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Game My Fan Teams with Primary Wave for the World’s First “Album as a Game”

Taps into the $80 billion gaming market for artists’ direct-to-fan engagement

Game My Fan, a direct-to-fan music distribution platform founded by the team behind some of the world’s biggest game franchises, has announced a first-of-its-kind partnership with music publisher Primary Wave Music that will see it release artist-personalized classic albums and new music entirely customized as games.

How it works:

  • Game My Fan creates “super-casual” mobile games that sync perfectly with music in real-time.

  • As each album plays, the game changes dynamically, with everything matching tune, time, and tempo.

  • Music purchased through the games is 100% locked to the platform to protect artist rights.

  • Fans are rewarded for deeper music immersion – unlocking songs, accessing exclusive merch, tickets and content, and using their knowledge of each track to enhance their experience and score.

Revenue share:

  • As per its media release, the platform uses Reactional Music’s music personalization technology and operates on a proven digital monetization model.

  • Customization is completed within weeks of agreement, with revenue shared equally with artists.

  • Artists and rightsholders maintain full control over release dates, timing, marketing, and price points.

Why it matters:

  • The partnership taps the $80 billion global gaming market for music artists for the first time, enabling albums to function as in-game downloadable content (DLC) while delivering deep fan engagement though super-casual mobile gameplay.

  • The debut release, Can’t Get Enough: A Tribute to Bad Company, features performers such as Blackberry Smoke, The Struts, Dirty Honey, Black Stone Cherry and Def Leppard’s Joe Elliott and Phil Collen.

What they said:

  • Kelly Sumner, Game My Fan CEO and former CEO of Guitar Hero publisher Red Octane and Grand Theft Auto publisher Take 2 Interactive: "For artists in the streaming age, innovation in music delivery means new revenue, new data, and a new DLC market controlled directly by the artist with their fan communities. There is no cost to the artist – they make money from unit sale number one. Once on a fan's device, they can update the game with any album, introduce playlists and tracks as DLC, and continuously innovate with their fan base.”

  • Natalia Nastaskin, Chief Content Officer at Primary Wave Music: “As a global innovator in music, we know fans want a deeper, more exclusive direct relationship with artists. Our partnership with Game My Fan allows artists to work their catalogs in new ways, using new technology and existing distribution infrastructure to create a new music category direct to fans' devices.”

Game My Fan, a direct-to-fan music distribution platform founded by the team behind some of the world’s biggest game franchises, has announced a first-of-its-kind partnership with music publisher Primary Wave Music that will see it release artist-personalized classic albums and new music entirely customized as games.

How it works:

  • Game My Fan creates “super-casual” mobile games that sync perfectly with music in real-time.

  • As each album plays, the game changes dynamically, with everything matching tune, time, and tempo.

  • Music purchased through the games is 100% locked to the platform to protect artist rights.

  • Fans are rewarded for deeper music immersion – unlocking songs, accessing exclusive merch, tickets and content, and using their knowledge of each track to enhance their experience and score.

Revenue share:

  • As per its media release, the platform uses Reactional Music’s music personalization technology and operates on a proven digital monetization model.

  • Customization is completed within weeks of agreement, with revenue shared equally with artists.

  • Artists and rightsholders maintain full control over release dates, timing, marketing, and price points.

Why it matters:

  • The partnership taps the $80 billion global gaming market for music artists for the first time, enabling albums to function as in-game downloadable content (DLC) while delivering deep fan engagement though super-casual mobile gameplay.

  • The debut release, Can’t Get Enough: A Tribute to Bad Company, features performers such as Blackberry Smoke, The Struts, Dirty Honey, Black Stone Cherry and Def Leppard’s Joe Elliott and Phil Collen.

What they said:

  • Kelly Sumner, Game My Fan CEO and former CEO of Guitar Hero publisher Red Octane and Grand Theft Auto publisher Take 2 Interactive: "For artists in the streaming age, innovation in music delivery means new revenue, new data, and a new DLC market controlled directly by the artist with their fan communities. There is no cost to the artist – they make money from unit sale number one. Once on a fan's device, they can update the game with any album, introduce playlists and tracks as DLC, and continuously innovate with their fan base.”

  • Natalia Nastaskin, Chief Content Officer at Primary Wave Music: “As a global innovator in music, we know fans want a deeper, more exclusive direct relationship with artists. Our partnership with Game My Fan allows artists to work their catalogs in new ways, using new technology and existing distribution infrastructure to create a new music category direct to fans' devices.”

Game My Fan, a direct-to-fan music distribution platform founded by the team behind some of the world’s biggest game franchises, has announced a first-of-its-kind partnership with music publisher Primary Wave Music that will see it release artist-personalized classic albums and new music entirely customized as games.

How it works:

  • Game My Fan creates “super-casual” mobile games that sync perfectly with music in real-time.

  • As each album plays, the game changes dynamically, with everything matching tune, time, and tempo.

  • Music purchased through the games is 100% locked to the platform to protect artist rights.

  • Fans are rewarded for deeper music immersion – unlocking songs, accessing exclusive merch, tickets and content, and using their knowledge of each track to enhance their experience and score.

Revenue share:

  • As per its media release, the platform uses Reactional Music’s music personalization technology and operates on a proven digital monetization model.

  • Customization is completed within weeks of agreement, with revenue shared equally with artists.

  • Artists and rightsholders maintain full control over release dates, timing, marketing, and price points.

Why it matters:

  • The partnership taps the $80 billion global gaming market for music artists for the first time, enabling albums to function as in-game downloadable content (DLC) while delivering deep fan engagement though super-casual mobile gameplay.

  • The debut release, Can’t Get Enough: A Tribute to Bad Company, features performers such as Blackberry Smoke, The Struts, Dirty Honey, Black Stone Cherry and Def Leppard’s Joe Elliott and Phil Collen.

What they said:

  • Kelly Sumner, Game My Fan CEO and former CEO of Guitar Hero publisher Red Octane and Grand Theft Auto publisher Take 2 Interactive: "For artists in the streaming age, innovation in music delivery means new revenue, new data, and a new DLC market controlled directly by the artist with their fan communities. There is no cost to the artist – they make money from unit sale number one. Once on a fan's device, they can update the game with any album, introduce playlists and tracks as DLC, and continuously innovate with their fan base.”

  • Natalia Nastaskin, Chief Content Officer at Primary Wave Music: “As a global innovator in music, we know fans want a deeper, more exclusive direct relationship with artists. Our partnership with Game My Fan allows artists to work their catalogs in new ways, using new technology and existing distribution infrastructure to create a new music category direct to fans' devices.”

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