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roblox

At the end of 2023, the gaming platform Roblox announced that it had more than 71.5 million average daily active users. While it still remains best known to teens and their parents, evangelists see gaming hubs like Roblox and Fortnite as the new frontier of social media — another space where musicians will need to establish a presence if they hope to remain commercially relevant with younger listeners. 
“Just the way every artist has an Instagram account and a TikTok, eventually everyone’s going to have a Roblox presence,” predicts Nic Hill, co-founder of the company Sawhorse Production. Hill has worked on Roblox projects for Olivia Rodrigo and Elton John, while Spotify, iHeartMedia and Warner Music Group have all launched Roblox experiences, and Sony Music has an in-house team developing music-focused games or experiences for both Roblox and Fortnite. (The latter boasts of having more than half a billion player accounts.)

In Roblox, players create an avatar and access an ecosystem of millions of games, many of which are developed by creative teenagers rather than massive gaming companies. Roblox lovers, nearly half of whom are female, pay to acquire Robux, a currency which allows them to buy an assortment of items for their avatars, and devote an average of 2.5 hours a day to roaming Roblox’s colorful, blocky virtual byways.

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“There are different ways that they spend that time,” says Karibi Dagogo-Jack, head of music partnerships at Roblox. “Sometimes it’s playing a hardcore first-person shooter game. Sometimes it’s just hanging out with people that have an affinity for a thing they have an affinity for” — like music.

Fornite, in contrast, came to prominence as a fight-to-the-death survival game — its audience skews older than Roblox’s, and it’s male-dominated — but has been trying to diversify its appeal. Most notably, in March of 2023, Epic Games launched Unreal Engine for Fortnite (UEFN), which means creators can now develop their own worlds and experiences and make them available for the Fortnite audience, giving it some of the user-generated flair of Roblox.  

Initially the music industry’s main way of engaging with Roblox and Fortnite audiences was through virtual concerts from the Lil Nas Xs and Travis Scotts of the world. But concerts, even virtual ones, are massive undertakings, often taking six months or more to develop and fine-tune, according to sources who have worked on them. That means concerts make sense primarily for a small number of big-name artists. In contrast, sources say putting together a Roblox shop may take closer to four to six weeks.

Even beyond budgetary constraints, concerts are one-time experiences in environments that prioritize constant interaction, an old-school approach to a new-school platform. “Artist events can have a lot more longevity,” says Ricardo Briceno, chief business officer of Gamefam, which built Harmony Hills, the virtual space that also serves as the home of Warner Music Group’s Roblox concerts. 

Tony Barnes, founder of Karta, which worked on a popular Roblox experience for TWICE — a “fan hub” where supporters of the K-Pop group can play games, hang out virtually, and buy digital goods for their avatars — advises clients to think of the platform as “a new community channel that needs to be nurtured.” “You need to maintain your engagement,” he says. “It’s an always-on strategy.”

The music industry is now in a period that Hill describes as “a constant test and learn” with Roblox and Fortnite; some projects have generated serious revenue, while others are lucky to break even. “We’re still scratching the surface,” Briceno says. 

Yet competition is already fierce. “Roblox is becoming a crowded space,” Hill notes. “Even if you’re a popular name and you show up, you can’t just expect everyone to be so excited and somehow find you. A lot of brands are marketing their experiences on the platform.”

Both Roblox and Fortnite incentivize artists and labels to treat the platforms as revenue generators. Artists can sell items on Roblox which players use to customize their avatars; the creator of the item takes home 30%, the creator of the experience — which could also be the artist — where the item is sold gets 40%, and the platform takes 30%. 

Briceno sold ice antlers for Cher, for example, while TWICE has sold more than 3 million emotes, and an Elton John emote was purchased over 1.5 million times, according to a Roblox representative. Gavin Johnson, director of syncs and partnerships at the electronic music label Monstercat, oversaw the sale of a limited edition Ruby pendant necklace for 1,000,001 Robux (around $10,000) — “the highest primary sale ever on the platform.”

Over on Fortnite, if a label creates its own customized game-play environment, known as an “island,” they receive an “engagement payout.” (Roblox offers these too.) “40% of the net revenue from Fortnite’s Item Shop and related real-money purchases” is set aside for this purpose, according to Epic Games’ website, and then disbursed among island creators according to a complex calculation that takes into account the island’s ability to attract new players, re-engage dormant players, and keep both types coming back. (One gaming executive says that while the top UEFN experiences “drive a lot of gameplay and repeat visitors,” there’s a huge gap between the top few and most of the rest; a rep for Epic Games did not respond to a request for comment.)

For now, artists and labels often find it easier to jump into Roblox, in part because the barrier to entry is low — “basically anyone can create anything and sell it,” as Briceno puts it. In contrast, “Fortnite doesn’t allow studios or creators to sell items in-game,” says Michael Herriger, co-founder of Atlas Creative, which built iHeartMedia’s Roblox environment. “Everything that is a Fortnite skin [an outfit to customize a player’s look in the game], for example, comes directly from the Epic Games store.”

Selling items, designing artist-themed experiences — these can help raise awareness of an act and drive what Barnes calls “fan culture,” but may not involve actual music. Artists and labels are still trying to figure out what effective music integrations might look like. “The idea of using Roblox to drive discovery of your song is really cool, and maybe untapped,” Dagogo-Jack says.

When Metallica released 72 Seasons in 2023, the band partnered with five popular Roblox games to pipe its music into their creations. (“It’s a fantastic way to promote these brands, be it Metallica or any other musical artist,” says Kohl Couture, who goes by MiniToon, and created the game Piggy, which was part of the Metallica rollout.) Earlier this year, Sony Music unveiled a Fortnite game called Nitewave, where winners of a capture-the-flag-like experience get to control the soundtrack of Sony artists, including songs by Flo Milli and Calvin Harris. 

While Briceno “very much believe[s] in a future where there will be music discovery in these platforms,” he’s not sure “the right tools are available in these platforms just yet.” One potential tool is being developed by the company STYNGR: An ad-supported boombox full of pre-cleared songs — at the moment, just tracks from Universal Music Group — that players can equip their avatar with. 

In early experiments, when players need to turn on the boombox themselves, 15% do so; if the boombox starts automatically, 90% choose to leave it on. Session lengths increase by as much as 10% while players have the radio blasting musical accompaniment, according to Alex Tarrand, STYNGR’s COO and co-founder, and for a small group of “power users,” session lengths are tripling.

“The reason the engagement goes up is people stay longer in games if they like what they’re listening to,” Tarrand says. “Our thesis is that recorded music makes stuff better.”

Universal Music Group (UMG) announced the launch of Beat Galaxy, a new “music hub” on Roblox, the popular gaming platform that boasted more than 66 million daily active users as of March 2023. 
Beat Galaxy includes a rhythm game component — the subgenre of games devoted to interacting with music — set to tracks from UMG artists as well as a future venue for virtual concerts, according to a press release.

“Beat Galaxy creates a next-generation music discovery experience on Roblox that not only provides an opportunity for a fun social gameplay, but creates true utility for music discovery beyond the algorithm in a community-driven way,” Yonatan Raz-Fridman, founder/CEO of Supersocial, said in a statement. (Supersocial makes games for Roblox.)

In recent years, the music industry has been increasingly interested in tapping into the gaming audience, which is massive, youthful and scattered around the globe. In 2021, the analytics company Midia Research called gamers “the new frontier of music’s fan-centric growth.”

That’s in part because there are plenty of statistics suggesting that gamers are actively interested in music. In 2022, the IFPI reported that 44% of gamers watched a virtual music concert on a gaming platform in the last three months. “42% of Gen Z gamers listen to other music while gaming,” according to a Deloitte study, “and 34% hear music in a game and then look it up online to stream or buy.”

In the case of Roblox, which grew rapidly during the pandemic, music industry interest has resulted in a steady stream of partnership announcements. A smattering from the last 19 months: Spotify teamed up with Roblox on a virtual music island, Elton John created his own virtual experience, Warner Music Group launched Rhythm City (a “music-themed social roleplay experience”) and the K-Pop group TWICE dove into the (virtual) fray. On Dec. 8, Cher announced a four-week Roblox event to promote her new Christmas album. 

Alvaro G. Velilla, senior vp of new business at UMG, described Beat Galaxy as “a living, breathing music experience.”

“Alongside Supersocial,” he added, “we believe that we’ve created the go-to music getaway on Roblox.”

The first UMG artist to partner with Beat Galaxy is YUNGBLUD.

Roblox players are about to get an eyeful — and potentially an earful — of KINGSHIP, the metaverse “supergroup” comprised of and managed by a shrewdness of Bored-and-Mutant Ape NFTs.
10:22PM, the Web3 label of Universal Music Group founded by Celine Joshua, announced on Thursday the launch of KINGSHIP Islands — an immersive in-game experience wherein Robloxers can work to unite the four band members on something called the “Floating Villa,” plus earn reward accessories and “acquire emotes for their avatars.” For minors with parents who are cool and totally not a drag, players can purchase customized animated heads and bodies for their avatars using Roblox’s facial animation technology.

As the game environment ages, more free virtual goods will be added along with new music produced by Hit-Boy and James Fauntleroy, the KINGSHIP “sonic creative team” that was announced a year ago. The band’s label said the pair — officially co-executive producers — are “overseeing the evolution of the group’s music direction and sound.”

The supergroup has yet to release music, and their manager Manager Noët All could not be reached for comment.

KINGSHIP Islands is free to play for any Roblox user, who must first complete various quests to gain access to the Floating Villa. Wanna skip all that? Owners of one of the 5,000 KINGSHIP Key Cards qualify for VIP access, along with special badges and other metadoodads. Key Card holders can access the villa at any time because they will have a special Roblox badge, which provide unique roles inside experiences, the label said.

The aforementioned Floating Villa, part of KINGSHIP Islands.

When they were released in July of 2022, the entire batch of Key Cards sold out in the span of a day, though they continue to trade on the secondary market. Over the last 30 days, 66 cards have been resold on OpenSea at an average price of 0.0592 ETH, or roughly $120 at the current exchange rate. The cards were designed to unlock forthcoming partnerships with major brands (see: Roblox), as well as unique artwork and immersive digital experiences.

10:22PM’s KINGSHIP project made its debut in November 2021 and is comprised of mutant ape Captain (vocals, bass) and bored ones KING (lead vocals), Arnell (beats, producer, drums) and Hud (guitar, keyboards, vocals). Avid NFT collector Jimmy McNeils supplied the apes for KINGSHIP from his own collection. At the time of launch it was billed as a “landmark, first-ever exclusive agreement to create a metaverse group.”

Hey look, a trailer:

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Saweetie has scored here very own touchdown, by fronting an NFL metaverse concert during Super Bowl week. The “Best Friend” rapper is the headline performer at the Saweetie Super Bowl Concert, a free virtual show presented by Intuit on Roblox and set to premiere Feb. 10.
The Warner Records artist will step into the metaverse on the heels of the launch of WMG’s Rhythm City, for what’s said to be a first-of-its-kind “music-themed social roleplay experience” on the Roblox gaming platform.  

According to WMG, which partnered with NFL on the latest initiative, Saweetie will perform a “family-friendly, fully motion-captured” set featuring her hit singles and presented as official part of the Super Bowl LVII event lineup.

The virtual concert will drop next Friday at 7:00pm ET and will re-air every hour, on the hour, until Sunday, Feb. 12.

“As our ecosystem evolves,” comments Oana Ruxandra, chief digital officer & executive vp of business development at WMG, the music major “is focused on building open, interactive and dynamic virtual experiences that deeply connect artists with their fans. It doesn’t get more iconic than the Saweetie Super Bowl Concert Presented by Intuit on Roblox. We are so thrilled to be working in support of this event and incredibly excited to kick off our first concert in Rhythm City.”

Saweetie is the latest WMG artist to make the crossover into the Roblox world, namely Twenty One Pilots, Why Don’t We, Ava Max, David Guetta and Royal Blood.

This year, she’s on a mission to expand her creative horizons. Saweetie is reportedly stepping back onto the small screen with a guest starring role on Peacock’s Bel-Air, the streaming platform’s The Fresh Prince of Bel-Air spin-off. The 29-year-old previously appeared in several episodes of Freeform’s Black-ish spinoff show Grown-ish, as rapper Indigo.

As for music, Saweetie most recently released her six-track EP The Single Life in November 2022. And she has hit No. 1 on Billboard’s Top Triller U.S. chart with three numbers: “Tap In” in mid-2020, followed by “Fast (Motion)” in mid-2021, and “Closer,” featuring H.E.R., in February 2022.

With the Rhythm City project, WMG is the latest music company to partner with Roblox, which boasts more than 61 million daily active users and exploded in popularity with young gamers during the pandemic.

Sony Music and BMG announced partnerships with Roblox in 2021. Spotify became “the first music-streaming brand to have a presence on Roblox” last year. 

Warner Music Group will launch Rhythm City — a “music-themed social roleplay experience” — on the gaming platform Roblox on February 4th. 
Not only will Rhythm City host events and shows from Warner’s artists, it will allow users to take on roles like DJ, producer, or dancer as they explore the virtual world and purchase digital items only available on Roblox. Rhythm City was developed in partnership with Gamefam, a metaverse-focused gaming and content company. 

Warner is the latest music company to partner with Roblox, which has been around for more than 15 years but exploded in popularity with young users during the pandemic. Sony Music and BMG announced partnerships with Roblox in 2021. Spotify became “the first music-streaming brand to have a presence on Roblox” last year. 

Earlier this month, Roblox announced that it had more than 61 million daily active users in December who spent close to 5 billion hours on the platform. It’s no surprise, then, that record companies are eager to find new ways to seed their music to Roblox users.

“Immersive online environments represent a meaningful opportunity for reaching a growing number of fans who want to use virtual communities to enjoy shared music experiences,” Dennis Kooker, Sony Music’s president of global digital business and U.S. sales, said in 2021. When BMG announced its Roblox partnership, Christopher Ludwig, BMG’s vp of global digital partnerships and strategy, noted that the platform “has transformed the gaming experience for millions and is proving a powerful way to introduce new generations to music they love.” 

In a statement announcing Rhythm City, Oana Ruxandra, chief digital officer and evp, business development at Warner Music Group, struck a similar tone. “As our lives become increasingly digital, exciting opportunities are opening up for artists and fans to engage and interact,” she said. “WMG is focused on facilitating the foundations of these new experiences by building and experimenting across evolving ecosystems. This partnership with Gamefam sees WMG creating a place for artists and audiences to come together to define and contextualize their communities within living spaces.” 

Joe Ferencz, founder and CEO at Gamefam, added that “we are thrilled to have a chance to combine our passion for developing authentic, highly-engaging metaverse content with our love of music.” “WMG has been a brilliant partner in pushing innovative strategies, and together with our expertise, we’ve channeled that into production excellence creating a new community for music lovers in the metaverse,” he continued.

Warner acts, including Twenty One Pilots and David Guetta, have previously hosted virtual concerts on Roblox.