What Students Really Want

The tally has been counted and in the world of music, the streaming service Spotify benefited most from all the time we spent at home last year. Anybody else out there not shocked by this news? What is interesting, however, is who listened and what they listened to. Can you guess who did more listening in 2020 than years prior?


If that shocked you, it shocked me too, and it seems to have even shocked Spotify. According to a CNN Business article, “people streamed music from their gaming consoles 55% more this year compared to last year”. 55% more, that’s a lot of streaming. They streamed hip-hop, trap, electronic music, and music by virtual artists. Additionally, people sought out video game soundtracks to play in the background as they went about their day.

Gaming culture is a thing. Over the last 40 years it has grown and as technology has evolved so has gaming. It is now a place that people go for connection, not just a hobby or entertainment. So what does this mean for music education and the music classroom? It means opportunity. Shanon Cook, Spotify's Head of Global Culture and Trends, in the aforementioned article, said, “gaming and music go hand in hand…” Perhaps your students were a part of those streamers. Perhaps you were as well. Any gamers out there?

The world of gaming can be the bridge to encourage and forester music appreciation. Gaming music, that’s the hook. Music gives life to the games, it gets players pumped up, sets the scene for character identification, and so on. The beauty of gaming music is that it does not discriminate. It incorporates many genres of music. See our blog on the Baroque period and gaming. It is a world that your students are familiar with and can be used to teach basic fundamentals to advanced concepts. Doesn’t this make you want to get in on the action? Have you jumped on the opportunity that the world of gaming offers classroom music?

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