The sachetization of music consumption

Sachetization comes from the fast-moving consumer goods industry and refers to the bite-size packaging – e.g. one biscuit, or 15ml shampoo – of goods that used to be available only in bigger, and thus more expensive, packages. Music consumption has seen a little bit of sachetization, but there is significant growth to be had if platforms and services will pick up this strategy more broadly. Two things triggered me to think about sachetization and music consumption:

  1. The continuing battle between Apple and Spotify. On the one hand, there’s the message from the former about their one penny per stream rate. On the other hand there’s the direct podcast subscriptions. While both deserve analysis and provide learnings for musicians, labels, and platforms alike a focus on either of these isn’t going to help grow ‘the pie’ of music revenues.
  2. In Spotify’s latest quarterly results we see ARPU (average revenue per user) dropping again. Mark Mulligan reckons that even with the proposed price increased Spotify’s ARPU will still go down in 2021. More broadly, MBW recently calculated that overall ARPU for all music streaming services dropped 8.8% in 2020. In other words, subscription revenue is dropping due to things such as family plans and marketing combinations (Fortnite Crew with 3 months of Spotify anyone?). Another big reason, however, is the lowering of prices in new markets, including the sachetized India. Instead of lowering overall subscription prices, music streaming services – and others – need to consider sachetizing their products.

From India to Nigeria: lessons in sachetization

The thinking behind sachetization often revolves around creating something that offers people who can’t afford something that very thing in a small dose. As such, the discourse surrounding sachetization veers towards talking about countries where the mechanism is popular as poor economies. While I won’t argue against it, I do think that focus misses out on the opportunities. Two examples will help me illustrate this.

Micro-credit in India

India is a big country with a lot of inhabitants. Many of these people are not formally employed. This does not mean they don’t have an income, but it does mean that the banking and credit system does not recognize their earnings. It’s for this reason that Viral Acharya, professor of economics at NYU-Stern, has argued for the sachetization of finance in India. One example he offered to explain its necessity in the FT article is that of a farmer. Instead of demanding a loan to this farmer to be repaid in regular monthly installments misses the point of them only earning money during the harvest. The example is meant to show that each person has its own cash-flow situation and requires a credit that reflects this specific circumstance.

The Reserve Bank of India has set out regulations to support this. In a talk Acharya delivered at Bombay Tech Fest in 2018 he argued that the public credit registry allows people to build up a reputation and the trust of lenders. Sachetizing credit thus means to create a specific set of circumstances that allows people to enter who would normally sit outside the formal credit market. In a way, it allows people to get a leg up, a first step onto a ladder, or a way to finance what they aspire to.

Nigeria’s sachet economy

There’s a lot to be said by the argument put forward in this tweet. Nairametrics, for example, see sachetization as innovation around poverty. And yet, there’s a lot of people to be reached by offering sachets instead of fullblown products. The examples in Nigeria are plenty and move from FMCGs to fin-tech and entertainment. When it works, it’s because it deletes what Efosa Ojomo calls nonconsumption.

Nonconsumption is the inability of an entity (person or organization) to purchase and use (consume) a product or service required to fulfill an important Job to Be Done. This inability to purchase can arise from the product’s cost, inconvenience and complexity, along with a host of other factors—none of which tend to be limitations for the rich, skilled, and powerful in society.

There’s a different reason to tackle nonconsumption: aspiration. M-KOPA in a Kenyan company that offers smartphones, and other products, by letting people pay in installments. The smartphone is then used by the company to track the financials of the user and, for example, unlock or lock certain URLs or payments. In the end, all of these types of services of sachetization in terms of pay-as-you-go and repay-as-you-can.

The opportunity for music

The whole idea of sachetization is to grow the number of people that can afford your product or service. There are different ways to do this for music businesses and they all don’t involve simply lowering your price for the full offer. Some of these will look like strategies used more widely around the world while others will hark back to old methods.

  • pay-as-you-go in the form of opening a music streaming service and paying only when you use it. For example, per minute, per song, etc.
  • pay-as-you-go in the form of passes. For example for a day, an hour, an album, etc.
  • there’s a lot to learn from gaming (the idea of the pass in the previous bullet point harks back to Bas’ 2016 article about gaming industry lessons). One of them is to work together with payment structures that gamers are used to. Razer Gold is one such option. A popular method for gamers to buy both games and in-game content. It’s not difficult to imagine a streaming service stepping into a partnership and offering limited access to certain playlists in-game.
  • The tactics of sachetization aren’t just for music streaming services. It’s also possible to step in at artist level through, for example, tipping. Centipenny is one example where people can work with micropayments that can go as low as, you guessed it, a penny. Users can top-up their account with small amounts and artists can include a widget, poll, mini paywall, etc. to receive funds.

Sachetization of music consumption is more than innovation for the poor. It’s real opportunity to increase the total number of people paying for music directly. Moreover, it does so on their terms instead of on those set by the major platforms.

Live music is all you need, right? A hybrid tale

Changes that had been simmering in the live music industry for years accelerated during the pandemic. It’s hard to find an artist who hasn’t done a livestream nowadays and this has pushed musicians to ask more directly what their fans want and want to pay for. Similarly, games have provided stages for music in lieu of the physical format. At the same time, we see the first glimpses of in-person events and how they might take shape with and without restrictions. Here, I will take stock of where we stand right now through some of my own recent experiences and how I see this play out as a tale of hybrid events in the near future.

Livestreaming and in-game experiences

Some livestreams are more successful than others, this was already the case before the pandemic hit, but certainly reverberated throughout the last year. Cherie Hu got to the essence of what all successful livestreams share: intimacy/proximity, production quality, and frequency/consistency. What we should add to that is to make the livestreaming experience something totally different from what the in-person live experience is. There’s no replicating the energy of audiences in a venue and the touch of bodies in a moshpit or the power of sound hitting you in the gut. At the same time, livestreaming offers an opportunity to create something unique. And this runs from Norah Jones topping the streaming charts with her intimate, one-camera home shows to the concert venue Ancienne Belgique building a carbon copy of their venue in the Unreal Engine and dubbing it Nouvelle Belgique.

Being with the artist

What Norah Jones, and other mainly singer-songwriter style artists, have managed so well with their livestreams is bring their fans really close. Of course, it helps to be an open person who’s happy to let their fans into their homes and interact with them via video and chat. It would be difficult, for example, to see someone like The Knife or others artists who shroud themselves in mystery do the same. For those who can do it authentically, though, the intimate livestream is a winner. Fans love being close up and getting to interact with their favorite musicians directly.

There’s some precedent for this type of live experience inside music venues. From lie down concerts to those famous Snarky Puppyheadphone concerts‘ that allow fans to step into the studio with the band while having a personal live experience. It will be interesting to see if this type of concert will gain further traction post-pandemic. With more artists opting for perhaps smaller settings to offer fans a unique and intimate live experience. Such live events can even sit right into a regular tour schedule. While talking to Angela Huang for WHO KNEW The Smartest People in the Room she mentioned how premium ticketing, and especially VIP ticketing, works best when the experience gets created with the fan in mind.

In-game experiences

It’s also that fan-first mindset that puts artists like Travis Scott and Kaskade into Fortnite‘s Party Royale: their fans also play the game. A logical next step is for real-world venues to create an existence in the metaverse (similar to former Berlin-based club Griessmuehle being rebuilt in Minecraft). Brussels-based Ancienne Belgique took this leap and worked together with VR studio Poolpio and Granola StudiosYabal application to copy their venue inside the virtual world of the Unreal engine. In a way this experiment aims to recreate the ‘real’ concert experience:

  • the artist performs on the actual Ancienne Belgique stage in a motion capture suit and is made visible on the Nouvelle Belgique stage
Inside the Ancienne Belgique during the Zwangere di-GUY-taal livestream
Inside the Nouvelle Belgique
  • Lights were done inside the Nouvelle Belgique venue by the light technicians of the Ancienne Belgique
The lightshow
  • The artist has big screens to see the avatars of the audience allowing for some form of fan-artist interaction. They can also read the chat

Overall, I feel this type of experience is a great addition to live music. It allows, for example, artists to connect with younger audiences who might not otherwise get to go to live gigs yet. It’s also a more fun and interactive way to experience a concert than simply seeing what cameras record happening on stage. This first gig in the Nouvelle Belgique showed glimpses of even more potential. Right at the end the floor opened up and it would be great if my avatar could, for example, fall into the crack and have to respawn.

Fan strategies

How many artists do you support directly right now? Through Patreon, Bandcamp, OnlyFans, etc.? Flipping the value relationship between artist and fan; getting the fan to pay directly to the artist. Again, this wasn’t a new development but one that definitely accelerated through the pandemic. The type of fan strategies related to the subscription models consider how, as an artist, you can add value for your fans in their lives. This goes way beyond the live experience, but the model has strong roots inside the live industry. Going back to the idea of VIP tickets, the question that underpins every decision is: what does the fan want?

More on gaming

Besides asking what the fan wants, the question is also: where is the fan? How willing, for example, is the average classic rock fan to download a gaming platform and create an avatar? In a report by Twitch and MIDiA the focus sits on the existence of an actual digital fandom. In other words, what music can learn from gaming is that there’s a growing fanbase that will engage online first. Similar to gamers streaming, artists can go beyond subscriptions and towards what would be in-game items. Here, I’m thinking of premium comments, shout-outs, a special look for an avatar, etc. These are all elements that musicians can learn from when they approach their fans in a virtual environment.

Post-pandemic touring: a hybrid offer

We’re seeing some glimpses of live music coming back to us recently. In places like New Zealand this amounts to proper stadium shows without any restrictions. Elsewhere, we see events with rapid testing and other restrictions. In Singapore, for example, the focus is on pre-event testing while fully vaccinated people can skip this. Where I live, in the Netherlands, there’s a combination of experiments with and without restrictions. Attending an actual, in-person concert is still second-to-none in terms of energy as I got to experience as part of the ‘testing for access‘ trial.

Eric Vloeimans’ Gatecrash live at TivoliVredenburg, 19 April 2021

That said, I see the future more as a hybrid live tale. Next to the live gig, there will be livestreams offering intimate and close-up experiences that will keep people at home instead of going out. For some artists and their fans virtual worlds, including the metaverse, will be where they meet and interact. For others, geography will be the biggest factor. Starting a livestream will simply open up a concert to much wider audience. Moreover, those who watch on a screen may have the opportunity to check in backstage before the gig or have the option to choose the camera focused on the drummer or the bass player. All of this will help drive artists to consider the best approach for them and their fans and at the same time open up a whole new way to directly add value in both directions: from artist to fan and vice versa.

How SoundCloud should tackle fan-artist payments and reconquer lost ground from Bandcamp, Instagram & TikTok

SoundCloud is rumoured to announce new plans to “let fans pay artists directly” which some commentators interpret as the music streaming service exploring user-centric payment systems.

While user-centric payments definitely make the landscape fairer and realign incentives by making sure the money generated by fans of certain artists actually end up in those pockets, it’s definitely not a silver bullet solution to make up for the difference between desired and actual revenue artists receive from streaming services. In other words: for the vast majority of artists, the immediate change in royalties from a shift to user-centric would be negligible.

Furthermore, it’s complex to negotiate, as SoundCloud’s VP of content partnerships Raoul Chatterjee pointed out during a recent session of the UK streaming inquiries:

“The whole investigation into user-centric is a very detailed and complex investigation that needs to be taken. It’s one potential path we’re exploring… and it would require industry-wide conversations and support to be impactful.”

SoundCloud is doing ok (especially compared to a few years ago), is reporting growing revenues, but it’s losing relevance. SoundCloud does not have time for lengthy negotiations. As a platform, they’ve lost their footing at the center of music subcultures and the longer it takes for SoundCloud to regain its position, the harder it will become.

Keep the lawyers at the (virtual) negotiation tables, but in the meantime, claw your way back.

SoundCloud’s relative interest over time based on Google searches.

Instagram, Bandcamp, and the post-Covid landscape

Two questions.

Firstly, where do music scenes go to connect to stay connected with each other in 2021? I’ve argued that Instagram has usurped community building from SoundCloud. Of course it should be noted that TikTok is playing an increasingly important role there, especially for certain genres. To a lesser degree, groups on Facebook, Telegram, and Discord form places for people to share their latest tracks, get feedback, find people to do collabs or exchange remixes with, etc. As such, they’re also great places for fans to keep track of the latest developments in music.

Secondly, where did musicians turn when they struggled to make ends meet with just the income from Spotify, Apple Music, YouTube, etc.? They turned to Bandcamp in a massive way. SoundCloud, with its creator-centric roots, wasn’t well-positioned yet to accommodate these artists, because what it offers artists hasn’t changed much from its early beginnings. In 2020, being creator-centric meant helping creators make money – and SoundCloud didn’t have much to offer beyond what it offered artists since the service’s early days. That is: a place to upload your music and present it to other people. That addresses a pre-2015~ market need: making music easy to access. Access has been solved. Monetization hasn’t.

Another place that made music easy to access, YouTube, has been SoundCloud’s most important competitor. YouTube, since its early days, has offered social functionality similar to SoundCloud’s, in that one can follow creators (once innovative! Spotify only launched this 4+ years after launch), comment on tracks, and see other users’ profiles.

By 2021, YouTube’s suite has evolved to include membership clubs with monthly fees, monetization through content identification, and livestream monetization through social features that make fans more visible in the chat (similar to Twitch).

This is the landscape SoundCloud must address & find relevancy in.

(more about this landscape in my piece for Water & Music about the rise of the fan-centric music streaming service (paywall))

The social opportunity

SoundCloud was strongest when it catered to its early adopter users or users who exhibit that type of behaviour. Behaviour commonly associated with early adopter users is word of mouth, being a power user, and a willingness to overlook certain flaws as long as the product delivers exceedingly well on its core value proposition. These users are not well-addressed, since the value proposition has diluted over time in order to target wider audiences (e.g. through its Spotify-like subscription service). SoundCloud has made some great initiatives to woo creators in recent years, but the unifying aspect for all users on the platform is its listening experience – and that’s a social one.

People go to SoundCloud to discover new music. To find what’s ‘Next Up’ before it’s uploaded anywhere else. If you’re into a particular type of music, you’ll follow many of the same artists as other fans of that music and you’ll see some of those fans appear in the timeline comments on tracks.

Timed comments on Masayoshi Iimori’s track Alcohol.

On profiles, which have the same feature sets for fans and for artists, this social functionality is also present by displaying who someone follows and is followed by, as well as any tracks they’ve liked and comments they’ve left. For users who don’t upload any music, the main profile real estate consists of reposted tracks (similar to a Twitter user who only retweets). All of that is social.

Do the majority of users explicitly engage in social behaviour on the platform? Unlikely and it’s probable that a small minority of users create most of the (visible) activity, as on Twitter. SoundCloud is a community product where a minority of users create the value that the majority of users get off of the platform. Unlike Spotify, which tries to help users get as much value out of the catalogue as possible, SoundCloud should focus on the value users can get out of communities and the artist-fan relationship.

Lessons from gaming

This is not dissimilar to what fueled the success of games like Farmville or Clash of Clans. In free-to-play games, the majority of users will never spend any money. Instead, they create value for the ecosystem, so that a minority of users becomes willing to spend (big).

In order to leverage these dynamics, and create revenue for artists, SoundCloud must double down on social. How?

  • Step 1: Leaderboards on tracks and profiles. Show off the top fans of tracks and artists. Dedicated fans will want to earn their spot as the top fan. It’s not just fans: if you’re part of a certain music scene and want to make sure you’re ‘seen’, you’ll play new tracks on repeat, so you appear on the leaderboards on day 1. (just imagine K-pop stans, if you find it hard to imagine how fan communities would approach these types of dynamics)

    This functionality already exists inside the stats dashboards artists have access to. All SoundCloud needs to do is make leaderboards visible on the various pages and perhaps create a setting so people can exclude themselves from public leaderboards.
Screenshot of the top listeners of a particular track in a 7-day time period (stats dashboard).
  • Step 2: Track and profile pages as real estate. Leaderboards create social competition and a way for fans to earn status. Now comes the monetization: let fans pay to claim pages in a non-obtrusive way, similar to how YouTube’s Super Chat feature lets you claim visibility in a chat during a livestream. You could let artists set prices or create some type of market dynamic for this.
  • Step 3: Place activity & payment on the same currency. As in gaming, certain users will spend more time creating value through activity and other users will fuel the economy through payments. By creating an on-platform currency, SoundCloud could reward active users with tokens that accrue value as people purchase tokens to spend on the platform with ‘real money’.

The tokens could then help artists mint their work as NFTs and create a more sophisticated dynamic for ‘tracks as real estate’. Basically, artists could earn money from playback, from selling tracks as NFTs, and by making commissions off of people speculating and reselling music NFTs (a commission percentage can be defined in the smart contracts associated with an NFT). From here, SoundCloud could come to function more as a protocol and create a metaverse-friendly version of its other early value proposition: music playback that embeds everywhere. This time with music as a vanity item that all can enjoy, but can only be owned by one person at a time while always staying associated with the creator – even when NFT ownership transfers from one person to another.

As the user-facing part of the platform shifts towards creating more value from the artist-fan relationship and the activity inside fan communities, subcultures, and scenes, lawyers can negotiate with industry gatekeepers to change royalty administration to a user-centric model.

Some of the above is actually what the Audius protocol is trying to accomplish. You could also go a lot further than what I’ve described, as Audius intends and as Mat Dryhurst explored in his essay SoundCrowd: Tokenizing & Collectivizing Soundcloud. Long term blockchain visions aside, for 2021, being a creator-centric company means being a company that helps monetize, so SoundCloud must focus on the short term and employ an “opportunities multiply as they are seized” type of strategy. That means: not standing still to evaluate distant forks in the road, because what you do along the way will determine the paths you can take from that fork.

User-centric is too slow for SoundCloud

Is user-centric streaming the right thing to do? Yes. Will it help SoundCloud in the short term? No, because artists will not see significant enough returns in order for them to drive more traffic to the platform.

How can SoundCloud be as significant to artists as Bandcamp was in 2020?

SoundCloud must emphasize its community nature, since that’s how the type of value can be created that part of its core users will pay for. That won’t be most of the audience that SoundCloud has been marketing its music streaming subscription to (which can’t beat catalog-centric Spotify or value gap YouTube).

The platform must be selective about what type of behaviour it wants to cater to and the value it can create out of that. For that, it makes sense to use its DNA as a social music platform – something that Spotify, Apple (through Ping & Connect), and others have not been able to figure out. It needs to focus on the users that can amplify community excitement around significant monetization functionality and help make SoundCloud as culturally relevant as it was half a decade ago.

Signed,

A long term SoundCloud user with a 3-letter username: Bas (and more recently Viva Bas Vegas).

John Legend performs in Wave

Music startup Wave ditches VR as Steam reports 71% YoY increase in virtual reality revenue

To those that have been paying attention to immersive music experience startup Wave, the recent announcement that they are sunsetting their VR app on Steam should not come as a surprise:

We founded Wave almost five years ago to connect humanity through immersive music experiences. That journey started in the VR space, with our community-driven VR app on Steam, and it’s been rewarding watching our community of creators use our tools to host their own VR concerts. We never foresaw the incredible things people would create, and often attending those shows felt like peering into the future of live music / visual art performance and being blown away by the result.

Two years ago we pivoted out of VR into gaming and live-streaming, as the VR industry didn’t develop as quickly as we’d hoped. Artists need audiences to thrive, and we realized VR just wasn’t there yet, and there was a bigger opportunity for artists outside headsets. Even though ti doesn’t fit our current business model, we’ve kept TheWaveVR app and servers running just because the community in there has made such inspiring stuff. Unfortunately we built the user tools on top of Google Poly, which is shutting down.

As much as we’d love to, we aren’t able to spend the resources to build a new backend pipeline, since we are already spread so thin trying to accomplish our current set of non VR objectives. We are still a relatively small startup. The hardest part of running a startup is choosing what to focus on, which has led us to the difficult decision to sunset TheWaveVR app on Steam and Oculus.

Even though this means the Wave VR shows will come to a pause, we think this is the best decision for the long term future of the Wave community, and we promise to do everything we can to one day bring back this experience in an even more evolved form. Thank you so much from the bottom of our hearts for joining us for all those multi-hour VR raves and for helping us craft this vision of the future of music and art. We hope you’ll join us for this next chapter.
Originally tweeted by Wave (@TheWaveXR) on January 15, 2021.

The startup, originally known as TheWaveVR, had increasingly started to focus on immersive experiences that don’t require VR. The VR was replaced in their URL and social media handles by XR, which typically denotes mixed reality although it’s also used for ‘extended reality’ or ‘cross-reality’.

Will Wave still let online music subcultures thrive, as I wrote in 2017? They have and they will. Wave’s co-founder, Adam Arrigo, rightly remarks that artists need audiences to thrive and VR hadn’t taken off in the way they’d hoped. Startups being startups, tough choices have to be made and being spread too thin while juggling different priorities and audiences kills startups. For Wave, that meant getting out of VR (for now) despite growth in the space.

Steam, the world’s online largest gaming store & platform, just reported that 2020 saw 71% more VR revenue compared to 2019. A large portion of which can be attributed to a single game called Half Life: Alyx (39% to be exact). However, some of that revenue can be attributed to Beat Saber, a game that combines music & VR, which has been called “the closest thing VR has seen yet to a ‘killer app’“.

In other news, Bootshaus, a well-known club in Germany, ‘re-launched’ itself as a virtual reality version of its real-life location and has been hosting events since November. These types of developments are interesting, because of the challenges they knowingly or unknowingly take on.

  • Only ~2% of Steam’s users use a VR headset. That’s a gaming platform. What do these numbers look like for a club and their own audience?
  • Clubs are experts in targeting local audiences: how do you promote on a global scale (or at least across adjacent timezones) as you inevitably have to branch out beyond your usual audience?
  • People know what a club night is, so the promotion of one is straight forward. Selling them a new experience requires some form of consumer education and relies on different promotional techniques and strategies.
  • The way people socially coordinate to attend events in real life is different from the decision-making process to attend an online event.
Image: Bootshaus VR.

And that’s not even considering the technical challenges and aspects of user experience design. This is exactly why it’s unreasonable to expect clubs to “reinvent themselves” for the duration of the pandemic – it’s a different business. It’s why government support is so important.

Having said that, those that do manage to translate their experience and expertise into the virtual realm are important to watch. We spend much more of our time online than before. Just look at the jump in Steam’s data delivery in 2020:

Image: Steam

The pandemic has a lot to do with the jump above, but one should not be too quick to dismiss the new habits that are being established. As Theodore Krantz, the CEO mobile data and analytics company App Annie, recently said:

“The world has forever changed. While people stay at home across the world, we saw mobile habits accelerate by three years.”

Trends is exactly the right word. We may see a dip as we leave the pandemic, but the trend will catch up again. Every live music company, whether a venue or promoter, is already a media company with its channels on Instagram, Facebook, YouTube and perhaps TikTok.

What type of media company will venues become now that the virtual experience is mainstream?