Reimagining Licensing in Toys and Games: The Rise of New Players, Challenges for Established Powerhouses

December 2020

Captive audiences at home in 2020 have been re-shaping the business of entertainment. Where children (and adults) consume content influences their interests, shopping and playtime. For the licensing business, new routes to consumers are both an opportunity and a disruption. Established powerhouses can leverage “vault brands” and studios to drive character development. New players, meanwhile, are leveraging streaming, e-sports, anime and mindfulness, and are bridging generation gaps.

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Key Findings

Established powerhouses have the upper hand thanks to “vault brands”

Each year brings dozens of new brands, many of which fail to connect with an audience and quickly fade into obscurity. Established players can, however, reach into their “vault brands” to look for a sure thing. As content becomes ubiquitous and older fans begin to experience classic franchises with their families, new opportunities in licensing will emerge.

The “hometainment” trend means streaming will be the principal avenue for toy licensing

Millions of captive consumers stuck at home for the better part of a year now consuming nothing but content on smart electronics means big business for toy licensing. As the film industry contemplates its future, YouTube “kidfluencer” brands are racking up millions of views and striking new toy licensing deals, while Disney+ aims to compete on Netflix’s home turf. Fan and consumer interaction, which would normally occur in a cinema, a theme park or a toy store, has moved online.

“Fun doesn’t get old” means the “kidult” market is the next big margin booster

18–34 year-olds account for an increasing share of toy spending, and adults without children spend more money on toys for themselves than adults with children. This segment serves a community of adults looking for escapism or nostalgia, and, potentially, investment. Established brands like Star Wars and Lego are favourites among more mature toy buyers, but licensing will also favour new players focusing on anime, mindfulness and bridging generation gaps.

Girl power means a bigger (piece of) pie for everyone

Entertainment and licensed toys as a vehicle for gender equality are increasingly popular. Characters that expose the power of women do more to increase the total value of the licensing industry than subtract from it. The lack of traditional premieres for films like “Black Widow” and “Wonder Woman 1984” in 2020 will, however, undoubtedly affect sales.

Scope
Key findings
Licensing is among the key drivers of industry growth
Housebound consumers look to technology for recreation in 2020
Established powerhouses have the upper hand in a growing industry
Digital engagement and entertainment will transform toys and games
Hasbro seeks new route to consumers via eOne acquisition
YouTube “kidfluencer” brands strike gold with new toy licensing deals
Animated films an increasingly lucrative vehicle for toy licensing…
…but is it the beginning of the end for the cinema?
Growing spending on streaming services globally
Streaming landscape becoming more crowded
The world’s largest licensor pivots to streaming
Anime: a new generation challenges established legacies
Licensing opportunities are endless in video games, especially Fortnite
“Kidults” is already a lucrative market in Asia Pacific, especially Japan
LEGO sets its sights on stressed-out adults
“ Funkomania ”: a true obsession for adult collectors
The return of family fun night? At least through 2021
Entertainment and licensed toys as a vehicle for gender equality
No box office premiere? Hasbro, Funko and Mattel plough forward
Mattel: reimagining the Barbie brand
Toys and games explore emotion and wellbeing during the pandemic
Key takeaways: path to successful licensing strategies

Toys and Games

This is the aggregation of traditional toys and games and video games.

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