Many speculate that the mainstream
music industry is witnessing an all time low point due to the change in
business processes of music creation and distribution. If one had to compare the three largest
entertainment industry sectors (film, video games, and music), how would they
rank the three by profitability (by amount of revenue generated)?


In the
music industry, however, the interaction must happen with the band or the
artist for the fans to really connect.
The avenues for this type of interaction are fairly limited with mainstream
music artists. Interaction takes place
in concerts, television appearances, and in the music itself. Very rarely will mainstream artists take time
to chat or tweet their fans, which creates a disconnect between the “product’s
community” and the product itself. Some artists
will release free music or create countdowns for their fans to participate in,
but that still does not come close to the interaction created in the film and
video games industries. Sources of revenue are physical sales, digital sales,
ticket sales, and sales related to artist merchandise (t-shirts, wristbands,
etc). A movie and a video game usually cost a bit more than a
music album as well. Music may not ever be as
interactive as the video games and film industries, but maybe if the music industry
could tap into possibilities of their fan base communities more, major labels
could achieve the same success as its fellow entertainment industry
cohorts.
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