Uncategorized
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.
Powered by WPeMatico
Uncategorized
Descend into the dark with Divina Commedia I Nove Cerchi
Reading Time: < 1 minute
Play’n GO invites players to traverse a realm shaped by sin and consequence in Divina Commedia I Nove Cerchi, a slot rooted in Dante Alighieri’s legendary Divine Comedy.
The game opens in shadow. Dante stands at the edge of the inferno, blocked by monstrous figures – embodiments of human vice. But salvation appears in the form of Virgil, a poet from antiquity, sent to lead him through the Nine Circles of Hell. This slot doesn’t just reference a classic; it captures its essence. Players follow Dante deeper into the abyss, through torment and trial, with each spin echoing a step through divine judgement.
The narrative structure drives the game. Lucifer watches from above, Souls flicker across the reels, and Lanterns illuminate the path below. As Dante descends, so too do players – not aimlessly, but with a guide, a goal, and a chance to witness redemption emerge from ruin.
Visually, the slot is an infernal tapestry. From scorched gates to flickering flames and horned demons, every frame is steeped in lore. Rather than lean on familiar mechanics, the game’s features serve the story – Souls that evolve, Lanterns that unlock progress, and a climactic Hold & Win moment that pits players against the Prince of Darkness himself.
Those who’ve explored mythic worlds in titles like House of Doom or Gates of Troy will recognise the depth of storytelling here – though Divina Commedia I Nove Cerchi carves its own path through the fire.
Magnus Wallentin, Games Ambassador at Play’n GO, said: “We’ve taken one of literature’s most iconic texts and given it new life on the reels. This is a narrative-first experience where every symbol, scene and feature plays into the descent.”
Divina Commedia I Nove Cerchi offers more than gameplay – it offers a reckoning.
The post Descend into the dark with Divina Commedia I Nove Cerchi appeared first on European Gaming Industry News.
Uncategorized
Kambi Group plc partners with Holland Gaming Technology in the Netherlands
Reading Time: < 1 minute
Kambi Group plc (“Kambi”), the home of premium sports betting solutions, has signed a multi-year agreement with Holland Gaming Technology Ltd to provide its full Turnkey Sportsbook solution to the operator in the Netherlands.
As part of the agreement, Holland Gaming Technology via its Holland Power Gaming subsidiary will gain access to Kambi’s revenue-driving sportsbook solution, combining advanced trading capabilities, a powerful open platform and award-winning Bet Builder product to deliver an engaging sports betting experience for its players. The solution also includes a range of player engagement features and operator control tools designed to help partners differentiate and scale effectively.
The partnership follows Holland Gaming Technology’s successful sports betting licensure from the Dutch regulator, Kansspelautoriteit (KSA), and represents a significant step forward in the company’s growth strategy. Already a recognised name in the Dutch online casino space, Holland Gaming Technology will now extend its offering to include sports betting for the first time, powered by Kambi’s world-leading end-to-end sportsbook.
Werner Becher, CEO of Kambi, said: “We’re excited to partner with Holland Gaming Technology as they expand into sports betting for the first time. Their strong marketing and deep industry expertise make them an ideal fit for our Turnkey Sportsbook solution and, together, we look forward to delivering a high-performance product tailored to the Dutch market.”
Eddy Hultermans, director of Holland Gaming Technology Ltd, added: “Launching a sportsbook is a natural evolution for the business, and partnering with Kambi gives us the confidence to do so with a best-in-class product. Our team brings decades of experience in gaming, and with Kambi’s technology and support, we’re ready to deliver a compelling and engaging sports betting experience for our growing customer base.”
The post Kambi Group plc partners with Holland Gaming Technology in the Netherlands appeared first on European Gaming Industry News.
Uncategorized
IESF Announces 10th Presidential and Board Elections
Reading Time: 2 minutes
The International Esports Federation (IESF) has officially announced that its 2025 Presidential and Board Elections will take place on December 6, 2025, in Kuala Lumpur, Malaysia, during the 17th IESF General Assembly.
Marking the 10th Presidential Election in IESF’s history, this milestone represents a defining moment in the federation’s mission to unite and elevate the global esports community under one inclusive and transparent framework.
As the only International Federation recognized for upholding the governance principles and regulatory standards of the international sports system, IESF continues to lead efforts to strengthen integrity, accountability, and sustainable development within esports.
The election will determine the next IESF President and Board, who will guide the federation through a new era focused on unity, transparency, and sustainable development.
“IESF sets the standard of world esports governance — one built on trust, collaboration, and accountability,” said Boban Totovski, IESF General Secretary. “With the upcoming elections, the Secretariat and the Board will once again ensure a fair and democratic process that reflects the highest standards of integrity and professionalism. Our mission is to safeguard the credibility of esports governance and to guarantee that every member federation has an equal and respected voice in shaping the federation’s future.”
The Candidates
The official candidates for the IESF Presidential and Board Elections 2025 are as follows:
For IESF President:
Vlad Marinescu, who guided IESF through a period of transformation from 2020 to 2023, stands as a candidate for the 2025 Presidential Election, reaffirming his vision for a united and recognized world of esports.
Samart Benjamin Assarasakorn, current board member of IESF since 2023, will also stand for the role of President, committed to transforming IESF into a world-class federation that empowers every member nation.
For IESF Board:
- Duane Mutu – New Zeland
- Hayder Alkaales – Iraq
- Clint Kennedy – United States
- Flip De Bruyn – Namibia
- Constantine Surkont – Argentina
- Lokesh Suji – India
- Afiq Fadhli Bin Narawi – Malaysia
- Filip Soc – Montenegro
- Kaung Myat San – Myanmar
- Daniel Paulus – Germany
- HRH Prince Omar Bin Faisal – Jordan
- Yoav Sochen – Israel
- Elin Yoojung Moen – Norway
- Doniyor Djuraev – Uzbekistan
IESF continues to unite national federations and empower the next generation of esports leaders. The 2025 elections reaffirm the federation’s commitment to building a recognized and inclusive future for esports, one that transcends borders, connects cultures, and inspires unity through competition.
The results will be announced during the IESF 2025 General Assembly, where member federations will cast their votes to shape the next era of global esports leadership.
This 10th Presidential Election marks not only a milestone in IESF’s history but the beginning of a new era of governance, unity, and excellence in esports.
The post IESF Announces 10th Presidential and Board Elections appeared first on European Gaming Industry News.
-
Australia6 days agoWestern Australia: New Casino Carded Play Set to Reduce Gambling Harm
-
Arnold Hur7 days agoThirteen Leading Universities Partner with Gen.G for its Practicum Abroad Programme to Prepare Students in Seoul for Esports Careers
-
Asia7 days agoGRA Renews Singapore Pools Licence for Five-year Term
-
Association of Organisers of Games of Chance6 days agoSerbia Establishes “Association of Organisers of Games of Chance”
-
Amunset7 days agoAmusnet Presents Full Suite of Casino Solutions at SiGMA Central Europe 2025
-
Central Europe7 days agoPalasino Group Preparing to Open Fourth Czech Republic Casino
-
Latest News6 days agoAll Roads Lead to the Helicopter — N1 Partners Turns SiGMA Central Europe 2025 into a Pit Stop for Deals
-
Betsson Group7 days agoBetsson to Attend SiGMA Central Europe 2025



