A handful of licensors are looking to the pet industry for new experiential opportunities. The moves make sense: Consumers’ love of and willingness to spend on their pets is well documented. And there is plenty of white space to fill in the experiential pet sector, which is relatively new territory for licensed properties. Some examples: […]
Archive | Character/Entertainment
Mobile AR Gaming Levels Up
Niantic’s Pokémon Go, the first hit augmented-reality mobile game, came out in July 2016. More than three years later, the game was still generating $1.4 billion in annual revenue, as of December 2019, according to SuperData. In fact, the title single-handedly drove 81% of the $1.7 billion in total revenues for all AR mobile games […]
Drink Up
Themed pop-up bars and clubs represent an up-and-coming form of experiential initiative. Recent examples include both enterprises that are officially licensed or otherwise tied to a licensed entertainment property and those that are unofficially inspired by licensed IP: The Plaza Hotel in New York oversaw a rebranding of The Rose Club, its noted jazz venue, […]
Designs on Pop Culture
Collaborations pairing fashion brands and entertainment/character properties tend to involve design labels that are fresh and cutting-edge and/or appeal to younger consumers. Think streetwear brands, emerging global design stars, or fast-fashion retailers. Recently, however, some very well established designers are increasingly participating in this strategy, creating collections tied to TV shows, video games, comic strips, […]
A Horrifying Licensing Opportunity
Halloween costumes have long been a key licensing category, especially for entertainment/character properties. Halloween makeup kits have also been on the rise of late, sold by not only Halloween costume companies but increasingly by theatrical makeup marketers and suppliers of replica armor, swords, and other realistic costume supplies. Products range from packages for casual trick-or-treaters […]
Immersed in Art
Art exhibits can generate awareness and fan engagement for entertainment/character properties with enough content and history to support this sort of experiential initiative. A few examples from this year and last illustrate some of the elements that are common to such ventures, as well as the unique twists that are possible depending on the nature […]
The Experience Economy
As entertainment licensors create experiential extensions of their properties, such as theme park attractions, stage plays, and exhibitions, it is standard practice to create merchandise dedicated to the special event, to be sold at the venue as well as in the licensor’s and sometimes the licensee’s proprietary online and retail channels. For the biggest licensors, […]
Turning the Channel
News came to light this summer that three key players in kids’ animation are leaving the original production business, although they will remain active as distributors or licensing specialists: Amazon is moving away from investing in original children’s programming in favor of shows for family and young adult audiences. It will continue to acquire licensed […]
From Russia with Licensing
Russia has become the source of a rising number of children’s properties with eyes on the international market. Factors behind the increase include a boost in government support for the domestic animation industry since the 2000s, the growing sophistication of the licensing business in Russia, and the development of YouTube and other streaming channels as […]
In-World Meets High-Tech
In-world products, which take a fictional item from a film, TV show, or videogame and make it real, represent the ultimate way to differentiate entertainment/character-licensed goods from their competitors. In-world merchandise can assume a variety of forms, from Barco Uniforms’ Grey’s Anatomy scrubs, to Schwinn’s Stranger Things bikes, to Cubicall’s Bill & Ted phone booths, […]