Game My Fan and Primary Wave Bring Albums to Life as Mobile Games
Game My Fan, a direct to fan music distribution platform, is teaming up with Primary Wave Music to create a new potential path for artist revenue generation and fan engagement.

Primary Wave Music has announced a new partnership with Game My Fan, a direct-to-consumer platform built to turn albums into interactive mobile games powered by Reactional Music technology. The collaboration seeks to create innovative options for how music can be released, monetized, and experienced — and while the initial rollout focuses on a legacy catalog title, the implications reach far beyond major artists.
At the core of the partnership is Game My Fan’s ability to create “super-casual” mobile games that synchronize dynamically with an artist’s music. Instead of a static rhythm game or a branded mobile app, these titles respond in real time to the tempo, arrangement, and emotional arc of a track. Artists and rights holders maintain full control over their releases, deciding how the game is structured, how music is unlocked, and how much content is delivered at once.
Game My Fan splits revenue 50/50 with artists and labels, and because fans purchase the game — with the option to add additional albums, songs, or playlists as downloadable content — it creates a revenue model closer to selling vinyl or digital downloads than to streaming.
The first release under this partnership is Can’t Get Enough: A Tribute to Bad Company, arriving in tandem with the band’s Rock & Roll Hall of Fame induction. The game includes Bad Company covers from artists like Blackberry Smoke, The Struts, Dirty Honey, Black Stone Cherry, and members of Def Leppard.
For Primary Wave, which controls an extensive catalog of classic artists, the format offers a way to revitalize older material and introduce it to younger audiences through mobile gaming. But where this becomes particularly interesting is in its potential application for independent artists.
For years, indie musicians have been constrained by the economics of streaming: low per-stream payouts, limited control over fan data, and difficulty standing out in algorithmic environments. A game-based release model challenges those norms by creating a monetizable “unit” — the game itself — and offering something experiential rather than purely consumable; something a fan can play themselves.
Instead of relying on passive listening, fans must actively engage with the music, which naturally fosters deeper connection and community.
The platform’s built-in fan ecosystem also gives artists the ability to reward superfans with exclusive perks such as early access, merch drops, behind-the-scenes material, or ticket presales. And because Game My Fan operates as a direct-to-fan product, artists could potentially gain clearer insight into who their most engaged listeners are — data that streaming services rarely share.
There are challenges, of course. Even simple mobile games require development collaboration, and not every artist’s audience is accustomed to gaming as part of the fan experience. Marketing a game is also different from promoting an EP or a tour, which may stretch indie resources.
Yet as music and gaming continue to converge, platforms like Game My Fan present an intriguing new canvas for independent creators looking to diversify their revenue, differentiate their releases, and experiment beyond the limitations of traditional streaming.