Below is my research on various music industry elements such as product placement, streaming, the big 3, physical resurgence, age ratings, and merchandise.
PRODUCT PLACEMENT:
Music videos frequently use product placement as a way to generate funding, as well as being a subtle promotion for brands as they are not disclosed as advertisements.
Due to the revenue limitations from the impact of Web 2.0 (O'Reilly) and streaming, it is now more common for artists to partner with brands instead of being viewed as "sell-outs" like a few decades ago. This mutually beneficial partnership allows brands access to the strong artist fanbase, and creates legitimacy for the artist by having corporate backing.
Some of the most common examples of brand deals are typically music products (e.g. Beats headphones and speakers) or energy drinks. Below are some examples:
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| "Chicken Teriyaki" - Rosalia + "Princess Diana" - Nicki Minaj |
However, while music streaming may be more efficient for most users, it does not benefit artists, as many as payed as little as $0.004 per stream, meaning they need to rely on concert, merchandise, and physical music sales instead. Although streaming was initially disregarded by the big 3, as it is not profitable and almost caused an industry collapse due to revenue loss, most artists are now available to listen to online and metrics are now focused on streams rather than physical sales.
Similarly to the film industry's big 5, the music industry has a big 3, or conglomerates with the largest industry market share. The big 3 are Warner Music Group (WMG), Universal Music Group (UMG), and Sony. Labels that are not these or any of their subsidiaries, are known as indies, short for independent.

My information was sourced from the BBFC website.
The BBFC (British Board of Film Classification) supervises age restrictions and certifications on visual media products. However, these are voluntary for music video and not mandatory like films. They are currently partnering with the big 3's - Sony, WMG, and UMG - UK subsidiaries to voluntarily submit videos they deem unsuitable for children under the ages of 12 and covers all newly released music videos by UK artists under these labels.
The age rating is classified under the content information of the video on YouTube, and the classified content is available to be reviewed on the BBFC website. The BBFC considers the following elements in their classifications: bad language, dangerous behaviour presented as safe, drug use, sexual behaviour, nudity, and threatening behaviour or violence.
Possible influences:
I don't have any scenes with nudity, substances, or dangerous/violent behaviour which makes my video more appealing to the mainstream. The bar scene shows some alcohol bottles behind but nothing is consumed, and there is no bad language in the video so I think it would be suitable for all ages or rated EA or 6.
MERCHANDISE:
Merchandise is originally a way for artists to produce extra passive income, and is more important now due to the lack of revenue from physical music products as it is easier to stream music online (Web 2.0, O'Reilly). This is a key element of the artist's brand as merchandise can help promote their new music and overall image. It also allows for audience members to feel as if they have a stronger connection with the artist (UGT) as they are spending money on clothing items that they will wear, which in turn is a free advertisement for the artist.
Below are some examples of artist merchandise I analysed:
All the artists had physical copies of their music available, as well as t-shirts and hoodies. There was some variation with socks, keychains, bags, and tracksuit sets. All kept a theme depending on the album associated and some limited similarities in artist branding.
Below is the merchandise I created for Olivia Cox.
I chose to create a t-shirt and hoodie with the front being the logo and the back being the tour dates I have created that are in the same style and include the heart imagery. I did the same for the tote bag as well, as the tour dates create a stronger emotional connections with fans that attended, as well as promoting the new album.
For my Media EPQ I am researching the physical media revival in younger demographics of recent years, and below is a condensed version of my findings.
Vinyl and cassette are analogue formats, which began disappearing after the CD era of the 90s, and the digitisation created that eventually turned into MP3 pirating and streaming. Events such as Record Store Day - which evidences vinyl releases and promotions - have boosted the popularity of the format.
Musicweek.com published an article saying that vinyl purchases have grown for a consecutive year in the UK, with 5.9 million units being sold in the UK in 2023 across indie record stores and larger companies such as HMV. This increase in demand is the highest vinyl has reached since 1990, and the CD and cassette markets are growing as well, with 11 million CDs and 100,000 cassette units sold last year. The majority of artists headlining the vinyl chart are mainstream and internationally recognised, with classic releases such as The Rolling Stones, Pink Floyd, and Fleetwood Mac, as well as current artists such as Olivia Rodrigo and Lana Del Rey making a significant impact with recent albums.
Through my research, the revival is mostly due to Baudrillard's "Notions of Collecting" and the psychology behind the collection. The digital landscape and streaming platforms allow for more music to be accessed for a very low price, but this does not leave the consumer the satisfaction of collecting. The theory also links to Boyd's nostalgia, and the comfort of childhood linked to an endless pursuit of collecting and emotionally valuing material items. Finally, Reynolds' retromania is the best theoretical comparison to this phenomena, as young people, as well as society overall, are in an age obsessed with the past rather than the future. There is an aesthetic element to record collecting, as well as a cool vintage feel to playing analogue records, which is popular as it allows for a different and more rare musical experience.
Artists are also pushing physical music merchandise to their fans, as they receive much higher revenue than for streaming. Through exclusive releases and colour schemes of the physical discs, artists are able to incentivise their fans into the purchase, and the fans create a stronger emotional tie to the artist due to the purchasing power impact in a world of free music.




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