50 Cent Hacked In Wild Crypto Scheme That Made $3 Million in 30 Min; Maintains “I have no association with this.”

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Curtis “50 Cent” Jackson is not immune to crypto scams. The “In the Club” rapper turned media mogul, revealed he was in fact the victim of a cryptocurrency scam that netted hackers millions of dollars. 

Jackson shared on Instagram that his Twitter account and his website, Thisis50.com, were hacked to promote a fraudulent cryptocurrency, resulting in a $3 million gain for the scammers within just 30 minutes.

“My Twitter & Thisis 50.com was hacked,” 50 Cent wrote. “I have no association with this Crypto. Twitter worked quickly to lock my account back down. Whoever did this made $3,000,000 in 30 minutes.”

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Get this, the hackers used a tactic known as a “pump-and-dump” scheme, where they flooded the accounts with promotional messages to artificially inflate the cryptocurrency’s value. Screenshots in 50 Cent’s post showed the $GUNIT crypto skyrocketing from under $1 million in market value.

This incident highlights the vulnerability of social media platforms to security breaches and the ease with which they can be exploited for financial scams. The rise of celebrity meme coins, which often depend on celebrity endorsements to boost their prices, has exacerbated the problem, making them attractive targets for such schemes.

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Billionaire Spotify CEO Claims the Cost of Making “Content” Is “Close to Zero” and Sparks Immediate Backlash

Billionaire Spotify CEO Claims the Cost of Making “Content” Is “Close to Zero” and Sparks Immediate Backlash

Spotify CEO Daniel Ek faced significant backlash after claiming on X (formerly Twitter) that the cost of creating content is “close to zero.” Let’s take a moment to think about that. This guy is a billionaire who built an empire primarily from a streaming platform that pays most artists pennies, and he dares to…. Okay, let’s get on with what he said:

“Today, with the cost of creating content being close to zero, people can share an incredible amount of content. This has sparked my curiosity about the concept of long shelf life versus short shelf life. While much of what we see and hear quickly becomes obsolete, there are timeless ideas or even pieces of music that can remain relevant for decades or even centuries.”

Ek continued reflecting on enduring ideas: “For example, we’re witnessing a resurgence of Stoicism, with many of Marcus Aurelius’s insights still resonating thousands of years later. This makes me wonder: what are the most unintuitive, yet enduring ideas that aren’t frequently discussed today but might have a long shelf life? Also, what are we creating now that will still be valued and discussed hundreds or thousands of years from today?”

Musicians and music fans quickly criticized Ek’s remarks. Composer Tim Prebble responded, “Music will still be valued in a hundred years. Spotify won’t. It will only be remembered as a bad example of a parasitic tool for extracting value from other peoples music. (or ‘content’ as some grifters like to call it).”

Other users echoed similar sentiments, highlighting the low payouts Spotify provides to artists per stream. Primal Scream bassist Simone Marie Butler bluntly commented, “Fuck off you out of touch billionaire.” The Future of Music Coalition added, “It actually can still be expensive to make records, especially if you care about paying your collaborators fairly. Many musicians are skilled at cutting corners to accomplish their creative goals within limited budgets.”

For the record, he has since clarified his statements in a follow-up post on X, but what do you think? Is the damage done, or not?

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The Future of Gaming Monetization: NFTs, In-Game Purchases, and Beyond

The Future of Gaming Monetization: NFTs, In-Game Purchases, and Beyond

Over the past ten years, the gaming industry has significantly changed its monetization tactics. Conventional business models like one-time purchases have developed into more complex ecosystems, including subscription services, in-game purchases, and Non-Fungible Tokens. With NFTs developing as a disruptive force, the future of game monetization combines these models as technology and customer preferences continue to evolve; reputable casino platforms, including Vulkan Vegas wouldn’t even mind adopting the monetization system when it’s full-blown.

Many conventional PC gamers still need to be convinced about their worth and usefulness even as they continue gaining popularity in the gaming community and beyond. However, The tokens have many possible uses that completely alter how we view ownership, commerce, and value exchange. This piece looks at how the business is now monetized, investigates the possibilities of NFTs, and speculates what may come next.

Gaming Monetization: The Inception and Thrive

The days of purchasing a game at retail and owning it ultimately are long gone for gamers. Emerging digital distribution platforms such as Xbox Live, Steam, and PlayStation Network made new revenue approaches possible. With the widespread use of microtransactions, downloadable content (DLC), and loot boxes, developers could make money beyond the initial sale.

In recent years, subscription services like Xbox Game Pass, EA Play, and PlayStation have become more popular. For a monthly fee, those offerings give gamers entry to a video game library, giving clients a low-cost method to get admission to a wide selection of games while giving producers a reliable supply of revenue.

The Concept of NFTs and their Application in Gaming Monetization

Non-fungible tokens are a global phenomenon that has expanded into the industry and digital art. The tokens are distinct digital assets that serve as evidence of ownership and scarcity. They are kept on a blockchain. They can stand in for in-game goods, virtual worlds, characters, skins, and even whole games.

Actual ownership is one of the main benefits of the tokens in the industry. In contrast to customary in-game purchases, which only allow players to license virtual goods, the non-fungibles give them complete ownership of digital assets. Thanks to this ownership, players now have more options to trade, purchase, and sell in-game goods inside and outside the gaming world.

They are not limited to the industry; they have other applications.

Here are some examples of practical uses:

·        Digital Art and Collectibles

They provide creators the power to create, mint, and market one-of-a-kind digital art and collectibles, allowing them to prove their legitimacy and claim ownership in the digital realm.

·        Music and Entertainment

Via the authentication and sale of digital music, tickets, and other entertainment products, the tokens enable producers to interact directly with their audience and get paid fairly for their labor.

·        Real Estate and Property Ownership

By representing ownership and transfer of tangible assets like real estate, the tokens can improve the efficiency and transparency of property transactions.

·        Management of the Supply Chain

The tokens can also monitor and confirm the legitimacy and flow of tangible items along the supply chain.

More NFT Prospects for the Gaming Multiverse

NFTs are a big step forward in monetizing gaming, but things will get more complicated and varied. Players can choose between ownership, access, and involvement through hybrid models that blend aspects of traditional monetization with blockchain technology. These models are already starting to take shape.

Developers are investigating the possibility of combining tokens with play-to-earn features, in which users can acquire valuable items through games and subsequently exchange or sell them for NFTs. This concept takes full advantage of blockchain technology to encourage player participation.

Additionally, developments in augmented reality & virtual reality have the potential to change the industry by creating new opportunities for monetization methods and immersive experiences. In the future metaverse, NFTs may be crucial in several domains, including digital collectibles, virtual real estate, and virtual events.

What the Future Holds

The industry is about to enter a new age as more developers utilize this technology. NFTs have already begun to have a significant influence in the sector. But they have yet to reach their full potential. Experts expect the non-fungibles to become the norm for virtual object ownership and trading within the next ten years.

They generate virtual land ownership in certain web3 games, such as AlterVerse’s Sky City, where players may purchase and sell virtual real estate. This creates a plethora of new opportunities for virtual property creation and investment.

A highly intriguing advancement is the possibility of having cross-game compatibility. Players can use their virtual assets in numerous games as more titles adopt NFTs. As a result, users can design a more distinctive and customized gaming experience that isn’t restricted to a particular game.

Next-Level Monetization: NFTs, In-Game Buys, and the Future Gaming Frontier!

Innovation in technology and changing customer tastes are causing a paradigm shift in future commercialization. Traditional players want a pleasant game at the end of the day. NFTs shouldn’t exist purely for financial gain; instead, they should enhance the game’s enjoyment.

It would be irresponsible to overlook the enormous potential of NFTs to democratize ownership, promote player-driven economies, and open up new possibilities. Producers and players alike must navigate the constantly changing ecosystem to fully realize the promise of gaming monetization in the digital age. Don’t miss out on the fun; get involved!

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Spotify Hit with Cease and Desist Over Lyrics, Music Videos and More

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Spotify has been issued a cease and desist order from the National Music Publishers Association (NMPA) for hosting lyrics, music videos, and podcast content without proper licensing.

According to Billboard, the NMPA demands the removal “or Spotify will face copyright liability for continued use of these works.”

Earlier this month, Spotify was noted to cut $150M in royalties from music publishers and songwriters beyond what was already expected. This results from adding audiobooks into certain plans, adding books to the total subscription price.

The letter reads, “Spotify appears to be engaged in direct infringement by hosting unlicensed musical works in its lyrics, videos and podcasts and by distributing unauthorized reproductions, synchronizations, displays and derivative sues of these musical works to its users. Making matters worse, Spotify profits from such infringement.”

You can see the full letter here.

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BLK Dating App Launches Summer “MBA” Program For Recent HBCU Graduates

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BLK, the number one dating and lifestyle app for the Black community, proudly unveils their new endeavor: The BLK MBA (Master of Black Affection) Program. Created to empower and support recent graduates from Historically Black Colleges and Universities (HBCUs) facing post-graduation employment challenges, this innovative initiative seeks to redefine both professional and dating dynamics, while providing financial support to young job-seekers.

At its core, the BLK MBA Program creates an opportunity for recent HBCU graduates to navigate the journey from academia to the workforce. Despite improving graduation rates, systemic and cultural obstacles often obstruct the path to employment for Black graduates. African-Americans with college degrees are twice as likely to be unemployed as other graduates, with 12.4 percent of Black college graduates being unemployed, a rate significantly higher than the 5.6 percent average for all college graduates. BLK recognizes the need for solutions to fix this gap.

Enter the BLK MBA Program – a purpose-driven initiative designed to empower and support recent HBCU graduates struggling to find employment after college. But this isn’t your traditional MBA program – there will be no coursework or thesis statements. Instead, BLK will select three outstanding graduates from HBCUs, inviting them to embark on a summer of growth and discovery. These participants will immerse themselves in the vibrant BLK community, exploring networking and connections on the app. Along the way, they’ll share feedback to make the user experience even better, working alongside the brand to gain a deeper understanding of how Black Gen-Z approaches dating, networking and creating connections. Each participant will be awarded a stipend to support them during their journey.

“Our commitment to the Black community transcends the realms of just dating,” says Jonathan Kirkland, Head of Marketing at BLK. “The BLK MBA Program showcases our dedication to creating opportunities for professional growth and personal development for recent HBCU graduates. Through this initiative, we hope not only to address the employment challenges faced by Black graduates but also to enrich our platform with diverse perspectives and experiences.”

The application process for the BLK MBA Program commences in May, inviting recent HBCU graduates to apply. Applicants will be required to submit their resumes and a personal statement that showcases both their desire and need to be a part of the program. A panel of judges, comprising BLK brand team members and Black leaders from the BLK Advocacy Council, will evaluate applications to select three participants based on academic achievements, personal statements, and potential contributions.

Selected participants will embark on a transformative journey throughout the summer, immersing themselves in the vibrant BLK community to hone their networking skills and forge meaningful connections with other Black singles, recent graduates, young professionals and Black business leaders. Participants will proactively network, arrange meetings, and go on dates with the goal of fostering relationships that could lead to meaningful relationships and valuable job opportunities. As they navigate the digital dating landscape, participants will not only shape the future of dating experiences for Black Gen-Z individuals but also gain invaluable insights into effective networking strategies. 

For further information about the BLK MBA Program and details on how to apply, please visit https://www.theplugbyblk.com/blkmba2024. Stay tuned for updates and announcements via our press releases, social media channels, and in-app notifications.

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SOURCE SPORTS: Angel Reese, Sha’Carri Richardson, and Naomi Osaka Star in New Beats Campaign

Angel Reese, Sha'Carri Richardson, and Naomi Osaka Star in New Beats Campaign

Beats, a pioneer in audio technology, has expanded its bestselling product family by introducing the all-new Beats Solo Buds true wireless earphones and the next generation of its iconic headphones, Beats Solo 4. Reputable athletes Angel Reese, Sha’Carri Richardson, and Naomi Osaka headline the campaign.

The Beats Solo Buds embody the Solo line’s signature attributes of portability, comfort, and premium audio quality in its smallest form factor yet. The Solo Buds are the ultimate on-the-go companion, boasting impressive sound, up to 18 hours of battery life, and seamless one-touch pairing for both iOS and Android users. Available in four premium colors, including Matte Black and Arctic Purple, the Solo Buds will retail for $79.99 starting in June.

Meanwhile, the Beats Solo 4 offers upgraded, powerful sound, Personalized Spatial Audio with dynamic head tracking, and UltraPlush cushions for unparalleled comfort. With up to 50 hours of battery life and Lossless Audio via USB-C, the Solo 4 sets a new standard in headphone technology. Available in Matte Black, Slate Blue, and Cloud Pink, the Solo 4 is priced at $199.99 and can be ordered today from apple.com.

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Half of American Adults Support Ban on TikTok, 46% Believe China Using it to Spy on United States

Half of American Adults Support Ban on TikTok, 46% Believe China Using it to Spy on United States

A recent poll by Reuters/Ipsos reveals a divided sentiment among U.S. adults regarding the potential ban of TikTok. How surprising. Sarcasm. ByteDance, a China-based tech company, owns the popular social media app. With an ambitious law on the horizon that could effectively ban TikTok nationwide by January 2025, about half of Americans express support for the drastic measure, citing concerns over data privacy and Chinese influence.

The legislation, known as the “Protecting Americans’ Data From Foreign Adversaries Act of 2024,” signed by President Biden after receiving bipartisan support in Congress, mandates ByteDance to divest its stake in TikTok within nine months to a non-“foreign adversary” entity. That’s a bold statement, but the lawmakers are serious about this. Failure to comply would result in the app’s distribution being prohibited in America. TikTok intends to challenge the law on First Amendment grounds, but the ban may become a reality if unsuccessful. ByteDance has no plans to sell its interest in the platform.

According to the poll, approximately 50% of Americans support a TikTok ban, 32% oppose it, and 18% are undecided. Concerns about Chinese government surveillance and influence loom large, with 55% believing ByteDance utilizes TikTok to sway public opinion and 46% suspecting espionage activities by the Chinese government.

Senator Maria Cantwell has raised alarms, suggesting that TikTok and ByteDance exploit data and artificial intelligence for surveillance purposes, even targeting journalists covering the company. Past incidents, such as ByteDance firing employees for unauthorized access to TikTok data, further fuel apprehensions.

Concerns about the repercussions of a TikTok ban exist. Ninety percent of respondents believe content creators would migrate to alternative platforms, while 45% worry about adverse effects on small businesses and performing artists. Additionally, 46% fear potential infringements on free speech rights.

The Ipsos/Reuters poll, conducted from April 29-30 with a sample size of 1,022 U.S. residents aged 18 or older, highlights the complexity of public opinion on the TikTok ban issue, with a margin of sampling error of +/- 3.2 percentage points at a 95% confidence level.

Whatever happens, TikTok has become an influential staple in pop culture, but the connection to China has some people concerned, and possibly, rightfully so. 

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New Microsoft AI Animates Faces From Photos, Including a Rapping Mona Lisa

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Artificial Intelligence is getting smarter, funnier, and in some ways creepier. Arguably a photo of the most famous painting, the Mona Lisa is capable of doing more than just smirking, with the help of Microsoft’s brand new artificial intelligence technology.

Researchers at Microsoft detailed VASA-1, a new AI model they developed that takes still images of a face with an audio clip of anyone speaking, and it automatically creates a pretty realistic video of that person’s photo speaking. The videos are compelling, with lip-syncing, and natural face, and head movements—spooky stuff. 

Get this: in one demo video, the Microsoft researchers animated an image of the Mona Lisa to spit a comedic rap, originally by actor Anne Hathaway. Well at least it wasn’t a real artist, then we’d have more AI controversy on our hands. 

The output result may be entertaining but may also feel jarring in the product’s authenticity. It just feels too real for some. Now Microsoft said the tech could work within educational applications or, as they put it, “improving accessibility for individuals with communication challenges,” or even virtual companions for humans. Now, that all sounds good, but it may be used for impersonating people and other nefarious uses. Imagine this AI technology used to disrupt creative industries from film to advertising and more.

Microsoft says it is not releasing the VASA-1 model to the public just yet. “We are opposed to any behavior that creates misleading or harmful contents about real persons,” Microsoft researchers said in a recent blog post. They added that they have “no plans to release” the product publicly “until we are certain that the technology will be used responsibly and in accordance with proper regulations.”

The Mona Lisa rapping and all that is fun and games, but until this technology can be responsibly managed, it seems like it’s ripe for potential issues in a world where there’s already enough misinformation floating around. So, the jury is out on this one.

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Recording Academy Launches GRAMMY GO™ Partnership with Coursera

Recording Academy Launches GRAMMY GO™ Partnership with Coursera

The Recording Academy® has announced a groundbreaking partnership with Coursera, a renowned online learning platform, to introduce GRAMMY GO™. This innovative initiative offers a range of courses designed specifically for music creators and industry professionals, aligning with the Academy’s commitment to supporting and empowering all music community members.

GRAMMY GO on Coursera features diverse specializations tailored to emerging talents and established figures in the industry. The curriculum, taught by Recording Academy members, including GRAMMY® winners and nominees, delivers practical insights and real-world lessons that learners can immediately apply to their careers.

“Whether it be through a GRAMMY Museum® program, GRAMMY Camp® or GRAMMY U®, the GRAMMY organization is committed to helping music creators flourish, and the Recording Academy is proud to introduce our newest learning platform GRAMMY GO in partnership with Coursera,” said Panos A. Panay, President of the Recording Academy. “A creator’s growth path is ongoing, and these courses have been crafted to provide learners with the essential tools to grow in their professional and creative journeys.”

The inaugural Coursera specialization, “Building Your Audience for Music Professionals,” is now open for enrollment. Led by Joey Harris, international music and marketing executive, this course features insights from industry luminaries such as Rock & Roll Hall of Fame inductee Jimmy Jam, GRAMMY winner Janelle Monáe, and three-time GRAMMY winner Victoria Monét. Participants will learn essential strategies for cultivating a dedicated audience and establishing a strong brand presence in today’s dynamic music landscape.

GRAMMY GO will soon unveil its second course, “Music Production: Crafting An Award-Worthy Song.” Led by Carolyn Malachi, a Howard University professor and GRAMMY nominee, this course will enhance participants’ technological and audio skills. It will feature appearances by renowned figures, including GRAMMY winners CIRKUT and Hit-Boy and Recording Academy CEO Harvey Mason Jr.

“We are honored to welcome GRAMMY GO, our first entertainment partner, to the Coursera community,” said Marni Baker Stein, Chief Content Officer at Coursera. “With these self-paced online Specializations, aspiring music professionals all over the world have an incredible opportunity to learn directly from iconic artists and industry experts. Together with GRAMMY GO, we can empower tomorrow’s pioneers of the music industry to explore their passion today.”

Beyond its educational offerings, GRAMMY GO is a digital hub for career pathways and industry insights, providing valuable resources for music professionals. For more information and enrollment, visit go.grammy.com and explore the available courses on Coursera.

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Tyla Stars in New Beats by Dr. Dre and Alo Campaign

Tyla Stars in New Beats by Dr. Dre and Alo Campaign

Beats by Dr. Dre (Beats) and Alo Yoga (Alo) have joined forces to introduce the Beats X Alo Special Edition Fit Pro true wireless earphones. This exclusive collaboration combines a sleek black finish with polished chrome accents, offering a stylish yet functional accessory for workouts and daily wear.

Featuring a debossed Alo logo on the right earbud and pearlized “b” logos on both buds, these true wireless earbuds make a subtle yet fashionable statement. The custom Beats Fit Pro case boasts a high-gloss coating infused with shimmering sparkles, complemented by a reflective chrome-like finish inside.

The Beats Fit Pro earphones, renowned for their premium sound quality, include features such as Active Noise Cancellation, Transparency mode, Adaptive EQ, Spatial Audio with dynamic head tracking, and the Apple H1 chip. They are also compatible with Android phones via the Beats companion app.

“The Beats x Alo collaboration felt truly predestined as both Los Angeles hometown brands have made a lasting impact on fitness and culture,” said Chris Thorne, Beats CMO. “Beats and Alo have a shared passion for high-performance products that allow our customers to express their unique and distinct personalities. We’re thrilled to join forces with Alo and bring the perfect tech accessory to the world of fitness.”

“We are thrilled to announce an exciting collaboration between Beats and Alo Yoga, uniting the worlds of premium sound and mindful movement. This partnership is more than just a fusion of technology and fashion; it’s a celebration of the rhythm of life and the practice of being present. Together, we aim to inspire our communities to live their most authentic lives, amplified by the power of music and movement.” Said Danny Harris, Co-CEO and Co-Founder.

Beats x Tyla

To coincide with the launch, Beats and Alo enlisted GRAMMY® Award-winning artist Tyla for the campaign. Filmed in the Bahamas, the campaign immerses viewers in an sensory experience set to the track “Safer” from Tyla’s debut album, TYLA. For more information, visit beatsbydre.com.

“Partnering with Beats and Alo has been a dream collaboration for me,” said Tyla. “I’m so excited to join forces on this campaign and share a product I personally rely on day-in, day-out.”

You can see the campaign video below.

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