Archive | Character/Entertainment

Top Toys for Tots

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 […]

Continue Reading

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 […]

Continue Reading

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 […]

Continue Reading

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 […]

Continue Reading

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 […]

Continue Reading

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 […]

Continue Reading

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 […]

Continue Reading

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 […]

Continue Reading