LONDON: Universal Music Group (UMG) will cease licensing its content to TikTok and TikTok Music services, as the music label said on Tuesday that its agreement with the social media platform has not been renewed.
UMG has been pressing TikTok for appropriate artist and songwriter compensations in their contract renewal discussions, among other things, it said in a letter addressed to its artist and songwriter community.
If UMG fails to reach an agreement with TikTok, all of its songs will be removed from the service once the deal expires on Wednesday, a UMG spokesperson said.
In its letter, UMG accused TikTok of “trying to build a music-based business, without paying fair value for the music.”
UMG said TikTok proposed paying artists and songwriters at a rate that is a “fraction of the rate” that similarly situated major social platforms pay.
Tiktok, in a statement to Reuters, referred to UMG’s narrative as “false” and said UMG’s actions were not in the best interests of artists, songwriters and fans.
TikTok accounts for only about 1 percent of UMG’s total revenue, the music label said.
The company had reached a deal with social media platform TikTok in February 2021, which allowed users on the app to be able to incorporate clips from UMG’s music catalog on their videos.
Universal Music, TikTok fail to reach new licensing agreement
https://arab.news/n3qkt
Universal Music, TikTok fail to reach new licensing agreement
- UMG will be removing songs by its artists from the platform
Saudi gaming industry has promising future, says Qiddiya executive
- Mike Milanov said that the industry had surpassed the combined industries of film, television, music and sports worldwide
- Milanov added that Saudi Arabia had talented teams with strong skills in esports and game development
RIYADH: Saudi Arabia is uniquely positioned for a highly promising future in the gaming sector, which is valued at $323 billion globally, according to the head of gaming at Saudi entertainment megaproject Qiddiya.
Mike Milanov, the company’s head of gaming and esports, spoke during the session “The Global Era of Gaming: How It Became the New Frontier for Media and Entertainment” at the Saudi Media Forum 2026 in Riyadh.
The industry, he said, had surpassed the combined industries of film, television, music and sports worldwide and was growing globally at an annual rate of 3 percent to 9 percent, expected to reach about $623 billion by 2035
He added that future generations held different perspectives and levels of engagement, as gaming represented a form of digital advancement and a powerful tool for connection.
Milanov also highlighted how Saudi Arabia had talented teams with strong skills in esports and game development, along with significant creative and innovative energy that supported building relationships both locally and globally.
He further noted that Qiddiya City spanned nearly 330 sq. km, and that more than 86 percent of Saudis identified themselves as gamers, reinforcing the Kingdom’s position as one of the world’s largest gaming and esports markets.
Karen Starr, vice president of marketing, branding and creative at Activision Publishing, also spoke during the panel and emphasized the major role gaming played across social media platforms.
She described this influence as positive for brand building, especially given the young audiences that followed gaming brands.
Starr added that the sustainability of major gaming brands depended on continuous engagement, community-building, and adapting content locally to maintain cultural relevance.
She explained that gaming had evolved into an ongoing media experience based on constant interaction and long-term audience connection.
She also said that gaming today had become a global media force that had surpassed traditional channels, shaping culture, content and audience engagement over time.
Meanwhile, Shelley Williams, executive vice president of sales at F1 Arcade Simulation, spoke about how gaming experiences were built on a sense of belonging and participation, which helped to create stronger infrastructure and extended media experiences.
She said that shared audience experiences opened the door to new ecosystems and further game development, supporting long-term content sustainability.










