Coomposer is a website for musicians seeking to improve its platform and monetize new features. It currently functions as a social network for musicians but will introduce an online marketplace for buying and selling high-quality music samples and patches. This will provide a unique source of original content to meet growing demand from bedroom producers and DJs. Market research shows competitors focus on consumption while Coomposer will enable production by connecting talented musicians globally to collaborate, share and sell their work. Funding is sought to upgrade the website and launch an accompanying promotional campaign.
Latest SoundCloud Market Research on Vertical ExpansionInes Chen
This document discusses expanding SoundCloud's market by focusing on online radio. It identifies two main user types - audio creators and audiences. Research shows online radio is growing, with Pandora being the major competitor. Pandora's weaknesses include a lack of social features and custom playlists. SoundCloud could target radio creators by making it easy to set up online radio stations and audiences by integrating radio and music discovery. Tests are proposed to validate this hypothesis, including surveys, focus groups and prototype interviews. Insights would inform features like radio widgets, DJ tagging and local recommendations. Marketing would promote the radio community while partnerships could expand reach. The goal is to make all radio and music discovery accessible within SoundCloud.
LOUD is a proposed software-based record label and platform that aims to empower artists from disadvantaged communities and give music lovers more control over what they listen to. It will function like a traditional record label by providing artists studio space and funding their music production, tours, and promotions. The LOUD app will allow artists to share their work and users to upvote their favorite content, determining what becomes popular. LOUD expects to generate revenue from endorsements of popular artists on the platform as well as advertising sales on the app.
We spend a lot of time online. Even more time listening to music. We use many platforms, and as a DJs, Producers, Composers, Creators and Marketers, we use many additional programs and applications as well.
This deck is simply an application of our experience with user flows, interfaces and revenue models from user, client, consumer, marketer, designer, developer and service provider perspectives. Hypothetical of course, but intended to provide a case for UX/UI optimization from the start as a way to create new, organic revenue streams.
Specifically, we use Mixcloud.com, on e of the newer entrants to the U.S. Market as a way to illustrate the concept.
This document summarizes a presentation on various topics related to music, media, and technology. It discusses the history of remixing and reusing music, the concept of spreadable media, examples of viral videos like the Harlem Shake, the use of music in games, open source tools for musicians, emerging technologies, and challenges around surveillance, credibility and professionalism versus amateurism. The presentation aims to be interdisciplinary and cover collaboration across fields.
Technological convergence has significantly impacted the music industry. It has allowed for easier production and global distribution of music outside of traditional labels, benefiting unsigned artists. However, it has also disrupted revenue streams through piracy. While consumers now have more choice and flexibility over their music, some argue this has shifted the focus from the music itself to the digital devices used to consume it. Overall, technological changes have transformed both how the industry operates and how audiences engage with music.
Technological convergence in the music industry has impacted both production and consumption. On the production side, unsigned artists can now independently produce and distribute their own music using online platforms without a record label. Consumers also have greater flexibility in how they access and experience music through devices like the iPhone and services like YouTube that allow music to be consumed anywhere. However, piracy through sites like Napster significantly impacted industry revenue streams and forced major labels to transform how they distribute music online through stores like iTunes. Overall, technological changes have given more power to both artists and consumers but also introduced new challenges for the traditional music industry business model.
This document analyzes the cultural expressiveness of the website Beatport.com using Pauwels' multimodal framework. Beatport.com is a digital music retailer specializing in electronic dance music. The analysis finds that Beatport.com serves as a convergence point for both online and offline practices in the electronic dance music subculture. It provides digital music that users interact with through hardware and software, linking digital consumption to live performances. The analysis aims to account for how material technologies like turntables and mixers shape the subculture and Beatport.com's design.
This marketing plan aims to help Wilson Bohman of Venture Motel achieve his goals of making new music, releasing his EP, and performing live events again after a gap in activity. The plan provides strategies for Venture Motel to build its social media presence, release music to streaming platforms, and engage with fans through live performances. Key objectives include increasing followers on social media channels to 10,000 within 6 months and growing YouTube subscribers to 10,000 over the same period. The plan also analyzes Venture Motel's brand and target audience and identifies strengths, weaknesses, opportunities and threats.
Latest SoundCloud Market Research on Vertical ExpansionInes Chen
This document discusses expanding SoundCloud's market by focusing on online radio. It identifies two main user types - audio creators and audiences. Research shows online radio is growing, with Pandora being the major competitor. Pandora's weaknesses include a lack of social features and custom playlists. SoundCloud could target radio creators by making it easy to set up online radio stations and audiences by integrating radio and music discovery. Tests are proposed to validate this hypothesis, including surveys, focus groups and prototype interviews. Insights would inform features like radio widgets, DJ tagging and local recommendations. Marketing would promote the radio community while partnerships could expand reach. The goal is to make all radio and music discovery accessible within SoundCloud.
LOUD is a proposed software-based record label and platform that aims to empower artists from disadvantaged communities and give music lovers more control over what they listen to. It will function like a traditional record label by providing artists studio space and funding their music production, tours, and promotions. The LOUD app will allow artists to share their work and users to upvote their favorite content, determining what becomes popular. LOUD expects to generate revenue from endorsements of popular artists on the platform as well as advertising sales on the app.
We spend a lot of time online. Even more time listening to music. We use many platforms, and as a DJs, Producers, Composers, Creators and Marketers, we use many additional programs and applications as well.
This deck is simply an application of our experience with user flows, interfaces and revenue models from user, client, consumer, marketer, designer, developer and service provider perspectives. Hypothetical of course, but intended to provide a case for UX/UI optimization from the start as a way to create new, organic revenue streams.
Specifically, we use Mixcloud.com, on e of the newer entrants to the U.S. Market as a way to illustrate the concept.
This document summarizes a presentation on various topics related to music, media, and technology. It discusses the history of remixing and reusing music, the concept of spreadable media, examples of viral videos like the Harlem Shake, the use of music in games, open source tools for musicians, emerging technologies, and challenges around surveillance, credibility and professionalism versus amateurism. The presentation aims to be interdisciplinary and cover collaboration across fields.
Technological convergence has significantly impacted the music industry. It has allowed for easier production and global distribution of music outside of traditional labels, benefiting unsigned artists. However, it has also disrupted revenue streams through piracy. While consumers now have more choice and flexibility over their music, some argue this has shifted the focus from the music itself to the digital devices used to consume it. Overall, technological changes have transformed both how the industry operates and how audiences engage with music.
Technological convergence in the music industry has impacted both production and consumption. On the production side, unsigned artists can now independently produce and distribute their own music using online platforms without a record label. Consumers also have greater flexibility in how they access and experience music through devices like the iPhone and services like YouTube that allow music to be consumed anywhere. However, piracy through sites like Napster significantly impacted industry revenue streams and forced major labels to transform how they distribute music online through stores like iTunes. Overall, technological changes have given more power to both artists and consumers but also introduced new challenges for the traditional music industry business model.
This document analyzes the cultural expressiveness of the website Beatport.com using Pauwels' multimodal framework. Beatport.com is a digital music retailer specializing in electronic dance music. The analysis finds that Beatport.com serves as a convergence point for both online and offline practices in the electronic dance music subculture. It provides digital music that users interact with through hardware and software, linking digital consumption to live performances. The analysis aims to account for how material technologies like turntables and mixers shape the subculture and Beatport.com's design.
This marketing plan aims to help Wilson Bohman of Venture Motel achieve his goals of making new music, releasing his EP, and performing live events again after a gap in activity. The plan provides strategies for Venture Motel to build its social media presence, release music to streaming platforms, and engage with fans through live performances. Key objectives include increasing followers on social media channels to 10,000 within 6 months and growing YouTube subscribers to 10,000 over the same period. The plan also analyzes Venture Motel's brand and target audience and identifies strengths, weaknesses, opportunities and threats.
The music market in the UK has changed significantly in recent years. Younger people aged 14-25 rarely buy CDs and no longer use record shops to purchase music. Many in this age group will only download music illegally or listen to music on their phones. While downloading is still preferred to streaming, the music industry is trying to prevent illegal downloading. New media technologies have given artists more freedom and control over how they market and distribute their music, bypassing the traditional record label system. This represents a major shift in how the music industry operates.
This document proposes an online marketplace called Rapfeatures.com that will allow hip hop artists to buy and sell musical features. A feature is when an artist makes a guest appearance on another artist's song. The startup is currently pre-funding and proposes to disrupt the current model in the music industry by providing a secure platform for these transactions. It will integrate with social media like Twitter and use escrow services to facilitate fund transfers safely. The founders have relevant experience and market research suggests there is demand among artists and mixtape makers for such a service to buy and sell features globally.
Record labels use independent distributors to ship records from manufacturers to retail stores on a consignment basis. Major labels have their own branch offices that distribute regionally. Promoting records through radio play, music videos, and social media is important for commercial success. Social media allows labels to monitor buzz around releases, identify influential fan communities and bloggers, and partner with brands for sponsorship opportunities to reach new audiences.
This document provides guidance on preparing for an exam on understanding contemporary media institutions. It discusses key topics students should be familiar with, including processes of media production, distribution, marketing and consumption, as well as audience behaviors. It also provides examples of case studies on a major record label and independent label to illustrate differences in approaches. Students are instructed to define important terms and consider how media companies make use of digital technologies and tackle emerging threats.
Unit 1- Analysing Media Products and Audiences Harrison Cole
Rock Sound is a monthly music magazine published in the UK by Rock Sound Ltd since 1999. It focuses on rock music genres and includes a free CD with each issue. Rock Sound Ltd is a private limited company owned by the Open Company group. It has competitors like Kerrang! and Mojo magazines. The magazine aims to promote rock bands and music to younger male audiences through exclusive interviews and content on its website and social media platforms.
Informational Communication TechnologyLori Gilbert
This document discusses the Napster software which allowed users to share and download MP3 files from any computer connected to the Napster network in 1999. While Napster did not condone copyright infringement, the software had no way to stop this or pay royalties to artists. This raised legal issues as the major record labels believed it harmed sales. Some labels partnered with sites to sell music online as an alternative to piracy on Napster.
The document discusses the purposes and conventions of music websites. It provides examples of common elements found on music websites such as:
1) Logos, navigation bars, and social media links to engage audiences and promote the artist. Multimedia like images and videos are also included.
2) Websites aim to inform fans about new releases and tours, while promoting sales of music and merchandise. They allow fans to learn more about the artist.
3) Conventions include prominent images, downloadable content, links to streaming services, and areas for user generated content like forums. Color schemes and layouts aim to represent the artist's brand and appeal to target audiences.
Photocopiable/digital resources may only be copied by the purchasing institution on a single site and for their own use. The document discusses how listening to music, buying music, and distributing music have changed over time due to technological developments such as convergence, miniaturization, Web 2.0, and the long tail theory. These changes have affected magazines and their readership as more people access information online through blogs, social media, and e-magazines rather than print magazines. The final pages discuss how the music press also needs to adapt to reach younger audiences who discover music through social media and streaming rather than magazines.
The document discusses the changing relationship between audiences and institutions in the music industry. It notes that new media technologies have given audiences more control over how they consume and distribute music, while a small number of large media conglomerates still dominate the industry. It provides examples of how institutions like Universal have attempted to regain control by launching platforms like VEVO that monetize user uploads through advertising revenue sharing deals.
Virginie Berger: New Digital Music Tools for New Needs - midem white papermidem
The document discusses the rise of new digital tools for music consumption and promotion, including various platforms like aggregators, distributors, streaming services, e-commerce sites, and social media. It provides examples like Zimbalam, Ditto Music, Tunecore, Believe Digital, Idol, Deezer, Spotify, MOG, iTunes, Amazon, Fnac, TopSpin, Nimbit, Facebook, Twitter, MySpace, YouTube, Dailymotion, Google Analytics, and Bandcamp. It then analyzes MySpace as an older generation tool now in decline, and highlights Bandcamp as a new generation tool that allows independent artists to host, stream, and sell their music simply.
This article discusses Coca-Cola's partnership with the music licensing company Music Dealers. Some key points:
- Coca-Cola invested $200 million in Music Dealers, the largest example of a consumer brand investing in a music service company.
- The deal allows Coca-Cola to legally and efficiently source music internationally for branding campaigns. Music Dealers provides access to emerging artists.
- A case study describes how Music Dealers helped source a song for a Coca-Cola campaign that launched the career of a Swedish band.
- The partnership model highlights a new efficient way for global brands to license music for advertising from trending independent artists.
Liam Geary proposes designing a magazine called "Reveal" focused on electronic dance music (EDM) genres for teenagers. Reveal will have a bold, visually appealing design using diverse colors. It will include tutorials, tips, software/track reviews, news, and artist interviews. Ads will target teenagers to boost profits. Popular new and upcoming tracks will be featured to keep readers engaged. Reveal will take a modern approach through vibrant imagery to appeal to its target 12-24 year old audience. The magazine will be longer than average to provide more in-depth coverage of genres and topics across multiple sections.
This document discusses several topics related to the music industry, including:
1. Cross media convergence, which involves companies delivering music products across multiple media outlets.
2. Synergy between brands who promote each other's products to reach broader audiences. Examples given include artist/brand partnerships.
3. The four main areas of the music industry: production, distribution, marketing, and exchange/exhibition. Digital technology is discussed in relation to each area.
The document is an issue of the Music Business Journal from Berklee College of Music. It contains several articles on topics related to musicians making money in the current music industry landscape. The cover story examines data from a survey of over 5,300 musicians on their revenue streams and whether technology has leveled the playing field such that musicians can do everything themselves. The data shows that while musicians have more access to distribute their music independently, relying on teammates like publishers, record labels, and booking agents can significantly increase artists' earnings from areas like compositions, sound recordings, and live performances.
The document discusses key aspects of the contemporary music industry, including production, distribution, marketing, exchange, and consumption of music. It describes how large media institutions like the BBC aim to appeal to both broad mass audiences and more niche audiences through techniques like broadcasting and narrowcasting. It also discusses how the major music conglomerates like the "Big Four" (EMI, Universal, Warner Music, Sony BMG) benefit from economies of scale in production and distribution due to their size and synergies across subsidiaries. There is debate around whether such industry consolidation limits consumer choice in the music market.
This proposal outlines a student's project to create a fanzine called "EXPOSE Magazine" about the downsides of the music industry. The target audience is ages 16-24 who are music enthusiasts. The student will discuss topics like record labels, women in the industry, independent artists, and streaming services. They will use Photoshop skills gained from previous projects to edit and design the fanzine's visual elements. Over four weeks, the student will write articles, conduct an interview, design the front and back covers and contents pages, lay out pages including the interview spread, and finalize the fanzine. They will provide weekly reflections and a final self-evaluation to analyze if the fanzine appeals to the target
This digital media plan outlines the marketing strategy for Outside The Lines Songwriting company. They aim to find raw musical talent and help develop it into professional songs across many genres. Their target audience is people aged 12-50 who are immersed in digital music and spend time online using sites like YouTube, Facebook, and MySpace.
Their competitors include major labels like Sony and independent songwriting companies. Competitors promote themselves through YouTube channels, news feeds on their websites, and listings of songs and artists they've worked with.
The objectives of Outside The Lines' marketing campaign are to develop a large fan base through street teams, open mic nights, colleges, and online promotion. They will use websites, Facebook, M
The document discusses the music industry and its key stages of production, distribution, and exhibition. It explains that production involves creating the music product, distribution gets the product to retailers for sale, and exhibition is how the music is presented to audiences for consumption. The industry involves various companies that can be integrated horizontally, with a parent company owning subsidiaries in the same stage, or vertically, with ownership across multiple stages.
This market analysis examines how Roadrunner Records' revenue has been impacted by COVID and provides recommendations for increasing awareness and revenue. Roadrunner's revenue decreased from $59.7 million in 2020 to $52.7 million by the end of the year due to the pandemic halting concerts. The analysis recommends that Roadrunner create video content on TikTok for their top 3 artists and 2 underground artists, having them post 3 times a week for a month prior to events. TikTok engagement could educate people on the brand and generate more fans to increase revenue from streaming and concerts.
➒➌➎➏➑➐➋➑➐➐ Satta Matka Dpboss Matka Guessing Indian Matka KALYAN MATKA | MATKA RESULT | KALYAN MATKA TIPS | SATTA MATKA | MATKA.COM | MATKA PANA JODI TODAY | BATTA SATKA | MATKA PATTI JODI NUMBER | MATKA RESULTS | MATKA CHART | MATKA JODI | SATTA COM | FULL RATE GAME | MATKA GAME | MATKA WAPKA | ALL MATKA RESULT LIVE ONLINE | MATKA RESULT | KALYAN MATKA RESULT | DPBOSS MATKA 143 | MAIN MATKA
A Brief Introduction About Hanying Chen_Hanying Chen
Vancouver-based artist Hanying Chen boasts extensive skills in writing, directing, producing, and singing, reflecting her diverse talents in the performing arts. As she looks ahead, Hanying is driven to craft a fulfilling career path that harmonizes with her deep passion for artistic expression. In the coming years, she envisions cultivating a balanced life, blending her professional aspirations with her desire to foster meaningful connections in her vibrant urban community.
The music market in the UK has changed significantly in recent years. Younger people aged 14-25 rarely buy CDs and no longer use record shops to purchase music. Many in this age group will only download music illegally or listen to music on their phones. While downloading is still preferred to streaming, the music industry is trying to prevent illegal downloading. New media technologies have given artists more freedom and control over how they market and distribute their music, bypassing the traditional record label system. This represents a major shift in how the music industry operates.
This document proposes an online marketplace called Rapfeatures.com that will allow hip hop artists to buy and sell musical features. A feature is when an artist makes a guest appearance on another artist's song. The startup is currently pre-funding and proposes to disrupt the current model in the music industry by providing a secure platform for these transactions. It will integrate with social media like Twitter and use escrow services to facilitate fund transfers safely. The founders have relevant experience and market research suggests there is demand among artists and mixtape makers for such a service to buy and sell features globally.
Record labels use independent distributors to ship records from manufacturers to retail stores on a consignment basis. Major labels have their own branch offices that distribute regionally. Promoting records through radio play, music videos, and social media is important for commercial success. Social media allows labels to monitor buzz around releases, identify influential fan communities and bloggers, and partner with brands for sponsorship opportunities to reach new audiences.
This document provides guidance on preparing for an exam on understanding contemporary media institutions. It discusses key topics students should be familiar with, including processes of media production, distribution, marketing and consumption, as well as audience behaviors. It also provides examples of case studies on a major record label and independent label to illustrate differences in approaches. Students are instructed to define important terms and consider how media companies make use of digital technologies and tackle emerging threats.
Unit 1- Analysing Media Products and Audiences Harrison Cole
Rock Sound is a monthly music magazine published in the UK by Rock Sound Ltd since 1999. It focuses on rock music genres and includes a free CD with each issue. Rock Sound Ltd is a private limited company owned by the Open Company group. It has competitors like Kerrang! and Mojo magazines. The magazine aims to promote rock bands and music to younger male audiences through exclusive interviews and content on its website and social media platforms.
Informational Communication TechnologyLori Gilbert
This document discusses the Napster software which allowed users to share and download MP3 files from any computer connected to the Napster network in 1999. While Napster did not condone copyright infringement, the software had no way to stop this or pay royalties to artists. This raised legal issues as the major record labels believed it harmed sales. Some labels partnered with sites to sell music online as an alternative to piracy on Napster.
The document discusses the purposes and conventions of music websites. It provides examples of common elements found on music websites such as:
1) Logos, navigation bars, and social media links to engage audiences and promote the artist. Multimedia like images and videos are also included.
2) Websites aim to inform fans about new releases and tours, while promoting sales of music and merchandise. They allow fans to learn more about the artist.
3) Conventions include prominent images, downloadable content, links to streaming services, and areas for user generated content like forums. Color schemes and layouts aim to represent the artist's brand and appeal to target audiences.
Photocopiable/digital resources may only be copied by the purchasing institution on a single site and for their own use. The document discusses how listening to music, buying music, and distributing music have changed over time due to technological developments such as convergence, miniaturization, Web 2.0, and the long tail theory. These changes have affected magazines and their readership as more people access information online through blogs, social media, and e-magazines rather than print magazines. The final pages discuss how the music press also needs to adapt to reach younger audiences who discover music through social media and streaming rather than magazines.
The document discusses the changing relationship between audiences and institutions in the music industry. It notes that new media technologies have given audiences more control over how they consume and distribute music, while a small number of large media conglomerates still dominate the industry. It provides examples of how institutions like Universal have attempted to regain control by launching platforms like VEVO that monetize user uploads through advertising revenue sharing deals.
Virginie Berger: New Digital Music Tools for New Needs - midem white papermidem
The document discusses the rise of new digital tools for music consumption and promotion, including various platforms like aggregators, distributors, streaming services, e-commerce sites, and social media. It provides examples like Zimbalam, Ditto Music, Tunecore, Believe Digital, Idol, Deezer, Spotify, MOG, iTunes, Amazon, Fnac, TopSpin, Nimbit, Facebook, Twitter, MySpace, YouTube, Dailymotion, Google Analytics, and Bandcamp. It then analyzes MySpace as an older generation tool now in decline, and highlights Bandcamp as a new generation tool that allows independent artists to host, stream, and sell their music simply.
This article discusses Coca-Cola's partnership with the music licensing company Music Dealers. Some key points:
- Coca-Cola invested $200 million in Music Dealers, the largest example of a consumer brand investing in a music service company.
- The deal allows Coca-Cola to legally and efficiently source music internationally for branding campaigns. Music Dealers provides access to emerging artists.
- A case study describes how Music Dealers helped source a song for a Coca-Cola campaign that launched the career of a Swedish band.
- The partnership model highlights a new efficient way for global brands to license music for advertising from trending independent artists.
Liam Geary proposes designing a magazine called "Reveal" focused on electronic dance music (EDM) genres for teenagers. Reveal will have a bold, visually appealing design using diverse colors. It will include tutorials, tips, software/track reviews, news, and artist interviews. Ads will target teenagers to boost profits. Popular new and upcoming tracks will be featured to keep readers engaged. Reveal will take a modern approach through vibrant imagery to appeal to its target 12-24 year old audience. The magazine will be longer than average to provide more in-depth coverage of genres and topics across multiple sections.
This document discusses several topics related to the music industry, including:
1. Cross media convergence, which involves companies delivering music products across multiple media outlets.
2. Synergy between brands who promote each other's products to reach broader audiences. Examples given include artist/brand partnerships.
3. The four main areas of the music industry: production, distribution, marketing, and exchange/exhibition. Digital technology is discussed in relation to each area.
The document is an issue of the Music Business Journal from Berklee College of Music. It contains several articles on topics related to musicians making money in the current music industry landscape. The cover story examines data from a survey of over 5,300 musicians on their revenue streams and whether technology has leveled the playing field such that musicians can do everything themselves. The data shows that while musicians have more access to distribute their music independently, relying on teammates like publishers, record labels, and booking agents can significantly increase artists' earnings from areas like compositions, sound recordings, and live performances.
The document discusses key aspects of the contemporary music industry, including production, distribution, marketing, exchange, and consumption of music. It describes how large media institutions like the BBC aim to appeal to both broad mass audiences and more niche audiences through techniques like broadcasting and narrowcasting. It also discusses how the major music conglomerates like the "Big Four" (EMI, Universal, Warner Music, Sony BMG) benefit from economies of scale in production and distribution due to their size and synergies across subsidiaries. There is debate around whether such industry consolidation limits consumer choice in the music market.
This proposal outlines a student's project to create a fanzine called "EXPOSE Magazine" about the downsides of the music industry. The target audience is ages 16-24 who are music enthusiasts. The student will discuss topics like record labels, women in the industry, independent artists, and streaming services. They will use Photoshop skills gained from previous projects to edit and design the fanzine's visual elements. Over four weeks, the student will write articles, conduct an interview, design the front and back covers and contents pages, lay out pages including the interview spread, and finalize the fanzine. They will provide weekly reflections and a final self-evaluation to analyze if the fanzine appeals to the target
This digital media plan outlines the marketing strategy for Outside The Lines Songwriting company. They aim to find raw musical talent and help develop it into professional songs across many genres. Their target audience is people aged 12-50 who are immersed in digital music and spend time online using sites like YouTube, Facebook, and MySpace.
Their competitors include major labels like Sony and independent songwriting companies. Competitors promote themselves through YouTube channels, news feeds on their websites, and listings of songs and artists they've worked with.
The objectives of Outside The Lines' marketing campaign are to develop a large fan base through street teams, open mic nights, colleges, and online promotion. They will use websites, Facebook, M
The document discusses the music industry and its key stages of production, distribution, and exhibition. It explains that production involves creating the music product, distribution gets the product to retailers for sale, and exhibition is how the music is presented to audiences for consumption. The industry involves various companies that can be integrated horizontally, with a parent company owning subsidiaries in the same stage, or vertically, with ownership across multiple stages.
This market analysis examines how Roadrunner Records' revenue has been impacted by COVID and provides recommendations for increasing awareness and revenue. Roadrunner's revenue decreased from $59.7 million in 2020 to $52.7 million by the end of the year due to the pandemic halting concerts. The analysis recommends that Roadrunner create video content on TikTok for their top 3 artists and 2 underground artists, having them post 3 times a week for a month prior to events. TikTok engagement could educate people on the brand and generate more fans to increase revenue from streaming and concerts.
➒➌➎➏➑➐➋➑➐➐ Satta Matka Dpboss Matka Guessing Indian Matka KALYAN MATKA | MATKA RESULT | KALYAN MATKA TIPS | SATTA MATKA | MATKA.COM | MATKA PANA JODI TODAY | BATTA SATKA | MATKA PATTI JODI NUMBER | MATKA RESULTS | MATKA CHART | MATKA JODI | SATTA COM | FULL RATE GAME | MATKA GAME | MATKA WAPKA | ALL MATKA RESULT LIVE ONLINE | MATKA RESULT | KALYAN MATKA RESULT | DPBOSS MATKA 143 | MAIN MATKA
A Brief Introduction About Hanying Chen_Hanying Chen
Vancouver-based artist Hanying Chen boasts extensive skills in writing, directing, producing, and singing, reflecting her diverse talents in the performing arts. As she looks ahead, Hanying is driven to craft a fulfilling career path that harmonizes with her deep passion for artistic expression. In the coming years, she envisions cultivating a balanced life, blending her professional aspirations with her desire to foster meaningful connections in her vibrant urban community.
➒➌➎➏➑➐➋➑➐➐ Satta Matka Dpboss Matka Guessing Indian Matka
KALYAN MATKA | MATKA RESULT | KALYAN MATKA TIPS | SATTA MATKA | MATKA.COM | MATKA PANA JODI TODAY | BATTA SATKA | MATKA PATTI JODI NUMBER | MATKA RESULTS | MATKA CHART | MATKA JODI | SATTA COM | FULL RATE GAME | MATKA GAME | MATKA WAPKA | ALL MATKA RESULT LIVE ONLINE | MATKA RESULT | KALYAN MATKA RESULT | DPBOSS MATKA 143 | MAIN MATKA
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2. 2
CONTENTS
1. Executive Summary...............................................................................Page 3.
2. Company Description............................................................................Page 4.
Current Business Position
Projected Business Position
3. Company Vision & Goals........................................................................Page 5.
Our Mission
Our Goals
Primary Objectives
Secondary Objectives
4. Market Analysis......................................................................................Page 6.
Situation Analysis
Competitors
5. The New ‘Coomposer’ Concept.............................................................Page 9.
Our Users Problem
The ‘Coomposer Solution’
Improved Content & Functionality
Redefined Market Niche & Positioning
Unique Selling Point
6. Monetisation & Development Strategy.............................................Page 12.
7. Key Takeaways.....................................................................................Page 13.
8. PR & Brand Strategy.............................................................................Page 14.
Vision
Key Objective
Key Messages
Targeted Pitching
Incentive/s
Circle of Influence
Overall Strategy
Blog
PR Tool kit
Facebook
Twitter
Media Page
Images & Info-graphics
3. 3
1. EXECUTIVE SUMMARY
Coomposer is an existing website, designed for music-oriented social networking.
The current functionality includes artist profiles, forum-based interaction and
integrated music sharing options. It has since moved out of beta-testing and
built a solid community of musicians - highly trained and talented live-instrument
musicians, in particular.
Founded by Luca Fogagnolo in February 2013, Luca himself is a talented bass
player with a musical vision that spans a range of styles and genres. He enjoys
musical success in multiple bands, including Chat Noir, a piano-bass-drums
performs original compositions unconfined by genre. From its origins as an
acoustic jazz threesome, Chat Noir has progressively broadened its vocabulary
with the inclusion of electronic textures and sounds. Their music has been
featured in “The Beast in the Heart” (La Bestia nel Cuore / Don’t Tell), nominated
for the Best Foreign Language Film category in the 78th Academy Awards.
Since 2012 the members of Chat Noir have lived in 3 different cities: Berlin,
Boston and Rome. Their brand new album “elec[3]cities”, released on 7th April
2014 by Rarenoisemusic, embodies their response to the challenge of living
in separate locations across the globe, while still trying to come together as a
band and create stunning music. Music sessions were shared through a cloud-
based system, which gave birth to new tracks that encompassed three separate
environmental influences into one cohesive electroacoustic experience. From
this challenging period of global collaboration the idea of Coomposer was born.
Luca also writes about jazz music for Italian publication, La Repubblica.
The driving force behind Coomposer lies in Luca’s passion for creating genre-
defying music that still retains its quality and authenticity. The key component
of the improved Coomposer concept will be the Unique Selling Point: an
online marketplace for selling “crowd sourced” samples, patches, and vocals -
categorised within a digital music library-style of format (custom-created sounds
will also be made possible through a user-request function).
The main purpose of this Business Plan is to secure funding for website upgrades
needed to transform Coomposer from a side project into a serious business. The
first phase of improvements includes a server upgrade, web development to
improve site functionality and improved visual aesthetic. These changes will be
implemented simultaneously alongside a promotional PR Campaign.
4. 4
2. COMPANY DESCRIPTION
Current business position
Coomposer (http://coomposer.com/) currently exists as a social networking site
created by musicians, for musicians.
The current functions give musicians the opportunity to:
• Create their own profile, using it as a portal to promote their work.
• Connect with other musicians to arrange gigs, jam, experiment and form
bands and collaborations.
• Browse other artists and discover new music.
• Browse projects proposed by fellow artists, with the potential to take part
and contribute.
• Discuss relevant topics in a forum-like format.
Due to Luca’s own personal network, the current community of active members
come from a strong musical background and are highly-talented musicians
covering a wide range of instruments and genres.
Projected business position: Coomposer has now built a thriving community of
great talent, projects, creations and collaborations. The next step is to bring the
technical aspects of coomposer.com to the international standard and give the
Coomposer community the visual aesthetic and optimal user-functionality they
need and deserve.
5. 5
3. COMPANY VISION
OUR MISSION:
OUR GOALS:
Primary Objectives:
• Enableandencouragecollaborationandreal-lifemeetupsbetweenmusicians.
• Create strong relationships and a collaborative, rather than competitive,
mindset.
• Facilitate independent artists working together, so they can succeed without
the help of large record companies that often compromise the creative
integrity of music creations.
Secondary Objectives:
• Protecting musicians rights by:
a) empowering musicians to understand Creative Commons/Copyright
laws, attribution, and distribution of royalties.
b) encouraging musicians to establish their own code of ethics and
empower them to use legal contracts, particularly if a musician is
concerned about ownership rights and ethics (regardless of whether
they are opting to give music away for free, or in exchange for
something).
• Inform, educate and empower musicians to know their rights, in order to
both respect themselves and their craft.
To play a role in the innovation and evolution of
music by enabling and encouraging relationships
between LIVE and DIGITAL musicians, resulting in
the cross pollination of genres and more inspired,
creative and innovative music overall.
6. 6
4. MARKET ANALYSIS
SITUATION ANALYSIS (SWOT):
Strengths:
• Luca’s music knowledge and access to a strong network of classically
trained and talented musicians across a huge range of instruments, that are
interested in creating contemporary music. In comparison, most existing sites
cater to classical instrument musicians interested in classical genres only or
digital/modern instrument musicians interested in digital genres only - not a
combination of the two.
• Luca’s existing music promotion and media network created through his own
bands/musical projects.
• Being Berlin-based with strong connections to Italy.
Weaknesses:
• Lack of technological/design budget (incl. ongoing running costs).
• In its current design, Coomposer lacks a compelling USP and has limited
brand potential.
• It is targeting an extremely competitive niche with a lot of high quality
competitors.
Opportunities:
• The ‘hot-button issue’ of music rights - for both the original creator and the
remixer (copyright, Creative Commons).
• A general lack of support for independent musicians in all relevant industries
(Music, Film, Events, Marketing, Content Creation etc.), in regards to both
ethical and legal issues.
• The independent musicians market need for making money from music
production - as a primary source of income or the equivalent to a full time job.
• The evolution of the internet has revolutionised the music industry, creating
the realistic goal for musicians to “be their own boss”, not have to ‘sell out’
and still make a living as a musician - equivalent to a FULL TIME job.
Threats:
• Splice.
• Wikiloops (particularly as they are implementing a lot of new changes,
indicating their are executing a long term strategy with plans for growth).
• A lot of other music tech start-ups vying for the same target market (it’s not
just a matter of having a great idea and creating it first - success relies heavily
on great execution, reaching the right target and successfully implementing a
sustainable monetisation strategy).
• Other small websites aiming to get musicians to collaborate and sell music.
7. 7
COMPETITORS:
Music Promotions, Exposure & Building Fan-base:
• Inregardstomusiceventpromotherearemanyexisting,usefulandsuccessful
tools such as Songkick and gigatools.
• Of course, Mixcloud and Soundcloud are among the largest music social
networks designed to gain fans and followers and expose your music to a
wide audience.
Splice (https://splice.com/):
• “Create fearlessly and collaborate easily using your favourite DAWs and
plugins”
• Just moved out of closed beta testing
• Focused on doing online recording and collaborations
• Allows users to use samples/tracks online for others to slice (I haven’t been
able to confirm if they can be sold or what type of licences are used)
• Is now collaborating with http://www.loopmasters.com/
• Very technologically advanced, good looking interface, modern functionality,
strong brand, strong content marketing strategy, good business partnerships
and PR.
Sample “Marketplaces”:
• http://www.minimumnoise.com/
• http://www.ccmixter.org/
• http://www.tracksandfields.com
• (Full list here: http://music.tutsplus.com/articles/30-sites-that-serve-up-great-
loops-and-samples--audio-13963)
Wikiloops: (http://www.wikiloops.com/)
A great concept with valuable functionality, but it seems to have been created
as a side project by musicians who saw the need for it in their own lives. The
previous interface was really outdated and not user-friendly at all, however it
was recently updated and the current interface is a huge improvement.
One criticism of Wikiloops is that you can’t separate the tracks into layers for
each individual instrument when downloading, just the new version each time a
layer is added.
TARGET DEMOGRAPHICS
WhowouldCoomposerliketomeet?
Primary:
• Talented musicians and composers who wish to record their sounds and
melodies (as both an amateur of professional musician and from low-quality
to high-quality recordings)
• DJ’s who want to stay at the top of their game and are constantly looking for
new and original samples and patches that they can use in songs that will
be released and sold legally (factoring in Creative Commons and Copyright
8. 8
ethics and legal issues, incl. appropriate accreditation)
This will include:
• Jazz musicians
• Unsigned musicians
• ‘Local’ musicians (i.e. finding people in your area)
• Any musician interested in collaborating across genres
• People looking to jam on a casual basis
• People looking to find band members (to pursue seriously)
• People looking to find appropriate acts and artists that they can team up with
in order to do gigs and events (as a collective of individual acts).
Phase 1:
• Berlin and Italian-based classical and contemporary live-instrument musicians
(reached via. Luca’s network)
• Berlin and Italian-based electronic producers (reached via. PR strategy)
Phase 2:
We will evaluate what has been successful with Berlin and Italian-based musicians
and replicate within Europe and the United Kingdom, before going global.
9. 9
5. THE NEW ‘COOMPOSER’
CONCEPT
OUR USERS PROBLEM:
The ‘Bedroom Producer’ is a niche market growing from strength to strength
in the digital age. Internet-spawned rapper sensation Kitty Pryde, initially put
together her first tracks using GarageBand. This movement brings with it a
unique set of problems, such as sound quality issues, overuse of sample libraries,
and increased demand for cracked plug-ins. But within these problems lay
opportunities and great starting points for feature developments and increased
offerings.
1) The need arises for high-quality, unique and original samples and patches:
• Default DAW (digital audio workstation) and other ‘standard issue’ sample
libraries are being used in more and more songs, meaning songs are beginning
to have a less unique sound (and those in the same genre can begin to sound
the same). Basically, they get boring.
• Constantly trying to find unique and original sounds takes a lot of time to
search them out, find good sources and high quality, less widespread sample
libraries are usually expensive.
• DJing and digital production is becoming more and more popular, therefore
more and more competitive. Digital musicians rely on original and exciting
samples and patches to get the competitive edge.
For Example ...
Theverywell-knownandwidelyfollowedblog,digitaldjtips.com,citestheBeatport
Top 100 as a key factor to why many of the top DJs and EDM productions sound
so similar:
A DJ’s job is to look beyond. Further. Deeper. Wider. To find
music that others will like if only they get to hear it … To look forwards,
backwards, to take risks, to do whatever it takes to say something
new with the music at their fingertips … Which is why this website has
always warned against buying all your music from the same place – and
worse, buying the most popular music from that place. Understand,
the particular “place” could be anywhere, and varies by scene and by
country. But it just so happens that globally in 2013, in the age of “EDM”,
it is Beatport. And the villain of this particular piece is the Beatport Top
100.
- digitaldjtips.com (http://www.digitaldjtips.com/2013/07/official-beatport-top-100-all-sound-the-same/)
”
“
10. 10
2) Sourcing these samples manually or creating your own is difficult as:
• Studio time is expensive, as is setting up your own home studio
• Recordingallthesoundsyourselfwouldrequireyoutoownalltheinstruments,
PLUS the ability to play each instrument
• Finding musicians to do it for you can be difficult, time consuming and would
no doubt cost a lot of money
THE ‘COOMPOSER SOLUTION’:
PRODUCTION, rather than CONSUMPTION ...
“Digital technology has already democratised the recording process--what
used to take tens of thousands of dollars and a professional studio can now be
accomplished with a laptop and [readily available DAW’s]. The results usually
don’t sound as good, but the experimentation process is fun, and sometimes a
gem emerges. Digital technology and the Internet have also made promotion
and distribution far easier than they were a decade ago. By 2020, music fans will
spend almost as much time creating and sharing recordings with their friends
as they do listening to professionally recorded music. Don’t believe me? Think
of this: 10 years ago, writers were a comparatively rare breed. Now, everybody’s
got a blog, or at least a Facebook page. In another 10 years, everybody will be a
musician--or at least a recording artist.” - http://www.cnet.com/news/10-music-
tech-trends-that-will-shape-the-next-decade/
Yes, the digital music production market is now saturated with products - both
hardware and software. But this increased consumption means there is more
competition for aspiring producers and a bigger need and desire for original and
inspiring samples and patches - the fundamental building blocks of digital music
production.
Therefore, these are the changes we propose to Coomposer ...
IMPROVED CONTENT & FUNCTIONALITY:
• Marketplace for sample libraries and patch sets - to both share and sell
• Can be used as a ‘Musician to Musician’ (“B2B”) promotional/social/networking
tool via profiles (without emphasis on gaining fans or promotion albums/
video).
• Will connect Coomposer musicians and allow them to plan tours using the
interactive world map and other relevant functions
• INTEGRATION: Will integrate links to the artist’s complementary social media
channels such as Facebook, Soundcloud, Bandcamp, Vimeo etc to redirect
requests that are not as relevant to Coomposer’s functionality.
• AGGREGATION: Will serve as the central content aggregation site for the
musicians creations by pulling content from all channels (Soundcloud, Vimeo
etc.) that are relevant and displaying them on the artists’ profiles in order for
listeners to easily browse.
• Guidelines to and a contract creator for creating legal agreements relating to
Creative Commons, Copyright, file sharing and other issues that independent
musicians face .
• Share tips, techniques and creative encouragement.
11. 11
To be introduced during Phase 2:
• Buy/sell equipment in an aesthetically pleasing trading forum, with up-to-date
UX (User Experience) functionality and helpful, accurate search functions.
• Live Video Jam function: Live video internet ‘jam sessions’ between various
musicians.
• Mobile App: A custom-designed smartphone app.
• The ‘Map Tool’: An interactive music world map that will be a key component
when expanding into new territories. With this function, users can find
specific samples and sounds by country, using pins on a visual world map,
rather than through a text search box. Location information will include who
is playing what, and where. This feature is designed to allow users to both
explore at random, or discover something more specific when you know the
general region of the music style you want, i.e. ‘Arabian Percussion’.
• ‘Highlights Ticker’ that will run across the home page/all pages broadcasting
new or popular searches and listings. I.e. “Hi guys, I need a 30 second
Violin sample for my new piece of chill out peace music. Does anyone have
something that would suit? I can offer a max of 30€” or one…”Hey everyone, I
have recorded a guitar riff, happy to sell it for 3 Euros”.
REDEFINED MARKET NICHE & POSITIONING:
Who does Coomposer NEED:
• People looking for patches and samples (both free and paid)
• Creative musicians looking for a marketplace to sell the samples and patches
they have created
How will Coomposer appeal to these people:
• Create a strong online community of talented musicians (both live instrument
and digital) interested in all genres, from classical, to contemporary, to
electronic
• Strong focus on empowering independent musicians to know their rights,
and play an active role in negotiating their own contracts, business decisions
etc.
Where in the music market will Coomposer be positioned?
• Coomposer will strongly appeal to independent musicians
• The look and feel will be contemporary and with up-to-date technical
functionality, but not intended to be luxury or expensive
- Appeals to musicians that have grown up with the internet and online pop-
culture. They will be familiar with online technology and electronic music
- An intuitive, easy-to-use interface that can appeal to users who may not have a
high level of technical computer knowledge
UNIQUE SELLING POINT (USP):
- “Crowd sourced” sample/patch/vocal libraries that can also be “made to order”,
with pricing options ranging from: free, donation or fixed price, packages, and
specials.
12. 12
6. MONETISATION &
DEVELOPMENT
STRATEGIC OVERVIEW:
• First 5 samples are free to upload. For further uploads, Coomposer users will
need to buy credits. This will give users a taste of the Coomposer marketplace
without having to give anything in exchange
• Music that is fully copyrighted will be cheaper (in order to encourage Creative
Commons)
• Music with full usage/resale rights will be more expensive for the buyer
(comparative to Beatport or Loopmasters prices)
Extras that cost:
• Button for having request/offers for customs samples or patches
• Cloud storage options
What will stop people from taking this offline?
• Safe payment options
• Contract creators (and distribution - similar to digital invoicing tools)
• Tools to assist with the management of music rights, incl. meta-data to be
filled in upon upload and pop up ‘Tips Tricks’ boxes (Flickr and Google Apps
can be followed as an example) that give the user music sharing advice as the
go through both the music-selling and music-buying processes (accreditation
instructions will be included)
• Fully integrated system: This means integrated, advanced functionality that
makes file sharing so simple and easy that it is preferable to continue using
Coomposer as the point-of-transfer, rather than facilitating the transaction
off-site.
13. 13
7. KEY TAKEAWAYS
- Coomposer’s key strength is its existing community, created via Luca’s own
musical background and own bands/musical projects.
- The USP is to offer “Crowd sourced” sample/patch/vocal libraries that can also
be “made to order”. Will have pricing options ranging from: free, donation or
fixed price, packages, and specials.
14. 14
8. PR BRAND STRATEGY
VISION:
“To play a role in the innovation and evolution of music by enabling and en-
couraging relationships between LIVE and DIGITAL musicians, resulting in the
cross pollination of genres and more inspired, creative and innovative music
overall.”
KEY OBJECTIVE:
Create quality content and secure accurate coverage that reaches existing and
potential Coomposer customers, encouraging them to contribute to and pur-
chase from the Coomposer music marketplace.
KEY MESSAGES:
• Coomposer is created by musicians, for musicians
• Coomposer genuinely cares about musicians and wants to help them suc-
ceed, driven by a love of good music
• Coomposer is a musical community built of creative and talented live and
digital musician
• Coomposer’s music marketplace is the most reliable and cost-effective
online resource for purchasing high-quality, legal-use music samples and
patches
• Enable and encourage collaboration and real-life meet-ups between musi-
cians
• By creating a collaborative, rather than competitive, mindset within the mu-
sical community, independent artists can achieve greater success by work-
ing together
• Using Coomposer means musicians can stay successful without having to
compromise the creative integrity of their work.
• Coomposer contributes to more inspired, creative and innovative music/
musical community overall.
TARGETED PITCHING:
• Not all PR pitches are created equal. To gain valuable coverage that ensures
ROI, every pitch should be unique, situation-specific and fully customised for
the publication.
• Startwiththeendproductfirst:Great content promotion begins long before the con-
tent has been fully planned or created. It is counterproductive and basically
going backwards to create content first, and promote second.
15. 15
THE REVERSE FUNNEL APPROACH:
Where Do You Want Coverage and Mentions?
1. Whattypeofpublicationsdowewanttocoverthisstory?’
2. Whattypeofstoriesdothesepublicationswant?
• Rather than sending a story to publications in masses and hoping for cover-
age, we instead produce the content they are likely to want (automatically
making it more promotable). This includes not just the written content’s
tone and style, but also images, formatting and hyper-links.
• One-on-one pitching also allows you to educate the ‘journalist’ on the pur-
pose of your content, give more accurate context and suggest angles/scope
that may be suitable for their publication or a particular column.
INCENTIVE/S:
• Discount codes for ‘reader give-aways’
CIRCLE OF INFLUENCE
Don’t underestimate key influencers within relevant industries. A tweet from
a high profile personality can be just as valuable as media coverage. There are
many ‘super-connectors’ on social media with huge number of followers that
align directly with your target market.
Key Influencers include:
• The existing musical network of users (collaborations, social mentions,
aligned marketing/promotions)
• Influential journalists, bloggers social media personalities aligned with
Coomposer’s core values
• Hi-profile industry people and successful musicians with an active presence
on Social Media etc.
OVERALL STRATEGY:
• Research local media and find visual examples of where Coomposer content
would fit
• Identify specific target areas where we want to have content placed (i.e. col-
umn/regular feature column writers)
• Research and identify specific media key influencers whose target audi-
ence/s align with those of Coomposer
• Use the above to build a custom database (incl. as comprehensive contact
details as possible)
• Create SEO optimised, custom written visual content that our target publi-
cations will want to publish, and our target audience will want to share.
• Targeted email pitches (content, tone and style of Media Releases can be
edited to better suit different media targets), specifying how Coomposer’s
target market aligns with the publication’s audience
16. 16
BLOG:
• Will be integrated into the Coomposer platform
• The central hub for all inbound marketing needs
• High quality content to support media release content and drive traffic to
the website
• Reuse any suitable content from previous releases and adapt as blog posts
The Coomposer blog be used as a key tool in a wider Content Marketing Strat-
egy, to reach our audience through various channels (Google rankings, social
media engagement and exposure, featured blog post both internal and exter-
nal).
Content will focus on:
• Techniques and tools for the entire sampling process (from recording to
using in a song)
• ‘Artist Spotlights’ that focus on samples, collaborations and other user-creat-
ed content
• The ‘creative process’
• Creative Commons, copyright laws, ethics, contracts, guidelines etc.
• Musician rights
• How to be a musician that makes enough money to pursue as a lifetime
career
• How to maintain a lifetime career in the music industry
• Guide to: Accreditation of samples, ‘royalties’ guidelines etc.
• Blurring the line between what are live recordings vs. electronic produc-
tions, due to producers using live recorded samples
PRACTICAL EXAMPLES:
• http://thecreatorsproject.vice.com/blog/layers-inside-the-brain-of-hot-sug-
ars-mindcontrol
• http://www.portalsmusic.com/2013/06/features/tools-of-the-trade-pascaal/
PR TOOL KIT
Facebook:
(All PR posts in addition to daily content posts)
• Will be used strategically to connect and make ‘first contact’ with potential
media targets
• Facebook messages will be utilised as an alternative way to make contact
with hard-to-reach media targets
• Posts will promote B2C and any media coverage that would be interesting to
customers
• Posts will use cross tagging to reach media targets partners/affiliates (and
their fan-bases).
17. 17
TWITTER:
(All PR posts in addition to daily content posts)
Leverage Twitter for Pitching:
Reporters use Twitter for first access to breaking news. By sending customised
Twitter messages containing relevant stories to targeted journalists, you may
catch them on deadline and they will be grateful to run your story. Often, sto-
ries will be posted online within hours and broadcast via Twitter.
• Used to start conversations with media and potential partners
• Push key messages and generate real time feedback (great to gauge re-
sponses)
• Messages will be utilised as an alternative way to make contact with hard-to-
reach media targets “low-hanging fruit”
• Posts will promote B2C objectives and any media coverage that would be
interesting to customers
• Posts will use cross tagging to reach media targets partners/affiliates (and
their fan-bases)
MEDIA PAGE:
Having a user-friendly media page with quick and easy access to good content
is a key tool for pitching media. It allows us to show we are a credible company
with a proven record, show that Coomposer is newsworthy and gives examples
of how beneficial a Coomposer feature could be to publications.
IMAGES INFO-GRAPHICS:
• Not all visual content is created equal. Images must be relevant, aesthetical-
ly pleasing (in a style that suits the publication), high-quality, print-ready and
in an easy to access format (such as a media page with an image gallery).
• Sending suitable images with a Media Release highly increases your chance
of getting placement as you are providing them with double the value
(copy-writing + images = ready-to-go article)
• According to Hubspot, Facebook photos get 53% more likes, 104% more
comments and 94% more click-throughs. Tweets with images also get twice
as many interactions.
• Info-graphics DONE WELL should convey complex information and con-
cepts in a way that’s easier to make sense of. Unfortunately, few info-graph-
ics are done well and are simply created for shallow SEO benefit - these are
not the type of images that will impress reputable publications.
Image Strategy:
• Create custom-made, print-ready, high-quality photos, images and in-
fo-graphics to accompany press releases
All images will also boost visual content for the blog and Social Media