Today’s musicians, both mainstream and indie, are using social media to connect with fans, build anticipation, and generate revenue in new and unique ways. The products range from singles to mix tapes to digital six-packs, even oddly shaped USB sticks, vinyl, and the occasional traditional album.
But how are these artists reaching their new fan bases online through social channels? Much like the business world, social media promotion for musicians is still a very new game, with no exact recipe for platinum success.
There are however, some innovations being put forth, and a new connection is being formed between artists and fans — a connection that empowers both to give each other what they are looking for.
We have all heard about the success of micro lending organizations like Kiva, which use multiple small payments to contribute to a larger goal. The same process is being applied to creating an album or a music-based project.
One such project is the Washington D.C.-based indie hip-hop group Panacea. The producer/MC duo listed their project on Kickstater, a funding platform for artists, designers, filmmakers, musicians, journalists, inventors, explorers, and others.
The project was posted on the morning of February 26th. According to Jeremy Calvery, the group’s Director of Digital Media and Promotion, “We were at $1,000 before the end of the first day. We had to increase the number of $200 packages from three to five over the weekend because people were e-mailing and literally begging for the chance to ‘buy’ the whole back catalog. Less than five full days from the first e-mail to the list, we had reached the funding goal of $3,800, which was set to be just a bit more than what the minimum press of 250 vinyl copies was going to cost.”
Another hip-hop outfit, the Get Busy Committee, also launched a project on Kickstarter. In their drive to raise $3,218, they included one premium pledge level at $1,000 — an investment that netted the donor a song about him or herself to be included on the record, as well as a platinum plaque. They sold this spot within 24 hours.
Classmates.com — the website that promises to reunite people with their mullet-haired friends of youth — has agreed to pay out a $9.5 million settlement for a lawsuit dating back to 2008 accusing the company of “false advertising” through “deceptive” marketing e-mails.
Defeated by Facebook in terms of traffic and – excuse the pun – class, Classmates always had a questionable way of handling its visitors.
The problems for Classmate.com began back in late 2007, when San Diego resident Anthony Michaels received an e-mail from the social networking company informing him that his old classmates were trying to contact him.
In order to see who and why, Michaels had to upgrade to a “Gold Membership.” However, upon forking out to do so, he discovered that nobody was trying to get in touch; it was just a dubious marketing ploy from Classmates.com.
Michaels initiated a false advertising lawsuit against Classmates.com, which became a class action suit that anyone who suffered the same fate as the plaintiff could sign up for.
Fast forward to today: Although Classmates.com has admitted no wrongdoing as part of the proposed settlement now waiting for U.S. District Court approval, it has agreed to pay out $3 for every Classmates.com member who upgraded to a “Gold Membership” on the site after receiving an e-mail like Michaels’ — estimated to be just over three million people.
Whether or not you sympathize with those that fell for Classmate.com’s oh-so-obvious tactics, it’s an interesting case in terms of wider web marketing. Dating sites are known to carry out similar practices, and this settlement may make offenders sit up and take note.
While this particular case may be settled, it’s not the end of Classmates.com’s legal troubles. The site is facing another lawsuit filed just this month, this time a class action privacy lawsuit that accuses Classmates.com of ignoring federal and state privacy laws by making user profiles public via a controversial opt-out scheme.

Rightly or wrongly, many people have a picture in their minds of the average online gamer, and it probably involves someone not yet old enough to vote, huddled in their parents’ basement killing dwarves with mystic powers in games like World of Warcraft. A growing category of what are called “social games,” however, appeals to a much different demographic, according to a recent study. The study — sponsored by PopCap, creator of popular social games such as Bejeweled and Insaniquarium — looked at game players in both the United States and the United Kingdom, and found that the average player of these online social games is a 43-year-old woman.
More than 24 percent of those who responded to the survey (full results in PDF form here) said they regularly play social games, a category that includes Facebook games such as Farmville, Mafia Wars and Happy Aquarium. According to survey company Info Solutions Group, that level of response suggests a total social gaming population of approximately 100 million. Social gamers were defined as those who said they play games on social networking sites such as Facebook and MySpace at least once a week. The market for social games has been growing so quickly that companies that make them, such as Zynga and Crowdstar, have become investment and acquisition targets.
Social gaming seems to appeal to a much older demographic than traditional video games, perhaps in part because social games are easier to play for short periods of time, are largely free, and don’t involve sophisticated equipment or gratuitous violence. According to a recent survey by Royal Pingdom, the average age of social networking site users in general is also older — the largest single group is between 35 and 44 years of age. More than 60 percent of Facebook users are over 35.
The PopCap study showed that 55 percent of all social gamers in the U.S. are women, as are almost 60 percent of those in the UK. The average age in the U.S. is 48, which is substantially older than the 38-year-old average in the UK, and 46 percent of American social gamers are 50 or older, compared with just 23 percent in the UK. Only 6 percent of all social gamers are age 21 or younger.
According to the survey, women make up the majority of avid social gamers, with 38 percent of female social gamers saying they play social games several times a day, vs. just 29 percent of males. Women are also more likely to play social games with their real-world friends than men are (68 percent vs. 56 percent) and are nearly twice as likely as men to play social games with relatives (46 percent vs. 29 percent). The vast majority (95 percent) of social gamers play multiple times per week, and nearly two-thirds play at least once a day.
If you are still wondering why Google is pushing so hard with its new product Buzz, it is because it wants in on social traffic. For many sites on the Web, social traffic coming through Facebook, Twitter, and MySpace is beginning to rival, and in some cases overtake, search traffic as the single biggest source of traffic. This traffic comes from shared links, photos, and videos. By its own numbers, 5 billion pieces of content are shared on Facebook every month.
What isn’t easily appreciated is the extent to which such social sharing is tied to different identity and authentication platforms across the Web. If you can log into a site easily using your Facebook or Twitter account, it is easier to broadcast links from that site to your friends.

To get a sense of which services on the Web drive the most sharing, I asked Gigya for some stats. Gigya powers sharing widgets on more than 5,000 content sites, including ABC.com. NBA.com, PGA.com, Answers.com, and Reuters. Consumers can click a share button on these sites and send an article link, photo, or video via a menu of different services including Facebook, Twitter, MySpace, Yahoo Mail, Gmail, and AOL. Over the past 30 days, people have shared almost a million items over the Gigya network. Facebook and Twitter dominate with about three quarters of all shared items between them. Here is how the services break down (note that these are relative numbers) :
Distribution of shared items
Facebook: 44%
Twitter: 29%
Yahoo:18%
MySpace:9%
It makes sense, people prefer to broadcast links rather than share them one at a time via email. Although Yahoo makes a strong third-place showing. When it comes to authentication, simply using your existing username and password to log into another site, Facebook is still the most popular via Facebook Connect, but only just barely. Google via Gmail and Yahoo are almost equally popular, at least on certain types of sites where people are just reading for themselves like news sites. On entertainment sites where people are more likely to share content, Facebook Connect makes up the majority of logins.
Seesmic, maker of popular desktop and mobile Twitter clients, has just acquired Ping.fm — a service that lets users post to 50 social networks with a single status update — for an undisclosed sum.
The acquisition includes both talent and technology, so Ping.fm co-founders Adam Duffy and Sean McCullough are now Seesmic shareholders and key members of the management team. They will begin immediately integrating Ping.fm technology into Seesmic applications.
Sometime in January you can expect updates to Seesmic’s Blackberry, Android, web, Windows and OSX (via Air) apps. Each will add advanced Ping.fm integration, supporting the ability to post to 50 social networks with a single update, special Ping.fm triggers to specify posting to specific social sites, and the option of using Ping.fm’s e-mail, SMS and chat functionality.
Ping.fm currently boasts 200,000 updates a day from its 500,000 registered members. More than 100 applications already use the Ping.fm API for cross-posting purposes, and although Seesmic will assume full control of the platform, they’re committed to maintaining it and supporting the developer community.
The maneuver no doubt means that Seesmic is now infringing upon TweetDeck’s territory and mission with ambitions to be much more than just a Twitter client. Ultimately, Seesmic aims to be your primary gateway to the social web and to serve 1,000,000 updates per day in 2010.