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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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Groove to Showcase Innovative iGaming Solutions at iGB L!VE 2025

“iGB L!VE represents a pivotal moment for the industry,” said Yahale Meltzer, Co-Founder and COO of Groove Technologies. “We’re bringing our most advanced platform yet with technology designed to simplify operations while delivering exceptional player experiences. This is where the future of iGaming takes shape.”
Groove’s modular platform combines seamless integration capabilities with real-time analytics, providing operators with the tools to enhance player engagement and drive growth. The company’s infrastructure is built for high-performance scalability, ensuring reliability for partners worldwide.
The post Groove to Showcase Innovative iGaming Solutions at iGB L!VE 2025 appeared first on European Gaming Industry News.
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MGA Games presents Mina de Oro Bingo: Innovation and Branding Powering the Future of VideoBingo

MGA Games announces the launch of its new VideoBingo game, Mina de Oro Bingo, available starting June 30 in Spain and in international .com markets. This release brings the essence of the successful Mina de Oro slot saga to the bingo format, combining proven gameplay mechanics with a familiar setting that has been key in user retention.
This new game offers a complete experience with 4 cards, each with 3 lines and 5 columns, a drum with 60 balls from which 30 are drawn, and the possibility of accessing 14 extra balls with a wild card. It includes 16 winning patterns, 3 themed mini-games, a configurable progressive jackpot, and a top prize of up to 30.000€. The game is designed to perfectly match player preferences while also offering flexibility and performance for operators.
The launch of Mina de Oro Bingo is backed by the strong brand recognition that Mina de Oro has achieved as one of the most popular online casino games. This Bingo version capitalizes on that recognition, expanding its reach and attracting both loyal players and new audiences.
With this addition, MGA Games strengthens its leadership in the development of VideoBingo for both national and international markets, consolidating its position as a provider of unique and highly profitable content. Operators will benefit from an exclusive, market-tested product designed to deliver strong results from day one.
The post MGA Games presents Mina de Oro Bingo: Innovation and Branding Powering the Future of VideoBingo appeared first on European Gaming Industry News.
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Boomerang Partners invites guests of iGB L!VE London to take part in the Penalty Challenge

On July 2-3, Boomerang Partners will be at iGB L!VE London, and they’re inviting all attendees of this major iGaming event to stop by their booth, F50. It’s a special occasion as Boomerang celebrates the anniversary of their strategic partnership with AC Milan, one of the world’s top football clubs. To mark this milestone, they’ve set up an exciting Penalty Challenge with some fantastic prizes up for grabs.
What is a Penalty Challenge?
The Penalty Challenge is an exciting game where participants predict the outcome of a penalty kick. Simply guess whether a football player will score a goal or miss, and if you’re right, you’ll earn a chance to enter the prize raffle.
How to participate
Eager to test your luck? Just look for Boomerang Partners’ friendly promo team with tablets, or use the touchscreen at booth F50. Here’s what you need to do:
- Click on the PLAY button.
- Fill out the quick registration form with your Name, Email, and Category.
- Once the football video loads, click on either the Score or Miss button.
- If your guess is correct, you’ll receive a paper number – that’s your entry for the raffle.
If you don’t get lucky the first time, you can try again – there is no limit to the number of attempts.
Two raffles, two winners
Boomerang Partners will host two raffles during the Penalty Challenge. All holders of unique paper numbers will be eligible:
- Day 1 (Offline Raffle): July 2, 4:00 PM at booth F50
- Day 2 (Online Raffle): July 3, 4:00 PM at Boomerang Partners’ Instagram page
The winner for each raffle will be selected using a randomizer. If your number is drawn during the offline raffle but you’re not at Booth F50, a new winner will be chosen. The winner of the online raffle will be notified via email.
Why participate?
Participants in the Penalty Challenge can expect valuable prizes if they manage to win. The offline raffle winner on July 2 will receive two premium tickets to the AC Milan vs. Inter derby match, complete with pre-match service. The winner of the online raffle on July 3 will receive two tickets to an Italian Serie A or Coppa Italia game featuring AC Milan.
Visit the Boomerang Partners booth, F50, and take part in the Penalty Challenge for a shot at some fantastic prizes!
About Boomerang
Boomerang Partners is a rapidly growing global brand offering a wide range of services. Boomerang is the Official Regional Partner of AC Milan and collaborates with women’s football star and influencer Alisha Lehmann. In 2024, it launched the inaugural Golden Boomerang Awards 2024, the first annual global affiliate tournament. Six new products were launched by Boomerang in 2024, which contributed to an almost 1.5-fold increase in product users.
Boomerang’s portfolio contains 17+ brands offering affiliate and entertainment services across 40+ markets, with 24/7 multilingual support, in compliance with local regulations. These products provide personalized bonuses and 24/7 multilingual support.
The post Boomerang Partners invites guests of iGB L!VE London to take part in the Penalty Challenge appeared first on European Gaming Industry News.
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