This essential and highly acclaimed guide, now updated and revised in its sixth edition, explains the business of the British music industry. Drawing on her extensive experience as a media lawyer, Ann Harrison offers a unique, expert opinion on the deals, the contracts and the business as a whole. She examines in detail the changing face of the music industry and provides absorbing and up-to-date case studies. Whether you re a recording artist, songwriter, music business manager, industry executive, publisher, journalist, media student, accountant or lawyer, this practical and comprehensive guide is indispensable reading. Fully revised and updated. Includes: The current types of record and publishing deals, and what you can expect to see in the contracts A guide to making a record, manufacture, distribution, branding, marketing, merchandising, sponsorship, band arrangements and touring The most up-to-date information on copyright law and related rights An in-depth look at digital downloads, streaming, online marketing and piracy Case studies illustrating key developments and legal jargon explained.
In 2011, Markus Persson was a bored IT-developer in Stockholm. In the evenings, he toiled away on a labour of love: a game with a tiny but dedicated online following. It was called Minecraft and Markus released it to the world in early 2009. The game itself looks deceptively simple. It resembles a digital version of Lego - bricks stacked on top of each other, giving players a world where they build whatever structures their mind can conjure. A breath of fresh air compared to the industry giants' shooter games. In the space of a few years, Minecraft has become one of the most astonishing success stories of the internet age, attracting millions of players and proving how a single great idea can topple empires in the digital, post-industrial world.
This is the story of the man behind the game. Here Markus opens up for the first time about his life. About his old Lego-filled desk at school, the first computer his father brought home one day and also about growing up in a family marked by drug abuse and conflict. But above all it is the story of the fine line between seeming misfit and creative madman, and the birth of a tech visionary.