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Digital Economy

Tuned Global acquires Sweden’s Pacemaker

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B2B content streaming provider Tuned Global has acquired Swedish music technology company Pacemaker and its AI-driven DJ applications. Terms of the agreement were not disclosed. The company said the purchase "marks a watershed in Tuned Global’s growth, its first acquisition, as it expands into new markets and continuously innovates its music and media services for clients worldwide."

Tuned Global's Con Raso

Pacemaker holds several patents for its unique AI DJ and rights holder-friendly DJ mix ...

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Emmanuel is a Washington, DC-based freelance journalist, blogger and media consultant, specialising in the entertainment business and cultural trends. He was the US editor for British music industry trade publication Music Week. Previously, he was the editor of Impact, a magazine for the music publishing community (2007-2009), the global editor of US trade publication Billboard (2003-2006), and the editor in chief of Billboard’s sister publication Music & Media (1997-2003).

Digital Economy

Qobuz-backed survey reveals 78% of French consumers do not know how artists are compensated by streaming services

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A vast majority of French consumers admit not knowing how streaming remunerates artists, according to a survey conducted by YouGov on behalf of Paris-based music streaming service Qobuz. The purpose of the survey was to understand the criteria that French people use when choosing a music streaming service. Only 15% of the people surveyed consider compensation a key factor when choosing their music platform; and 78% said they were not sufficiently informed about how artists are paid. "In a rapid...

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Digital Economy

Netflix closed the year with over 325 million paid subscribers globally, up 8.3% y-o-y

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Netflix posted revenue of $45.2 billion in 2025, up 16% year over year, boosted by fourth quarter revenue of $12.1bn, up 17.6% over the same quarter a year prior, thanks to membership gain. Net income for the year was of $10.98bn. The video streaming platform reported ​325 million paid subscribers at the end of the year, up from 300 million for the same period of 2024, up 8.3% year-over-year. Cost of revenue for the 12 months reached $23.27bn, up from $21.3bn in 2024. In a call with analysts, Te...

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Digital Economy

US video games sales up 1.3% in 2025 to $60.67 billion, driven by content

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US video game sales rose 1.3% for the full year 2025 to $60.67 billion, a modest growth rate linked to a 7% drop in accessory sales to $2.95bn, while hardware sales rose 9% to $5.44bn and game content sales grew 1% at $52.30bn, according to a report from Circana. December sales were flat at $7.77bn compared with $7.57bn in 2024, whereas the end of the year usually see a peak in consumption. On the positive side, subscription spending grew by 24% in December, and game content grew by 3% to $5.93b...

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