This sector includes videogames and videogame-based characters; online-originated properties such as virtual worlds, YouTube videos, blogs, webisodic series, Pinterest, Vine, Snapchat, Instagram, and other social media accounts, texting emoticons, and e-mail greeting cards; mobile apps; and other digital properties. In some cases, such as Pokémon, the licensing is split between … [Read more...] about TLL’s Guide to Video Game/Interactive/Online-based Properties
Interactive/Online
The Wild World of Emoji
We're issuing a correction for a description we printed in the January 2017 issue, regarding the emoji® brand from the Emoji Co. The amended brand description is below—as well as an overview of all the emoji-related properties we could find. Did we miss anything? Let us know! The links below provide full contact information in Licensing Sourcebook Online (LSBO). Note that the … [Read more...] about The Wild World of Emoji
Esports Coming to the Olympic Stage As Sales Go Up
The market for retail sales of licensed video games and software went up 2.2% to reach $3.07 billion in sales in 2016, according to TLL's 2017 Annual Licensing Business Survey. In contrast, video game-based licensing rose 3.5%. Esports provides a healthy boost in interest for older properties in particular, helping to maintain their relevance. All of the top video games in the … [Read more...] about Esports Coming to the Olympic Stage As Sales Go Up
M&A: Agents Expand While Rovio Divests
DHX Media-owned CPLG (Copyright Promotions Licensing Group) forms a strategic alliance with Latin America’s Tycoon Group. The alliance will strengthen both companies’ regional licensing activities and maximize branding opportunities across a combined network of EMEA, North America, and Latin America. The world’s largest licensing agent, CAA-GBG, expands the design capabilities … [Read more...] about M&A: Agents Expand While Rovio Divests
Video Games in the Pipeline: 40% Sequels, 30% Licensed, 20% New IP
Over the next two years, releases of video games based on original IP are going to take a backseat to sequels, reboots, and licensed titles. Just 20.6% of titles are based on original IP—sequels comprise 43% of the list, followed by licensed titles at 30%. VR titles follow at 11%, with reboots making up 8% of the list. See the complete update to TLL's list of planned video … [Read more...] about Video Games in the Pipeline: 40% Sequels, 30% Licensed, 20% New IP
Video Game Sales Up; Licensed Options Grow
2016 was a big year for retail sales of video games—but, interestingly enough, licensed games didn't make much headlines (with the one obvious exception). In fact, it was just the opposite: Metacritic's lowest score of the year was for Activision's Ghostbusters. Meanwhile, Pokémon emerged as one of the hottest brands of 2016, topping the list of Google's breakout searches … [Read more...] about Video Game Sales Up; Licensed Options Grow
2016 Only Gets Better for $100+ Entertainment/Character Brands
Karina Masolova, additional reporting by Glenn Demby and Marcy Magiera A total of 44 properties made TLL's latest list of entertainment/character brands that cleared $100 million in licensed retail sales in the U.S. and Canada. For the first time, we're casting our predictions for what next year's look will look like. See the retail sales breakdown here, and look below for … [Read more...] about 2016 Only Gets Better for $100+ Entertainment/Character Brands
44 Entertainment/Character Brands Make the $100 Million List
Karina Masolova, additional reporting by Glenn Demby and Marcy Magiera Forty-four entertainment/character properties make our list of brands that generate over $100 million in retail sales of licensed merchandise in the U.S. and Canada—accounting for a total of $41 billion in sales worldwide in 2015. See the full list here. Three brands cleared $1 billion in the U.S./Canada … [Read more...] about 44 Entertainment/Character Brands Make the $100 Million List
Franchise Films Losing Ground to Publishing Adaptations
By Marcy Magiera Franchise films still consistently top the U.S. box office, but 2016 has seen many sequels and reboots fall flat with audiences, causing many observers to question whether consumers have hit an unanticipated limit when it comes to Hollywood's franchise obsession. It takes time, however, before those concerns are reflected in studio production schedules. Our … [Read more...] about Franchise Films Losing Ground to Publishing Adaptations
Licensed Consumer Electronics Up 3.5% in the U.S./Canada
According to TLL's Annual Licensing Business Survey, U.S./Canada retail sales of licensed consumer electronics merchandise grew 3.5% to $5.41 billion in 2015. Although it makes up only 5.2% in market share, the category is one of the most stable we track—and has been trending upwards for the last 10 years. While most electronics licensing historically emerged from the … [Read more...] about Licensed Consumer Electronics Up 3.5% in the U.S./Canada