Overview
IMX (Interactive Music Exchange) was an American music television program which aired daily from 2002–2004 on MMUSA (renamed Fuse TV in May 2003). Described as a "fully converged music industry simulation game" and "part TV show, part Internet game," the program asked viewers to register at the network's website and buy "stock" in popular artists, songs, and albums. In dealing the "shares", traders used the fake cash to enter network-sponsored contests. A rebranded successor, "Daily Download", was terminated in July 2006.
Format
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:
"MuchMusic USA's mission is to provide its viewers with a real voice. What better way for a viewer's voice to be heard than by investing in an artist he or she loves? Our success and growth over the last year has occurred because we recognize that viewers want ownership and control of what they listen to and watch. We have developed technology that empowers our audience to create their own videos, select our video rotation, and even to host the shows we broadcast. Both the IMX program and game is the next step in this endeavor, by encompassing the technological advances of the web, the popularity of online games, and the potential of live television."
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 stock market," 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.
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