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Apple has done a good job closing the gap between Spotify and its own music streaming service. But the former still maintains some advantages, a list that until recently included a robust web interface. As a Spotify user myself, I find myself frequently using the browser interface on different devices.

Apple’s been working on its own version of course, but for the past six months, it’s only been available as a beta. The interface dropped that tag today, officially going live sans-beta URL. As noted by MacRumors, the interface looks nearly identical to the desktop app, but bringing it to browsers allows for a lot more cross-platform flexibility.

Once logged in with an Apple ID, your music library should be visible. The news also comes as Apple prepares for tonight’s One World: Together at Home concert, co-hosted by three late-night comedians and featuring everyone from Paul McCartney and Elton John to Lady Gaga and Lizzo.

Read more: https://techcrunch.com/2020/04/17/apple-musics-web-interface-exits-beta/

TikTok, the fast-growing user-generated video app from China’s ByteDance, has been building a new music streaming service to compete against the likes of Spotify, Apple Music and Amazon Music. And today it’s announcing a deal that helps pave the way for a global launch of it. It has inked a licensing deal with Merlin, the global agency that represents tens of thousands of independent music labels and hundreds of thousands of artists, for music from those labels to be used legally on the TikTok platform anywhere that the app is available.

The news is significant because this is the first major music licensing deal announced by TikTok as part of its wider efforts in the music industry. Notably, it’s not the first: I’ve confirmed TikTok has actually secured other major labels but has been restricted from going public on the details.

The Merlin deal is therefore a template of what TikTok is likely signing with others: it includes both its mainstay short-form videos — where music plays a key role (the app, before it was acquired by ByteDance, was even called “Musically”) — as well as new music streaming services.

Specifically, a source close to TikTok has confirmed to TechCrunch that the licensing deal covers its upcoming music subscription service Resso.

Resso was long-rumoured and eventually spotted in the wild at the end of last year when ByteDance tested the app in India and Indonesia. ByteDance owns the Resso trademark, so it’s a good bet that it will make its way to other markets soon. (Possibly with features that differentiate this later entrant from others in the market? Recall ByteDance acquired an AI-based music startup called Jukedeck last year.)

“Independent artists and labels are such a crucial part of music creation and consumption on TikTok,” said Ole Obermann, global head of music for TikTok, in a statement. “We’re excited to partner with Merlin to bring their family of labels to the TikTok community. The breadth and diversity of the catalogue presents our users with an even larger canvas from which to create, while giving independent artists the opportunity to connect with TikTok’s diverse community.”

Music is a fundamental part of the TikTok experience, and this deal covers everything that’s there today — videos created by TikTok users, sponsored videos created for marketing — as well as whatever is coming up around the corner.

A music streaming app, which TikTok has reportedly been gearing up to launch for some time, is one way that the company could help generate revenue. Despite being one of the most popular apps of 2019, monetisation has largely eluded the company up to now.

One reason why monetising may happen is because of the lack of deals at the other end of the chain. As of December, TikTok reportedly had yet to sign any deals with the “majors” — Sony Music, Warner Music and Universal Music. From what we understand, Merlin is the first big deal of its kind announced by the company, but others are already in place.

In any case, the company is ramping up its bigger music operation.

Obermann, who was hired away from Warner Music last year, in turn hired another former Warner colleague, Tracy Gardner, who now leads label licensing for the company. And just yesterday, the company opened an office in Los Angeles, the heart of the music industry.

The move to bring more licensed music usage to TikTok (and other ByteDance apps) is significant for other reasons, too.

On one hand, it’s about labels trying to evolve with the times, collecting revenues wherever audiences happen to be, whether that is in short-form user-generated video, in advertising that runs alongside that or in a new music service capitalising on the new vogue for streamed media.

“This partnership with TikTok is very significant for us,” said Jeremy Sirota, CEO, Merlin, in a statement. “We are seeing a new generation of music services and a new era of music-related consumption, much of it driven by the global demand for independent music. Merlin members are increasingly using TikTok for their marketing campaigns, and today’s partnership ensures that they and their artists can also build new and incremental revenue streams.”

Times are changing in the music industry. Sirota himself only joined Merlin earlier this month, after working on music efforts at Facebook for the last couple of years (and before that at Warner Music, like TikTok’s two key executives).

On the other hand, the deal is significant also because it underscores how TikTok is increasingly working to legitimise itself in the wider tech and media marketplace.

While ByteDance’s acquisition of TikTok continues to face regulatory scrutiny, the company has been working on ways to assert its independence from China’s control, which has included many clarifications about where its content is hosted (not China! it says) and even a search for a new U.S.-based CEO. On another front, more licensing deals should also help the company with the many legal and PR issues that have been hanging over it concerning how it pays out when music is used in its popular app.

Updated with clarification that Obermann works for TikTok, not ByteDance, and the news that there are other music deals in place that have yet to be announced.

Read more: https://techcrunch.com/2020/01/23/tiktok-inks-licensing-deal-with-merlin-to-use-music-from-independent-labels-in-videos-and-new-resso-streaming-service/

Backed by over $200 million in VC funding, Kobalt is changing the way the music industry does business and putting more money into musicians’ pockets in the process.

In Part I of this series, I walked through the company’s founding story and its overall structure. There are two core theses that Kobalt bet on: 1) that the shift to digital music could transform the way royalties are tracked and paid, and 2) that music streaming will empower a growing middle class of DIY musicians who find success across countless niches.

How a Swedish saxophonist built Kobalt, the world’s next music unicorn

This article focuses on the complex way royalties flow through the industry and how Kobalt is restructuring that process (while Part III will focus on music’s middle class). The music industry runs on copyright administration and royalty collections. If the system breaks — if people lose track of where songs are being played and who is owed how much in royalties — everything halts.

Kobalt is as much a compliance tech company as it is a music company: it has built a quasi “operating system” to more accurately and quickly handle this using software and a centralized approach to collections, upending a broken, inefficient system so everything can run more smoothly and predictably on top of it. The big question is whether it can maintain its initial lead in doing this, however.

The business of a song

GettyImages

Image via Getty Images / Mykyta Dolmatov

Read more: https://techcrunch.com/2019/09/11/how-kobalt-is-simplifying-the-killer-complexities-of-the-music-industry/

Apple Music is coming to the web. Apple today is launching a public beta of its popular music streaming service on the web, which will be available to all Apple Music subscribers worldwide. This is the first time that Apple Music has been officially offered on the web, though an unofficial app over the past few months has gained attention after attracting hundreds of thousands of users.

Clearly, there was some pent-up demand for a web version of the service.

To use the new Apple Music web version, subscribers can visit the link beta.music.apple.com and sign in with their Apple ID.

At launch, the service includes many core features, like searching and playing songs from the Apple Music catalog, searching and playing songs from your library (if Sync Library is enabled), accessing your playlists and more.

All the main sections from the Apple Music app will also be available, including Library, Search, For You, Browse and Radio. Other features will roll out over time as the service is further developed.

During the beta testing period, Apple will be soliciting feedback from customers as it works on the product to help it streamline features and squash any bugs.

At a later date, new users will be able to sign up for Apple Music through the website. But for the time being, you’ll need to be an existing subscriber who signed up elsewhere.

The web version is now one of several ways Apple is making its music service more accessible across platforms.

The service is already available as an app for iPhone, iPad, Apple TV, Apple Watch and Mac. And at this year’s WWDC 2019 event, Apple announced its plans to dismantle iTunes on the Mac, making Music a standalone app with access to both downloads, library content and Apple Music’s streaming service.

Apple Music is also offered on non-Apple platforms, like Android, Windows, Sonos and Amazon Echo.

Cross-platform availability is essential in today’s streaming market, as Apple Music faces competition from Spotify, Pandora/SiriusXM, Amazon Music, YouTube Music and other local players.

At last count, Spotify had 108 million paying subscribers in the quarter ending in June and Apple Music topped 60 million subscribers in late June.

Read more: https://techcrunch.com/2019/09/05/apple-music-launches-a-public-beta-on-the-web/

Apple Music launched its data dashboard for musicians more than a year ago. Today, the company is taking that product — Apple Music for Artists — out of beta, and adding some new features in the process.

For one thing, it’s no longer a web-only product, because Apple is releasing an iPhone app. On both web and iOS, Apple Music for Artists allows musicians and their teams to see how often a song has been played, how many listeners it’s reaching and how many times it’s been purchased.

There’s also an “insights” section designed to highlight noteworthy data at any given moment, like how the first week of a new song compares to the first weeks of previous songs, or when the popularity of a song is spiking, or if they’ve hit a big milestone like 1 million plays.

Apple also is introducing data from Shazam, the music-recognition app it acquired last year. The idea is to capture listener behavior that’s very different from seeking out an artist or a specific song — it’s more about a moment of spontaneous connection, when you hear a song and think, “Whoa, what’s this?” (This also provides a window to behavior beyond Apple Music listeners.)

Apple

One of the goals is to give musicians the data they need to actually guide their decisions. For example, they might see that a song doesn’t have many plays compared to their big singles, but it’s doing surprisingly well on Shazam — so maybe it’s time to shift promotion.

And the data is also browsable by city, on a map. So if someone’s planning a tour, they can use this to data to choose which cities to visit, or to find the correct venue size in a given market.

Apple says all the data (including Shazam data) goes back to the launch of Apple Music in 2015. Any artist can claim their account for free.

Read more: https://techcrunch.com/2019/08/08/apple-music-for-artists/

By the end of 2019, the global gaming market is estimated to be worth $152 billion, with 45% of that, $68.5 billion, coming directly from mobile games. With this tremendous growth (10.2% YoY to be precise) has come a flurry of investments and acquisitions, everyone wanting a cut of the pie. In fact, over the last 18 months, the global gaming industry has seen $9.6 billion in investments and if investments continue at this current pace, the amount of investment generated in 2018-19 will be higher than the eight previous years combined.

What’s interesting is why everyone is talking about games, and who in the market is responding to this — and how.

The gaming phenomenon

Today, mobile games account for 33% of all app downloads, 74% of consumer spend and 10% of all time spent in-app. It’s predicted that in 2019, 2.4 billion people will play mobile games around the world — that’s almost one-third of the global population. In fact, 50% of mobile app users play games, making this app category as popular as music apps like Spotify and Apple Music, and second only to social media and communications apps in terms of time spent.

In the U.S., time spent on mobile devices has also officially outpaced that of television — with users spending eight more minutes per day on their mobile devices. By 2021, this number is predicted to increase to more than 30 minutes. Apps are the new prime time, and games have grabbed the lion’s share.

Accessibility is the highest it’s ever been as barriers to entry are virtually non-existent. From casual games to the recent rise of the wildly popular hyper-casual genre of games that are quick to download, easy to play and lend themselves to being played in short sessions throughout the day, games are played by almost every demographic stratum of society. Today, the average age of a mobile gamer is 36.3 (compared with 27.7 in 2014), the gender split is 51% female, 49% male, and one-third of all gamers are between the ages of 36-50 — a far cry from the traditional stereotype of a “gamer.”

With these demographic, geographic and consumption sea-changes in the mobile ecosystem and entertainment landscape, it’s no surprise that the game space is getting increased attention and investment, not just from within the industry, but more recently from traditional financial markets and even governments. Let’s look at how the markets have responded to the rise of gaming.

Image courtesy of David Maung/Bloomberg via Getty Images

Games on games

The first substantial investments in mobile gaming came from those who already had a stake in the industry. Tencent invested $90 million in Pocket Gems and$126 million in Glu Mobile (for a 14.6% stake), gaming powerhouse Supercell invested $5 million in mobile game studio Redemption Games, Boom Fantasy raised $2M million from ESPN and the MLB and Gamelynx raised $1.2 million from several investors — one of which was Riot Games. Most recently, Ubisoft acquired a 70% stake in Green Panda Games to bolster its foot in the hyper-casual gaming market.

Additionally, bigger gaming studios began to acquire smaller ones. Zynga bought Gram Games, Ubisoft acquired Ketchapp, Niantic purchased Seismic Games and Tencent bought Supercell (as well as a 40% stake in Epic Games). And the list goes on.

Wall Street wakes up

Beyond the flurry of investments and acquisitions from within the game industry, games are also generating huge amounts of revenue. Since launch, Pokémon GO has generated $2.3 billion in revenue and Fortnite has amassed some 250 million players. This is catching the attention of more traditional financial institutions, like private equity firms and VCs, which are now looking at a variety of investment options in gaming — not just of gaming studios, but all those who have a stake in or support the industry.

In May 2018, hyper-casual mobile gaming studio Voodoo announced a $200 million investment from Goldman Sachs’ private equity investment arm. For the first time ever, a mobile gaming studio attracted the attention of a venerable old financial institution. The explosion of the hyper-casual genre and the scale its titles are capable of achieving, together with the intensely iterative, data-driven business model afforded by the low production costs of games like this, were catching the attention of investors outside of the gaming world, looking for the next big growth opportunity.

The trend continued. In July 2018, private equity firm KKR bought a $400 million minority stake in AppLovin and now, exactly one year later, Blackstone announced their plan to acquire mobile ad-network Vungle for a reported $750 million. Not only is money going into gaming studios, but investments are being made into companies whose technology supports the mobile gaming space. Traditional investors are finally taking notice of the mobile gaming ecosystem as a whole and the explosive growth it has produced in recent years. This year alone mobile games are expected to generate $55 billion in revenue, so this new wave of investment interest should really come as no surprise.

A woman holds up her cell phone as she plays the Pokemon GO game in Lafayette Park in front of the White House in Washington, DC, July 12, 2016. (Photo: JIM WATSON/AFP/Getty Images)

Government intervention

Most recently, governments are realizing the potential and reach of the gaming industry and making their own investment moves. We’re seeing governments establish funds that support local gaming businesses — providing incentives for gaming studios to develop and retain their creatives, technology and employees locally — as well as programs that aim to attract foreign talent.

As uncertainty looms in England surrounding Brexit, France has jumped on the opportunity with “Join the Game.” They’re painting France as an international hub that is already home to many successful gaming studios, and they’re offering tax breaks and plenty of funding options — for everything from R&D to the production of community events. Their website even has an entire page dedicated to “getting settled in France,” in English, with a step-by-step guide on how game developers should prepare for their arrival.

The U.K. Department for International Trade used this year’s Game Developers Conference as a backdrop for the promotion of their games fund — calling the U.K. “one of the most flourishing game developing ecosystems in the world.” The U.K. Games Fund allows for both local and foreign-owned gaming companies with a presence in the U.K. to apply for tax breaks. And ever since France announced their fund, more and more people have begun encouraging the British government to expand their program, saying that the U.K. gaming ecosystem should be “retained and enhanced.” But, not only does the government take gaming seriously, the Queen does as well. In 2008, David Darling, the CEO of hyper-casual game studio Kwalee, was made a Commander of the Order of the British Empire (CBE) for his services to the games industry. CBE is the third-highest honor the Queen can bestow on a British citizen.

Over in Germany, and the government has allocated €50 million of its 2019 budget for the creation of a games fund. In Sweden, the Sweden Game Arena is a public-private partnership that helps students develop games using government-funded offices and equipment. It also links students and startups with established companies and investors. While these numbers dwarf the investment of more commercial or financial players, the sudden uptick in interest governments are paying to the game space indicate just how exciting and lucrative gaming has become.

Support is coming from all levels

The evolution of investment in the gaming space is indicative of the stratospheric growth, massive revenue, strong user engagement and extensive demographic and geographic reach of mobile gaming. With the global games industry projected to be worth a quarter of a trillion dollars by 2023, it comes as no surprise that the diverse players globally have finally realized its true potential and have embraced the gaming ecosystem as a whole.

Read more: https://techcrunch.com/2019/08/22/mobile-gaming-mints-money/

Amazon and Walmart’s problems in India look set to continue after Narendra Modi, the biggest force to embrace the country’s politics in decades, led his Hindu nationalist Bharatiya Janata Party to a historic landslide re-election on Thursday, reaffirming his popularity in the eyes of the world’s largest democracy.

The re-election, which gives Modi’s government another five years in power, will in many ways chart the path of India’s burgeoning startup ecosystem, as well as the local play of Silicon Valley companies that have grown increasingly wary of recent policy changes.

At stake is also the future of India’s internet, the second largest in the world. With more than 550 million internet users, the nation has emerged as one of the last great growth markets for Silicon Valley companies. Google, Facebook, and Amazon count India as one of their largest and fastest growing markets. And until late 2016, they enjoyed great dynamics with the Indian government.

But in recent years, New Delhi has ordered more internet shutdowns than ever before and puzzled many over crackdowns on sometimes legitimate websites. To top that, the government recently proposed a law that would require any intermediary — telecom operators, messaging apps, and social media services among others — with more than 5 million users to introduce a number of changes to how they operate in the nation. More on this shortly.

Growing tension

Read more: https://techcrunch.com/2019/05/23/india-modi-silicon-valley-future-internet/

The spat between Spotify and Apple is going to be the focus on a new investigation from the EU, according to a report from the FT.

The paper reported today that the European Commission (EC), the EU’s regulatory body, plans to launch a competition inquiry around Spotify’s claim that the iPhone-maker uses its position as the gatekeeper of the App Store to “deliberately disadvantage other app developers.”

In a complaint filed to the EC in March, Spotify said Apple has “tilted the playing field” by operating iOS, the platform, and the App Store for distribution, as well as its own Spotify rival, Apple Music.

In particular, Spotify CEO Daniel Ek has said that Apple “locks” developers and their platform, which includes a 30 percent cut of in-app spending. Ek also claimed Apple Music has unfair advantages over rivals like Spotify, while he expressed concern that Apple controls communication between users and app publishers, “including placing unfair restrictions on marketing and promotions that benefit consumers.”

Spotify’s announcement was unprecedented — Ek claimed many other developers feel the same way, but do not want to upset Apple by speaking up. The EU is sure to tap into that silent base if the investigation does indeed go ahead as the FT claims.

Apple bit back at Spotify’s claims, but its response was more a rebuttal — or alternative angle — on those complaints. Apple did not directly address any of the demands that Spotify put forward, and those include alternative payment options (as offered in the Google Play store) and equal treatment for Apple apps and those from third-parties like Spotify.

The EU is gaining a reputation as a tough opponent that’s reining in U.S. tech giants.

Aside from its GDPR initiative, it has a history of taking action on apparent monopolies in tech.

Google fined €1.49 billion ($1.67 billion) in March of this year over antitrust violations in search ad brokering, for example. Google was fined a record $5 billion last year over Android abuses and there have been calls to look into breaking the search company up. Inevitably, Facebook has come under the spotlight for a series of privacy concerns, particularly around elections.

Pressure from the EU has already led to the social network introduce clear terms and conditions around its use of data for advertising, while it may also change its rules limiting overseas ad spending around EU elections following concern from Brussels.

Despite what some in the U.S. may think, the EU’s competition commissioner, Margrethe Vestager, has said publicly that she is against breaking companies up. Instead, Vestager has pledged to regulate data access.

“To break up a company, to break up private property would be very far-reaching and you would need to have a very strong case that it would produce better results for consumers in the marketplace than what you could do with more mainstream tools. We’re dealing with private property. Businesses that are built and invested in and become successful because of their innovation,” she said in an interview at SXSW earlier this year.

Read more: https://techcrunch.com/2019/05/06/eu-will-reportedly-investigate-apple/

BTW

Queen Bey has done it again.

The reigning monarch of music dropped yet another surprise album early Wednesday. Beyonc has long dazzled fans with her surprise releases, and this one immortalizes the time she turned out the most high-profile music festival in pop. This time, the secret (live) album drop aligns perfectly with the release of her Netflix documentary Homecoming.

The surprise albumalso titled Homecomingfeatures Beyonc’s performance at last year’sCoachella Valley Music and Arts Festival. The event is fondly referred to by many as Beychella. Her jaw-dropping performance employed the use of an incredible collection of backup dancers and a fully equipped marching band. As the first Black woman to ever headline the event,Beyonc sought to memorialize the rich history of HBCUs, or historically Black colleges and universities.

Netflix announced the documentaryskillfully touted as “a film byBeyonc”in early April. The documentary aims to provide audiences with an in-depth look not only at the show-stopping performance at Beychella, but also the creative process behind it.

The album separates more than two hours of spectacular music into 40 tracks. It is packed with original music, a few surprise solo tracks, and even those unexpectedDestiny’s Child songs. The album is available through all of the major streaming platforms, including and .

Unexpecting fans were delighted to hear of not one, but two commemorations of Beyonc’s spectacular performance. “Only Beyonc can get a number 1 album full of old music at 3 am during the middle of the week,” one Twitter user wrote.

The album, not to mention the documentary, had some people fondly recalling their days in college.

Back in May, as part of a settlement, Spotify agreed to pay more than $112 million to clean up some copyright problems. Even for a service with millions of users, that had to leave a mark. No one wants to be dragged into court all the time, not even bold, disruptive technology start-ups.

On October 11th, the President signed the Hatch-Goodlatte Music Modernization Act (the “Act”, or “MMA”). The MMA goes back, legislatively, to at least 2013, when Chairman Goodlatte (R-VA) announced that, as Chairman of the House Judiciary Committee, he planned to conduct a “comprehensive” review of issues in US copyright law. Ranking Member Jerry Nadler (D-NY) was also deeply involved in this process, as were Senators Hatch (R-UT) Leahy (D-VT), and Wyden (D-OR). But this legislation didn’t fall from the sky; far from it.

After many hearings, several “roadshow” panels around the country, and a couple of elections, in early 2018 Goodlatte announced his intent to move forward on addressing several looming issues in music copyright before his planned retirement from Congress at the end of his current term (January 2019).  With that deadline in place, the push was on, and through the spring and summer, the House Judiciary Committee and their colleagues in the Senate worked to complete the text of the legislation and move it through to process. By late September, the House and Senate versions had been reconciled and the bill moved to the President’s desk.

What’s all this about streaming?

As enacted, the Act instantiates several changes to music copyright in the US, especially as regards streaming music services. What does “streaming” refer to in this context? Basically, it occurs when a provider makes music available to listeners, over the internet, without creating a downloadable or storable copy: “Streaming differs from downloads in that no copy of the music is saved to your hard drive.”

“It’s all about the Benjamins.”

One part, by far the largest change in terms of money, provides that a new royalty regime be created for digital streaming of musical works, e.g. by services like Spotify and Apple Music. Pre-1972 recordings — and the creators involved in making them (including, for the first time, for audio engineers, studio mixers and record producers) — are also brought under this royalty umbrella.

These are significant, generally beneficial results for a piece of legislation. But to make this revenue bounty fully effective, a to-be-created licensing entity will have to be set up with the ability to first collect, and then distribute, the money. Think “ASCAP/BMI for streaming.” This new non-profit will be the first such “collective licensing” copyright organization set up in the US in quite some time.

Collective Licensing: It’s not “Money for Nothing”, right?

What do we mean by “collective licensing” in this context, and how will this new organization be created and organized to engage in it? Collective licensing is primarily an economically efficient mechanism for (A) gathering up monies due for certain uses of works under copyright– in this case, digital streaming of musical recordings, and (B) distributing the royalty checks back to the rights-holding parties ( e.g. recording artists, their estates in some cases, and record labels).  Generally speaking, in collective licensing:

 “…rights holders collect money that would otherwise be in tiny little bits that they could not afford to collect, and in that way they are able to protect their copyright rights. On the flip side, substantial users of lots of other people’s copyrighted materials are prepared to pay for it, as long as the transaction costs are not extreme.”

—Fred Haber, VP and Corporate Counsel, Copyright Clearance Center

The Act envisions the new organization as setting up and implementing a new, extensive —and, publicly accessible —database of musical works and the rights attached to them. Nothing quite like this is currently available, although resources like SONY’s Gracenote suggest a good start along those lines. After it is set up and the initial database has a sufficient number of records, the new collective licensing agency will then get down to the business of offering licenses:

“…a blanket statutory license administered by a nonprofit mechanical licensing collective. This collective will collect and distribute royalties, work to identify songs and their owners for payment, and maintain a comprehensive, publicly accessible database for music ownership information.”

— Regan A. Smith, General Counsel and Associate Register of Copyrights

(AP Photo) The Liverpool beat group The Beatles, with John Lennon, Paul McCartney, George Harrison and Ringo Starr, take it easy resting their feet on a table, during a break in rehearsals for the Royal variety show at the Prince of Wales Theater, London, England, November 4, 1963. (AP Photo)

You “Can’t Buy Me Love”, so who is all this going to benefit?

In theory, the listening public should be the primary beneficiary. More music available through digital streaming services means more exposure —and potentially more money —for recording artists. For students of music, the new database of recorded works and licenses will serve to clarify who is (or was) responsible for what. Another public benefit will be fewer actions on digital streaming issues clogging up the courts.

There’s an interesting wrinkle in the Act providing for the otherwise authorized use of “orphaned” musical works such that these can now be played in library or archival (i.e. non-profit) contexts. “Orphan works” are those which may still protected under copyright, but for which the legitimate rights holders are unknown, and, sometimes, undiscoverable. This is the first implementation of orphan works authorization in US copyright law.  Cultural services – like Open Culture – can look forward to being able to stream more musical works without incurring risk or hindrance (provided that the proper forms are filled out) and this implies that some great music is now more likely to find new audiences and thereby be preserved for posterity. Even the Electronic Frontier Foundation (EFF), generally no great fan of new copyright legislation, finds something to like in the Act.

In the land of copyright wonks, and in another line of infringement suits, this resolution of the copyright status of musical recordings released before 1972 seems, in my opinion, fair and workable. In order to accomplish that, the Act also had to address the matter of the duration of these new copyright protections, which is always (post-1998) a touchy subject:

  • For recordings first published before 1923, the additional time period ends on December 31, 2021.
  • For recordings created between 1923-1946, the additional time period is 5 years after the general 95-year term.
  • For recordings created between 1947-1956, the additional time period is 15 years after the general 95-year term.
  • For works first published between 1957-February 15, 1972 the additional time period ends on February 15, 2067.

(Source: US Copyright Office)

 (Photo by Theo Wargo/Getty Images for Live Nation)

Money (That’s What I Want – and lots and lots of listeners, too.)

For the digital music services themselves, this statutory or ‘blanket’ license arrangement should mean fewer infringement actions being brought; this might even help their prospects for investment and encourage  new and more innovative services to come into the mix.

“And, in The End…”

This new legislation, now the law of the land, extends the history of American copyright law in new and substantial ways. Its actual implementation is only now beginning. Although five years might seem like a lifetime in popular culture, in politics it amounts to several eons. And let’s not lose sight of the fact that the industry got over its perceived short-term self-interests enough, this time, to agree to support something that Congress could pass. That’s rare enough to take note of and applaud.

This law lacks perfection, as all laws do. The licensing regime it envisions will not satisfy everyone, but every constituent, every stakeholder, got something. From the perspective of right now, chances seem good that, a few years from now, the achievement of the Hatch-Goodlatte Music Modernization Act will be viewed as a net positive for creators of music, for the distributors of music, for scholars, fans of ‘open culture’, and for the listening public. In copyright, you can’t do better than that.

Read more: https://techcrunch.com/2018/11/03/a-long-and-winding-road-to-new-copyright-legislation/