Beauty companies have been among the most active of corporate marketers when it comes to entering the virtual worlds of gaming and the metaverse. Many have been creating promotions and/or offering digital palettes to be used within the games, for example. Conversely, owners of video game properties have increasingly been dipping their toes into physical […]
Tag Archives | Nintendo
Game Play
Three leading toy companies recently signed renewals of existing licensing deals tied to mainstream video game properties, or otherwise expanded their current assortments. This is a reminder of how the toy-licensing landscape has changed over time from almost entirely TV- and film-based to an environment where video games, one of today’s major leisure-time activities, play […]
Take a Seat
Gaming chairs represent one niche of the interactive-gaming peripherals and accessories segment that has seen strong interest from the licensing community. Billed as enhancing performance as well as comfort during game play, game chairs were first associated with esports-, gaming-, and gaming influencer-related IP, which still comprise the core of the market. But licensing activity […]
To Promote, or Not To Promote
When the COVID-19 pandemic began, many companies put their plans on hold for product launches, marketing and media campaigns, publicity, and the like. But some have decided that an uninterrupted presence in consumers’ minds will help position them for success, or at least survival, once the peak of the crisis has passed. They have therefore […]
Sketches and Scribbles
Last week, Firefly Brand Management announced that it had signed on to represent professional doodler Todd Goldman for licensing representation. That follows on the heels of Striker Entertainment being retained by the Doodle Boy. It turns out that a long list of professional doodle artists from around the world promote their hand-drawn patterns and characters […]
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 […]
Snap, Crackle, and Pop! (Vinyl)
Over the past year and a half, collectibles brands have been entering the breakfast cereal market. The products are intended to taste good, but also to serve as a collectible in their own right. They are often sold through retail outlets that focus on collectibles and other non-food products, rather than in supermarkets. Three notable […]
Out of Sight
Licensors continue to show interest in utilitarian product categories that at one time would not have been considered for licensing. One example: electronics and computer components such as memory cards and graphics processing units (GPUs), as well as batteries. These items have been attracting the attention of entertainment/character licensors of late: This month, Disney/Lucasfilm and […]
Tough Times for Toys-to-Life Titles
The shutdown of Lego Dimensions is the latest bad news for the “toys-to-life” segment of the toy and interactive gaming industries. The sector, which got its mainstream start with Activision’s Skylanders in 2011, represented one of the top trends in the toy business in its not-long-ago heyday. Warner Bros. Interactive, TT Games, and Lego announced […]
Cosplay Beyond the Cons
Cosplay—dressing up as a favorite anime, videogame, television, or book character, in a self-created and realistic costume, and interacting with others doing the same—has been a big and growing hobby for several years. More recently, the popular avocation has moved beyond the borders of the numerous comic book and pop culture conventions and into the […]