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Will Guitar Hero adversely affect the music industry?

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No doubt you have heard of the video game Guitar Hero, published by Activision, Inc. (NASDAQ: ATVI)? Or you may have heard about any of its sequels and competitors? After the massive release of the third incarnation of the game it gained a lot of buzz, and it brought in over $115 million during its first week of sales, moving 1.4 million copies across all platforms. Although not as impressive as the $170 million Halo 3 managed in September, this staggering figure is still impressive. It also begs the question of what a game like Guitar Hero can do not just for the video game industry, but also more importantly for the music industry.

Naturally, we could point to player's new familiarity with songs and hope that they will download the tracks or rush out and buy the CDs, but in the long term those effects are not as pivotal as other potential issues, namely players ability to actually play guitar. It seems to me, and I am sure this point has been brought up before, but if these players can only perform the instrument as a series of buttons that represent notes, what future does the music industry hold in terms of new artists further down the line, not to mention creativity?

These sentiments may be simplistic due to the rationale that there are many young and new guitarists not playing the video game, but the sales figures are staggering and I can guarantee you that it is not just gamers playing the controller-guitars. I for one am neither a gamer nor a guitar player, but I am enamored with both products, especially after I played the newest version with the Muse song "Knights of Cydonia." The difference for me seems to be the acknowledgment that I will never truly learn guitar, much less try to become famous for playing guitar.

But what about those kids who can play the Guitar Hero game in "expert" mode while lacking the ability to actually play the instrument? Unfortunately, this problem may be of little concern for music industry representatives as the game provides nice royalty and publishing deals no doubt that further add to the coffers of the industry, the publishing companies, the labels, and the artists. Surely the artists whose songs are involved with the game can see the potential side effects of the game. Then again, how cool would it be to see your song translated into the game? Okay, maybe not that cool, but it could still mean something. At least it isn't relegated to the past and is introduced to new listeners.

Putting aside these opinions, the game still has the possibility of benefiting the music industry. If those same kids can take the enjoyment they have with the game and translate it into playing guitar, then the music industry will not be affected by any loss of potential. Competing with Guitar Hero, Viacom, Inc. (NYSE: VIA)'s Rock Band game offers gamers the chance to play a similarly designed guitar or the drums, which certainly adds a new dimension but it also adds players the ability to more closely play an instrument. Then again, there seems to always be a plethora of drummers.

In the long term it is difficult to ascertain if the music industry will face any problems due to adverse affects by either the Guitar Hero or the Rock Band games. (Especially considering the problems the music industry has simply trying to manage physical sales and digital sales.) No matter, we should hope that it merely introduces new players to the instrument and they can do the rest and write the next song to be included in a Guitar Hero game. Of course, the player who has perfected the "expert" stage of the game, only has one level left: Hero; and that's not included with the game.

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Last updated: November 24, 2009: 01:53 PM

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