IMX | |
---|---|
Genre | Music |
Presented by |
Juliya Chernetsky Marianela Pereyra Steven Smith Dennis L.A. White |
Country of origin | United States |
Original language(s) | English |
Production | |
Location(s) | Penn Plaza, New York City |
Running time | 60 min. (with commercials) |
Release | |
Original network | MMUSA/Fuse TV |
Picture format | 480i (SDTV) |
Original release | January 20, 2003 – June 2004 |
Chronology | |
Followed by | Daily Download |
External links | |
Website |
Daily Download | |
---|---|
Presented by |
Dylan Lane Marianela Pereyra Steven Smith |
Country of origin | United States |
Original language(s) | English |
Production | |
Location(s) | Penn Plaza, New York City |
Running time | 60 min. (with commercials) |
Release | |
Original network | Fuse TV |
Picture format | 480i (SDTV) |
Original release | June 2004 – July 2006 |
Chronology | |
Preceded by | IMX |
External links | |
Website |
IMX (Interactive Music Exchange) was an American music television program which aired daily on MMUSA (renamed Fuse TV in May 2003) in the early 2000s (decade). Described as a "fully converged music industry simulation game" and "part TV show, part Internet game," the program allowed viewers to register at the network's website and buy "" in popular artists, songs, and albums. In dealing the "shares", traders could use the fake cash to enter network-sponsored contests.
IMX was in development for nearly a year prior to its January 2003 debut. In a 2002 press release, network president Marc Juris discussed the inspiration behind the program:
IMX featured three VJ hosts, each representing different music genres, as well as a guest from the music industry. It debuted on January 20, 2003 at 6pm EST and would air live Monday through Friday with various encores throughout the week. The IMX studio, located in Penn Plaza, was street level and therefore fans that couldn't get tickets were able to view from outside and would be visible through the window during filming.
In attempt to "extol the fun of the ," players would sign up online and be given a set amount of "IMX dollars" in order to buy stocks in artists, albums, videos, and TV offerings, which could be traded and sold short or for profit online. With such profits, players could win prizes like video game consoles, vacations, surfboards, or lithographs, all brought to them by Virgin Records. Stock values would be influenced largely by Billboard charts, concert sales, and other measures of commercial success.
Fixed to the bottom of the screen would be a market style ticker, updating viewers on how each artist, album, or song fared during the day's trading. Users could voice their opinions on the online bulletin boards, and their messages would frequently be shown live on air. Through the website, they would also be provided with music video previews, music downloads, and a wide range of market research tools for the individual portfolios of game participants, including airplay stats and sales charts. The one-hour program would help recap the day's trading, the value of each featured artist and song, and speculate on the future of the market.
IMX utilized the interactive investment technology of to allow web users to invest in real time. Marc Juris elaborated on the technological potential of the innovative format: