Original entertainment series distributed on streaming platforms, rather than on traditional television, have quickly gained traction as viable licensing opportunities. The first licensed products for these sorts of IP, which began to emerge in the world of licensing nearly two years ago, tend to be toys and/or books. Some examples: Jim Henson Productions’ Word Party, […]
Archive | Toys/Games
App Play for the Real World
Some time has passed since hit gaming apps were leading the way as focal points of the licensing business, when licensors and licensees were in search of “the next Angry Birds.” That said, a number of licensors of app-centric games have been able to establish licensing programs keyed to appropriate categories, as recent deals attest: […]
Creative Play
Makers of activity kits that have an educational slant are increasingly looking to add to their assortments by acquiring appropriate licenses. Three recent examples: Educational Insights, known for its Hot Dots and Hot Dots Jr. brands, among others, has secured the rights to the kids magazine Highlights for Children, following up on its deal with […]
Blind Bag Bonanza
When the NPD Group released its estimates for U.S. toy industry growth for the first nine months of this year, it called out the collectibles category as a particularly strong segment, with sales up 64% year-to-date. Blind bags—impulse-priced foil or plastic bags with a surprise mini collectible toy inside—represent a bright spot even within collectibles, […]
Fun With Figures
A growing slice of the sports-licensing pie consists of part-toy/part-collectible figures depicting uniformed athletes from the pro leagues, along with pro and collegiate mascots. The products, made under license from the leagues and their players’ associations, are moderately priced and have play value, but also appeal to collectors young and old. Some of the key […]
Wearables as Playthings
Licensed wearable devices for children represent a small but growing sector of the toy, accessories, and electronics industries. Their positioning and functionality often differ somewhat from the typical adult-skewing licensed wearable; namely, they focus less on fitness and more on play. A few examples: Disney’s Playmation, a line of connected toys developed with Hasbro and […]
Connected Kids and the Dangers of Data Collection
Data breaches involving children’s toys and content have been in the news in recent months. These incidents serve as a reminder to the licensing community of the need for adequate protections when entering the fast-growing world of connected products for kids. In recent examples, hackers were able to: Infiltrate VTech’s Learning Lodge app store, allegedly […]
No Longer Niche?
As little as a year ago there was skepticism as to whether streaming-only entertainment properties, without TV, film, or franchise backing, would be viable for licensing any time soon. This perception is changing quickly. It is not yet known whether widespread licensing programs tied to shows available only on Netflix, Hulu, Amazon Prime, and the […]
Boosting Brain Power
As the U.S. population grows older, more adults are seeking out brain-training games to maintain and improve their memory and mental acuity. Younger consumers are also turning to such games, often in app form, to help them reduce anxiety, increase focus, or simply perform better at work or school. Not surprisingly, the growth of brain […]
Promoting Girl Power in the Science Lab
The current societal interest in promoting science, technology, engineering, and math to children in general, but especially to girls, is increasingly having an impact on the licensing business. Several TV shows with STEM themes have girls as leading characters, for instance. Examples include Jim Henson Productions’ Doozers, Genius Brands’ Thomas Edison’s Secret Lab, Fred Rogers […]