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Archive for the ‘music’ Category

Music Monday - Indie Goodness - August 23rd

Monday, August 23rd, 2010

She & Him

She & Him

I’m back with another selection of brand new music for this week’s Metaverse Mod Squad Music Monday. Today we’re going all-out indie style with a fresh selection of only the coolest tracks to hit the counter culture in the last couple weeks. We’ll hear from:

  • She & Him
  • Eliza Doolittle
  • Paper Tiger
  • Wolf People
  • Faded Paper Figures

and more! Clicking this link will download a .pls file. Open the file to open the stream in iTunes or your music player of choice. If you know how to “play from URL” you can use this URL http://91.121.119.152:13564. We’ll be streaming until about 3:30 PT today. Enjoy!

-Chase

AKA Ol’ DIrty Panda

Reel FX and MMS make a video - “Rex” sings Justin Bieber

Monday, August 9th, 2010

A few weeks ago we had asked the kiddos on Webosaurs Island to send in their questions for Webosaurs Art Director “Juiceking” to answer in a video. Juice and I (Rex) answered some of their questions on camera, and had a little fun in the process. It’s a bit long, but worth sticking through to the end. That is, if you want to see me doing an awful Justin Bieber impersonation.

No matter how much Webosaurs has grown, we’ve always tried to keep a close bond with the community. Rather than just presenting a product, we try to actively involve our kids in everything that we do to let them know that the continued growth and development of Webosaurs Island is not a one-way process.

Chase Straight

Manager, Youth Media

Closing of Loudcrowd a sign of the social times

Tuesday, July 27th, 2010

Yesterday, Conduit Labs announced they were shutting down their experimental music game and community known as Loudcrowd. For two years, Loudcrowd was an electronic hipster haven for fans of outfits like Chromeo, Justice and Van She. Even as they expanded their track offerings to bands like Foals and Yacht, Conduit Labs saw massive growth with their Facebook offerings Music Pets and Super Dance and ultimately decided to abandon the former.

Originally when considering writing this post, I wanted to focus on the functional reasons why Loudcrowd didn’t pan out. When I wrote about the game last May, I pointed to the limited social networking abilities and the niche demographic of electronic fans. Former Director of Marketing Josh Grossman actually stopped by my blog to comment and express that the company shared some of those same feelings.

But now, sitting down to write it, the closing of Loudcrowd is just a sign of the times. There was nothing inherently wrong with the game itself other than it wasn’t hosted on a popular social networking platform. Casual gaming has hit the market full stride and Facebook remains king. According to a recent Mashable survey, 83% of respondents claimed to have played games there. It seems that casual games can’t survive without a powerful portal to back it up.

Not only that, but I think it gives testament to another interesting finding from the Mashable survey (among others). Most online gamers prefer to play with people they know, and not strangers. While Loudcrowd was a place to meet and talk to other fans of the genre, most would rather play a quick round with their BFF on Facebook.

The good news is that Loudcrowd isn’t *really* dead. Conduit Labs’ Facebook game Super Dance runs off the same engine and artistic style. Thanks to a recent distribution deal with UMG, both Super Dance and Music Pets offer a wide range of music that can appeal to all fans. While a lot of Facebook game developers rely on cheap tricks for retention and engagement, Conduit Labs provides a unique product and I wish them continued success.

Chase Straight

Manager, Youth Media

The Electric Panda Blog

Prince and the internet Revolution

Thursday, July 8th, 2010

Surely you’ve heard about it by now, the interview that has the entire internet LOLing, or at least scratching their heads. The Artist Now Known as Prince Again recently declared the death of the internet to the UK’s Daily Mirror by stating, “The internet’s completely over.”

Let me pause and give you a chance to catch your breath. Surely, surely this has to be some kind of marketing stunt. After all, the ‘dead’ internet lit up like a tree on Christmas the second his comments were published… on the internet. Prince even admits in the interview that “I really believe in new ways to distribute my music,” even if “new” means releasing it on a dwindling medium (CDs) through an aging distribution channel (newspapers).

It’s not his fault. Prince is known for being one of the most eccentric musicians of our time. He’s spent the better part of his life as a sex symbol, isolated from society by layers and layers of managers, producers and other members of his entourage. His convoluted worldview is apparent with asinine statements in the interview like “The internet’s like MTV. At one time MTV was hip and suddenly it became outdated. Anyway, all these computers and digital gadgets are no good. They just fill your head with numbers and that can’t be good for you.”

Okay… let’s take a look at the numbers.

  • On the same day the Prince interview was published online, Variety reported that physical album sales dropped 17.7% and digital album sales rose 13.7% during the first 6 months of 2010.
  • Despite recently increased prices for individual tracks, sales on iTunes continue to grow daily and recently hit 10 billion songs sold in February.
  • Through websites like Pandora and Last.fm, internet radio has grown steadily since 2004 with over 42 million listeners in 2009. The rise of mobile phone sales has lead SNL Kagan to predict a 20% increase in internet radio revenue in 2010.
  • Universal Media Group threw up a hail mary in 2009 when they slashed all CD prices to $6-$10 a piece in an attempt to slow the medium’s demise.
  • Newspapers have lost 16.9% circulation between 2007-2009 and lost 43% in advertising revenue during the same period.

If you’d like more numbers that demonstrate how monstrously moronic Prince’s comments sound, check out Fast Company’s article comparing him to Lady Gaga - arguably the queen of internet music.

In the midst of the social media revolution, Prince declaring the end of the internet is about as ludicrous as Decca Records stating in 1962 that “guitar music is on the way out,” after rejecting a recording contract with the Beatles. I’m not sure what evil internet numbers Prince was referring to (binary code?), but the only thing they can’t be good for are his future album sales and the legacy of his brilliant music to future generations. Hopefully he can pull his head out of the sand long enough to avoid drowning in purple rain.

Chase Straight

Manager, Youth Media

The Electric Panda Blog

National Geographic announces “Virtual World of Music”

Friday, November 13th, 2009

National Geographic has announced today that they have teamed up with NDi Media to develop and distribute “Virtual World of Music.” While they haven’t released details of how users will be interacting in the world, it will be a multiplayer social gaming experience to be released in early 2010.

Users will use NDi Media’s Mixing Studio to create tunes using themes and beats from around the world. The platform has already been tested by kids to ensure that every song made will come out sounding good. National Geographic already has a series of mini-games and exploration tools on their site and will hopefully be taking things to the next level with this launch.

What is particularly exciting about this announcement is the possibility of integrating music discovery with creation and then being able to take it to an online community for discussion. Good music isn’t only created in the US and Britain and hopefully this project will allow music exploration along a wide range of cultures.

We’ve seen other kid’s virtual worlds base their ideas around music but none capture the scope of ability and education that this world seems to be offering. It’s too early to tell how the world will pan out and what level of engagement it will offer but the announcement leaves plenty of room for excitement.

-Chase

Rocking the Metaverse introduces live music to Twinity

Tuesday, June 16th, 2009

For about the last month, Koinup has been sponsoring the Rocking the Metaverse tour, the 1st ever cross-world music tour. Fittingly, the tour ended today in Twinity, making it the first ever live music event to hit the somewhat new virtual world. Twinity has a realistic take on virtual worlds, modeling its spaces after real world locations with the first being a replica of Berlin. A virtual Singapore and London are also on the way.

Dizzy Banjo rocks out in Berlin

Dizzy Banjo rocks out in Berlin

Second Life music stars Dizzy Banjo, Grace Mcdunnough, Slim Warrior and DoubleDown Tandino have been traversing the metaverse, bringing live music to Second Life, OpenSim, Metaplace and now Twinity. It’s been a groundbreaking tour, bringing fans of the musicians in Second Life across several virtual world platforms and now introducing the live music event to Twinity.

Folks in the virtual world business that I’ve talked to in the past sometimes speak of a future where there are no individual virtual worlds, just one main interface that all users connect to and interact. While this virtual “new world” will likely never come into existence as it is envisioned, Rocking the Metaverse is a good demonstration of a way that seperate clients can link and share content.

And as for Twinity, there is no news yet but I suspect the tour stop today will lead in to more live music events for the platform. Live music has been such a big part of the virtual world landscape that it seems only natural it should be brought into a fledgling one, especially one that is realistically modeled after real world locations. Imagine seeing your favorite band playing a concert in Singapore and you don’t even have to leave your laptop. While this may be the final stop for Rocking the Metaverse, it certainly isn’t the final stop in expanding the live music experience in virtual worlds.

Chase Straight

Music Community Manager

The Electric Panda Blog

Sharon Duke Estroff Named Director of Youth Strategy

Wednesday, May 27th, 2009

Author and Educator to Lead Digital Outreach to Parents and Youth, Special Projects

•    SACRAMENTO, CA – Metaverse Mod Squad announced today the appointment of Sharon Duke Estroff as its Director of Youth Strategy.  In this new role, Sharon will develop communication strategies aimed at parents and youth in the digital age and head special projects.  She will also become a regular voice on the company’s blog.

•    Sharon brings a unique combination of credentials to the company, including an impressive background as a writer, blogger, speaker, educator, and parent.

•   She is the author of the popular parenting book, Can I Have a Cell Phone for Hanukkah? (Random House, 2007) and writes parenting features for over 50 local, regional, and national publications.  Her feature story in the February 2009 issue of Good Housekeeping Magazine titled, “I Was an Undercover Penguin: One Mom’s Journey Through a Kid’s Online World” received nationwide attention in both parenting and virtual world circles.  Shortly after, she launched her “Undercover Mom” blog on Net Family News, where she posts about her adventures in the trenches of children’s virtual worlds.  Her straightforward advice on raising children in the digital age has made her a sought-after speaker, sharing her wisdom with parenting audiences in scores of cities throughout the United States and Canada.

•    Prior to kicking off her writing, blogging, and speaking careers, Sharon taught for a decade and a half in Atlanta public and private elementary schools.  Known for her creative and experiential style, she was name Best Day School Teacher in Atlanta 2001 by a popular local publication.

•    Sharon launched an innovative Atlanta day camp called “Epstein Summer Adventure” which immerses children in simulated worlds depending on their individual interests.  She is the creator and director of the “Math Sharks” academic enrichment program and an educational consultant with Perimeter Psychological and Educational Consultants in Atlanta.

•    Sharon earned a B.A. at Emory University where she graduated Summa Cum Laude and Phi Beta Kappa. She earned her master’s degree in education and conducted post-graduate research in child psychology at Emory and Duke Universities.

•    Sharon lives in Atlanta, Georgia with her husband, four school-age children, and two ill-behaved dogs.  www.sharonestroff.com

About Metaverse Mod Squad:

Metaverse Mod Squad avatars and the people behind them work in online communities as community managers,  moderators, and  customer support teams.  Since 2007, the company has joined with marquee clients around the world to create exciting, safe, and profitable experiences in virtual worlds, MMOs, and online message boards.  For more information, please see www.metaversemodsquad.com

Loudcrowd – Combining Music, Video Games and Social Networking (Some Thoughts)

Thursday, May 21st, 2009

When I started this blog, one of the first things I mentioned was how amazing music has become in the way that we share it, listen to it and play with it. The internet has revolutionized the music industry, propelling the role of music in our lives to incredible heights. Ben Parr, a writer for Mashable, recently posted an article about the internet and its role in the rise of social music. He writes about its humble beginnings, the growth of MP3’s, illegal sharing, legitimized applications like iTunes, and the use of music social networks like Last.fm.

The last few years has also seen innovations in music-themed entertainment, namely the popularization of games like Guitar Hero and Dance Dance Revolution. The idea has been around since about 1996 when PaRappa the Rapper was one of the first rhythm based video games of its time, but has since become a major force in the video game industry.

So what happens when you introduce a social aspect into the world of music based video gaming? You get Loudcrowd, a “music community for people who want to do more than just listen.” Loudcrowd is a DDR type gaming site where users complete dances and challenges to unlock clothes, music tracks (that come with additional challenges) and more.

Players have two options for building up their battery meter to unlock items, either sending dances to other users or completing solo challenges. It can be pretty addicting, and I’m not the only one who has spent quite some time playing around with the dance challenges. Loudcrowd has made a good attempt and mixing social networking, video gaming and music discovery. Although I’m a fan of what the site is trying to do I’d like to offer my observations and a few suggestions as to how the site can improve and fulfill its objective.

Social Networking

Loudcrowd has taken rhythm based video gaming and infused a social aspect to it. Players hang out in a lobby together where they perform dances for one another and complete challenges. Dances can be sent to other user along with a short message after the DDR-type minigame is completed.

For some reason there is no local chat feature, communication is limited to one on one conversations with other players. In order for there to be a healthy music community, there has to be an open discourse where users can share information with each other and contribute to the dialogue as a whole. Even if they didn’t want to have open chat, at least make forums available. Especially since the site is in beta, users should be able to look at each other’s ideas and be able to expound off of them.

It’s also slightly frustrating that the messages are limited to 60 characters (And you thought Twitter forced you to be concise!). I think it’s a brilliant idea that users can keep up a conversation by means of sending dances to each other, but it’s difficult to have any kind of meaningful discussion other than flat “Hey, what’s up – Not a whole lot, you?” kind of talking. Users can take the discussion to straight up instant messaging, but you have to choose between the two as the game can move pretty fast. Loudcrowd should up the character limit to dance messages, letting users engage in complex discussions without sacrificing the fun of doing it through video gaming.

I had asked a few regulars (all of whom had reached the level limit on the site) how many friends they had made in Loudcrowd and only one or two responded with a number more than 3. In a site that is trying to promote a community, users should be able to develop a bigger network.

Video Gaming

Player's complete challenges to send dances to other users

Player’s complete challenges to send dances to other users

It appears that the primary function of Loudcrowd’s site is video gaming, and for something that’s offered for free on the internet, its a lot of fun. Players can select up to four difficulty levels on different challenges in the game. There’s the rhythm based dancing mini game, a fill-in-the-blank survival minigame and a turntable mini game. The three different challenges help mix it up and give users options on what they want to participate in, but they can get stale after a while. Anyone I talked to on the site thats been there more than a week has said they’ve gotten bored with the gameplay.

This is fine if they’re trying to offer a casual gaming site for people to spend a few minutes on every day to kill some time, but fails if they are attempting to create a solid destination for players to immerse themselves in. The revenue model is based around buying upgrades for storage space on the items you can unlock, but when the site isn’t offering a continuously entertaining video game challenge, or items that affect and improve the experience, then it’s hard to see how people are going to stay on the site. Loudcrowd says they are introducing new games every two months, and I wonder if that’s too long a time span to keep players constantly engaged. It’s a great idea to keep expanding its gaming options, but it’s also important to build upon the mini games already in place.

Players can level up through accumulating points and ideally it’s supposed to unlock better items through the challenges, but players level out at 50 and most level 50 players I met said they did it in less than a week. I’m at level 10 after an estimated total of 5 hours on the site, and haven’t noticed any increase in the variety of options. The reason why a game like World of Warcraft is successful is because there is something to continoulsy strive for, the experience expands and improves with every challenge completed. Even though Loudcrowd is operating on a much smaller scale than WOW, it has to give players an incentive to keep playing. Expand the clothing options, offer items that actually affect the game play like power ups that can be used in challenges, and either up the level max or make it harder to level out. No game should be TOO easy.

Lastly, I’d like to see a larger focus on competition. With a DDR model in the dances, players need to be able to compete against one another and not just themselves. Some of the mini games and track challenges offer score charts where you can compete on the scoreboard, but players want to be able to compete directly against each other. The whole winner/loser dynamic may not be the biggest self esteem booster, but it’s usually why people play engage in multiplayer games in the first place.

Music Discovery

To start off, I have to say that the music on the site is great. It’s all mostly independent electro (a scene that has been really taking off the last couple years in the music community) bands from partnerships they’ve secured with record labels like Beggars Group, DFA, Domino, Downtown Records, and Modular. This makes sense with the type of gaming that’s offered, but it’s not the only genre of music that has a beat that works in the system. From the feedback I’ve gotten it seems that most of the users aren’t necessarily electro heads, and some have said they just turn off the music after a while. Targeting a specific genre is all well and good when you are appealing to one area of the music community, but when your audience has varied musical tastes I think it’s important to cater to that.

I would also like to see a larger selection of music offered, even if they stick with a pure electro theme. The playlist changes every week but the songs come from a selection of about 4 or 5 artists, and I’ve heard repeat songs during 30 minute gaming sessions. It would be cool to see a comprehensive playlist, one that emphasizes the new tracks that are debuting that week but still give attention to ones in the past. Over time, the site can offer a large music library that still introduces good music to those who may not have been lucky enough to be signed in when the track first came to the site.

Good start with a lot of potential

Despite some of my observations, Loudcrowd really is an innovative, refreshingly fun site and you can count me as a fan. The artistic side is very well done and very stylish. The site is a great example of taking a browser-based system and making the most out of it with the aesthetic quality. The art and music fit seamlessly together, complimenting each other and creating a solid, congruent environment.

One of the cool feature in Loudcrowd's player profiles

One of the cool features in Loudcrowd’s player profiles (Not my profile)

I’m also a big fan of the user profiles, they’re unique to the site in a way I haven’t seen in other virtual worlds or social networking sites. Not only can they list their favorite bands, but there is a space for favorite lyrics, most influential band and things of that nature. There is also a bar graph on each user’s page detailing the times the user is usually on the site. I haven’t even been able to hit all of the features associated with player profiles and I think that speaks to the potential in depth of experience.

As a music lover, I’m very excited to see what else the creators have in store for Loudcrowd. The way the site blends music and video gaming only enhances each of those aspects. I spend a lot of time on the internet searching for new music, scouring sites like Hype Machine for new tunes. When you’re on the computer though, music usually serves as the background function. While I listen to new tracks on Hype Machine, I’m usually doing something else that takes away being able to fully appreciate and be a part of the music that’s playing. Loudcrowd offers a way to stay entertained and engaged with music, interacting with the beat while you discover new music.

I wouldn’t normally take the time to sit down and analyze the bits and pieces but the site really speaks to me, and I’d like to see them improve on the great features they already have in place. If Loudcrowd succeeds, we can be sure to see more innovations like this in the future.

Chase Straight, Music Community Manager

The Electric Panda Blog

CNN covers Second Life music scene – is the media softening their attitude?

Friday, May 15th, 2009

I’m a little late picking up this article, but CNN published a piece last month about the music scene in Second Life. There are a few things to be taken from this and first I see being a sign that the media is calming it’s attitude towards SL. Since 2007 it’s become the cliche to knock Second Life as overratted and passe. Scores of blogs have questioned whether or not Twitter is the “next Second Life,” using the virtual world as a derogatory term. Interesting then, that CNN would be writing a positive article about it and the power of its music scene.

Hey, I’m all for it. Virtual worlds are the next step in how we navigate the web. Second Life may end up being what MySpace is to social media, but for now there is nothing else like it thus far and the community is still thriving. In January 2009 the Gartner Hype Cycle for social virtual worlds was published, suggesting that Second Life would suffer an inevitable media backlash continuing downwards while more focused applications were created and matured. 2009 is the turning point in this chart, and I think this article is supportive of the cycle’s hypothesis.

SL musicians are offered an alternative venue

SL musicians are offered an alternative venue

Once again, I think the reporting in this article was great and really points out what makes a live music performance on Second Life unique and special. There is a lot of talent in the world, and great bands with a lot of skill go unnoticed every day. It’s hard to promote live shows and generate support without a great amount of effort on the artist’s part. Even if you upload your totally rad music video on YouTube doesn’t mean anyone is going to watch it. Everyone has an opportunity in SL with such a niche community, and stay at home moms, older folks, and the disenfranchised can perform for audiences they would never see in real life or have the time to develop.

Chase Straight, Music Community Manager

&npsp;