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Megan
 Himel
 
Berklee
 College
 of
 Music,
 Valencia
 

 

 

 
Culminating
 Experience
 
Outcome
 Paper
 
Due
 July
 3,
 2015
 

 

 

 

 

 

Crowdfunding
 and
 the
 Music-­‐Making
 Paradigm:
 
A
 Case
 on
 PledgeMusic
 

 

 

 

 
This
 document
 contains:
 
Abstract
 
Case
 Study
 
Teaching
 Note
 

 


 

MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
 2015
 |
 1
 OF
 38
 

Crowdfunding
 and
 the
 Music-­‐Making
 Paraidgm:
 
A
 Case
 on
 PledgeMusic
 

 
Abstract
 and
 Learning
 Objectives
 

 
Megan
 Himel
 

 

Title:
 

Crowdfunding
 and
 the
 Music-­‐Making
 Paradigm:
 A
 Case
 on
 
PledgeMusic
 

Author(s):
 

Megan
 Himel
 and
 Alexandre
 Perrin
 

Institution(s):
  Berklee
 College
 of
 Music,Valencia
 
Date:
 

TBD
 


 
Abstract
 
This
 case
 is
 designed
 for
 an
 undergraduate
 or
 master’s
 level
 class
 in
 music
 business
 
exploring
 business
 models,
 especially
 in
 the
 realm
 of
 blue
 ocean
 strategies
 in
 value
 
proposition
 and
 revenues
 streams.
 
 It
 is
 ideal
 for
 considering
 ethical
 and
 transparent
 
business
 practices
 within
 a
 notoriously
 unethical
 and
 veiled
 industry.
 
 It
 introduces
 
students
 to
 business
 development
 tools
 such
 as
 SWOT
 analysis,
 while
 empowering
 
them
 to
 understand
 institutional
 logic
 and
 its
 role
 in
 ethical
 and
 transparent
 business
 
practices.
 

 
Crowdfunding
 is
 a
 new
 tool
 that
 is
 disrupting
 the
 process
 of
 funding
 in
 the
 music
 
industry.
 
 PledgeMusic
 capitalizes
 on
 this,
 while
 breaking
 into
 the
 third
 frontier
 of
 the
 
music
 industry
 in
 order
 to
 increase
 sales
 power
 and
 marketing
 reach.
 
 This
 case
 is
 
designed
 to
 study
 how
 PledgeMusic
 is
 participating
 in
 the
 paradigm
 shift
 that
 is
 
occuring
 in
 the
 music
 industry,
 and
 encourage
 students
 to
 think
 critically
 and
 creatively
 
about
 how
 to
 stay
 ahead
 of
 the
 curve
 as
 a
 leader
 in
 this
 quickly-­‐changing
 market.
 

MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
 2015
 |
 2
 OF
 38
 

Learning
 objectives
 
The
 learning
 objectives
 for
 your
 case,
 up
 to
 five
 at
 250
 characters
 each,
 should
 be
 
provided
 separately
 below.
 Clear,
 concise
 objectives
 will
 aid
 users
 in
 selecting
 the
 most
 
suitable
 case
 for
 their
 teaching
 requirements.
 
1. Analyze
 PledgeMusic’s
 value
 proposition
 to
 both
 artists
 and
 fans
 
2. Identify
 and
 understand
 PledgeMusic’s
 current
 user
 base
 
3. Understand
 PledgeMusic’s
 current
 revenue
 streams
 
4. Synthesize
 a
 SWOT
 analysis
 by
 exploring
 the
 strengths,
 weaknesses,
 and
 market
 
position
 of
 PledgeMusic
 
5. Make
 a
 recommendation
 for
 additional
 business
 activities
 that
 would
 lead
 to
 
new
 revenue
 streams.
 
 
a. Explain
 the
 recommendation
 and
 monetization
 strategy
 
b. Explain
 how
 and
 why
 PledgeMusic
 should
 take
 follow
 the
 
recommendation
 
c. Identify
 any
 potential
 obstacles,
 as
 well
 as
 strategies
 for
 overcoming
 them
 

 


 

MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
 2015
 |
 3
 OF
 38
 

Crowdfunding
 and
 the
 Music-­‐Making
 Paraidgm:
 
A
 Case
 on
 PledgeMusic
 

 
Case
 Study
 

 
Megan
 Himel
 


 
Introduction
 
Spring
 is
 always
 a
 magical
 time
 in
 New
 York
 City.
 
 The
 tulips
 were
 blooming
 on
 Park
 
Avenue,
 and
 the
 insanity
 of
 the
 city
 seamed
 to
 pause
 for
 a
 moment
 as
 it
 breathed
 in
 new
 
life
 after
 a
 frigid
 winter.
 
 Though
 the
 city
 was
 in
 a
 rare
 moment
 of
 calm,
 Benji
 Rogers’
 
mind
 was
 still
 racing
 with
 questions.
 
 His
 company,
 PledgeMusic,
 was
 in
 its
 sixth
 year
 
and
 doing
 well.
 
 With
 offices
 in
 both
 NYC
 and
 London,
 their
 work
 reached
 to
 across
 the
 
globe,
 their
 website
 operating
 in
 5
 languages
 (PledgeMusic,
 no
 date).
 
 
 Since
 
PledgeMusic
 launched
 in
 2009,
 they
 had
 successfully
 blazed
 a
 trail
 to
 the
 third
 frontier
 
of
 the
 music
 industry,
 landing
 Rogers
 and
 the
 company
 on
 lists
 such
 as
 The
 Hospital
 
Club
 100
 (The
 Guardian,
 2013),
 Billboard’s
 “Five
 Digital
 Startups
 to
 Watch”
 (Peoples,
 
2012)
 and
 the
 Grammy
 Music
 Technology
 Lab
 (PledgeMusic,
 2013).
 

 
But
 what
 next?
 
 Obviously
 it
 was
 prudent
 to
 do
 one
 thing
 well
 before
 diversifying
 to
 
other
 areas,
 but
 when
 the
 time
 came,
 how
 should
 PledgeMusic
 grow
 its
 activities
 in
 
order
 to
 support
 the
 artist
 and
 disrupt
 the
 music
 industry?
 
 What
 activities
 were
 
connected
 enough
 to
 their
 current
 activities
 to
 be
 a
 natural
 move,
 while
 being
 strong
 
enough
 to
 be
 financially
 sustainable
 for
 both
 PledgeMusic
 and
 the
 artist?
 
 And
 how
 
would
 Rogers
 know
 when
 the
 time
 was
 right?
 
 

 

 
MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
 2015
 |
 4
 OF
 38
 

The
 Music
 Industry
 Landscape
 
Signing
 a
 deal
 with
 a
 record
 label
 is
 the
 most
 traditional
 path
 for
 an
 artist
 to
 take.
 
 The
 
age-­‐old
 story
 of
 a
 musician:
 make
 a
 bit
 of
 music,
 get
 heard
 by
 someone
 at
 a
 record
 label,
 
get
 signed,
 and
 grow
 your
 career
 under
 the
 stewardship
 of
 a
 company
 that
 knows
 what
 
it’s
 doing.
 
 Record
 labels
 traditionally
 employed
 artist
 and
 repertoire
 (A&R)
 
representatives
 to
 scout
 for
 talent;
 when
 they
 found
 a
 diamond
 in
 the
 rough,
 they
 would
 
polish
 them
 up
 and
 take
 them
 to
 market.
 
 Record
 labels
 invested
 in
 developing
 talent,
 
funded
 artists
 through
 the
 creation
 and
 recording
 process,
 spearheaded
 marketing
 
campaigns,
 and
 recouped
 their
 investments
 through
 the
 sale
 of
 an
 artists’
 records.
 

 
Because
 of
 this
 premise
 of
 investment
 and
 recoupment,
 record
 labels
 typically
 own
 all
 
the
 recordings
 (masters)
 produced
 as
 part
 of
 a
 contract,
 whether
 or
 not
 they
 are
 ever
 
presented
 to
 market.
 
 The
 label
 gets
 to
 choose
 what
 goes
 to
 market,
 as
 well
 as
 when
 and
 
where.
 
 In
 addition,
 the
 label
 keeps
 most
 of
 the
 money
 earned
 from
 selling
 or
 using
 the
 
master
 –
 artists
 earns
 10-­‐15%
 of
 the
 net
 revenue
 as
 royalty
 (20%
 if
 they
 have
 a
 lot
 of
 
bargaining
 power)
 –
 and
 they
 only
 see
 that
 cash
 after
 all
 the
 expenses
 associated
 with
 
their
 advance
 and
 recording
 /
 marketing
 costs
 are
 recouped
 out
 of
 their
 share.
 
 For
 
decades,
 this
 model
 was
 considered
 reasonable
 because
 the
 record
 label
 assumed
 all
 of
 
the
 financial
 risk
 and
 invested
 in
 developing
 the
 artist
 as
 a
 performer,
 not
 just
 creating
 
masters.
 

 
And
 there
 was
 risk
 involved.
 
 Fans
 are
 fickle,
 and
 artists
 were
 often
 less
 successful
 than
 
predicted.
 
 In
 fact,
 Cann
 (2007,
 101)
 claims
 that
 “niney-­‐five
 percent
 of
 artists
 don’t
 
recoup
 their
 advance,
 so
 the
 royalties
 on
 offer
 are
 just
 an
 illusion.
 
 The
 advance
 is
 an
 
amount
 of
 money
 designed
 to
 get
 an
 artist
 into
 debt
 with
 the
 record
 label
 and
 then
 to
 
MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
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keep
 the
 artist
 working
 for
 the
 label.”
 
 Unrecouped
 artists
 never
 see
 cash
 from
 their
 
record
 label
 after
 the
 initial
 advance.
 
 
 

 
Moving
 forward
 through
 time,
 recorded
 music
 earned
 less
 money.
 
 As
 a
 result,
 record
 
labels
 tightened
 their
 purse
 strings
 in
 order
 to
 remain
 financially
 viable.
 
 Record
 labels
 
began
 expecting
 higher
 levels
 of
 performance,
 experience,
 and
 preparation
 from
 an
 
artist
 before
 signing
 them.
 
 Sometimes
 artists
 were
 required
 to
 have
 an
 album
 ready
 to
 
go
 before
 signing
 a
 record
 deal.
 

 
While
 record
 sales
 were
 falling,
 and
 live
 sales
 were
 increasing.
 
 A
 shift
 was
 occurring:
 
instead
 of
 tours
 being
 a
 promotional
 activity
 for
 recorded
 music,
 recording
 music
 was
 
becoming
 promotional
 material
 for
 tours
 and
 other
 artist
 activities.
 
 In
 response
 to
 this,
 
record
 labels
 began
 asking
 for
 a
 share
 of
 an
 artist’s
 other
 revenue
 streams,
 arguing
 that
 
those
 revenue
 streams
 wouldn’t
 exist
 without
 the
 assistance
 of
 the
 recording
 to
 garner
 
attention
 as
 a
 marketing
 tool.
 
 This
 new
 contract
 took
 on
 many
 forms,
 but
 became
 
generally
 referred
 to
 as
 a
 360°
 deal.
 

 
As
 a
 result,
 artists
 got
 significantly
 less
 out
 of
 a
 record
 deal
 –
 less
 training,
 assistance,
 
development,
 and
 support.
 
 Despite
 being
 required
 to
 provide
 more
 on
 their
 own
 and
 
labels
 assuming
 less
 risk,
 artists
 began
 to
 owe
 their
 labels
 a
 greater
 share
 of
 their
 
overall
 income.
 
 
 

 
Running
 parallel
 to
 this
 growing
 issue
 was
 the
 fact
 that
 technology
 was
 developing.
 
 
Recording
 equipment
 was
 becoming
 more
 affordable:
 artists
 could
 rent
 studio
 space
 on
 
their
 own,
 or
 even
 create
 a
 makeshift
 studio
 in
 their
 home.
 
 Both
 these
 alternatives
 
MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
 2015
 |
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developed
 momentum
 as
 part
 of
 a
 DIY
 (Do
 It
 Yourself)
 movement,
 empowered
 by
 
services
 such
 as
 CDbaby
 and
 The
 Orchard.
 
 Since
 artists
 were
 recording
 independently,
 
these
 services
 allowed
 artists
 to
 distribute
 their
 music
 without
 the
 assistance
 of
 a
 
record
 label.
 
 Artists
 were
 able
 to
 maintain
 ownership
 of
 their
 masters,
 only
 sacrificing
 
whatever
 upfront
 fees
 or
 commissions
 commanded
 by
 their
 distribution
 service.
 
 

 
The
 DIY
 method
 is
 not
 for
 everyone
 though.
 
 Without
 upfront
 cash,
 as
 well
 as
 business
 
operation
 and
 marketing
 experience,
 artists
 rarely
 managed
 to
 achieve
 the
 same
 reach
 
as
 they
 would
 have
 through
 a
 record
 label.
 
 Labels
 have
 teams
 of
 people
 supporting
 
marketing
 and
 promotion,
 and
 those
 teams
 are
 spread
 across
 the
 globe,
 allowing
 for
 
much
 more
 reach
 than
 an
 artist
 typically
 has
 on
 his
 or
 her
 own.
 

 
In
 addition
 to
 promotion
 and
 global
 reach,
 independent
 funding
 is
 a
 tricky
 issue.
 
 Does
 
an
 artist
 pay
 out
 of
 pocket,
 take
 out
 a
 loan,
 or
 ask
 someone
 else
 for
 help?
 
 Kickstarter
 (a
 
crowdfunding
 platform)
 launched
 in
 2009
 as
 a
 solution
 to
 this
 struggle
 across
 several
 
industries.
 
 Kickstarter
 was
 not
 geared
 toward
 musicians,
 but
 many
 took
 advantage
 of
 
it.
 
 The
 service
 was
 open
 to
 anyone
 who
 wanted
 to
 create
 a
 campaign
 in
 which
 they
 
offered
 rewards
 (to
 be
 delivered
 at
 a
 later
 date)
 in
 exchange
 for
 money
 immediately.
 
 
This
 became
 a
 way
 to
 pre-­‐sell
 products
 or
 solicit
 financial
 capital
 in
 exchange
 for
 other
 
activities
 (a
 Skype
 session,
 dinner,
 private
 concert,
 etc.).
 
 The
 most
 popular
 selling
 price
 
for
 an
 item
 on
 Kickstarter
 was
 $25,
 but
 the
 average
 spend
 per
 pledger
 per
 campaign
 
was
 $70.
 
 
 There
 was
 no
 barrier
 to
 entry,
 making
 it
 an
 appealing
 choice
 for
 DIY
 
musicians.
 
 Additionally,
 Kickstarter
 only
 took
 a
 5%
 commission
 (compared
 to
 iTunes’
 
30%
 on
 any
 money
 raised
 through
 the
 iTunes
 store
 or
 a
 record
 labels
 80-­‐90%),
 plus
 
any
 credit
 card
 and
 processing
 fees
 (ranging
 from
 3-­‐5%).
 
 Campaigns
 on
 Kickstarter
 
MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
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have
 an
 overall
 success
 rate
 of
 37.72%;
 music-­‐specific
 campaigns
 enjoy
 a
 higher
 success
 
rate
 of
 52.01%
 (Kickstarter,
 no
 date).
 

 
The
 Crowdfunding
 Landscape
 
In
 its
 simplest
 form,
 crowdfunding
 is
 the
 act
 of
 taking
 an
 item
 directly
 to
 a
 large
 pool
 of
 
consumers
 (the
 general
 market)
 by
 way
 of
 the
 internet,
 rather
 than
 trying
 to
 pass
 
through
 traditional
 gatekeepers.
 
 In
 the
 general
 market,
 examples
 of
 gatekeepers
 are
 
angel
 investors,
 venture
 capitalists,
 and
 large
 corporations
 that
 buy
 small
 projects
 for
 
individual
 or
 smaller
 developers.
 
 In
 the
 music
 industry
 the
 most
 commonly
 noted
 
gatekeeper
 is
 the
 record
 label;
 but
 agents,
 promoters,
 distributing
 entities,
 and
 even
 
shopkeepers
 filter
 out
 whatever
 they
 do
 not
 deem
 as
 “good”
 or
 marketable.
 
 Seth
 Godin
 
(Cyber
 PR,
 2012)
 explains
 that
 the
 systems
 of
 modern
 day
 marketing
 function
 are
 
geared
 toward
 “normal,”
 which
 is
 really
 just
 the
 peak
 of
 a
 bell
 curve,
 not
 an
 expression
 
of
 what
 everyone
 is.
 
 When
 product
 designers
 and
 marketers
 started
 gearing
 products
 
(cars,
 food,
 music,
 etc.)
 toward
 the
 “normal”
 population,
 “weird”
 became
 something
 
negative
 –
 a
 flaw.
 
 Diversity
 and
 creativity
 are
 stifled
 because
 everything
 has
 to
 be
 
reshaped
 to
 fit
 into
 the
 mold
 of
 normal,
 and
 receive
 approval
 from
 the
 gatekeepers.
 
 The
 
internet,
 Godin
 maintains,
 gives
 rise
 to
 the
 opportunity
 to
 break
 away
 from
 the
 
standards
 of
 “normal:”
 
The
 Internet
 does
 two
 things:
 First,
 it
 lets
 weird
 people
 find
 other
 weird
 people,
 
which
 amplifies
 their
 weirdness…
 And
 the
 second
 thing
 it
 does
 is
 it
 lets
 
marketers
 like
 us,
 anyone
 who
 makes
 something
 they
 wanna
 talk
 about,
 reach
 
groups
 of
 people
 who
 aren’t
 the
 normal
 ones.
 
 In
 fact,
 reaching
 the
 masses
 is
 too
 
expensive
 now,
 but
 reaching
 just
 the
 people
 who
 are
 into
 experimental
 lesbian
 
fiction
 –
 that’s
 easy
 –
 ‘cause
 you
 can
 find
 those
 people.
 (Cyber
 PR,
 2012)
 
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The
 internet,
 therefore,
 becomes
 the
 key
 tool
 for
 bypassing
 the
 standard
 of
 “normal,”
 
and
 the
 traditional
 gatekeepers
 accompanying
 those
 standards,
 in
 order
 to
 reach
 a
 
targeted
 market
 of
 individuals
 who
 are
 interested
 in
 the
 specific
 product
 being
 offered.
 

 
Crowdfunding
 leverages
 the
 internet
 to
 empower
 those
 specific,
 “weird,”
 individuals
 to
 
help
 a
 project
 they
 believe
 in
 come
 to
 life.
 
 It
 bypasses
 all
 of
 the
 traditional
 gatekeeping
 
entities,
 going
 directly
 to
 the
 consumer
 for
 funding.
 
 Because
 of
 this,
 crowdfunding
 
projects
 in
 the
 music
 industry
 are
 often
 referred
 to
 as
 direct-­‐to-­‐fan.
 

 
It
 should
 be
 noted
 that
 a
 close
 relative
 to
 crowdfunding
 is
 crowdsourcing.
 
 
Crowdsourcing
 shares
 the
 concept
 of
 going
 directly
 to
 the
 crowd,
 but
 asks
 for
 a
 return
 
other
 than
 financial
 capital
 (such
 as
 ideas
 or
 services).
 

 
Examples
 of
 crowdfunding
 platforms
 include
 Kickstarter,
 Indiegogo,
 and
 GoFundMe
 for
 
general
 projects,
 and
 Patreon,
 Sellaband,
 ArtistShare,
 and
 MyMajorCompany
 for
 
music/arts
 specific
 projects.
 

 
Crowdfunding
 is
 traditionally
 broken
 down
 into
 four
 categories.
 
 Each
 operates
 on
 the
 
principle
 of
 going
 directly
 to
 the
 crowd,
 but
 each
 offers
 something
 different
 in
 exchange
 
for
 financial
 capital.
 
 The
 attitudes
 can
 be
 summarized
 as
 such:
 
1. Donation:
 “give
 money
 to
 this
 project
 as
 an
 act
 of
 generosity”
 
2. Rewards:
 “give
 me
 money
 now,
 and
 I’ll
 give
 you
 a
 product
 later”
 
3. Equity:
 “give
 me
 money
 now,
 and
 you’ll
 own
 a
 share
 of
 what
 I
 create”
 
 

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4. Lending:
 “give
 me
 money
 now,
 and
 I’ll
 pay
 you
 back
 at
 an
 agreed-­‐upon
 interest
 
rate
 and
 timeline”
 
Regardless
 of
 what
 is
 given
 in
 exchange
 for
 financial
 capital,
 all
 crowdfunding
 
campaigns
 typically
 require
 a
 budget
 and
 target
 amount
 of
 money
 to
 be
 raised.
 
 There
 
are
 two
 main
 payout
 systems:
 
1. All-­‐or-­‐nothing:
 The
 owner
 of
 the
 project
 sets
 a
 financial
 goal,
 and
 is
 unable
 to
 
withdraw
 any
 money
 until
 the
 goal
 is
 met.
 
 
 
2. Flex
 (flexible):
 
 Money
 can
 be
 withdrawn
 at
 any
 point
 in
 the
 campaign,
 and
 is
 kept
 
by
 the
 project
 owner
 regardless
 of
 whether
 the
 goal
 is
 met.
 
Traditionally,
 crowdfunding
 platforms
 have
 skirted
 the
 issue
 of
 copyright
 in
 several
 
ways
 in
 order
 to
 avoid
 paying
 royalties
 and
 mechanicals
 to
 collecting
 societies.
 
 Some
 
companies
 do
 not
 host
 content
 on
 their
 own
 servers,
 while
 others
 build
 a
 release
 or
 
waiver
 into
 their
 service
 contract.
 
 The
 most
 common
 method,
 however,
 is
 to
 
strategically
 place
 the
 digital
 company
 as
 a
 “service
 provider”
 as
 defined
 in
 US
 law
 by
 
the
 Digital
 Millennium
 Copyright
 Act
 in
 1998.
 
 Service
 providers
 are
 defined
 as
 “an
 
entity
 offering
 the
 transmission,
 routing,
 or
 providing
 of
 connections
 for
 digital
 online
 
communications,
 between
 or
 among
 points
 specified
 by
 a
 user,
 of
 material
 of
 the
 user’s
 
choosing,
 without
 modification
 to
 the
 content
 of
 the
 material
 as
 sent
 or
 received,”
 (U.S.
 
Copyright
 Office,
 1998).
 
 Examples
 of
 service
 providers
 include:
 Google
 drive,
 dropbox,
 
wordpress,
 Whatsapp,
 and
 bandzoogle.
 

 
Most
 crowdfunding
 platforms,
 including
 PledgeMusic
 and
 Kickstarter,
 position
 
themselves
 as
 service
 providers:
 each
 campaign
 is
 essentially
 the
 online
 store
 of
 
whoever
 is
 raising
 funds,
 making
 that
 person
 responsible
 for
 any
 copyright
 or
 payment
 
issues
 at
 play.
 
 It
 can
 be
 likened
 to
 being
 a
 property
 owner:
 if
 the
 landlord
 rents
 out
 a
 
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property
 to
 serve
 as
 a
 store,
 the
 renter
 and
 storeowner
 is
 responsible
 for
 all
 costs
 and
 
licenses
 related
 to
 the
 business
 of
 that
 store,
 not
 the
 landlord.
 
 In
 order
 to
 maintain
 this
 
status,
 however,
 these
 service
 providers
 must
 uphold
 strict
 standards
 and
 earn
 their
 
revenue
 from
 their
 services
 (hosting,
 distribution,
 consulting,
 etc.),
 rather
 than
 through
 
advertising
 money
 (the
 way
 YouTube
 does).
 

 
History
 of
 PledgeMusic
 and
 the
 Third
 Frontier
 
At
 the
 age
 of
 34,
 Benji
 Rogers
 was
 living
 on
 an
 air
 mattress
 in
 his
 mother’s
 spare
 room
 
and
 doing
 the
 traditional
 musician’s
 struggle:
 odd
 jobs
 and
 bartending
 in
 London.
 
 As
 he
 
describes
 it,
 he
 awoke
 in
 the
 middle
 of
 the
 night
 with
 a
 realization
 that
 he
 couldn’t
 
shake.
 
 Rogers
 recognized
 that
 an
 artist
 is
 more
 interesting
 when
 they’re
 making
 
something
 than
 when
 they’re
 selling
 it
 after
 the
 fact.
 
 Consider
 the
 appeal
 of
 VH1’s
 
“Behind
 the
 Music”
 programs,
 and
 the
 thrill
 people
 get
 from
 watching
 reality
 TV:
 
 
Look
 at
 the
 success
 of
 reality
 TV,
 right?
 
 You
 don’t
 know
 what’s
 gonna
 happen,
 
it’s
 happening
 in
 real
 time,
 it’s
 moving
 along.
 
 Well
 the
 making
 of
 an
 album
 is
 that
 
way:
 it’s
 got
 all
 those
 elements.
 
 It’s
 uncertain,
 you
 don’t
 know
 the
 outcome,
 it
 
happens
 only
 once
 and
 in
 real
 time,
 and
 if
 you
 will,
 it’s
 almost
 as
 if
 you
 create
 an
 
event
 out
 of
 ‘the
 making
 of.’
 (Rogers,
 2015)
 
If
 the
 appeal
 of
 reality
 TV
 could
 be
 applied
 to
 the
 music
 creation
 process,
 it
 would
 be
 
rewarding
 (and
 addictive)
 for
 fans.
 
 Beyond
 that,
 Rogers
 knew
 that
 a
 particular
 subset
 
of
 his
 fans
 would
 do
 anything
 for
 him,
 including
 paying
 a
 premium
 for
 a
 deeper
 
experience
 than
 the
 traditional
 album
 and
 t-­‐shirt
 sale.
 
 This
 group
 of
 fans,
 referred
 to
 as
 
superfans,
 make
 up
 17%
 of
 music
 consumers
 and
 represent
 61%
 of
 all
 music
 spending
 
(Mulligan
 2015).
 

 
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What
 if
 there
 was
 a
 way
 for
 an
 artist
 to
 let
 their
 fans
 pre-­‐order
 an
 album,
 unlock
 
access
 to
 a
 special
 video
 stream
 or
 audio
 stream
 or
 photo
 stream
 while
 it’s
 being
 
made,
 only
 for
 them?
 
 They
 finance
 the
 record,
 and
 then
 when
 it
 comes
 out
 you
 
sell
 it
 to
 everybody
 else…
 and
 that
 same
 superfan
 will
 still
 buy
 it
 or
 stream
 it
 
once
 it
 comes
 out.
 (Rogers,
 2015)
 
And
 PledgeMusic
 was
 conceived.
 

 
PledgeMusic
 unlocks
 what
 Rogers
 refers
 to
 as
 The
 Third
 Frontier:
 
 
If
 the
 first
 frontier
 was
 the
 selling
 of
 music,
 the
 second
 frontier
 was
 the
 selling
 of
 
tickets,
 the
 third
 frontier
 is
 the
 making
 of
 those
 things
 that
 you
 will
 then
 sell.
 
 
And
 the
 fact
 that
 99%
 of
 releases
 don’t
 share
 the
 most
 exciting
 part
 is…
 it
 keeps
 
me
 awake
 at
 night.
 (Rogers,
 2015)
 
Of
 course,
 it
 took
 months
 of
 questions,
 drama,
 and
 struggles
 to
 get
 the
 company
 up
 and
 
running,
 and
 there
 was
 a
 lot
 of
 uncertainty.
 
 There
 were
 legal
 issues
 left
 and
 right,
 as
 
there
 was
 no
 precedence
 for
 the
 business
 model
 Rogers
 was
 proposing.
 
 Rogers
 wanted
 
to
 go
 directly
 to
 the
 fan
 far
 in
 advance
 of
 having
 a
 product
 to
 deliver.
 
 This
 would
 allow
 
artists
 to
 bypass
 gatekeepers
 and
 bureaucracy
 (all
 of
 which
 traditionally
 take
 a
 cut
 of
 
funds
 earned)
 and
 create
 their
 albums
 without
 debt.
 
 When
 explaining
 the
 concept
 of
 
fans
 pledging
 a
 payment
 amount
 but
 not
 being
 charged
 until
 enough
 money
 was
 
pledged
 to
 fund
 the
 project,
 the
 closest
 parallel
 he
 could
 make
 was
 in
 the
 hotel
 industry:
 
you
 can
 book
 a
 hotel
 in
 advance,
 but
 you
 are
 charged
 when
 you
 check
 in.
 
 Rogers
 also
 
came
 from
 a
 musician’s
 background,
 not
 a
 business
 one.
 
 He
 had
 a
 huge
 network
 within
 
the
 music
 industry,
 but
 finding
 the
 right
 team
 of
 business,
 legal,
 and
 tech
 was
 crucial,
 
and
 developing
 a
 business
 model
 to
 pitch
 to
 investors
 was
 a
 new
 adventure
 for
 Rogers.
 

 
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Eventually,
 Rogers
 put
 together
 a
 team,
 secured
 financial
 capital,
 and
 dove
 into
 
development.
 
 PledgeMusic
 hired
 a
 developer
 in
 February
 2009,
 and
 launched
 with
 
Rogers’
 own
 project
 that
 July,
 two
 months
 after
 Kickstarter.
 

 
It
 was
 a
 phenomenal
 success.
 
 Within
 five
 days
 Rogers
 could
 walk
 into
 the
 studio
 and
 
record,
 completely
 debt-­‐free.
 
 The
 money
 raised
 already
 covered
 the
 studio
 and
 
additional
 costs.
 
 

 
The
 business
 model
 still
 had
 questions
 though:
 would
 taking
 a
 15%
 commission
 on
 all
 
funds
 raised
 be
 enough
 to
 cover
 all
 their
 expenses?
 
 They
 were
 undercutting
 iTunes
 
dramatically
 while
 providing
 more
 services
 at
 cost
 to
 themselves.
 
 At
 the
 same
 time,
 
PledgeMusic’s
 commission
 appeared
 significantly
 larger
 than
 Kickstarter’s;
 what
 if
 that
 
gap
 drove
 potential
 users
 away?
 
 Yes,
 PledgeMusic
 ate
 the
 credit
 card
 and
 3rd
 party
 
processing
 fees
 and
 provided
 hands-­‐on
 assistance
 through
 campaign
 managers
 for
 each
 
project,
 but
 would
 artists
 consider
 this
 valuable
 enough
 for
 the
 extra
 percentage
 
commission?
 
 

 
The
 biggest
 question:
 could
 fans
 really
 be
 counted
 on
 to
 engage,
 or
 was
 Rogers’
 project
 
just
 a
 fluke?
 

 
Over
 time,
 PledgeMusic’s
 business
 model
 proved
 to
 be
 sustainable:
 15%
 commission
 
kept
 them
 in
 business,
 and
 fans
 engaged
 more
 than
 Rogers
 could
 have
 hoped.
 
 Instead
 
of
 earning
 an
 average
 spend
 of
 $10
 per
 fan
 per
 campaign
 (the
 cost
 of
 an
 album),
 the
 
average
 spend
 per
 fan
 per
 campaign
 fell
 in
 the
 $54-­‐$61
 range,
 depending
 on
 the
 active
 
campaigns,
 (Rogers,
 2015);
 as
 of
 2013,
 the
 average
 pledger
 spends
 $1004
 on
 music
 a
 
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year
 (PledgeMusic
 and
 Nielsen,
 2013).
 
 Compare
 this
 to
 the
 other
 consumers
 in
 the
 
music
 industry,
 who
 spend
 average
 of
 $68
 per
 year
 on
 music,
 across
 all
 mediums
 and
 
artists
 (PledgeMusic
 and
 Nielsen,
 2013),
 and
 it
 is
 clear
 that
 Rogers
 was
 right:
 the
 
superfans
 wanted
 more
 than
 just
 an
 album,
 and
 were
 willing
 to
 pay
 for
 it.
 

 
Of
 those
 who
 use
 PledgeMusic,
 82%
 of
 their
 spending
 is
 on
 physical
 products
 
(PledgeMusic
 and
 Nielsen,
 2013).
 
 The
 majority
 (51%)
 is
 spent
 on
 CDs,
 followed
 
distantly
 by
 vinyl
 (10.1%)
 and
 T-­‐shirts
 (9.43%).
 
 Other
 items
 for
 sale
 include
 credits
 on
 
albums,
 Skype
 lessons,
 and
 handmade
 artifacts
 (PledgeMusic,
 2015).
 

 
Over
 the
 past
 6
 years,
 PledgeMusic
 has
 grown
 rapidly.
 
 Though
 they
 originally
 launched
 
one
 or
 two
 campaigns
 a
 month,
 now
 they
 launch
 between
 four
 and
 six
 campaigns
 a
 day.
 
 
In
 the
 past
 few
 years
 (2011-­‐2014)
 PledgeMusic
 has
 experienced
 an
 average
 37%
 annual
 
increase
 in
 artists
 who
 have
 launched
 projects,
 and
 the
 user
 base
 has
 grown
 at
 an
 
average
 rate
 of
 78%.
 (PledgeMusic,
 2015)
 
 Despite
 this
 fast-­‐paced
 growth,
 only
 4%
 of
 all
 
music
 consumers
 are
 early
 adaptors
 of
 direct-­‐to-­‐fan
 activities
 such
 as
 PledgeMusic
 and
 
its
 peers
 (Mulligan,
 2015),
 which
 means
 that
 there
 is
 still
 incredible
 room
 for
 growth.
 
 
 

 
PledgeMusic’s
 Differentiating
 Factors
 
Artists
 using
 PledgeMusic
 enjoy
 a
 90%
 success
 rate
 (Herstand,
 2014).
 
 Much
 of
 this
 can
 
be
 credited
 to
 PledgeMusic’s
 strategy
 and
 involvement
 in
 the
 process.
 
 
 

 
Hands-­‐On,
 Artist-­‐Centric
 Approach
 
One
 of
 the
 biggest
 distinctions
 PledgeMusic
 has
 is
 its
 hands-­‐on
 and
 personal
 assistance
 
when
 it
 comes
 to
 running
 campaigns.
 
 Every
 artist
 has
 a
 campaign
 manager
 within
 the
 
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PledgeMusic
 office;
 Rogers
 describes
 the
 team
 as
 “some
 of
 the
 most
 talented
 people
 
you’ve
 ever
 come
 across,”
 (Rogers,
 2015).
 
 Campaign
 managers
 work
 closely
 with
 the
 
artist
 to
 develop
 they
 types
 of
 products
 that
 will
 be
 listed
 for
 sale,
 as
 well
 as
 the
 behind-­‐
the-­‐scenes
 content
 that
 will
 be
 made
 available
 through
 the
 AccessPass.
 
 Campaign
 
managers
 counsel
 artists
 on
 best
 practices
 overall
 and
 within
 their
 genre,
 and
 walk
 with
 
them
 through
 the
 entire
 process.
 
 
 

 
Although
 a
 campaign
 manager
 is
 highly
 involved
 in
 the
 process
 –
 everything
 ultimately
 
falls
 into
 the
 hands
 of
 the
 artist.
 
 A
 campaign
 on
 PledgeMusic
 is
 a
 relational
 activity,
 so
 it
 
is
 essential
 that
 anything
 sold
 or
 shared
 must
 ring
 true
 to
 who
 the
 artist
 is.
 
 This
 means
 
that
 the
 artist
 has
 ultimate
 creative
 control,
 rather
 than
 an
 A&R
 or
 marketing
 
representative
 from
 PledgeMusic.
 
 Campaign
 managers
 are
 helpers
 and
 consultants,
 not
 
the
 final
 word.
 

 
PledgeMusic’s
 policy
 is
 not
 to
 launch
 every
 project
 that
 comes
 to
 them,
 but
 only
 launch
 
campaigns
 they
 know
 have
 the
 best
 chances
 of
 success.
 
 When
 an
 artist
 comes
 to
 
PledgeMusic,
 they
 share
 their
 financial
 goals
 and
 timeline
 with
 their
 campaign
 manager.
 
 
These
 are
 weighed
 against
 an
 artist’s
 footprint
 on
 email,
 Facebook,
 Twitter,
 YouTube,
 
and
 other
 social
 media
 platforms;
 the
 campaign
 manager
 then
 makes
 a
 
recommendation.
 
 Artists
 are
 not
 blatantly
 turned
 away,
 but
 they’ll
 be
 advised
 if
 their
 
goals
 are
 not
 in
 alignment
 with
 their
 footprint.
 
 From
 there,
 PledgeMusic
 helps
 and
 
artist
 to
 either
 (a)
 reevaluate
 his/her
 financial
 goals,
 or
 (b)
 run
 a
 promotion
 aimed
 at
 
increasing
 the
 artist’s
 reach
 (such
 as
 a
 NoiseTrade
 promotion).
 
 The
 goal
 is
 not
 to
 turn
 
artists
 away,
 but
 rather
 to
 prepare
 them
 as
 well
 as
 possible
 for
 success.
 
 
 

 
MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
 2015
 |
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 OF
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Codifying
 the
 Fan
 Experience
 
PledgeMusic
 taps
 into
 the
 reality
 TV
 experience
 for
 fans
 while
 giving
 them
 a
 taste
 of
 
what
 happens
 behind
 the
 scenes.
 
 Although
 PledgeMusic
 doesn’t
 require
 a
 specific
 
number
 of
 updates
 from
 artists,
 the
 standard
 number
 of
 pledgers-­‐only
 updates
 is
 17
 
(Rogers,
 2015).
 
 There’s
 an
 ecosystem
 at
 play
 in
 PledgeMusic:
 40%
 of
 transactions
 come
 
from
 within
 PledgeMusic’s
 own
 user
 base
 (Rogers,
 2015),
 implying
 that
 fans
 enjoy
 the
 
experience
 enough
 to
 use
 PledgeMusic
 as
 a
 discovery
 platform
 or
 return
 for
 other
 
artists’
 campaigns.
 
 By
 building
 this
 ecosystem
 and
 standardizing
 the
 way
 content
 is
 
distributed
 to
 superfans,
 PledgeMusic
 takes
 some
 of
 the
 uncertainty
 out
 of
 marketing.
 
 
Artists
 are
 still
 in
 control
 of
 what
 is
 shared,
 but
 they
 don’t
 have
 to
 stress
 about
 the
 how.
 

 
Syndication
 Technology
 and
 Other
 Outreach
 
PledgeMusic
 strongly
 believes
 that
 email
 is
 essential
 as
 a
 tool
 for
 correspondence.
 
 Fans
 
who
 hand
 over
 their
 email
 address
 want
 information,
 and
 direct
 emails
 avoid
 both
 the
 
costly
 “boost”
 tool
 on
 Facebook
 and
 the
 transient
 nature
 of
 Twitter.
 

 
Not
 only
 does
 PledgeMusic
 have
 the
 ability
 to
 inform
 its
 entire
 community
 of
 users
 
about
 new
 campaigns
 through
 their
 website
 and
 newsletter,
 they
 have
 found
 a
 way
 to
 
spread
 the
 word
 through
 pledgers’
 own
 social
 networks,
 allowing
 awareness
 of
 an
 
artist’s
 campaign
 to
 grow
 exponentially:
 
 
When
 a
 fan
 pre-­‐orders
 an
 album,
 they
 unlock
 access
 to
 that
 special
 part
 of
 the
 
site.
 
 But
 in
 doing
 so,
 they
 get
 to
 syndicate
 all
 of
 the
 artist’s
 updates
 to
 their
 own
 
personal
 networks
 without
 pushing
 a
 button.
 
 So
 basically:
 an
 artist
 does
 a
 video
 
from
 the
 studio,
 I
 as
 the
 pledger
 can
 auto-­‐share
 a
 30-­‐second
 clip
 of
 that
 video
 to
 

MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
 2015
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my
 Facebook
 or
 Twitter
 wall
 without
 pushing
 a
 button.
 
 No
 other
 platform
 has
 
that
 piece.
 (Rogers,
 2015)
 

 
Increase
 Marketing
 Time
 &
 Reach
 
While
 the
 syndication
 technology
 uses
 social
 networks
 to
 increase
 the
 reach
 of
 a
 
campaign,
 another
 factor
 is
 at
 play:
 marketing
 time.
 
 Traditional
 marketing
 campaigns
 
in
 the
 record
 business
 begin
 1-­‐3
 months
 prior
 to
 release,
 and
 are
 usually
 dependent
 on
 
a
 finished
 product.
 
 Rarely
 does
 any
 major
 marketing
 take
 place
 during
 the
 creative
 
process.
 

 
PledgeMusic
 turns
 the
 creative
 process
 into
 the
 Third
 Frontier
 and
 uses
 it
 as
 marketing
 
time.
 
 A
 finished
 product
 is
 not
 required,
 because
 the
 engaging
 factor
 of
 the
 marketing
 
comes
 from
 the
 uncertainty
 of
 what
 will
 happen
 next.
 
 Running
 a
 campaign
 on
 
PledgeMusic
 can
 triple
 the
 marketing
 time.
 
 And
 since
 a
 wide
 variety
 of
 items
 are
 
available
 to
 purchase
 at
 several
 price
 points,
 there
 is
 always
 an
 immediate
 call
 to
 action
 
for
 the
 fan.
 
 Using
 this
 technique,
 artists
 make
 far
 more
 money
 than
 they
 would
 
otherwise.
 

 
Data
 
“[PledgeMusic
 is]
 the
 only
 platform…
 that
 creates
 a
 community
 for
 superfans
 that
 the
 
artist
 can
 withdraw
 from
 when
 they
 leave.”
 (Rogers,
 2015)
 

 
Perhaps
 more
 valuable
 than
 the
 hands-­‐on
 assistance
 is
 the
 data
 an
 artist
 receives.
 
 
Artists
 not
 only
 know
 exactly
 what
 was
 sold
 to
 whom
 and
 where,
 they
 also
 gain
 any
 of
 
the
 relevant
 contact
 information
 for
 their
 pledgers.
 
 This
 isn’t
 just
 a
 Facebook
 like
 or
 
MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
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twitter
 handle
 –
 it’s
 direct
 email
 addresses,
 contact
 information,
 and
 user
 information
 
that
 the
 pledger
 has
 chosen
 to
 share.
 
 
 

 
Artists
 not
 only
 can
 view
 this
 information,
 but
 can
 also
 take
 it
 with
 them
 when
 they
 
finish
 a
 campaign
 in
 order
 to
 use
 however
 they
 see
 fit
 outside
 PledgeMusic.
 
 Compared
 
to
 other
 companies,
 this
 is
 a
 goldmine.
 
 iTunes,
 for
 example,
 keeps
 user
 data
 to
 
themselves,
 as
 does
 Amazon.
 
 Spotify
 shares
 broad
 information,
 but
 passes
 
demographic
 and
 psychographic
 data
 on
 to
 labels,
 not
 artists.
 
 None
 of
 these
 companies
 
provide
 a
 way
 for
 artists
 to
 contact
 their
 fans
 directly;
 artists
 are
 forced
 to
 go
 though
 
the
 platform
 in
 order
 to
 communicate
 to
 fans
 acquired
 there.
 
 This
 is
 a
 problem
 for
 
artists,
 because
 if
 forces
 dependency
 on
 these
 platforms,
 and
 therefore
 loyalty
 based
 on
 
cost
 of
 abandonment
 rather
 than
 the
 quality
 of
 the
 platform
 

 
Even
 Facebook
 keeps
 contact
 information
 to
 themselves
 –
 and
 charges
 artists
 in
 order
 
to
 reach
 their
 audience
 by
 boosting
 posts.
 
 When
 artists
 use
 these
 points
 of
 purchase
 
and
 dissemination,
 they
 are
 giving
 their
 valuable
 data
 away,
 while
 the
 companies
 are
 
making
 huge
 profits
 off
 of
 selling
 the
 data
 at
 a
 premium.
 

 
PledgeMusic
 believes
 that
 the
 data
 an
 artist
 generates
 belongs
 to
 the
 artist,
 and
 protects
 
it
 as
 such.
 
 Should
 an
 external
 entity
 (such
 as
 a
 label
 or
 brand)
 request
 information
 on
 
an
 artist
 (which
 happens
 occasionally,
 usually
 in
 order
 to
 inform
 the
 decision
 of
 signing
 
or
 working
 with
 an
 artist),
 PledgeMusic
 seeks
 the
 artist’s
 approval
 before
 passing
 it
 
along.
 

 

 
MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
 2015
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 38
 

Charity
 
Finally,
 PledgeMusic
 positions
 itself
 as
 socially
 aware
 by
 incorporating
 a
 charity
 aspect.
 
 
Artists
 have
 the
 option
 of
 donating
 a
 portion
 of
 their
 campaign
 earnings
 to
 a
 charity
 of
 
their
 choice
 (PledgeMusic,
 no
 date).
 
 This
 allows
 an
 artist
 to
 be
 socially
 responsible
 and
 
philanthropic,
 while
 inviting
 their
 fans
 join
 them
 in
 a
 cause
 they
 believe
 in.
 
 

 
Assignment:
 What’s
 Next
 for
 PledgeMusic?
 
How
 can
 Rogers
 grow
 PledgeMusic
 in
 a
 way
 that
 aligns
 with
 his
 company’s
 values
 and
 
strengths?
 
 Use
 all
 the
 tools
 at
 your
 disposal
 as
 well
 as
 your
 understanding
 of
 both
 
music
 and
 crowdfunding
 landscapes
 to
 make
 a
 recommendation
 for
 additional
 business
 
activities.
 
 Lay
 out
 a
 plan
 for
 implementation
 and
 monetization,
 including
 potential
 
obstacles
 and
 ways
 to
 avoid
 or
 overcome
 them.
 
 Be
 sure
 to
 consider
 and
 explain
 how
 
your
 recommendation
 aligns
 with
 the
 institutional
 logic
 and
 current
 activities.
 

 

Bibliography
 

 
Cann,
 S.
 (2007)
 Building
 a
 Successful
 21st-­‐Century
 Music
 Career.
 Thomson
 Course
 
Technology
 

 
Cyber
 PR
 (2012)
 What
 Seth
 Godin
 Can
 Teach
 The
 Music
 Industry
 -­‐
 Part
 1.
 Available
 at:
 
https://www.youtube.com/watch?v=JXmcxuckvsA
 
 

 
Herstand,
 A.
 (2014)
 PledgeMusic
 Looks
 To
 Change
 The
 Future
 Of
 The
 Album
 Release.
 
Available
 at:
 http://www.digitalmusicnews.com/permalink/2014/01/30/pledgemusic
 
 

 
Kickstarter
 (no
 date)
 Kickstarter
 Stats
 —
 Kickstarter.
 Available
 at:
 
https://www.kickstarter.com/help/stats
 (Accessed:
 18
 June
 2015)
 

 
Mulligan,
 M.
 (2015)
 Meeting
 the
 Needs
 of
 the
 Always
 On
 Fan
 

 
Nielsen
 (2013)
 Turn
 It
 Up:
 Music
 Fans
 Could
 Spend
 up
 to
 $2.6B
 More
 Annually.
 Available
 
at:
 http://www.nielsen.com/us/en/insights/news/2013/turn-­‐it-­‐up-­‐-­‐music-­‐fans-­‐could-­‐
spend-­‐up-­‐to-­‐-­‐2-­‐6b-­‐more-­‐annually.html
 
 

 

MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
 2015
 |
 19
 OF
 38
 

Peoples,
 G.
 (2012)
 Five
 Digital
 Startups
 to
 Watch
 in
 2013.
 Available
 at:
 
http://www.billboard.com/biz/articles/news/1483930/five-­‐digital-­‐startups-­‐to-­‐watch-­‐
in-­‐2013
 
 

 
PledgeMusic
 (2013)
 ‘PledgeMusic
 Wins
 Grammy
 Music
 Technology
 Lab’,
 PledgeMusic
 
News,
 27
 February.
 Available
 at:
 http://www.pledgemusic.com/blog/477-­‐pledgemusic-­‐
wins-­‐grammy-­‐music-­‐technology-­‐lab
 
 

 
PledgeMusic
 (2015)
 Data
 Request
 1
 

 
PledgeMusic
 and
 Nielsen
 (2013)
 ‘The
 Buyer
 &
 The
 Beats:
 The
 Music
 Fan
 and
 How
 to
 
Reach
 Them’,
 
 

 
PledgeMusic
 (no
 date)
 Available
 at:
 http://www.pledgemusic.com/
 
 

 
PledgeMusic
 (no
 date)
 Charities
 on
 PledgeMusic.
 Available
 at:
 
http://www.pledgemusic.com/charities
 
 

 
Rogers,
 B.
 (2015)
 April
 21
 Music
 Business
 Seminar
 21
 April
 

 
Rogers,
 B.
 (2015)
 ‘Going
 Direct-­‐To-­‐Fan
 in
 a
 Streaming
 World’,
 PledgeMusic
 News,
 11
 
June.
 Available
 at:
 http://www.pledgemusic.com/blog/going-­‐direct-­‐to-­‐fan-­‐in-­‐a-­‐
streaming-­‐world
 
 

 
Rogers,
 B.
 (2015)
 ‘March
 11
 Skype
 Interview’.
 Interview
 with
 11
 March
 

 
Rogers,
 B.
 (2015)
 ‘March
 31
 Skype
 Interview’.
 Interview
 with
 31
 March
 

 
The
 Guardian
 (2013)
 The
 Hospital
 Club
 100
 list
 2013.
 Available
 at:
 
http://www.theguardian.com/culture-­‐professionals-­‐network/culture-­‐professionals-­‐
blog/2013/nov/19/hospital-­‐club-­‐100-­‐list-­‐2013#Music
 
 

 
U.S.
 Copyright
 Office
 (1998)
 Digital
 Millennium
 Copyright
 Act
 

 

 

 

 

MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
 2015
 |
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 OF
 38
 

Crowdfunding
 and
 the
 Music-­‐Making
 Paradigm:
 
A
 Case
 on
 PledgeMusic
 

 
Teaching
 Note
 

 
Megan
 Himel
 


 

Summary
 of
 the
 Case
 
This
 is
 a
 case
 designed
 for
 the
 early
 stages
 of
 a
 music
 business
 course,
 with
 a
 focus
 on
 
direct-­‐to-­‐fan
 strategies
 as
 demonstrated
 by
 PledgeMusic.
 
 
 Students
 will
 explore
 the
 fan
 
base
 PledgeMusic
 caters
 to,
 as
 well
 as
 PledgeMusic’s
 business
 model
 and
 marketing
 
strategies.
 
 Students
 will
 be
 expected
 to
 position
 this
 innovative
 startup
 in
 the
 music
 
and
 crowdfunding
 landscapes,
 recommend
 next
 steps
 for
 the
 company’s
 expanding
 
business
 model,
 and
 strategize
 how
 to
 implement
 their
 recommendation.
 

 

Opening
 Thoughts
 Regarding
 PledgeMusic
 
PledgeMusic
 is
 commonly
 regarded
 as
 a
 crowdfunding
 platform
 for
 musicians.
 
 That,
 
however,
 is
 a
 very
 narrow
 view.
 
 PledgeMusic
 is
 a
 sales
 and
 marketing
 strategy
 that
 
promotes
 extended
 fan
 engagement
 by
 leveraging
 crowdfunding
 mentality
 and
 
technology.
 
 In
 essence,
 the
 crowdfunding
 element
 is
 merely
 a
 means
 to
 an
 end:
 
capitalizing
 on
 what
 Benji
 Rogers
 (Founder
 and
 President
 of
 PledgeMusic)
 calls
 the
 
“third
 frontier.”
 

 

Teaching
 Objectives
 and
 Target
 Audience
 
This
 case
 is
 appropriate
 for
 an
 undergraduate
 or
 master’s
 level
 class
 in
 music
 business
 
exploring
 business
 models,
 especially
 in
 the
 realm
 of
 blue
 ocean
 strategies
 in
 value
 
proposition
 and
 revenue
 streams.
 
 Additionally,
 it
 is
 ideal
 for
 considering
 ethical
 and
 
MEGAN
 HIMEL,
 CE
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transparent
 business
 practices
 within
 a
 notoriously
 unethical
 and
 veiled
 industry.
 
 

 
Ideally,
 students
 will
 have
 an
 introductory
 knowledge
 of
 the
 music
 industry,
 including
 
the
 different
 options
 artists
 have
 for
 funding
 and
 marketing
 their
 albums.
 
 This
 case
 is
 
intended
 to
 give
 enough
 information
 about
 PledgeMusic’s
 defining
 factors
 for
 students
 
to
 position
 PledgeMusic
 within
 the
 landscape
 of
 options
 for
 artists.
 
 
 

 

Lesson
 Objectives,
 Topics,
 and
 Assessment
 
Overarching
 Question:
 
How
 does
 a
 company
 reconcile
 the
 needs
 of
 an
 artist
 with
 the
 desires
 of
 a
 fan
 in
 order
 to
 
be
 fair,
 rewarding,
 and
 financially
 sustainable
 for
 all
 parties
 involved?
 

 
Students
 will:
 
1. Analyze
 PledgeMusic’s
 value
 proposition
 to
 both
 artists
 and
 fans
 
2. Identify
 and
 understand
 PledgeMusic’s
 current
 user
 base
 
3. Understand
 PledgeMusic’s
 current
 revenue
 streams
 
4. Synthesize
 a
 SWOT
 analysis
 by
 exploring
 the
 strengths,
 weaknesses,
 and
 market
 
position
 of
 PledgeMusic
 
5. Make
 a
 recommendation
 for
 additional
 business
 activities
 that
 would
 lead
 to
 
new
 revenue
 streams.
 
 
a. Explain
 the
 recommendation
 and
 monetization
 strategy
 
b. Explain
 how
 and
 why
 PledgeMusic
 should
 take
 follow
 the
 
recommendation
 
c. Identify
 any
 potential
 obstacles,
 as
 well
 as
 strategies
 for
 overcoming
 them
 
 

 
MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
 2015
 |
 22
 OF
 38
 

Topics
 Addressed:
 
1. Institutional
 Logic
 
2. Business
 models
 
3. Two-­‐sided
 platform
 
4. Value
 proposition
 
5. Competitive
 Advantage
 
6. Revenue
 streams
 
7. Crowdfunding
 
8. Blue
 Ocean
 
 
9. Music
 value
 chain
 
Assessment:
 
Although
 students
 will
 be
 asked
 to
 identify
 PledgeMusic’s
 value
 proposition,
 revenue
 
streams,
 and
 SWOT,
 these
 are
 tools
 students
 will
 use
 to
 discover
 and
 defend
 what
 steps
 
PledgeMusic
 should
 take
 next
 and
 make
 the
 appropriate
 recommendation.
 

 
Students
 will
 be
 assessed
 by
 way
 of
 either
 a
 written
 report,
 or
 a
 deck
 and
 presentation
 
(depending
 on
 teacher’s
 preference).
 
 Report
 and/or
 presentation
 will:
 
1. Recommend
 a
 new
 revenue
 stream
 for
 PledgeMusic
 
2. Justify
 the
 appropriateness
 of
 this
 revenue
 stream
 based
 on
 PledgeMusic’s
 
preexisting
 activities
 and
 value
 system,
 as
 well
 as
 the
 outside
 market
 
3. Outline
 a
 strategy,
 including
 monetization,
 obstacles,
 tools,
 etc.
 

 

 

 

MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
 2015
 |
 23
 OF
 38
 

Lesson
 Plan
 
Lecture:
 Who
 Listens
 to
 Music?
 (8-­‐10
 minutes)
 
 
To
 understand
 the
 music
 market,
 we
 first
 need
 to
 examine
 the
 audience.
 
 Modern
 
thought
 process
 examined
 by
 Nielsen
 (2013)
 divides
 music
 audiences
 into
 six
 key
 
groups.
 
 The
 audience
 categories
 are
 listed
 here
 in
 order
 of
 spending
 on
 music,
 from
 
greatest
 to
 least.
 
1. Aficionado
 Fans,
 also
 know
 as
 superfans,
 are
 the
 biggest
 music
 consumers.
 
 Their
 
tastes
 span
 a
 genres
 and
 time
 periods,
 and
 they
 are
 constantly
 listening
 and
 
discovering.
 
 According
 to
 Mark
 Mulligan
 (2015)’s
 presentation
 of
 MIDiA
 
research
 at
 MIDEM,
 superfans
 make
 up
 17%
 of
 all
 consumers,
 and
 represent
 
61%
 of
 all
 music
 spending.
 
 This
 is
 the
 market
 PledgeMusic
 focuses
 on.
 
2. Digital
 Fans
 “consider
 themselves
 to
 be
 the
 tune
 trend
 finders,
 listen
 to
 music
 
through
 social
 networks
 and
 are
 very
 engaged,
 but
 they
 tend
 to
 be
 less
 aware
 of
 
indie
 bands
 and
 the
 ins
 and
 outs
 of
 the
 music
 industry.
 Due
 to
 their
 extensive
 
connectivity,
 these
 fans
 enjoy
 free
 access
 to
 internet
 radio
 and
 spend
 less
 than
 
aficionado
 fans,”
 (Nielsen
 2013).
 
3. Big
 Box
 Fans
 “identify
 themselves
 as
 having
 an
 intense
 relationship
 with
 music,
 
most
 notably
 the
 pop
 and
 country
 genres.
 Big-­‐box
 fans
 connect
 with
 music
 that
 
they
 hear
 in
 movies,
 on
 TV,
 in
 video
 games
 and
 in
 commercials.
 They
 tend
 to
 be
 
discount
 shoppers
 whose
 music
 and
 other
 purchase
 decisions
 are
 heavily
 
influenced
 by
 discounts
 or
 deals,”
 (Nielsen
 2013).
 
4. Ambivalent
 Music
 Consumers
 “are
 not
 particularly
 engaged
 with
 music,
 but
 they
 
use
 free
 internet
 radio
 services
 like
 Pandora
 to
 get
 content.
 They
 are
 willing
 to
 
pay
 for
 special
 or
 unique
 content.
 Ambivalent
 consumers
 like
 pop,
 contemporary
 
Christian,
 and
 adult
 contemporary,
 hip-­‐hop/R&B
 and
 classical.
 Ambivalent
 music
 
MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
 2015
 |
 24
 OF
 38
 

consumers
 have
 average
 incomes
 but
 spend
 less
 on
 entertainment
 than
 any
 
other
 segment,”
 (Nielsen
 2013).
 
5. Occasional
 Concert
 Consumers
 “attend
 concerts
 for
 a
 favorite
 artist
 or
 band.
 They
 
tend
 to
 listen
 to
 music
 during
 work
 hours,
 but
 listen
 significantly
 less
 at
 home,”
 
(Nielsen
 2013).
 
6. Background
 Music
 Consumers
 “are
 the
 least
 engaged
 with
 music
 and
 they
 spend
 
less
 money
 on
 entertainment
 in
 general,”
 (Nielsen
 2013).
 

 
The
 final
 three
 categories
 (Ambivalent
 Music
 Consumers,
 Occasional
 Concert
 
Consumers,
 and
 Background
 Music
 Consumers)
 are
 identified
 by
 Nielsen
 (2013)
 to
 
represent
 60%
 of
 the
 total
 population,
 and
 account
 for
 25%
 of
 music
 spending.
 

 
Video
 (15
 minutes)
 
Watch
 “What
 Set
 Godin
 Can
 Teach
 The
 Music
 Industry
 –
 Part
 1”
 
Available
 at:
 https://www.youtube.com/watch?v=JXmcxuckvsA
 

 
Frame
 the
 Case
 /
 Class
 Discussion
 (15
 minutes)
 
 
Write
 the
 overarching
 question
 on
 the
 board.
 
How
 does
 a
 company
 reconcile
 the
 needs
 of
 an
 artist
 with
 the
 desires
 of
 a
 fan
 in
 
order
 to
 be
 fair,
 rewarding,
 and
 financially
 sustainable
 for
 all
 parties
 involved?
 
Open
 up
 for
 discussion.
 
 If
 students
 need
 prompting,
 use
 the
 following
 questions
 to
 
guide
 their
 thought
 process:
 


What
 do
 fans
 want?
 
 



What
 do
 fans
 currently
 pay
 for?
 

MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
 2015
 |
 25
 OF
 38
 



What
 might
 they
 be
 willing
 to
 pay
 for?
 



How
 do
 we
 know?
 



What
 does
 an
 artist
 have
 of
 value
 apart
 from
 their
 music?
 



What
 ways
 does
 an
 artist
 have
 of
 monetizing
 these?
 



Do
 artists
 monetize
 these
 things?
 
 Do
 they
 want
 to?
 
 Why
 or
 why
 not?
 


 
Students
 Read
 Case
 Independently
 (15-­‐20
 minutes)
 

 
Walk
 Through
 Case
 as
 a
 Class
 (25-­‐35
 minutes)
 
Value
 Proposition
 (5
 minutes)
 
Create
 two
 columns
 on
 the
 board,
 labeled
 “artist”
 and
 “fan.”
 
 Ask
 students
 to
 
identify
 the
 activities
 PledgeMusic
 performs
 that
 are
 valuable
 to
 the
 different
 
categories.
 
 See
 sample
 in
 analysis
 section.
 

 
Who
 Uses
 PledgeMusic?
 (6
 minutes)
 
Review
 the
 information
 about
 different
 fan
 types,
 focusing
 on
 superfans.
 
 Guide
 
students
 to
 discover
 that
 although
 only
 4%
 of
 the
 total
 music
 consuming
 
population
 engages
 in
 direct-­‐to-­‐fan
 experiences,
 that
 number
 is
 more
 powerful
 
than
 we
 initially
 believe
 due
 to
 the
 fact
 that
 direct-­‐to-­‐fan
 experiences
 cater
 to
 the
 
superfan
 (17%
 of
 the
 music
 consuming
 population).
 
 See
 analysis
 section
 for
 
more
 details.
 

 
Revenue
 Model
 (3
 minutes)
 
Currently,
 PledgeMusic’s
 primary
 revenue
 stream
 is
 the
 15%
 commission
 on
 all
 

MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
 2015
 |
 26
 OF
 38
 

sales
 through
 the
 platform.
 
 This
 appears
 larger
 than
 it
 is,
 because
 PledgeMusic
 
pays
 credit
 card
 and
 third
 party
 fees
 (3-­‐5%
 of
 sales)
 out
 of
 their
 15%
 
commission.
 
 Most
 students
 will
 quickly
 notice
 the
 15%
 commission,
 but
 many
 
will
 need
 to
 be
 reminded
 that
 the
 commission
 lessens
 their
 revenue.
 
 This
 differs
 
from
 Kickstarter,
 where
 the
 fees
 are
 tacked
 on
 top
 of
 the
 commission.
 

 
SWOT
 Analysis
 (15
 minutes)
 
SWOT
 stands
 for
 strengths,
 weaknesses,
 opportunities,
 and
 threats.
 
 A
 SWOT
 
analysis
 organizes
 this
 information
 in
 a
 2x2
 grid.
 


Strengths
 are
 internal
 elements
 of
 your
 company
 that
 are
 positive.
 



Weaknesses
 are
 internal
 elements
 of
 your
 company
 that
 are
 not
 doing
 
well,
 or
 are
 preventing
 your
 company
 from
 performing
 as
 well
 as
 it
 could.
 



Opportunities
 look
 outward
 at
 elements
 that
 could
 be
 leveraged
 to
 your
 
benefit.
 



Threats
 are
 outward
 elements
 that
 may
 impose
 on
 your
 company.
 
 You
 
cannot
 control
 them,
 but
 you
 can
 develop
 plans
 to
 protect
 yourself.
 


 
Explain
 a
 SWOT
 analysis:
 purpose,
 value,
 and
 process
 for
 generating
 (see
 above).
 
 
 

 
Draw
 the
 chart
 on
 the
 board
 and
 perform
 a
 SWOT
 analysis
 with
 the
 class
 
(sample
 in
 analysis
 section).
 
 If
 students
 struggle
 to
 fill
 in
 each
 category,
 the
 
following
 guiding
 questions
 may
 be
 helpful:
 


What
 do
 we
 already
 know
 works
 well?
 

MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
 2015
 |
 27
 OF
 38
 



What
 ways
 did
 Rogers
 struggle
 when
 creating
 PledgeMusic?
 



What
 ways
 is
 PledgeMusic
 vulnerable?
 



What
 does
 PledgeMusic
 depend
 on
 while
 having
 little
 control
 over?
 



What
 tools
 does
 PledgeMusic
 have
 at
 its
 disposal
 that
 could
 be
 utilized
 for
 
greater
 effect?
 



What
 do
 we
 know
 about
 PledgeMusic’s
 target
 market?
 



What
 do
 we
 know
 about
 the
 current
 market
 share
 for
 engagement
 
strategies
 such
 as
 PledgeMusic?
 



Who
 or
 what
 may
 draw
 business
 away
 from
 PledgeMusic?
 

Release
 Students
 to
 Generate
 Recommendations
 
 
Students
 will
 be
 assessed
 by
 way
 of
 either
 a
 written
 report,
 or
 a
 deck
 and
 presentation
 
(depending
 on
 teacher’s
 preference).
 
 Report
 and/or
 presentation
 will:
 
1. Recommend
 a
 new
 revenue
 stream
 for
 PledgeMusic;
 
2. Justify
 the
 appropriateness
 of
 this
 recommendation
 based
 on
 PledgeMusic’s
 
preexisting
 activities
 and
 institutional
 logic,
 as
 well
 as
 an
 understanding
 of
 
PledgeMusic’s
 place
 in
 the
 music
 industry
 and
 crowdfunding
 landscapes;
 
3. Outline
 a
 strategy,
 including
 monetization,
 obstacles,
 tools,
 etc.
 

 
This
 assignment
 may
 be
 completed
 individually
 or
 in
 small
 teams
 (2-­‐4
 students),
 and
 
can
 be
 completed
 either
 at
 home
 or
 during
 the
 class
 session.
 
 If
 completed
 during
 class,
 
it
 is
 recommended
 to
 allot
 60-­‐90
 minutes
 for
 this
 task.
 
 
 

 

 

 

MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
 2015
 |
 28
 OF
 38
 

Analysis
 
 
Solutions:
 
1. Value
 Proposition:
 
Artist
 

Fan
 

• Data
 
• Insider
 access
 
• Extended
 marketing/sales
 period
 
• Specialized
 items
 available
 and
 
(sell
 more
 products
 and
 experiences)
 
multiple
 price
 points
 
• Syndication
 technology
 
• “cool”
 factor
 of
 being
 the
 first
 to
 find
 
and
 share
 among
 peers
 
 

 
2. User
 Base
 
PledgeMusic
 caters
 to
 the
 superfans.
 
 According
 to
 Nielsen
 (2013),
 superfans,
 
also
 know
 as
 aficionado
 fans,
 “are
 connoisseurs
 of
 music.
 They
 love
 music
 from
 a
 
variety
 of
 genres
 and
 periods.
 They
 tend
 to
 like
 indie
 music,
 and
 they’re
 always
 
listening
 and
 discovering.
 This
 segment
 is
 willing
 to
 spend
 on
 all
 formats
 of
 
music,
 including
 artist
 merchandise,
 concerts
 and
 online
 streaming
 services.”
 
 
Mark
 Mulligan’s
 (2015)
 research
 indicates
 that
 superfans
 make
 up
 17%
 of
 music
 
consumers,
 and
 account
 for
 61%
 of
 all
 music
 spending.
 

 
Mulligan’s
 research
 also
 indicates
 that
 4%
 of
 all
 music
 consumers
 are
 engaged
 in
 
newer
 methods
 of
 fan
 experiences,
 such
 as
 PledgeMusic,
 Patreon,
 and
 
MyMajorCompany.
 
 All
 of
 these
 early
 adopters
 are
 part
 of
 the
 superfan
 cohort.
 
 
4%
 seems
 small
 until
 compared
 against
 their
 cohort
 instead
 of
 the
 entire
 music
 
consuming
 population.
 
 4/17
 =
 23.5%
 of
 the
 superfan
 cohort
 has
 adopted
 
PledgeMusic
 or
 similar
 engagement
 platforms.
 

MEGAN
 HIMEL,
 CE
 OUTCOME
 PAPER
 2015
 |
 29
 OF
 38
 


 
E.M.
 Rogers’
 (2003)
 theory
 of
 diffusion
 divides
 people
 into
 five
 categories:
 


Innovators:
 The
 first
 2.5%,
 who
 come
 up
 with
 new
 ideas.
 



Early
 Adopters:
 The
 second
 13.5%.
 
 These
 people
 are
 quick
 to
 jump
 on
 to
 
new
 ideas,
 and
 are
 comfortable
 with
 risk.
 



Early
 Majority:
 The
 third
 34%.
 
 These
 people
 join
 in
 as
 a
 new
 idea
 or
 
technology
 begins
 to
 gather
 steam.
 



Late
 Majority:
 The
 fourth
 34%.
 
 The
 late
 majority
 wait
 until
 a
 new
 
innovation
 has
 proven
 itself
 before
 taking
 part.
 



Laggards:
 The
 last
 16%
 to
 adopt
 new
 innovations.
 
 These
 are
 the
 people
 
who
 still
 use
 cassette
 tapes.
 
 

Rogers
 postulates
 that
 there
 is
 a
 chasm
 in
 the
 middle
 of
 the
 early
 adopters
 range.
 
 
If
 an
 innovation
 gains
 enough
 momentum
 to
 cross
 the
 chasm,
 then
 it
 is
 only
 a
 
matter
 of
 time
 before
 it
 diffuses
 through
 a
 society.
 
 However,
 most
 innovations
 
don’t
 make
 it
 past
 the
 chasm.
 
 Looking
 at
 the
 entire
 music
 market,
 it
 is
 easy
 to
 
assume
 that
 PledgeMusic
 is
 on
 unstable
 ground
 since
 only
 4%
 of
 music
 
consumers
 engage
 in
 innovative
 technologies
 such
 as
 PledgeMusic
 and
 its
 peers.
 
 
If
 examined
 in
 the
 context
 of
 the
 superfan
 cohort
 (PledgeMusic’s
 target
 market),
 
the
 numbers
 tell
 a
 different
 story.
 
 23.5%
 of
 the
 superfan
 cohort
 already
 engages
 
this
 way,
 indicating
 that
 PledgeMusic
 and
 similar
 direct-­‐to-­‐fan
 experiences
 have
 
leapt
 across
 the
 chasm
 and
 sit
 comfortably
 in
 the
 early
 majority.
 
 It
 is
 only
 a
 
matter
 of
 time
 before
 direct-­‐to-­‐fan
 experiences
 become
 commonplace
 in
 the
 
superfan
 community,
 and
 then
 work
 their
 way
 into
 other
 fan
 groups.
 

 

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In
 further
 support
 of
 this,
 PledgeMusic
 has
 experienced
 an
 average
 of
 78%
 
growth
 in
 their
 user
 base
 annually
 across
 the
 past
 3
 years.
 
 This
 indicates
 that
 
the
 user
 base
 will
 continue
 to
 grow
 at
 a
 healthy
 rate
 as
 long
 as
 there
 are
 still
 
superfans
 to
 be
 reached.
 
 
3. Revenue
 Streams:
 
a. 15%
 commission
 on
 all
 sales
 through
 platform
 
b. Less
 credit
 card/third
 party
 fees
 (3-­‐5%)
 
4. SWOT:
 
Strengths
 

 
• Proof
 of
 concept:
 fans
 respond
 to
 the
 
model
 
• Strong
 relationship
 with
 artists
 
• Codified
 system
 makes
 the
 process
 
easy
 for
 artists
 
• Excellent
 campaign
 managers
 
• Syndication
 technology
 
• Charity
 

Weaknesses
 

 
• Run
 by
 a
 musician,
 not
 a
 
businessman
 (lack
 of
 experience)
 
 
• Dependent
 on
 artist-­‐fan
 rapport
 
• Manpower
 required
 for
 hands-­‐on
 
personal
 assistance
 
• Personalization
 makes
 the
 data
 
difficult
 and
 expensive
 to
 organize,
 
codify,
 and
 analyze
 

Opportunities
 

 
• Community
 aspect
 
• Only
 a
 small
 portion
 of
 the
 potential
 
market
 is
 tapped
 (<4%),
 and
 they
 
are
 responding
 brilliantly
 
• New
 social
 media
 platforms
 
• Data
 insights
 (either
 hire
 a
 data
 
expert
 or
 use
 a
 consulting
 company)
 
• Partnering
 with
 other
 companies
 
(labels,
 brands,
 etc.)
 

 

Threats
 

 
• DIY
 artists
 
• Marketing
 services
 /
 consultants
 
with
 direct-­‐to-­‐fan
 strategies
 

5. Recommendations
 for
 business
 activities,
 including
 monetization,
 strategy,
 
institutional
 logic,
 and
 obstacles:
 
 
Currently,
 PledgeMusic
 monetizes
 their
 activities
 by
 taking
 a
 15%
 commission
 
on
 all
 money
 earned
 through
 campaigns.
 
 Moving
 forward,
 they
 are
 exploring
 
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many
 options,
 including:
 


Ticketing
 
This
 is
 an
 initiative
 PledgeMusic
 is
 currently
 (as
 of
 2015)
 pursuing.
 
 Their
 
first
 project
 was
 ticketing
 for
 the
 Swamp
 Fox
 Biker
 Bash.
 
 In
 addition
 to
 
selling
 tickets,
 apparel
 was
 available
 on
 the
 campaign
 page.
 
 Unfortunately,
 
this
 event
 has
 been
 postponed
 for
 reasons
 related
 to
 the
 venue.
 
 
 
 
 

 
Ticketing
 is
 a
 practical
 next
 step
 for
 PledgeMusic
 because
 they
 are
 able
 to
 
presell
 tickets,
 merchandise,
 food
 &
 beverage
 vouchers,
 and
 even
 VIP
 
experiences
 far
 in
 advance.
 
 The
 marketing
 value
 would
 be
 equally
 as
 
valuable
 for
 an
 event
 as
 it
 is
 for
 an
 album
 release
 –
 event
 managers
 could
 
share
 teasers
 of
 artists
 who
 will
 appear,
 interviews,
 and
 other
 behind
 the
 
scenes
 knowledge
 as
 part
 of
 the
 AccessPass,
 and
 capitalize
 on
 PledgeMusic’s
 
syndication
 technology.
 
 This
 type
 of
 presale
 could
 easily
 operate
 with
 the
 
same
 15%
 commission
 as
 standard
 campaigns.
 
 

 



Partnerships
 with
 Streaming
 Services
 
PledgeMusic
 has
 a
 strong
 direct-­‐to-­‐fan
 strategy,
 so
 it
 is
 only
 logical
 that
 they
 
integrate
 the
 system
 into
 streaming
 services.
 
 This
 is
 an
 excellent
 partnership
 
because
 streaming
 services
 are
 able
 to
 cultivate
 both
 artist
 and
 fan
 loyalty
 
without
 paying
 larger
 royalty
 shares
 (and
 perhaps
 even
 taking
 a
 commission
 
off
 the
 sales).
 
 For
 artists
 and
 PledgeMusic,
 partnering
 with
 streaming
 
services
 drives
 more
 awareness
 and
 sales,
 all
 while
 directing
 fans
 to
 a
 point
 
of
 purchase
 which
 allows
 the
 artist
 access
 to
 all
 their
 data.
 
 
 

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Brand
 partnerships
 
This
 activity
 can
 take
 two
 forms:
 (1)
 intelligence
 /
 referrals
 for
 brands,
 and
 
(2)
 brands
 matching
 funding
 for
 artists.
 
 
 

 
In
 the
 first
 model,
 PledgeMusic
 would
 play
 matchmaker
 for
 brands
 that
 are
 
interested
 in
 working
 with
 a
 musical
 artist.
 
 PledgeMusic
 could
 weigh
 
interest
 from
 artists,
 and
 then
 consult
 sales
 and
 engagement
 data
 to
 find
 the
 
appropriate
 audience,
 demographic,
 and
 psychographic
 overlaps.
 
 It
 would
 
require
 a
 larger
 data
 and
 intelligence
 team,
 and
 well
 as
 an
 amendment
 to
 
their
 policy
 on
 how
 they
 use
 the
 data
 that
 goes
 through
 their
 system.
 
 This
 
could
 be
 monetized
 through
 a
 flat
 service
 fee
 to
 the
 brand,
 or
 a
 commission
 
based
 on
 the
 value
 of
 the
 exchange
 between
 artist
 and
 brand.
 

 
In
 the
 second
 model,
 brands
 could
 support
 artist
 and
 garner
 attention
 by
 
matching
 contributions
 to
 campaigns
 of
 their
 choosing.
 
 Brands
 can
 be
 
directed
 toward
 artists
 by
 similar
 methods
 to
 the
 first
 model,
 but
 participate
 
in
 their
 campaigns
 and
 AccessPass
 material
 instead
 of
 doing
 an
 outside
 
partnership.
 
 Similar
 to
 the
 first
 model,
 monetization
 could
 occur
 as
 either
 a
 
flat
 fee
 or
 a
 commission.
 
 

 



Intelligence
 for
 labels
 
PledgeMusic
 has
 begun
 this
 process
 on
 an
 informal
 level
 by
 requesting
 artists
 
to
 share
 data
 at
 the
 specific
 request
 of
 record
 labels.
 
 PledgeMusic
 could
 give
 
artists
 and
 “opt
 in”
 clause
 to
 share
 fan
 information
 for
 the
 purposes
 of
 label
 
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intelligence.
 
 This
 way,
 they
 would
 flip
 the
 model.
 
 Instead
 of
 a
 record
 label
 
seeking
 out
 information
 on
 a
 specific
 act,
 labels
 could
 go
 to
 PledgeMusic
 as
 a
 
first
 level
 of
 A&R
 talent
 scouting.
 
 PledgeMusic
 would
 be
 able
 to
 recommend
 
acts
 to
 sign
 based
 on
 fan
 and
 sales
 metrics.
 
 

 


Pre-­‐order
 service
 for
 labels
 
PledgeMusic
 has
 found
 a
 way
 to
 hack
 the
 marketing
 process
 and
 extend
 it
 by
 
a
 factor
 of
 two
 or
 three.
 
 By
 functioning
 as
 a
 pre-­‐order
 service
 for
 labels,
 
PledgeMusic
 can
 provide
 that
 service
 for
 a
 separately
 negotiated
 fee.
 
 Labels
 
can
 use
 this
 to
 de-­‐risk
 the
 album
 making
 process:
 they
 sign
 an
 artist,
 give
 a
 
small
 personal
 advance,
 and
 then
 run
 a
 PledgeMusic
 campaign
 to
 fund
 the
 
making
 of
 the
 album.
 
 MyMajorCompany
 does
 something
 similar
 with
 their
 
internal
 record
 label,
 but
 PledgeMusic
 can
 serve
 as
 an
 outsourced
 tool
 to
 any
 
label
 that
 desires
 these
 services.
 
 Labels
 should
 be
 in
 support
 of
 this
 because
 
it
 (1)
 extends
 their
 marketing
 period,
 (2)
 increases
 their
 overall
 sales,
 (3)
 
increases
 their
 reach
 across
 social
 media
 with
 syndication
 technology
 and
 
PledgeMusic’s
 own
 user
 base,
 and
 (4)
 does
 not
 require
 them
 to
 redesign
 and
 
promote
 their
 direct-­‐to-­‐fan
 systems
 in
 order
 to
 be
 efficient
 and
 enjoyable
 
ecosystems.
 
 

 



Fulfillment
 services
 
Right
 now,
 artists
 are
 responsible
 for
 fulfilling
 all
 the
 sales
 made
 through
 
their
 campaign.
 
 For
 either
 a
 percentage
 fee
 or
 a
 flat
 rate
 (per
 item
 or
 per
 set
 
of
 items),
 PledgeMusic
 could
 expand
 into
 fulfillment
 of
 some
 of
 the
 items
 for
 
sale.
 
 The
 basics
 could
 include
 digital
 downloads,
 CD
 and
 vinyl
 pressing,
 T-­‐
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shirt
 and
 poster
 printing,
 etc.
 
 All
 production
 and
 shipping
 costs,
 as
 well
 as
 
service
 fees,
 would
 be
 deducted
 from
 the
 artist’s
 account
 prior
 to
 them
 
withdrawing
 money,
 making
 accounting
 even
 easier
 for
 artists.
 
 

 


Social
 media
 consulting
 /
 management
 
PledgeMusic’s
 campaign
 managers
 are
 very
 good
 at
 what
 they
 do.
 
 Why
 
shouldn’t
 an
 artist
 let
 them
 consult
 or
 run
 various
 social
 media
 accounts?
 
 
When
 in
 conjunction
 with
 a
 PledgeMusic
 campaign
 it
 is
 the
 obvious
 choice,
 
and
 can
 be
 priced
 as
 an
 additional
 percentage
 of
 campaign
 earnings
 
(assuming
 a
 minimum
 fee).
 
 If
 an
 artist
 enjoys
 the
 service,
 they
 can
 continue
 
to
 use
 PledgeMusic
 to
 consult
 or
 manage
 their
 social
 media
 for
 a
 monthly
 fee
 
dependent
 on
 amount
 of
 activity
 artists
 would
 like
 performed.
 
 

 



Referrals
 
This
 is
 one
 of
 the
 most
 challenging
 possibilities,
 because
 it
 is
 difficult
 to
 
regulate.
 PledgeMusic
 would
 have
 a
 network
 of
 service
 providers
 (mainly
 
publishers,
 but
 also
 other
 services
 such
 as
 graphic
 designers,
 producers,
 etc.)
 
with
 whom
 they
 could
 connect
 an
 artist
 in
 need.
 
 The
 ideal
 situation
 would
 
have
 PledgeMusic
 receiving
 a
 commission
 from
 the
 amount
 of
 money
 
changing
 hands
 or
 earned
 from
 the
 partnership.
 
 In
 reality,
 this
 is
 hard
 to
 
police,
 and
 PledgeMusic
 would
 probably
 have
 to
 settle
 on
 a
 flat
 or
 
speculation-­‐based
 fee.
 
 
 

 



Subscription
 tier
 
With
 a
 subscription
 tier,
 fans
 would
 pay
 a
 monthly
 or
 annual
 rate
 for
 access
 
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to
 a
 set
 number
 of
 AccessPass
 content.
 
 It
 would
 also
 credit
 them
 with
 a
 
budget
 of
 monthly
 spending
 specifically
 for
 PledgeMusic
 campaigns.
 
 This
 is
 
ideal
 for
 PledgeMusic
 for
 two
 reasons:
 

 
First,
 a
 subscription
 tier
 generates
 a
 returning
 fan.
 
 They
 commit
 their
 money
 
to
 activities
 on
 PledgeMusic
 regardless
 of
 whether
 or
 not
 they
 actually
 spend
 
it
 /
 take
 advantage
 of
 what
 is
 offered
 to
 them.
 
 These
 fans
 will
 use
 
PledgeMusic
 as
 a
 discovery
 platform,
 supporting
 and
 growing
 the
 ecosystem.
 

 
Second,
 a
 subscription
 tier
 requires
 pre-­‐payment.
 
 Unlike
 a
 normal
 campaign
 
where
 a
 pledger’s
 card
 isn’t
 charged
 until
 the
 artist
 is
 ready
 to
 withdraw,
 
PledgeMusic
 holds
 the
 cash
 that
 a
 subscriber
 pays
 upfront
 until
 it
 is
 
dedicated
 to
 and
 withdrawn
 by
 an
 artist.
 
 This
 creates
 a
 negative
 cash
 
conversion
 cycle
 for
 PledgeMusic.
 

 


Radio
 Service
 
PledgeMusic
 has
 been
 building
 a
 recommendation
 algorithm
 that
 Benji
 
Rogers
 (2015)
 describes
 as
 70%
 more
 accurate
 than
 a
 human
 
recommendation.
 
 Once
 this
 is
 mastered
 and
 tested,
 it
 can
 be
 rolled
 out
 in
 a
 
radio
 service
 that
 users
 subscribe
 to.
 
 Since
 it
 would
 be
 competing
 against
 a
 
plethora
 of
 streaming
 radio
 services,
 the
 recommendations
 must
 be
 
excellent,
 and
 exclusive
 content
 would
 make
 it
 more
 valuable.
 
 If
 the
 radio
 
service
 had
 direct-­‐to-­‐fan
 tools
 built
 in
 (links
 back
 to
 an
 artist’s
 campaign,
 
website,
 or
 local
 ticketing
 options),
 it
 has
 the
 potential
 to
 gain
 artist
 loyalty
 
and
 fan
 attention
 while
 generating
 more
 sales
 and
 marketing
 value
 than
 we
 
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see
 on
 most
 streaming
 services
 today.
 
Elements
 to
 Consider:
 
Organization
 

Spend
 
Per
 Fan
 

Record
 Label
 

$10
 

Kickstarter
 

$70
 

PledgeMusic
 

$54-­‐$61
 

Share
 Artist
 
Keeps
 
10-­‐20%
 of
 net
 
revenue
 
90-­‐92%
 
(less
 the
 cost
 of
 
fullfillment
 
85%
 (less
 the
 
cost
 of
 
fulfillment)
 

 

Success
 
Rate
 

Barrier
 to
 
Entry
 

Support
 
Provided
 

5%
 

High
 

Significant
 

52.01%
 

Low
 

None
 

90%
 

Moderate
 

Significant
 


 

References
 and
 Suggested
 Reading
 
References:
 

 
Cyber
 PR
 (2012)
 What
 Seth
 Godin
 Can
 Teach
 The
 Music
 Industry
 -­‐
 Part
 1.
 Available
 at:
 
https://www.youtube.com/watch?v=JXmcxuckvsA
 
 

 
Herstand,
 A.
 (2014)
 PledgeMusic
 Looks
 To
 Change
 The
 Future
 Of
 The
 Album
 Release.
 
Available
 at:
 http://www.digitalmusicnews.com/permalink/2014/01/30/pledgemusic
 
 

 
Kickstarter
 (no
 date)
 Kickstarter
 Stats
 —
 Kickstarter.
 Available
 at:
 
https://www.kickstarter.com/help/stats
 (Accessed:
 18
 June
 2015)
 

 
Kickstarter
 (no
 date)
 Rewards
 —
 Kickstarter.
 Available
 at:
 
https://www.kickstarter.com/help/handbook/rewards
 (Accessed:
 25
 June
 2015)
 

 
Mulligan,
 M.
 (2015)
 Meeting
 the
 Needs
 of
 the
 Always
 On
 Fan
 

 
Nielsen
 (2013)
 Turn
 It
 Up:
 Music
 Fans
 Could
 Spend
 up
 to
 $2.6B
 More
 Annually.
 Available
 
at:
 http://www.nielsen.com/us/en/insights/news/2013/turn-­‐it-­‐up-­‐-­‐music-­‐fans-­‐could-­‐
spend-­‐up-­‐to-­‐-­‐2-­‐6b-­‐more-­‐annually.html
 
 

 
Rogers,
 B.
 (2015)
 April
 21
 Music
 Business
 Seminar
 21
 April
 

 
Rogers,
 B.
 (2015)
 ‘March
 11
 Skype
 Interview’.
 Interview
 with
 11
 March,
 
 

 
Rogers,
 B.
 (2015)
 ‘March
 31
 Skype
 Interview’.
 Interview
 with
 31
 March,
 
 

 
Rogers,
 E.
 (2003)
 Diffusion
 of
 Innovations.
 Fifth
 Edition
 edn.
 United
 States:
 The
 Free
 
Press
 

 
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Suggested
 Reading:
 

 
Byrne,
 D.
 (2013)
 How
 Music
 Works.
 San
 Francisco,
 USA:
 McSweeney’s
 Publishing
 

 
Passman,
 D.
 S.
 (2012)
 All
 You
 Need
 to
 Know
 About
 the
 Music
 Business:
 Eighth
 Edition.
 
New
 York:
 Simon
 &
 Schuster
 

 

Feedback
 
At
 this
 point,
 the
 case
 has
 not
 been
 tested
 on
 student
 groups.
 

 

 

 

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 CE
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Media of