With the holiday season quickly approaching, major retailers and key consumer publications have released their predictions for the top toy gifts of the year. Together, these lists offer a snapshot of licensing in the toy industry, which typically reflects trends in the broader character/entertainment licensing sector as well. Here are some takeaways from an analysis […]
Archive | Character/Entertainment
Walks on the Wild Side
Nature trails have become a popular form of experiential licensing for children’s book and entertainment properties, especially in the U.K. Here are some examples from the past few years: Among Penguin Ventures’ many experiential activities for Peter Rabbit are winter activity trails in 90 locations managed by the U.K.’s National Trust. The trails launched in […]
Bringing the Beats to Kids’ TV
A handful of classic rappers have made forays into the children’s entertainment and content arena, and sometimes into related licensed products, in the past year or so: Darryl McDaniels of Run DMC partnered with Nickelodeon and Paramount Global last November in a wide-ranging deal in which McDaniels lends his voice to the new Noggin series […]
Copyright Has Its Day in Court
Most consumer products licensing programs are centered on trademarked intellectual property, but copyrighted IP is often involved as well. So it is interesting to look at a number of recent cases involving copyright infringement across a variety of creative industries. These types of situations occur regularly each year, but the frequency seems to be on […]
On-Screen Representation
Children’s entertainment properties, particularly television series, are increasingly including characters with visible disabilities—that is, they use wheelchairs, leg braces, or crutches—as part of the main friend group portrayed on screen. They are shown living their everyday lives and participating fully in the group’s activities, modeling inclusion and normalizing disabilities for young viewers. Some examples: MixMups […]
Linking Licensing and Learning
Teachers and parents continue to be concerned about learning loss and the deepening academic struggles many children have faced since the start of the pandemic. That has likely been one factor driving several licensors and licensees that are active in entertainment/character licensing to forge new deals in the education arena. Licensing of educational products is […]
Wrestling Groups Pin Down New Deals
Last week WWE announced a multifaceted partnership with Fanatics. This is just the latest in a string of initiatives that have surfaced in the past year or so involving wrestling-related IP. Properties and brands at the forefront include: WWE. Its long-term, global deal with Fanatics encompasses e-commerce (including a reintroduction of the WWE Shop); licensed […]
A Good Game for Beauty Brands
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 […]
Slam-Dunk Combinations
The major athletic footwear/sportswear companies involved in pro sports-related licensing are increasingly pairing individuals from their portfolios of U.S. pro athlete-endorsers—especially NBA players—with properties from outside the realm of sports. The examples have been piling up slowly since 2019 (a few were released even before that), with the pace of new products picking up in […]
Just the Ticket
Rail stations, train lines, and railway museums are logical venues for certain experiential initiatives. Not surprisingly, a large percentage—although not all—of these ventures involve licensed entertainment properties that feature trains as characters, themes, or critical elements of their fictional universe. Four examples from 2021 and 2022 illustrate: Warner Bros. France paired with railroad company SNCF […]