JamLegend

JamLegend

Online, browser-based music video game.

HQ location
San Francisco, United States
Launch date
Employees
Enterprise value
$8—12m
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investor

€0.0

round
investor

€0.0

round

N/A

Acquisition
Total Funding000k
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More about JamLegend
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JamLegend, operating under the corporate name Foo Brew Inc., was a browser-based online music rhythm game launched in 2008 by founders Andrew Lee, Arjun Lall, and Ryan Wilson. The platform was conceived as a free-to-play alternative to popular console games like Guitar Hero and Rock Band, allowing users to play using their computer keyboard or a plug-in guitar controller. This accessibility was a key part of its initial strategy, removing the need for expensive hardware. The company participated in the LaunchBox Digital 2008 summer accelerator program and, after a private beta phase, opened to the public in December 2008.

The business operated in the online gaming market, specifically targeting fans of music rhythm games. Its primary service was the game itself, which featured a library of songs from both independent artists and, eventually, all four major music labels. This dual approach allowed JamLegend to offer a wide variety of music while also providing a promotional platform for emerging bands. The business model was based on a freemium structure. While the core game was free, revenue was generated through a virtual currency called "JamCash" and VIP memberships, which offered access to premium features and power-ups. Despite reaching significant user milestones, including two million registered users and 110 million plays, the company struggled to achieve self-sustainability, with operational costs consistently exceeding revenue.

In April 2011, after nearly three years of operation, JamLegend announced it was shutting down its service. Concurrently, the core team was acquired by social gaming giant Zynga in a talent acquisition deal. This move marked the end of the JamLegend platform but represented a new chapter for its founders within a larger, more established gaming company. The shutdown was attributed to the inability to create a sustainable business model, a common challenge for startups reliant on virtual goods and advertising in a competitive market.

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