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Kane Brown has been having quite a year.
He’s got an entertainer of the year nomination at next week’s ACM Awards plus a sold-out opening weekend for his In the Air Tour — which you can still buy last-minute tickets to through ticketing sites like Ticketmaster, StubHub, Vivid Seats (get $20 off orders of $200 with the code BB2024) and Seat Geek (first purchases get $10 off orders of $250+ with code BILLBOARD). While traveling on the road, though, the “Thank God” singer has determined what travel necessities he always needs with him — and ShopBillboard was able to learn what he can’t leave home without.
Walking into his dressing room, you can expect to find it stocked with Olipop tonic soda — especially in the flavor orange, the country singer’s favorite. “We drink a lot of Olipop in our house,” he said in an interview with Billboard about his partnership with the brand. The beverage aims to help with digestive health and also includes vitamin C, prebiotics and no artificial sweeteners.
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Along with Brown’s beverage must-haves, he’s also an avid gamer.
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“Definitely can’t leave home without my computer,” he says. “I like to game a lot on the road.”
His games of choice? Call of Duty, 2K NBA and MLB.
Keep reading to shop Kane Brown’s travel must-haves below.
OLIPOP Orange Squeeze Sparkling Tonic
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If you love bubbly drinks, then make sure your fridge is stocked with Olipop’s sparkling tonic. The formula is made with plant fibers, as well as a gluten-free and vegan formula that aims to be good for your gut while encouraging a healthy immune system.
Alienware X15R1 Gaming Laptop
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Start your virtual NBA career through NBA 2K24. You can play as past or present professional basketball players as you aim to dominate the season and take home the championship title.
PC games like Call of Duty can be downloaded through online gaming sites like Steam and Battle.Net, which you can score a gift card to through Best Buy and Walmart.
And before he hits the stage, you can expect him and his team to hype up to music — specifically 2000s throwbacks like Mariah Carey (a personal favorite of his wife). “It used to be heavy metal and now we’ve switched a full 360, and now it’s old-school throwbacks,” he says. “Not really old-school, but year 2000 throwbacks. I usually just put it on a playlist and go through it. There’s been a lot of TLC, randomly. The Black Eyed Peas usually gets us pretty hype.”
For more product recommendations, check out our roundups of the best travel backpacks, luggage deals and shoes for travel.
All products and services featured are independently chosen by editors. However, Billboard may receive a commission on orders placed through its retail links, and the retailer may receive certain auditable data for accounting purposes. Nostalgia is in, and one of the biggest pieces of evidence is the rise in record players and vinyl sales over […]
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Source: Arrowhead Game Studios/ Sony Interactive Entertainment / Helldivers 2
Well done Helldivers. PlayStation is now saying whoops, after gamers made it loud and very clear that they did not rock with the PSN linking requirement to continue playing Helldivers 2 on Windows PC via Steam.
After destroying all the goodwill Arrowhead Game Studios built with Helldivers 2 and its fantastic spin on a live service genre, PlayStation finally admitted they f*cked up by requiring PC players to get a free PSN account.
The decision came after two days of Helldivers 2 players expressing their anger on social media and flooding the game’s Steam page with negative reviews that also hit other PlayStation titles after Steam delisted the popular shooter in 177 countries.
Via PlayStation’s official account on X, formerly Twitter, the company wrote:
Helldivers fans — we’ve heard your feedback on the Helldivers 2 account linking update. The May 6 update, which would have required Steam and PlayStation Network account linking for new players and for current players beginning May 30, will not be moving forward.
We’re still learning what is best for PC players and your feedback has been invaluable. Thanks again for your continued support of Helldivers 2 and we’ll keep you updated on future plans.
What Possibly Led To PlayStation’s Reversal
The fallout from the dumb policy led to Arrowhead CEO Johan Pilestedt expressing his frustration on X. “Waking up to the sunshine of yesterday replaced with a dreary drizzle and shivering winds makes me reflect on how I spent my time those rare few moments when all was perfect,” Pilestedt said.
On Sunday, before PlayStation decided not to proceed with mandatory PSN linking, he noted his company was “talking solutions” with the company, which ultimately led to PlayStation’s change of heart.
He also took some blame on the matter as well, saying he was not completely “blameless,” adding they “didn’t talk about it enough” regarding account linking.
The review bombing and harassment of Arrowhead’s community managers and developers likely aided in PlayStation’s policy reversal.
We’re happy people can spread democracy again and continue the fight to liberate Super Earth.
You can see more reactions in the gallery below.
1. For real, they were innocent in the matter.
2. Exactly
3. PlayStation pay attention
8. Only losers do things like this.
9. Lol, chill
10. We do too.
Don Passman had been teaching a course on music law at USC for several years when he realized his class notes were the outline of a book. “Because musicians are oriented to their ears,” he says, there was an opportunity to write “an easy-to-read overview of the business for people who don’t like to read.” Think “big print, lots of pictures, analogies, simple language.” When the first edition of All You Need to Know About the Music Business came out in 1991 — the 11th edition arrived this past October — “there was only one book on the music business at the time that was of any consequence,” Passman recalls. “And it was a bit difficult to read.”
Recently, however, music business education appears to be an increasingly hot topic. Thanks to technological advances, the number of aspiring artists releasing songs with little-to-no understanding of the music industry has ballooned. Many of these acts start releasing tracks in their early teens, long before they might get the chance to take a college-level course on the music business, much less master the nuances of copyright law. And they often hire a similarly-inexperienced friend to serve as a “manager,” ensuring that even their closest advisors lack experience in navigating the industry.
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As a result, there is a dire need for quality, accessible music business education. Many of the platforms that allow artists to create, listen to, or distribute music today see educational initiatives as a way to foster loyalty and community — which will in turn help them stand out in the neverending battle for users and attention — and possibly as an additional revenue stream as well.
Some of these educational efforts are in their early stages: Spotify started testing video learning courses in the U.K. in March, for example, while TIDAL has said education will be a cornerstone of its new era as it works to build financial tools for artists. (It was acquired by Block in 2021.)
The company Creative Intell is further along — it has raised money from around the music business and created an animated series to teach young artists the inner workings of the industry, from record deals to publishing. And the platform Bandlab, which allows its 100-million-plus users to create songs on their phones, has been releasing a steady stream of free tutorials and blog posts.
Helping aspiring artists grasp the intricacies of the music industry is “something that we’re investing a lot in,” says Krevin Breuner, Bandlab’s head of artist development and education. “The industry is more complex than ever, and understanding the business from day one is not just an advantage; it’s essential. Bandlab has such a young audience, it’s growing, and we want those artists to feel like they have a partner — somebody they can trust.”
Austen Smart agrees: The DJ, who co-founded the U.K. music-education company PLAYvirtuoso in 2020 with his brother, sees “huge potential in this space.” “I look at it like, there will be one in eight people, at least, learning at home,” he says, and a portion of those will be interested in the music industry.
Creative Intell co-founder Steven Ship divides the music education field into three buckets — how to create music, how to market music and the business of music. While YouTube alone is littered with free videos on the first two topics — not to mention all the Reddit threads, blog posts and TikTok tutorials — finding reliable and accessible information on the third is more challenging. “The business of music is probably the most important; it has to be the most accurate, and it’s often ignored,” Ship says.
If an aspiring artist produces a track poorly or markets it clumsily, that song probably won’t do well — a temporary setback. In contrast, if they don’t understand how the industry works, the consequences can be far more damaging: They could sign a contract with a manager, label, or publisher that cedes control of their output for decades. “Artists were horribly taken advantage of in the early days of the music business, because they just didn’t know what they were doing,” Passman says. And today, “the industry is changing so fast,” Breuner adds, making it even harder to “know what’s important and what’s not.”
When Smart signed a major label deal with his brother — just “two hungry young artists living in London” — he admits the pair “didn’t have the knowledge and the understanding of what we were ultimately signing.” An attorney would have helped, but they didn’t have the cash “to engage with lawyers who could help us interpret it.”
Contracts are often “murky and complicated,” Smart continues. “You get offered a relatively big advance; it’s quite a big number when you’re 25 and 22. What does it actually mean? What does it mean ten years later?”
If he could rewind the clock, he imagines going through the process again — but this time, “we’ve got that course on understanding label deals” available. And if necessary, he could “book a one-on-one session with someone for 30 pounds” to help provide extra context. This is part of the reason that one of PLAYvirtuoso’s “three pillars” of educational material centers on understanding the music industry.
PLAYvirtuoso is one of four companies that partnered with Spotify initially to provide courses on a variety of topics. The streaming service’s decision to test new education materials came about because it saw data indicating that some users were eager to acquire more knowledge.
“If I take you 10 years back, most of the people that came to Spotify came with a single intent: listening to music,” says Mohit Jitani, a product director at Spotify. “But in the last few years, as we brought on podcasts and audiobooks, people started to come to Spotify to listen to an interview or learn leadership and finance.”
Currently Spotify’s courses are offered via a freemium model: Users are able to access the first few lessons for free, but they must pay to complete a full course.
While Spotify’s exploratory foray into education stemmed from the fact that “people started coming to [us] for casual learning,” as Jitani puts it — and it potentially offers the platform another new revenue stream — TIDAL’s recent drive to help artists raise their business IQ is driven in part by its new owner, the payments company Block.
“Building tools and services for business owners, we saw that the moment that you get a little traction outside of your friends and family, the world becomes a lot more complicated,” says Agustina Sacerdote, the TIDAL’s global head of product. “You have to start to understand your numbers to understand where the next big opportunity is going to come from.”
The same principle applies to artists. Understandably, they tend to focus on the art. But as Ship notes, “The moment you release a song, you’re in business” — whether you like it or not. So TIDAL has started offering webinars and rolled out a new product called Circles, which Sacerdote likens to “a very curated version of Reddit, where we have the topics that we believe most artists have questions about,” including touring and merchandise.
For now, TIDAL’s products are free. “Once an artist does get a really good piece of advice that they would have never gotten [elsewhere] on Circles, then we’ll start to think about, how do we monetize?” Sacerdote says.
Creative Intell’s materials on the music business are currently far more comprehensive than TIDAL’s or Spotify’s: The company has created 18 animated courses to help aspiring artists — the vast majority of whom don’t have a manager or lawyer — “understand what they’re signing, learn how to monetize themselves better and learn how to protect themselves,” Ship says.
Creative Intell releases some materials for free and charges for access to everything ($29.99 a month). It’s also aiming to work with distributors like Vydia as marketing partners. Vydia is not the only company looking to provide this type of resource — Songtrust, for example, has built out its own materials to help songwriters understand how to collect their money from around the world.
“Other industries have all kinds of corporate resources for training and the music industry is lacking those,” Ship says. “We’re trying to fill that void.”
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Source: Arrowhead Game Studios/ Sony Interactive Entertainment / Helldivers 2
Sony Interactive Entertainment’s decision to require PSN linking has destroyed any goodwill that Arrowhead Game Studios built with its fantastic game Helldivers 2.
Friday, gamers, specifically Helldivers 2 fans, did not have any kind words for Sony Interactive Entertainment, the publisher of Arrowhead’s game, after it announced, “Due to technical issues at the launch of Helldivers 2, we allowed the linking requirements for Steam accounts to a PlayStation Network account to be temporarily optional. That grace period will now expire.”
According to Sony, the bonehead decision was “critical” to the “safety and security” of Helldivers 2.
Following the announcement, gamers immediately pointed out that the PSN account linking would lead to many players no longer having access to the game via Steam because certain countries do not have PSN support.
Welp, those worries are bearing fruit.
Helldivers 2 Is No Longer Listed In 170 Territories Because of PSN Linking Requirement
Despite Helldivers 2’s community manager assuring players in countries without PSN support can continue playing the game and not worry about being denied access on Saturday, the game has been pulled from 170 territories lacking PSN support, according to listings from the Steam Database.
The fallout has been instantaneous.
In a post on X, formerly Twitter, Culture Crave notes that Helldivers 2’s Steam page has “over 100k negative reviews since [the] change was announced” and that “Steam is approving refund requests for players even if they’ve played over 2 hours.”
Like Arrowhead Game Studios CEO Johan Pilestedt, community managers are telling fans to direct their anger toward Sony Interactive Entertainment in hopes that bullying will make the company reverse its crappy decision.
As for the refunds, Valve is ignoring its policy by giving players who logged more than 100 hours spreading democracy and liberating Super Earth.
Steam usually only refunds players who have not exceeded 2 hours of playtime. Honestly, this is an intelligent decision on Valve’s part and an indication of how wrong Sony Interactive Entertainment’s decision was.
Gamers are still sounding off on Xitter about SIE’s ridiculous decision.
You can see those reactions in the gallery below.
1. G R E E D
2. Yup, to put it simply.
4. Exactly
8. We don’t want the game to be buried, let’s just hope Sony just changes it’s mind
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Source: Arrowhead Game Studios/Sony Interactive Entertainment / Helldivers 2
Sony might have put on a masterclass regarding self-sabotage with its latest decision, which has Helldivers 2 players on PC BIG MAD.
Arrowhead Game Studios’ Helldivers 2 quickly became one of the biggest releases of the year, but now, thanks to a move by Sony, it quickly hit a sour patch with its loyal players.
Players who spread democracy by playing Helldivers 2 via Windows PC via Steam learned today that they will now need a PlayStation Network account to maintain access to the game.
Sony Interactive Entertainment, the game’s publisher, relayed the head-scratching news to players on the game’s Steam page.
“Due to technical issues at the launch of Helldivers 2, we allowed the linking requirements for Steam accounts to a PlayStation Network account to be temporarily optional,” Sony wrote. “That grace period will now expire. See details below in this post.”
Sony claims account-linking with the PlayStation Network is “critical” to the “safety and security” of Helldivers 2.
“This is our main way to protect players from griefing and abuse by enabling the banning of players that engage in that type of behaviour,” Sony said. “It also allows those players that have been banned the right to appeal.”
New players will be required to connect their Steam and PlayStation Network accounts beginning May 6 before they can begin playing the game.
Current players will see a mandatory log-in beginning May 30. They will have until June 4 to link their accounts, allowing them to sign up for a free PlayStation Network account if they don’t already have one.
Gamers Are BIG MAD
The reactions to Sony’s move with Helldivers 2 were instant, with the game’s rating on Steam taking a hit.
One user on X, formerly Twitter pointed out why the decision could be potentially bad saying in a post, “To folks wondering why mandating linking your Sony account to Helldivers 2 on PC is such a big deal, players in many countries, such as Belarus, Phillipines and nearly the entirety of Africa don’t have PSN support, so those Helldivers will be defacto banned in a few weeks.”
Another user pointed to the former Xbox exclusive Sea of Thieves requiring the something similar, and players not overeacting.
“Helldivers 2 backlash seems fake. Steam players need a Microsoft account to play Sea Of Thieves and no one bat an eye,” another X user wrote.
In response to the outrage, Arrowhead Game Studios CEO Johan Pilestedt told gamers to direct their anger at Sony and directed them to PlayStation Support.
Lol, bruh.
There is a good chance that Windows PC players will bully Sony into changing their minds. Until then, you can see more reactions in the gallery below.
2. Damn shame
3. Tsk Tsk Tsk
5. The accuracy
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Source: Bennett Raglin / Getty / Wu-Tang Clan
Word on the video game streets is that the upcoming Wu-Tang Clan video game is coming along and will feature an animation style from Sony’s animated Spider-Man films.
Spotted on Insider Gaming, two separate reports from WindowsCentral’s Jez Corden and VentureBeat’s Jeff Grubb (via Game Mess), more details about “Project Shaolin” are emerging.
“Project Shaolin” first appeared on radars thanks to a 2021 NVIDIA leak that revealed a plethora of codenamed project titles in development.
Both Corden and Grubbs reports share details about the game and what gamers can expect from it.
Per Insider Gaming:
According to both reports, the game is a third-person melee-oriented RPG complete with four-player co-op. The game was also said to heavily involve the Wu-Tang Clan members themselves with the game’s soundtrack and would feature the likes of loot, weapons, and gear from defeated enemies. According to the reports, the game is in development at Brass Lion Entertainment, a new studio formed in 2019 by Manveer Heir.
Insider Gaming can corroborate these original reports and understands that the game is currently in its Alpha stage.
The gameplay evolves around fast-paced melee combat in third-person, with a strong focus on having both music and combat intertwined. Players can choose from four different weapons that all have different and unique playstyles (single swords, dual swords, etc.). It’s understood that the game features a massive catalog of the Wu-Tang Clan’s music, most of which has been re-imagined by producer and DJ Just Blaze for the game.
“Project Shaolin” Will Feature Playable Wu-Tang Clan Members
Insider Gaming also reports that all nine Wu-Tang Clan members will be playable characters and that each character will serve as “the player’s limited-time buff that will give you ultimate moves, increased health, and more.”
The website also says it did see gameplay footage of “Project Shaolin” under the condition that they don’t share it and that the animation is similar to Sony’s animated Spider-Verse films.
As for the Wu-Tang Clan, this is not the first time the iconic rap stable’s involvement in the video game space. The group’s love for martial arts and kung-fu flicks led to the development of PlayStation’s game Wu-Tang Shaolin Style in 1999.
The game didn’t feature the actual Staten Island-based rap group members, but they did lend their voices to characters based on their rap monikers.
The members of the Wu-Tang Clan also appear in other games, such as Def Jam: Vendetta and Def Jam: Fight For New York.
We can’t wait to finally see what Project Shaolin looks like when the first trailer arrives. Maybe Xbox might unveil it at its upcoming Xbox Showcase next month.
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Drake’s track with an AI 2Pac verse didn’t last long. A day after the Tupac Shakur estate threatened to sue Drake for using an AI imitation of the later rapper’s voice on “Taylor Made Freestyle,” he took down the recording. In using 2Pac’s voice, though, Drake opened yet another important debate about generative AI that reveals just how risky the business is — and how rightsholders may have more power to shape it than they realize.
So let’s get legal! In the cease-and-desist letter he sent on behalf of the Shakur estate, lawyer Howard King referenced both Shakur’s personality rights, which encompasses publicity rights, or what some states refer to as likeness rights, plus the copyrights to the rapper’s recordings and songs. Most coverage of this focused on the former issue, since personality rights are relatively straightforward — Shakur’s estate controls the rights to the rapper’s distinctive style. The second gets complicated, since the recording copyrights — and potentially the song copyrights — have less to do with Drake’s use of 2Pac-style vocals than how he was able to create them in the first place.
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To create such a convincing imitation of 2Pac, an AI model would almost certainly have to ingest — and, in the course of doing so, copy — a significant number of Shakur’s recordings. So King, in his letter, demanded from Drake “a detailed explanation for how the sound-alike was created and the persons or company that created it, including all recordings and other data ‘scraped’ or used.” Any answer Drake gave would have taken the issue into legal terra incognita — an AI’s ingestion of recordings and songs would implicate copyright, although it’s not clear if this could be done without a license under fair use. The stakes would be high, though. As opposed to a California right of publicity violation, which would be relatively easy to prove and incur limited damages, copyright infringement is federal and comes with statutory damages of up to $150,000 per work infringed. That means a company that ingests 20 works to create one would be liable a maximum of $3 million.
For the last year, music creators and rightsholders have been talking about generative AI as something that’s coming — the deals they’ll negotiate, the terms they’ll set, the business they’ll do — once they negotiate the right deals. But technology companies tend to beg forgiveness rather than ask permission, and it seems some of them have already ingested a considerable amount of music for AI without a license. Think about it: None of the major labels have announced deals for AI companies to ingest their catalogs of recordings, but enough recordings have been ingested to make AI vocal imitations of Drake, 2Pac, Snoop — even Frank Sinatra doing Lil Jon’s “Skeet skeet.” That means that a company or companies could be in big trouble. Or that they have a first-mover advantage over their rivals. Or both.
Part of the reason technology companies forge ahead is that deals that involve new technology get complicated. In this case, how do you value a license you’re not sure you need? If you think that companies need a license to ingest music for the purposes of allowing users to make AI vocal imitations — as seems likely — the price for that license is going to be relatively high, with complicated terms, because rightsholders would presumably want to be compensated on an ongoing basis. (It’s insanely difficult to create a fair one-time license to ingest a catalog of music: first, since copyright law controls copying, the licensor would forfeit any control not specified in the contract; second, it would be hard for a potential buyer to raise the kind of money a seller might want, so the economics of ongoing payments make more sense.) If you think that ingestion would fall under fair use — which is very possible in some edge cases but much less so generally — why would you pay a high fee, much less constrain yourself with complicated terms?
The legal cases that will tip the scales in one direction or the other will proceed at the speed of litigation, which moves slower than culture, much less technology. The first big case will be against Anthropic, which Universal Music, Concord, ABKCO and other music publishers sued in October for training an AI on lyrics to compositions they control. (Universal’s agreement with YouTube on AI principles might make a ruling that this is fair use somewhat less likely, since it shows that major labels are willing to license their music.) There are already other cases in other parts of the media business — The New York Times sued OpenAI and Microsoft in December, for example — and one of them could set an important precedent.
Until that happens — and maybe after, too — there will be settlements. Very few rightsholders have much of an interest in stopping AI — some could in some cases, but it’s a losing battle. What they really want to do is leverage the power they have to destroy, or at least delay, a nascent business in order to shape it. (“The power to destroy a thing is the absolute control over it,” in the words of Paul Atreides, Padishah Emperor of the Known Universe, who might be exaggerating but certainly has a point.) That will give them real power — not only to monetize music with AI but to shape the terms of engagement in a way that, let’s face it, is likely to favor big companies with big catalogs. It will be interesting to see what they do with it.
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Source: VALERIE MACON / Getty / TikTiok / Universal Music Group
TikTok is currently on the government’s clock following the passing of a bill threatening the platform’s banning if its parent Chinese-owned company, ByteDance, doesn’t divest from it. Still, at least the platform no longer has to worry about not having music to provide to users for their dance videos.
Spotted on The Verge, TikTok and Universal Media Group agreed on a “multi-dimensional” deal that will see the return of music from artists like Drake, Taylor Swift, JAY-Z, Olivia Rodrigo, and others on the popular social media platform.
This new deal between the two giant entities comes after UMG began pulling music off TikTok, with its 1 billion users, including celebrities like Dwayne “The Rock” Johnson, noticed TikTok took down video posts featuring music.
The agreement will address a primary concern for artists and UMG regarding the use of generative AI. “TikTok and UMG will work together to ensure AI development across the music industry will protect human artistry and the economics that flow to those artists and songwriters,” a press release announcing the deal reads.
Speaking on the new agreement, Ole Obermann, TikTok’s Global Head of Music Business Development, said, “We are delighted to welcome UMG and UMPG back to TikTok. In particular, we will work together to make sure that AI tools are developed responsibly to enable a new era of musical creativity and fan engagement while protecting human creativity.”
As part of the new agreement, there will also be “new monetization opportunities,” and TikTok is working quickly to get the music back on its platform.
We’re happy TikTok users will have a great selection of music to add to their conspiracy videos again.
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Source: LinkedIn / LinkedIn Games
You can now play some games on LinkedIn before you embark on your daily job hunt.
LinkedIn is the latest company to enter the video gaming market. Spotted on The Verge, the social media platform mainly used by people to find employment and share their accomplishments, will now allow its users to play games.
The company isn’t selling games or making users pay a subscription fee to play its offering of three games, Pinpoint, Queens, and Crossclimb, yet.
Users can play each of them once per day, as well as other metrics like high scores and daily streaks on the platform. You can head here to gain access to LinkedIn’s game offerings.
Per The Verge, Here Is A Description of Each Game:
Pinpoint is a word association game. The game will unveil five different words, and your job is to guess the category the words fit into. The words will reveal themselves on a timer with the objective being to guess the category in as few words as possible.
Crossclimb combines trivia with clever wordplay. You’ll be given a clue for a word, and with that word as a starting point, you’ll create a ladder of words with each subsequent entry being just one letter off from the one before. Arranging the words in the correct order will reveal the clue to guess the locked entries on the ladder to win the game. It’s probably better to see it in action.
Finally, Queens is the most interesting game as it’s merely sudoku without numbers. Place queens on a grid such that no queens touch each other and there is a single queen in each row and column.
While many might be puzzled by LinkedIn’s decision to add games to its platform, this shouldn’t be shocking. The platform could be trying to keep old users on the site while attracting new ones.
LinkedIn Is Joining Other Companies
LinkedIn isn’t the first company to do this. The New York Times made the jump into the game space, with Axios reporting that its games were played over 8 billion times, with Wordle, which it acquired in 2022, accounting for more than half of those plays.
Users can pay a subscription fee to play the games or opt for the more expensive subscription, which gives them access to other New York Times content besides the games.
Netflix is also slowly building its video game library, allowing subscribers to play games like Grand Theft Auto: The Trilogy – The Definitive Edition or Hades.
LinkedIn will regularly offer games on its platform, with Lakshman Somasundaram, its product director, saying in a press release, “It’s time we turn over a new leaf in how we deepen and reignite relationships at work and put fun at the heart of it.”
We are intrigued to see how long this lasts.