TV games shows The Cube and Lingo land new board game partnerships with John Adams

John Adams has partnered with the independent distributor, All3Media International to bring new board game adaptations of the popular game show television game shows, The Cube and Lingo, to the UK.

A new board game based on The Cube is expected to land on UK shelves by July this year, replacing a previous version that became a top seller when it sold more than 410,000 units. The refreshed game will be accompanied by a new web-based element.

Meanwhile, the show’s iOS and Android app – which has been live for ten years – was also recently updated with a rebranded games pack and push notifications. A US version of the app is also set to launch later this year alongside the broadcast of Warner Media’s new US series, and an Australian version is in development following The Cube’s recent commission by Network 10 and WIN Network.

The Cube challenges players to complete simple tasks within the confines of a perspex cube. Recently rebooted in the UK as The Million Pound Cube, the format has aired in multiple territories since its debut more than ten years ago.

Elsewhere, and currently under development with an expected launch in the UK this summer, Lingo is a board game adaptation of the classic word-play quiz which debuted on ITV last year. Lingo pits teams against each other in a battle to find words to win big cash prizes.

The show has aired for 29 years in France, over 500 episodes have aired in the US, and it has been adapted in 17 territories worldwide. Lingo was originally produced by IDTV.

Jane Sharp, formats executive at All3Media International, said: “We’re looking forward to the arrival of these new ancillary products for The Cube and Lingo, two evergreen game shows that are now firmly established as viewer favourites around the world.

“As the formats continue to go from strength-to-strength globally, arriving in multiple territories this year, having modern and refreshed complementary products ready to be localised will only add to their appeal.”

Simon Pilkington, group managing director at John Adams Leisure Limited, said: “We are well-known for creating best-selling table-top games based on TV game shows, so we are really excited to be working on both Lingo and the new version of The Cube.

“We are confident that both games will become must-have family board games in 2021, full national distribution for both products is already looking very positive.”

Xplora’s new kids’ smartwatch partners with Tom & Jerry, Peter Rabbit to keep kids active and safe

Dr Who, PlayStation, Peter Rabbit, and Tom & Jerry have been named among the children’s properties to join up to the Norwegian smartwatch company Xplora’s latest move on the kids’ tech space through collaboration on a prize system that rewards kids for staying active and getting their daily steps in.

The tech company has this week launched its XGO2 Android smartwatch, a wearable piece of tech for kids aged five to 12 boasting a number of parent-focused features, including a GPS tracking system as well as the ability to make and receive calls from numbers saved by carers to the device’s control centre.

The biggest selling point of the new smartwatch however, is its approach to active play for children, with a step counter that encourages kids to stay active, investigate, and explore while collecting rewards.

With in-built sensors, the watch can accurately track a child’s steps which earns them Xplora Coins to be used on the Xplora Goplay Platform. The platform aims to motivate children to spend more time taking part in physical activities offline, in exchange for virtual rewards.

Xplora has already secured partnerships with the likes of PlayStation, Peter Rabbit, Dr WHo, and Tom & Jerry.

Kids earn one coin for every 1000 steps they make, which can then be used to claim products, merchandise from the licensing partners, and online game time such as with the Tom & Jerry Pinball game. Users who achieve a top three placement on the leader board will receive exclusive prize bundles.

Research from Xplora has already found that kids who engage with the Goplay platform via their Xplora smartwatches typically take up to 300 per cent more steps a day than regular users.

“Two questions that almost every parent asks themselves are, how can I better communicate with my children, and how can I get them more active?” said Sten Kirkbak, CEO of Xplora.

“That is what drove us to create the Xplora smartwatch for kids. Estimates predict more than 100 million smartwatches for children will be shipped in the next two years, so we realised our product and service platform would need to stand out and address these questions.”

The smartwatch provides a number of safety features for children including an emergency SOS button, as well as the option to set up Safety Zones around key locations such as home and school, sending alerts to parents if their child exits these areas.

Direct to consumer and expanded toy offering helps Funko to strong Q4 2020 finish

A bolstered direct to consumer platform, the launch of new games and toys, and an expanded presence across its key retail partners have helped Funko to strong fourth quarters results for 2020.

The pop culture specialist has reported a six per cent sales growth to $226.5 million, reflecting what CEO Brian Mariotti has described as a “better than expected performance across brands, products, channels, and geographies.”

Net sales for the firm grew in the fourth quarter 2020 from the $213.6 million in the same period the year prior. The increase is reflective of the business’ strength in its domestic market in the US, which was partially off-set by the impact of Covid-19, particularly within Europe.

Funko grew its number of active properties to 724 from 667 in the fourth quarter of 2019. On a geographical basis, net sales in the United States increased 18 per cent to $171.5 million, while net sales in Europe decreased 24 per cent to $40.3 million.

Net sales in other international regions decreased seven per cent to $14.7 million, both primarily driven by continued impacts from COVID-19.

“We are pleased to finish the year with strong fourth quarter results, including six per cent sales growth, which reflects better than expected performance across our brands, products, channels and geographies,” said Mariotti.

“Against a challenging environment in 2020, our teams were resilient, quickly adapted to the dynamic environment and remained focused on executing our strategic growth priorities. During the year, we successfully strengthened our direct-to-consumer platform, launched new games and toys that extended our reach, expanded our presence among key retail partners in mass and digital, and drove robust fan engagement through global virtual events.

“We believe the Company is strongly positioned to deliver solid top line growth and improved profitability in 2021. We are remaining focused on our strategies to maximize Funko’s core pop culture platform, drive further category diversification, expand internationally and accelerate our direct-to-consumer business.

“For the full year, we expect to achieve revenue growth of 25 per cent to 30 per cent versus 2020, which also reflects growth from pre-pandemic levels in 2019.”

On a product category basis, net sales of figures were flat at $170.2 million reflecting strength within the domestic market which was offset by international performance.

Net sales of other products increased 30 per cent to $56.3 million versus the fourth quarter of 2019, primarily reflecting strong growth in the company’s Loungefly branded products, as well as strength within our games, plush and accessory categories.

Pop! branded products grew one per cent to $169.4 million, while Loungefly branded products grew 51 per cent to $31.6 million in the quarter reflecting strength in both its wholesale and direct-to-consumer channels.

Net sales of other branded products increased five per cent to $25.5 million, reflecting a strengthening board game, toy and figure offering from the firm.

primarily reflecting strength in Funko’s expanded board game, toy and figure offerings.

“We feel confident about the trajectory of the business and believe we are well-positioned from a strategic, operational and financial perspective,” said Jennifer Fall Jung, CFO.

“We expect to continue investing for growth in 2021 while also driving strong Adjusted EBITDA margins and improvement on the bottom line.”

Games Workshop builds out entertainment business with former Hasbro exec Finn Arnesen

Games Workshop Group is delving deeper into the entertainment business with the appointment of the former Turner Broadcasting and Hasbro Studios executive, Finn Arnesen as its first head of entertainment development.

In his new role, Arnesen will get to work mining the Warhammer library of novels and short stories in order to develop live-action and animated content for broadcast channels and platforms worldwide. Arenesen will be reporting into Games Workshop’s EVP of global licensing, Jon Gillard.

Moving over from Hasbro Studios where he was most recently SVP global distribution and development, Arnesen brings with him 25 years’ experience to a role that will see him inherit an initial content slate that includes an already announced live-action drama based on the Eisenhorn series of novels. The franchise is currently being developed with Frank Spotnitz, known for his work on The Man in the High Castle and The X Files.

Gillard said: “In its almost 40-year history, Warhammer has been a leader in the field of tabletop and video gaming, growing into one of the most fully realised examples of fantasy and sci-fi world-building ever devised. The characters we’ve explored and stories we’ve told during that time, through games, books, comics and more, are crying out to be brought to the screen.

“Getting Finn on board, with his wealth of expertise and knowledge across both programming and wider IP use, combined with his sheer energy and passion, will continue to cement Warhammer as one of the most unique and distinctive fantasy settings ever.”

Arnesen added: “This is a hugely exciting time to be joining Games Workshop, and I am relishing the opportunity to work with such an established yet, in terms of entertainment, relatively unexplored universe as Warhammer. There is a tremendous appetite at present for series set in unique, fantastical worlds, so, with Warhammer’s thousands of stories, numerous worlds and countless memorable characters, our options are virtually limitless.

“I was delighted to discover there are already early discussions in place with a variety of production companies around the world, from LA to Japan, and an array of highly sought after writing talent, to bring the vast Warhammer universe to all platforms.”

According to reports, the Warhammer Animation TEam is currently working with animation studios to help develop official animated content for the Warhammer Community, with three shows now nearing completion. It is expected that word on how this content will be delivered to fans will arrive later this year.

Andy Smillie, EVP digital and community at Games Workshop, said: “Over the decades, Warhammer has attracted the most dedicated and passionate fans of any gaming and publishing franchises. Every day they reach out, asking for more ways to enjoy Warhammer. This new project will offer Warhammer fans everywhere rich, unique content to meet their insatiable demand.

“Combined with the mainstream entertainment strategy, we will soon be successfully delivering more Warhammer, more often, in multiple ways for dedicated and casual fans alike.”

Millimages builds strong Molang licensing roster for 2021 spanning plush, collectables, and more

Millimages has secured a raft of new licensing partners for its popular animated IP, Molang, spanning the plush and stationery aisles, as well as apparel, collectibles, and more.

Kicking off the slate, Millimages has tapped NICI to develop new Molang plush ranges to launch across Germany, Spain, Switzerland, and Austria this autumn. The collection will feature not only plush, but plush keyrings and special Molang stationery.

Meanwhile, this year’s fourth quarter will see Molang strengthen its presence in the collectables space with the launch of a new partnership with Panini. The deal will witness the arival of a Molang sticker book, completing a wider collection of books and a Molang magazine. The sticker book will launch in Germany and Spain.

Abysse will have the accessories sector tied-up with the launch of a series of cosmetic cases, acrylic figures, and 2d acrylic key chains, as well as a selection of mugs, all to be released this July. September will then see the launch of a line of Molang phone cases, pins, 2D and 3D keyrings, glasses, cookie jars, notebooks, and pens.

Molang has found recent succes in the publishing sector with the launch of the first Molang magazine earlier this month. A second issue will be released in June and will aim to help teach children about positivity and positive education. It will run a feature on yoga and kids’ meditation.

Across broadcast, Molang has secured new partnerships with a host of European channels, including Rai YoYo in Italy for seasons three and four, Tiny POP in the UK for season four, OCS in France for season three, and Canal Panda in Spain for season three.

Zuru’s Vlad & Niki Superhero Surprise lands in the UK this May

Zuru has lifted the lid on a new raft of unboxing experiences inspired by and based on the internet sensations, Vlad and Niki. The new Vlad & Niki Superhero Surprise range is scheduled to land at retailers from May this year.

Recognised as one of the biggest YouTube channels in the world, Vlad & Niki is ranked as the number one boys’ show and number two family show with over 65 billion views and more than 90 million subscribers across 12 languages via their 15 channels.

Capturing what Vlad and Niki have brought to pre-school audiences worldwide, the Superhero Surprise line will be available in the UK from May, delivering a Dino Attack and Robot Battle theme, a comic book adventure that sets the stage for playtime, complete with corresponding superhero costumes, vehicles, figures, and more.

 “Zuru created a collection of toys that encompass Vlad and Niki’s sense of adventure, discovery, and imagination,” said Sergey Vashketov, father of the YouTube preschool superstars and co-founder of Content Media Group FZC, LLC. “Now kids everywhere can use their own creativity playing along with Vlad & Niki and their Superhero Surprise toy collections kits.”

Aneisha Vieira, global brand director of Zuru, added: “Vlad and Niki are charismatic brothers who have captivated children around the world. With Vlad & Niki Superhero Surprise, ZURU has combined the energy, magic and spirit from the series into an experience that preschoolers will wholeheartedly embrace.”

Vlad & Niki Superhero Surprise features over 20 surprises including a mask and cape, Super- Hero Vlad and Niki figurines, Baby Christian figurine, a dinosaur or robot figurine, two die-cast car, slime egg, light up skateboard, wrist snap-band, stickers, tattoo and more.

Designed for children ages three and upwards, Vlad & Niki Superhero Surprise will be available for a suggested retail price of £29.99.

The energetic videos focus on the boys’ daily life adventures, which are brought to life with special effects and animation, superhero narrative, toy testing, and catchy songs.  Last year, Vlad and Niki introduced Christian – the boys’ new baby brother, who is delighting in his older brothers’ antics.

Warner Bros. teams with Toybox to let fans 3D print their own licensed toys at home

Warner Bros. Consumer Products has partnered with Toybox, a company specialised in 3D printers that allow fans to create their own toys at home, to enable audiences to print characters from across the Warner Bros. portfolio.

Marked by many as a major step forward in the ongoing development and evolution of the 3D printing space and its implications for the future of the toy industry, the new partnership will allow Toybox fans the chance to print items based on DC, Cartoon Network, Looney Tunes, Friends, even Seinfeld.

The deal also extends to classic films under the Warner Bros. banner, such as Polar Express and Elf.

Customers will be able to buy a range of toys starting with DC’s Batman, Superman and Wonder Woman by purchasing Toybox Bolts, an online currency unique to the Toybox platform. This is a first of its kind licensing agreement with a major studio that allows customers to print their toys at home.

Toys available to print at launch will be Batman, Superman and Wonder Woman action figures with nine points of articulation, Batarangs, Batman’s Batcave computer, Batmobile, Batman disc launcher, Bat-Signal, Justice League disc launchers, Daily Planet building; with additional items to follow.

Ben Baltes, CEO of Toybox, said: “We are so excited to announce this partnership with Warner Bros. Consumer Products. Toybox is the only platform to offer at home toy printing tied to a secure 3D printer. Bringing our Toybox users the world class properties from the WB catalogue is a dream for them and for us.”

Jazwares extends Epic Games partnership for Fortnite toys and collectables through to 2025

Jazwares has signed a new licensing partnership with Epic Games, extending the toy company’s current Fortnite deal through to 2025 and expanding upon its range of toys and collectables.

The deal, brokered by licensing agency IMG, will start from January 2022 and will see Jazwares become the exclusive toy partner for Fortnite four-inches and under action figures and their compatible play-sets, vehicles, accessories and more.

Jazwares will also continue to produce new R/C vehicles, all of which will be compatible with its full four-inch action figure line, and plush in varying sizes. Also in 2022, fans can expect a new lineup of highly detailed two-inch action figures with multiple points of articulation and accompanying play-sets, vehicles and accessories to build out their world of Fortnite in miniature scale.

The multi-year deal extends Epic Games and Jazwares’ successful three-year partnership.

Since 2018, Jazwares and Epic Games have worked together to bring the Fortnite universe into the real world for fans in over 50 countries, launching more than 350 toys and collectibles at retail that allow fans to interact with their favorite characters and experiences from the game in a brand new way.

“These toys and collectables have opened up the action-packed world of Fortnite, adding a whole new level of detail that fans can connect to like never before,” said Laura Zebersky, president, Jazwares.

“Through the continually evolving four-inch action figure universe and now the new two-inch range, we are expanding collectability to help fans build out the world of Fortnite. We are thrilled to be bringing these new, detailed micro scales to life for the first time, and look forward to working closely with Epic Games to continue growing fans’ Fortnite collections.”

In addition to the new items being released in 2022, Jazwares has unveiled new action figures, R/C vehicles and more, set to rollout at retail through 2021.

Angry Birds flocks to game-based learning platform Kahoot! to raise environmental awareness

Angry Birds is flocking to the game-based learning platform Kahoot! to launch a series of unique quizzes each aimed at encouraging children and their environmental awareness education. The move is the latest from Rovio to continue its fight for better understanding around climate change and environmental science.

Currently in its pilot test phase, the quizzes will see Red and friends challenge Kahoot! users on subjects like deforestation, biodiversity and carbon footprint, as well as their effects on the earth’s ecosystems.

“We’re thrilled to join forces with Kahoot! to bring an Angry Birds flair to their educational games,” said Stephen Porter, brand director at Rovio Entertainment. “Environmental education and climate change awareness are extremely important and pressing topics for Rovio, and Kahoot!’s massive audience gives us a fantastic opportunity to contribute in these areas.”

Craig Narveson, director of strategic partnerships at Kahoot, added: “We at Kahoot! are passionate about making the world a better place by bringing learning to life with fun and play, so joining forces with Angry Birds to make learning about climate change more engaging is an awesome fit.

“Climate change can be an overwhelming subject, especially for young learners. We’re excited to be working together with Angry Birds to introduce climate science in a fresh and interactive way, which learners of all ages can enjoy whether they’re in the classroom or at home.”

The Kahoot! partnership reinforces Rovio’s support for global education, building on a previous alliance with UNICEF Finland to support UNICEF’s global education work. Rovio was the first partner in the Staff for UNICEF program, an impactful donation model which raises money towards UNICEF’s education program across the world, and also supported adolescent women through UNICEF’s Salmaïtou Senegal Project.

The campaign is also the next step in Rovio’s commitment to green initiatives, which ranges from raising awareness for environmental issues with in-game events to offsetting the impact of players’ devices.

Moonbug Entertainment secures CoComelon exclusive partnership with POPS Worldwide

Moonbug Entertainment has detailed a new tie-up with POPS Worldwide to bring its library of children’s content to the POPS Kids app. From today, the app will feature 150 episodes of CoComelon, and two new episodes will be released each month, remaining exclusive to the platform for the first six months.

Families will also have access to a number of Moonbug’s live-action and animated series, including episodes – in English and Vietnamese – of Blippi, ARPO, Gecko’s Garage, Go Buster, Little Baby Bum, Toddler Fun Learning and My Magic Pet Morphle.

“At Moonbug, we’re focused on bringing fun, enriching content to kids, and we’re proud to make Moonbug series available to more families around the world through this partnership,” said Nicolas Eglau, managing director EMEA and APAC, Moonbug.

“POPS Worldwide’s impressive reach in Southeast Asia and their commitment to friendly and safe content makes their platforms a perfect home for Moonbug shows. We are keen to further build presence and partnerships in this incredibly fast growing region.”

Esther Nguyen, CEO of POPS, said: “The cooperation between POPS and Moonbug Entertainment is yet another excellent partnership between the world’s leading kids’ edutainment players to bring global hit titles to the Vietnamese kids.

“We believe that with the synergy of our successful brands & platforms, children’s educational entertainment content from these partnerships will help bring the region’s future to new heights.”