiencing significant cost pressures. The sector employs around 11,000 skilled (and often personally licensed) people and so is particularly sensitive to wage inflation and this year’s rise in employer National Insurance Contributions (which together will impact the sector by between £25m and £30m a year). Additionally, with the Treasury’s convention of duty revalorisation in abeyance since 2022, operators continue to suffer real-terms increases in gaming duties.
In conclusion, I am at pains to stress, that any proposed increase in MGD in the Chancellor’s budget, would lead to the closure of a large number of casinos and the loss of thousands of skilled jobs, as well as risking planned UK-wide investment in the sector.
The post Impact of an increase in Machine Games Duty (MGD), on the land-based casino sector, investment, and economic growth appeared first on European Gaming Industry News.
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RANGERS FANS BRAVE THE ELEMENTS TO RAISE MONEY FOR HOMELESSNESS IN GLASGOW
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The post RANGERS FANS BRAVE THE ELEMENTS TO RAISE MONEY FOR HOMELESSNESS IN GLASGOW appeared first on European Gaming Industry News.
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