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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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BetLeap – The Online Casino that Looks Like a Blockbuster Video Game

BetLeap is thrilled to announce the development of a groundbreaking platform that seamlessly blends the immersive visuals and engaging gameplay of AAA video games with the thrill of a real-money casino. Coming to PC, Mac, and VR, BetLeap is poised to redefine the online entertainment landscape with its unprecedented quality and innovative format.
At a glance, BetLeap looks nothing like a typical online casino. The project is being developed with the same technologies used in cutting-edge video games. The result? A casino experience that feels more like playing at a land-based casino rather than clicking on buttons on a flat screen.
“The online casino industry has remained virtually unchanged for over a decade while video gaming has experienced exponential leaps in quality and immersion,” said Adam Bernath, founder of BetLeap. “We’re not just updating the online casino experience—we’re completely reimagining it by applying AAA game development standards to create something that feels as immersive and engaging as the best video games on the market.”
“The future of online gambling isn’t just about better odds or more games—it’s about creating genuinely entertaining experiences that happen to include wagering components. We’re building for an audience that expects the quality and engagement of modern video games in every digital experience they choose,” added Etibar Namazov, co-founder of BetLeap.
While still in early development, BetLeap is already turning heads with its visual quality and ambitious design.
Why BetLeap Stands Out:
- Next-Gen Graphics: Built with AAA quality visuals.
- Cross-Platform Play: Fully playable on PC, Mac, and VR.
- Designed for Gamers: Movement, interaction, and immersion at the core.
- Real Rewards: Wager real money in a world that looks and feels on par with today’s top video games.
Our reveal video can be found at https://youtu.be/wl9zibRrMvI
The post BetLeap – The Online Casino that Looks Like a Blockbuster Video Game appeared first on European Gaming Industry News.
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Skyesports Championship BGMI Set for Sixth Edition Featuring INR 40 Lakhs Prize Pool, Grand Finals on May 17–18 in Bangalore

The Skyesports Championship, India’s longest-running homegrown esports IP, is returning for its sixth edition with BGMI and a prize pool of ₹40 Lakhs, culminating in an on-ground Grand Finals on May 17 and 18 in Bangalore.
Leading brands including AMD, Red Bull, GIGABYTE, and Western Digital have partnered with Skyesports for the 2025 edition, reaffirming their commitment to India’s rapidly expanding gaming ecosystem.
Commenting on the return of the IP, Shiva Nandy, Founder and CEO, Skyesports, said, “The Skyesports Championship is an IP we’ve been nurturing since 2018, growing year after year into one of India’s most recognized esports tournaments with a highly engaged youth audience. We are excited to have partners like AMD, Red Bull, GIGABYTE, and Western Digital joining us for this event, allowing us to deliver a top-notch entertainment product for fans with engaging competitive esports action featuring top-tier teams and esports athletes the country has to offer. With initiatives like the new Sky Champ Rule, this tournament is set to be a standout event on the BGMI esports calendar.”
The return of the Skyesports Championship as an on-ground BGMI event builds on the success of its 2023 edition, which recorded over 32 million digital views and attracted more than 12,000 fans to the stadium.
This momentum reflects India’s position as the fastest-growing gaming market across Asia and MENA, as reported by Niko Partners. The Indian games market is expected to surpass $1 billion in 2025, reaching $1.4 billion in revenue by 2028. Mobile gaming continues to lead, accounting for nearly 78% of all revenue. With an expected 277 million new gamers by 2028, India is also on track to overtake China in the highest total number of gamers worldwide.
As the country’s leading esports tournament organizer, Skyesports continues to drive this momentum by delivering high-impact, community-driven esports experiences at scale.
The Skyesports Championship 2025 BGMI Grand Finals will feature an exciting new format:
- Day 1 (May 17) – Sky Surge: Teams will compete across six maps, aiming to accumulate points and reach the Sky Champ point goal of 66 points.
- Day 2 (May 18) – Sky Champ Rule: Once a team reaches 66 points, they must secure a Chicken Dinner to be crowned champions. If no team achieves this within eight maps, the team with the highest points will be declared the winner.
This unique format makes every match extremely crucial, as teams are not only focused on aggressively reaching the point threshold but also on strategically targeting opponents who are close to achieving it or have crossed it already.
The Skyesports Championship BGMI event schedule is as follows:
- Upper Bracket: May 6–9 (16 teams – Top 8 advance to the Grand Finals, bottom 8 fall to the Last Chance Qualifier)
- Last Chance Qualifier: May 10–12 (16 teams – 8 each from the Upper and Lower Brackets)
- Grand Finals: May 17–18 (Top 8 teams from the LCQ join the 8 qualified from the Upper Bracket to compete for the title)
The entire tournament will be livestreamed on the official Skyesports YouTube channel. Stay tuned to the Skyesports Instagram, Twitter, and Facebook handles for more information regarding the on-ground finale.
The post Skyesports Championship BGMI Set for Sixth Edition Featuring INR 40 Lakhs Prize Pool, Grand Finals on May 17–18 in Bangalore appeared first on European Gaming Industry News.
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Online Casino Legalization in Illinois: Study Finds Two-Thirds of Voters in Favor

A recent survey has confirmed that almost two out of three (63%) of Illinois residents support legalizing online casinos.
The survey, created by casino bonus and online casino review site BonusFinder.com, asked 1,000 Illinois residents their take regarding legalizing online casinos. The focus group covered voters across a variety of political backgrounds, age groups, and different geos.
Despite online casinos currently being illegal in Illinois, and the only way to access them is illegally, the survey found that one in four residents (26%) admitted to having played at an online casino.
According to a separate analysis, which delved into how much US States could be missing out on in online casino tax revenue, it revealed that Illinois could be missing out on up to $788m. Instead of going to the State, this potential tax money is being funneled to unregulated offshore gambling platforms.
When questioned, hypothetically, how residents would prefer the tax revenue to be spent they prioritized: public education (61.4%), mental health and addiction services (54.8%) and improvements in infrastructure (44%).
Other services that were still important, but less of a priority, to those questioned in the survey were: affordable housing (38%), crime prevention (33.1%), community programs (26.2%) and environmental initiatives (22.7%).
“These findings show that Illinoisans are ready for online casinos, as long as it’s done responsibly,” commented Luciano Passavanti, Vice President at BonusFinder.com.
“The message from voters is clear – they want safe, transparent platforms and strict oversight.
“They also want to know that tax revenue from online casinos will directly benefit their communities; whether that’s through education, healthcare, or local infrastructure.
“Illinois is already a major gaming market. Legalizing online casinos is the next logical step.”
While the majority of voters were in favor (63%), 19% were against legalization and 17.5% remained unsure.
The largest age group supporters of legalizing online casinos was the 45-54 age group, with 68.8% being in favor. However, the age group whose least in favor of legalization remained to be those aged 65 and over – with 51.2% being in favor of legalizing online casinos in Illinois.
The second-largest age group in favor of legalizing iCasinos are those aged 35-44 (64.1%), the third-largest group stood to be those in the 18-34 age bracket with 63.7% of voters supporting legalization.
When it comes to the battle of the sexes, men were found to be significantly more open to the idea of legalization, with 70.5% of men in support. However, in comparison, just 58.3% of women were found to be in support of legalizing online casinos in the State.
Furthermore, a variety of correspondents across different political views were also questioned; with findings revealing that Republican voters were slightly more in favor (65.4%) of legalization compared to Democrat voters (63.3%).
The post Online Casino Legalization in Illinois: Study Finds Two-Thirds of Voters in Favor appeared first on European Gaming Industry News.
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