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K/DA virtual band. A case study on the contribution of video games to the future of the music industry

Titel: K/DA virtual band. A case study on the contribution of video games to the future of the music industry

Fallstudie , 2021 , 64 Seiten , Note: 5/5

Autor:in: Sonia Elena Ioan (Autor:in)

Musik - Musik der Gegenwart
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Zusammenfassung Leseprobe Details

This paper focuses on a particular phenomenon called K/DA, a virtual group created by Riot Games in collaboration with Riot Music, by grouping Champions from their video game League of Legends. Throughout the case study, the author analyzed the structure and history of the group, thanks to media specific websites and online magazines. After a presentation of the virtual beings context, she studied the key elements that allowed the success of such a musical experiment, from the creation of the product itself to the marketing campaign that Riot Games implemented to promote the release of both the single and the album of the group. Ultimately, she wrote about the synergies with the promotion of the League of Legends video game itself.

The video game industry had a fundamental role in creating such a unique phenomenon and, vice versa, Riot Games' entrance in the music industry helped them successfully market one of their core products. The author therefore decided to analyze the existing literature on how learning from the video games industry would help the music industry in a more and more competitive media landscape. Throughout the use of specialized articles and books she summarized the theories about a hybrid music / gaming model and discussed its implications in times, where the attention of digital consumers is considered the main currency in the media sectors. A new business model could implement the expertise of video game companies to leverage on two fundamental key elements emerged in this paper: storytelling and fandom.

Leseprobe


Table of Contents

Objectives and Methodology

Presentation of the K/DA Group and History

The success in the charts

Virtual Beings and the power of Storytelling

Marketing strategy and music strategy: a success story impacting two industries

Effects on the music industry: are video game companies the new record labels?

The music element

The fandom element

The solution: Video Games

A hybrid future

Interview from the industry

Conclusion

Research Objectives and Themes

The primary goal of this research is to analyze the K/DA phenomenon as a strategic intersection between the music and video game industries, exploring how virtual groups and storytelling can create sustainable business models. The study investigates how virtual entities leverage fan engagement and cross-platform synergy to remain relevant in a digital-first landscape, ultimately questioning the evolving role of record labels and the impact of interactive entertainment on traditional music consumption.

  • Analysis of K/DA as a successful case study of a virtual music band integrated into the League of Legends ecosystem.
  • Evaluation of marketing strategies, including the use of augmented reality, social media, and narrative-driven storytelling.
  • Examination of the "Attention Recession" and the shift from passive listening to active, fandom-driven music consumption.
  • Assessment of the future viability of hybrid music-gaming business models versus traditional record label structures.

Excerpt from the Book

Marketing strategy and music strategy: a success story impacting two industries

In 2019, there was not much to see, or hear, of K/DA. Riot’s focus had shifted towards another group part of their musical roster: True Damage. The fact that Riot was calmly working on another musical project proves how the company did not expect that K/DA’s single would gather the incredible amount of success it did. True Damage were soon to host a very important performance at the League of Legends World Championship, taking place in Paris. The real-life group members would perform the song “Giants”, accompanied on stage by their animated counterparts making an appearance by the means of Holograms. If Riot wanted to leverage on the spark that rose around K/DA, the efforts of the company were to be soon redirected from these other existing projects, but this decision implied the need for more time for a new K/DA project to come up. After the True Damage performance in Paris, as Toa Dunn, head of Riot Music Group explained, the company decided to focus again on the “Pop/Stars” fictional creators (Summers, 2020). To prove the new focus on the promising project, during the World Championship Riot posted an animated video explaining the K/DA concept and how it all started. The video was posted on the League of Legends official YouTube account.

In the case of K/DA, the company had the willingness to try something bigger and different than usual. They finally decided releasing an EP. To create a unique album, Riot Music Group had to think about the creative elements of the five tracks included in All Out, without falling into the K-pop stereotypes, risking of being a mere copy of the latest successful trends. On one side, they recognized that they didn’t have the capabilities of keeping up with that area of the music industry, characterized by extremely high speed. On the other hand, this uncertainty led to the decision of leveraging on the genre-blend that would later end up characterizing the group.

Summary of Chapters

Objectives and Methodology: This chapter introduces the K/DA virtual band phenomenon and explains the case study approach used to analyze marketing strategies and the synergies between the music and video game industries.

Presentation of the K/DA Group and History: This section details the origins of K/DA as a promotional tool for League of Legends, highlighting the creative process and the collaborative effort behind the band’s development.

The success in the charts: This chapter provides an overview of the commercial achievements of K/DA’s singles and their EP "All Out" across various international music charts and streaming platforms.

Virtual Beings and the power of Storytelling: This section examines the rise of virtual influencers and AI-generated artists, discussing how storytelling drives engagement beyond traditional entertainment forms.

Marketing strategy and music strategy: a success story impacting two industries: This chapter explores how Riot Games combined interactive media, social media campaigns, and EP releases to transform a promotional project into a self-sustaining music product.

Effects on the music industry: are video game companies the new record labels?: This chapter investigates how shifts in consumption habits and digital distribution are forcing a transformation in the traditional music business value chain.

The music element: This section analyzes the impacts of digital disruption on music production and revenues, focusing on the role of platforms like Spotify and YouTube.

The fandom element: This chapter defines fandom as the new currency of the economy and discusses the challenges of monetization in an environment characterized by the "attention recession."

The solution: Video Games: This section explores how video games offer an interactive, immersive environment that solves the industry's need for high consumer engagement.

A hybrid future: This final chapter synthesizes the research, projecting how cross-industry collaborations could lead to a more sustainable, fan-centric model for the future of entertainment.

Interview from the industry: This chapter features a professional perspective from an A&R manager on the feasibility of virtual models for independent labels.

Conclusion: This final section reflects on the key success factors of K/DA and posits that the future of music lies in highly curated, narrative-driven collaborations between the gaming and music sectors.

Keywords

K/DA, League of Legends, Riot Games, Virtual Bands, Music Industry, Marketing Strategy, Fandom, Storytelling, Gaming Industry, Digital Transformation, Monetization, Cross-Platform Synergy, Augmented Reality, Attention Recession, Fan Economy

Frequently Asked Questions

What is the central focus of this research?

The research examines the K/DA virtual band project by Riot Games to understand how virtual entertainment and gaming can create new, sustainable business models for the music industry.

What are the primary themes discussed in the work?

The work covers the convergence of music and gaming, the power of narrative-driven storytelling, the concept of a fan-centric economy, and the potential disruption of traditional record label business models.

What is the main objective or research question?

The primary goal is to analyze how virtual groups leverage pre-existing gaming communities to drive engagement and whether these hybrid strategies provide a blueprint for a more profitable and sustainable music industry.

Which scientific or analytical methods were used?

The research uses a case study methodology, utilizing chart data, media analysis, literature reviews, and an expert industry interview to validate the success of the K/DA project and broader market trends.

What aspects of the music industry are addressed in the main body?

The main body covers music distribution, the impact of digital platforms, the "attention recession," the monetization challenges facing artists, and the shift toward immersive, interactive experiences.

Which keywords best characterize this publication?

Keywords include K/DA, Riot Games, Fandom, Storytelling, Hybrid Models, Attention Recession, Monetization, and Gaming Synergy.

How does the pandemic influence the findings in this document?

The pandemic is described as a catalyst that accelerated existing digital trends, forcing a shift from out-of-home entertainment to in-home virtual experiences, which favored the growth of gaming and virtual music projects.

Why are virtual groups like K/DA considered a "success" in this context?

They are considered successful because they transformed from a simple promotional tool into a standalone, profitable music product with global chart presence and a loyal, highly engaged fan base.

Does the author believe virtual bands will replace human artists?

The author suggests that while AI and virtual beings provide significant innovation and cost-effective marketing, the music industry will still rely on human intuition and talent, with hybrid models acting as a complementary rather than an exclusionary force.

What role does the industry interview play in the research?

The interview provides a "real-world" professional critique from an independent label perspective, highlighting the practical difficulties, economic exposure, and cultural resistance small labels face when attempting to adopt highly technical virtual business models.

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Details

Titel
K/DA virtual band. A case study on the contribution of video games to the future of the music industry
Hochschule
Università Commerciale Luigi Bocconi
Note
5/5
Autor
Sonia Elena Ioan (Autor:in)
Erscheinungsjahr
2021
Seiten
64
Katalognummer
V1163442
ISBN (PDF)
9783346636331
Sprache
Englisch
Schlagworte
k/da
Produktsicherheit
GRIN Publishing GmbH
Arbeit zitieren
Sonia Elena Ioan (Autor:in), 2021, K/DA virtual band. A case study on the contribution of video games to the future of the music industry, München, GRIN Verlag, https://www.grin.com/document/1163442
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