Beano Studios celebrates 70 years since Dennis’ debut with extensive licensing roster

Beano Studios has detailed a raft of new licensing partnerships signed to celebrate 70 years since the first appearance of Dennis in the iconic Beano comic and what the firm has billed as a ‘momentous year for the brand.’

Leading the charge, Beano has partnered with its first global game developer and distributor, GameBake, which will develop a suite of Dennis & Gnasher: Unleashed gaming titles for worldwide social, web, and mobile platforms.

Meanwhile, fans will be able to get their own piece of Dennis history as Tower Mint releases a commemorative 50 pence coin before Royal Mail puts its own stamp on the celebration this July with the roll-out of a collaborative collection.

The latest announcements follow recent partnerships secured with the likes of the Scottish mill Prickly Thistle, which has developed  bespoke Dennis tartan for a birthday collection of scareves, braces, and jumpers, and Rubies, who has renewed its deal with Beano for the next three years.

In food and drink, Harrogate Water will be launching a special, branded pack created for kids and featuring Dennis and Gnasher as well as educational information for kids on recycling. Meanwhile, Gulliver’s Theme Parks Limited will be running Beano and Dennis themed activities across all four of Gulliver’s attractions. Visitors will be able to enjoy storytelling, trails, character costume appearances in branded areas and experience specific Beano activities and rides.

Fans will also be able to visit Kew Gardens this Easter to enjoy a bespoke Beano trail across the Royal Botanical gardens full of Dennis fun and mischief.

In publishing,Bonnier Books is continuing its non-fiction and gifting publishing programme with two new titles launching this year: Beano Colouring Book in July 2021 and Beano Five-a-Day Joke Book in September 2021, these follow on the heels of the recently published Beanopedia: Ultimate guide to Beanotown and its inhabitants and The Dennis Collection a celebration of comic strips to mark the 70th anniversary. 

Egmont Books recently announced its new publishing deal, joining Beano Studios’ licensee programme with an illustrated fiction series from the writers and illustrators of Beano with The Battle for Bash Street School published in July 2021 followed by a Christmas themed, There’s Snow Place Like Beanotown in September 2021.

The Ultimate Dennis and Gnasher Collection of the best recent comic strips, will also publish in autumn 2021.

Vanessa Andreis, franchise planning and partnerships director, Beano Studios, said: “Over the last 12 months we have added 21 new partners to our licensee programme and 2021 is going to our greatest year yet, as everyone joins to celebrate 70 years of Dennis. Fans will be able to find Dennis everywhere this year from retail to gaming, lunchboxes to theme parks and we are excited to continue growing and expanding the franchise with its unique mix of loveable mischief.”

Licensed home décor specialist Arthouse Ltd is developing a range of kids’ décor products, playfully designed for Dennis’ 70th anniversary year. Beano has also joined forces with award winning board game designer, Rachel Lowe, to produce a collection of Beano licensed puzzles, board games, and card games for Dennis and his Beanotown friends.

Rob Wijeratna, joint managing director, Rocket Licensing – Beano Studios’ licensing agent, said: “2021 and the birthday of the nation’s favourite mischief-maker is set to be a major celebration, with new partner offerings ranging from homewares to commemorative coins and theme-park activities to bespoke tartan.

“We are seeing this classic British brand go from strength to strength and are excited to see it grow further in this next decade of Dennis.”

Existing perennial Beano licensees Aykroyds for nightwear, Park Agencies for daywear and H&A for health and beauty will have products in retail to add to the birthday celebrations.

There will be a full year of brand activity with a national marketing campaign and a special-edition comic which will celebrate the role Dennis has played in generations of kids’ lives. The campaign will launch on Dennis’s birthday, Wednesday 17th March and run across the rest of 2021.

Edutainment Licensing lands seven kids’ platforms for season two of Super Geek Heroes

Edutainment Licensing has secured a raft of deals with no fewer than seven major kids’ platforms, all within the first month of release of the second season of Super Geek Heroes. Season Two features seven new read-aloud picture book videos read by the author and creator David Lawrence Jones.

Platforms picking up Season Two for its kids worldwide audience, include; KidoodleTV, Tubi, AmebaTV, batteryPOP, Toon Goggles, Roku and KidZtube.

Each adventure story features one of the main characters with all the other Super Geek Heroes helping to solve a ‘mission to learn’. The read-aloud picture book videos introduce the listeners to the character’s wider world while delivering a core message that relates to the key development areas within the Early Years Foundation Stage.

Denise Deane, owner of Edutainment Licensing, said: “We are thankful for the overwhelming support of these world class platforms.

“Reading aloud to children has been shown to improve reading, writing and communication skills as well as inspire a lifelong love of reading and we are delighted to be introducing children to the super exciting world of Super Geek Heroes.”

LEGO sees strong growth in 2020 led by innovative partnerships with cross-audience appeal

A portfolio of strong licences and a cross-generational appeal to kid and adult audiences through the blend of physical-digital play has helped The LEGO Group to a strong year of growth over 2020, as the Danish toy maker reports a 21 per cent growth in consumer sales compared to the year prior.

LEGO Star Wars and LEGO Super Mario have been named among some of the company’s best-selling licensed ranges throughout the past year, as the group’s tie-up with the Nintendo property and its innovative lean into the mix of physical and digital play, become one of its best-selling themed sets.

LEGO Friends has also been credited with helping the group to a successful year of growth that saw revenue at the firm increase 13 per cent to DKK 43.7 billion, despite the challenges posed by the pandemic.

LEGO’s CEO has attributed the success to the ‘passion, creativity, and resilience’ of its team who has “worked tirelessly to keep the world playing” over the course of the challenging year.

As a result, LEGO has seen operating profit hit DKK 12.9 billion, an increase of 19 per cent compared to the year prior, while the brand’s global market share grew both across the world and in its largest 12 markets.

Consumer sales in all market groups grew double digits, with especially strong growth in China, the Americas, Western Europe and Asia Pacific.

Growth in operating profit was driven by strong sales and offset by strategic investments and increased distribution costs associated with shipping products globally following the temporary, enforced closure of manufacturing sites in Mexico and China. Net profit grew 19 percent to DKK 9.9 billion, while free cash flow was strong at DKK 11.5 billion.

CEO Niels B Christiansen said: “For the past two years we’ve made large-scale investments in initiatives designed to support long-term growth. In 2020, we began to see the benefits of these, especially in e-commerce and product innovation.

“We know children and adults love the LEGO brick and that will always be the heart of our business. But today’s children are growing up in a digital world and they effortlessly blend online and physical play.

“We are excited to offer them safe, exciting play experiences that are fun and offer new ways to learn and be creative.”

The LEGO Group also continued to invest in its brand through its global brand campaign Rebuild the World and in 2020 was named the world’s most loved brand.

On top of this, the company’s omnichannel retail system has supported growth in its partners’ and its own channels as physical stores were forced to temporarily close to prevent the spread of COVID-19.

The number of visits to LEGO.com doubled compared with the prior year, while the company continued its global store expansion programme. During 2020, it opened 134 new retail stores, including 91 stores in China, bringing the total number of LEGO branded stores globally at the end of 2020 to 678.

The company plans to open a further 120 stores in 2021, 80 of those in China.

“People are looking for unique and memorable physical brand experiences, so we will continue to invest to expand our global retail footprint, as well as elevate our instore shopping experiences,” continued Christiansen.

“This approach strengthens our brand, creating a positive impact across all channels. We will also further build our e-commerce capabilities to support online shopping on our own and our partners’ platforms.”

The LEGO Group concluded its financial report with an update on its initiative to positively impact on the future of play. Last year, the firm detailed that up to $400 million will be invested over three years in sustainability initiatives, focusing on learning through play, reducing its environmental impact, and ensuring inclusive workplaces.

The company has begun trials of paper bags to replace single-use plastic packaging in its products and announced a commitment to reducing its absolute carbon emissions by 37 per cent by 2032.

During the year, it also partnered with a range of organisations to support its efforts and will work with UN Women to empower women in all of its workplaces, as well as the Ellen MacArthur Foundation to explore circular business models.

Christiansen concluded: “The challenges facing this generation of children are urgent and complex and must be addressed through a collective effort by companies, governments and experts.

“We look forward to joining forces with children, parents, colleagues and partners to help shape a bright future for generations to come.”

MGM Studios partners with PlaySide Studios to launch first Legally Blonde mobile game

MGM Studios has partnered with PlaySide Studios to develop and publish its first Legally Blonde themed mobile game based on the studio’s feature films Legally Blonde and Legally Blonde 2: Red, White & Blonde.

The new game will be free to play on iOS and Android mobile devices as it rolls out to global audiences this year.

The game will combine puzzle and choice-based narrative mechanics with themes of empowerment and positivity as protrayed in the Legally Blonde film franchise. The result, says MGM, will be an immersive mobile game experience that allows players to tell their own Legally Blonde story.

Legally Blonde continues to resonate with new generations of audiences today as the film turns 20 this year. MGM is building out a licensing line around the movie’s key tenets – empowerment, education, humor and of course, fashion. Additionally, Mindy Kaling and Dan Goor have signed on to co-write the script for Legally Blonde 3which will see Reese Witherspoon reprise her role as the beloved Elle Woods in 2022.

Collaborating with MGM to publish the Legally Blonde game marks a significant moment in PlaySide’s company history as it represents its first movie-based brand licensing agreement for a mobile title developed internally.

PlaySide’s CEO, Gerry Sakkas, said: “This is a historic occasion for PlaySide. Since the Company was founded, I have always wanted to bring a major Hollywood brand to the mobile space. I couldn’t think of a better partner in MGM, an iconic Hollywood studio with a rich 90-year history of premier movie titles, it’s truly an exhilarating time for PlaySide.”

Robert Marick, executive vice president, MGM Global Consumer Products & Experiences, said: “Legally Blonde is one of those iconic and inspirational brands that continues to appeal to new generations of fans around the world.

“We are thrilled to partner with PlaySide Studios to bring these trailblazing films to mobile devices, and offer consumers a new way to interact with one of our most cherished characters, Elle Woods.”

Global demand for anime ‘shows no signs of slowing’ as Crunchyroll details international licensing deals

The global anime brand has detailed a full slate of new licensing partnerships across its library of anime series including Jujutsu Kaisen, Bananya, and the Crunchyroll Original series, The God of High School, that sees it span multiple categories across multiple markets.

The roll out arrives in the midst of what Crunchyroll’s head of consumer products, John Leonhardt has described as a market with no signs of slowing down.

“Our latest roundup of deals demonstrates that there is an anime for every fan – from the adorable Bananya, to The Junji Ito Collection of spooky stories or the high-energy sports series Haikyu!! to the Shonen-Jump hit series Dr. STONE, just to name a few,” he said.

Crunchyroll’s European office has secured key deals with partnerships including Captain Tsubasa, My Hero Academia, One Punch Man, JoJo’s Bizarre Adventure, and Great Teacher Onizuka, among others.

“Crunchyroll has been the world’s best home for anime for more than a decade and represents titles that can drive success to your category,” said Waell Oueslati, director of acquisitions and licensing EMEA at Crunchyroll. “We deliver strong merchandising programs for key IP in the year ahead.”

Among Crunchyroll’s latest round of international and domestic licensing partnerships, the firm has tapped Buffalo Games to develop puzzles and Japanime Games to develop board game titles for Bananya, while Black Clover has been signed to Japanime Games for board game, Trademark Productions for apparel, Traly Group for pins, and Tsume Art for figurines.

Burn the Witch was recently granted to Kitsune Statue for figures and statues, while Cardcaptor Sakura was signed by Fukuya USA for plush. Dr. STONE, meanwhile, was signed by Youtooz, Inc. for Figurines and Haikyu!! was granted to Trademark Products for apparel.

Elsewhere, Jujutsu Kaisen was recently granted to Trends International for posters, and to Zumiez for skateboards and accessories. In Europe, the official French manga publisher will produce a school diary.

Mobile Suit Gundam was granted to Loot Crate for the Mobile Suit Gundam Loot boxes, Princess Connect Re:Dive was recently launched as the newest title from Crunchyroll Games and was granted to Ripple Junction for apparel, and That Time I Got Reincarnated as a Slime was offered to Trademark Products for apparel and Youtooz, Inc. for figurines.

The God of High School the action-packed Crunchyroll Original series animated by MAPPA was granted to GB eye for beverage, housewares and home decor, to Great Eastern Entertainment for apparel and accessories and to Youtooz, Inc. for figurines, while the Junji Ito Collection was recently granted to Pyramid International for stationery and home decor.

European specific deals have also been closed for Captain Tsubasa which is partnering with Rhinoshield for phone accessories, Barrado Toys for plushies for France and Spain, and with Funko for Pop! figures.

My Hero Academia will extend its current product range with Studio JG for stationery and accessories in Poland, Barrado Toys for plushies for France and Spain, Jacob Company for back to school accessories, Rhinoshield for phone accessories and Aymax for homeware for Benelux

One Punch Man was recently granted to Indiego Distribution for apparel in the UK, JoJo’s Bizarre Adventure is now in partnership with Bioworld for apparel, and Great Teacher Onizuka is now in partnership with Abysse for gift and collectibles.

Crunchyroll’s global consumer products team provide anime fans worldwide with the best in fashion, home goods, lifestyle and more, managing rights for more than 350 anime series for more than 100 licensees.

Crunchyroll serves more than 100 million registered users and four million subscribers in more than 200 countries and territories. Crunchyroll’s robust online community also includes more than 50 million followers across social media.

Golden Globe: How staying ahead of the curve put Golden Bear on the international stage

The park is pretty empty when Barry Hughes, managing director of Golden Bear, logs on to catch up with Australian colleague at 7am. An early start to marry-up the time zones means that they have the place to themselves, before the next slew of visitors start populating their allocated slots.

With just a few clicks, Hughes can navigate the park’s greenery, cross the river, and showcase an entire portfolio of Hey Duggee toys in a room buried in a bristling bush. It all sounds a bit Mary Poppins, doesn’t it? It’s not; it’s simply what Toy Fair season looks like in the midst of the 2021 pandemic.

This is Golden Bear’s virtual toy fair platform, a digitally constructed journey through a colourful park area, populated with break-out rooms featuring the firm’s latest toy products. It’s from here the company can showcase its wares to a global network of customers, any time of the day, every day of the year. This isn’t just toy fair season, this is Golden Bear’s latest phase of international expansion.

By 8pm that same day, Hughes is guiding customers from California around the same platform. While the pandemic has wrapped its fingers around the usual annual travel to Spielwarenmesse, New York, and London’s Olympia this year, Golden Bear’s ability to network with its international customer base is by no means diminished.

But then, ask Hughes how Golden Bear has managed to find such success over the course of 2020 and he’ll tell you that this is a company that has managed to stay ahead of the curve for some time now. The team was among the first to spot the en masse shift to online retail and click and collect before the pandemic rendered it a necessity, and as such was a team well positioned to adapt to the changes that have swept the landscape in the past year.

Meanwhile, it’s not enough that Golden Bear already held the toy rights for some of the country’s best-loved pre-school IP, including Bing and Hey Duggee, but combine this with a diversification of product that has successfully taken the company into the outdoor sector, as well as the Escape Room trend of the gaming space, and the winning formula that Golden Bear possesses begins to shift into view.

Barry Hughes, Golden Bear managing director

“Obviously the bedrock of what we do is pre-school licenses, and our pre-school licenses on the whole did well,” Hughes tells ToyNews. “They benefited from kids being locked down at home; programmes like Hey Duggee were suddenly being watched by parents who might not have seen it otherwise, so that IP did particularly well.

“But where I like to think we have been ahead of the game compared to a lot of competitors is with regards to our online insights and supporting our retailers with their online sales assets. In the shift to online, we were ahead of the curve.”

Over the past year, Golden Bear has strengthened its team in the online operations space, built its own in-house photo studio in order to create image and video assets quickly, and has by and large, been ‘geared up for the digital switch’ long in advance, a presiding factor that has in recent years, won the company its expanding trophy cabinet of industry awards.

Not only that, but it is Golden Bear’s portfolio – a carefully curated clustering of high calibre properties and products – that has played directly into the strengths of the toy industry this past 12 months. This is a company that found its niche in both the outdoor market and gaming market right at the right time; just before the pandemic’s social restrictions thrust the sectors directly into the consumer’s consciousness.

“The Smart Ball Football and the Speed Ball Football came about through insights. Our USP is that we put a lot of stock into our insights,” says Hughes. “We are investing more into that area now, and with being a smaller company we can be more agile, which is a good combination for the toy industry.

“We had identified a gap in football gifts. My son, who was eight at the time and mad on football, got a load of football Guess Who? Games for his birthday. We quickly realised that the footballers were out of date, retired, or at the wrong clubs.

“But at the same time, we’d spotted a surge in searches for football gifts across various age profiles. We felt the need to fill the gap in the market, and now we have a host of new things coming in development for that range, too.”

Golden Bear’s new digital touring platform doesn’t just go the lengths to showcase what this product looks like this year, while doing its best to ‘put the product in the hands of customers,’ without them being in the same country, let alone room, but also to showcase who Golden Bear is; a digital home of the company’s recent re-invention.

The firm kicked off the year with the unveiling of a new logo, coupled with a new messaging that would go on to amplify Golden Bear’s image as a firm at the cutting edge of today’s trends in toys. With the launch of the company re-branding, the message was clear – this wasn’t only a company built on reliability and quality in the pre-school space, but pioneers of innovation across its key sectors – and seriously, take a look at its upcoming Hey Duggee and Bing portfolio if you want to see innovation in the pre-school sector this year – powered by its insight led business.

“The majority of our sales are in non-plush items, which tends to surprise people,” says Hughes. “We wanted to make the best of the past and combine it with the best of our future, and give it all a more modern feel.”

This even extends to the consumer message that Golden Bear promotes, and the changing sensibilities of the modern day shopper. And that includes in its approach to being a sustainably responsible toy company.

“We are a company that quietly goes about doing things and doesn’t shout about it much,” explains Hughes. “Sustainability is a good example of that. For instance, the stuffing in our plush has been made out of recycled bottles for years. We have actually now been moving our product lines to make the skins from recycled polyester, too.”

That move will be kicking off with Golden Bear’s Hey Duggee range this year. As well as that, this is a company that now confidently boasts its zero to landfill policy (one that has been in place for a number of years), as well as the installation of solar panels this year, and the switch of all company cars to hybrid and electric.

“We are liaising with licensors and retailers, and we like to think that we are right on the forefront of this movement,” continues Hughes. “We have set out our values and pillars and where we want to be as a company in three years’ time. Everything is underpinned by insights and sustainability, and we are making sure that everything we do has got sustainability and insights as its centre.”

It’s with that messaging now front and centre that Golden Bear will continue to exact its plans for global expansion. A digital platform open to customers 24 hours a day, every day of the year has helped tighten the screws on the firm’s international network, while advanced discussions are ongoing with partners in the US for some of the company’s own IP.

“It was always our plan, pre-pandemic, to grow internationally,” says Hughes. “We are just maximising that opportunity, instead of travelling to overseas fairs, to tap into our contacts via the virtual toy fair platform, and spend more quality time with people, albeit virtually.”

Via the medium, the response from global customers has been consistent; Golden Bear in on to a strong 2021. Tapping into emerging trends in the Escape Room gaming space, pushing the envelope in pre-school innovation, and making a success of the Outdoor sector in a year that will likely be recognised as the summer of the staycation once again, there’s little that Golden Bear offers that doesn’t just seem to fit.

“One of the most pleasing things that I have heard from buyers through this toy fair season is that there is a reason for every product to exist,” states Hughes. “That for me is a real testament to the team; that there has been a thought process and reason behind everything we have done.

“The end of the year was a real time to reflect for everyone. Our warehouses have remained open through the year, and the vast majority of our staff have been working from home. I am so proud of the whole team, given everything that has gone on,” he concludes.

Thunderbirds and Natural History Museum join Bachmann Europe’s hobbyist portfolio

The European hobby specialist, Bachmann Europe, has detailed a slew of new licensed releases with the launch of its Spring catalogue that includes buildable models from the classic Anderson Entertainment IP, Thunderbirds, and a new Natural History Museum range of dinosaurs.

Headlining the announcement, Bachmann has unveiled a range of Thunderbirds plastic kits produced under its Adventures in Plastic banner. Comprising 11 different kits across a number of scales, hobbyists can construct detailed models of vehicles from the original TV series.

All five Thunderbird aircraft and underwater craft feature, as well as Fireflash, The Mole, and Lady Penelope’s iconic car FAB 1.

The deal follows a slate of recent licensing activity for Thunderbirds’ IP owners, ITV Studios, who over the last month has secured an extended partnership with the streaming service BritBox to air classic Thunderbirds, a series that made its UK debut in 1965.

Prices on the new range start at £29.99 and each of the 11 kits is ready to be dispatched to Bachmann stockists from next week.

Additionally, and as part of its Spring 2021 MCC Announcements, Bachmann has partnered with the Natural History Museum to launch a licensed Dinosaur Collection.

Now available with new packaging that incorporates a fun and educational fact sheet, the range has been developed under the guidance of the Natural History Museum’s researcher, Dr Paul Barrett. The range includes eight sets to choose from and are available from Bachmann stockists now.

The two new ranges have been introduced as part of Bachmann’s first Model, Collect, Create branding announcements. A new mode of communicating its portfolio to customers, Bachmann will provide quarterly MCC updates on new plastic kits, toys, and collectables in the UK and around the world.

As with its successful 2020 British Railway Announcements, new items unveiled in the MCC Announcements are due to  arrive with Bachmann stockists over the course of the next three months.

Cardi B launches her own fashion doll with women-owned toy brand Real Women Are

The multi-platinum recording artist, Cardi B, has launched a limited edition fashion doll in partnership with Real Women Are, a new diverse and inclusive doll brand, in timed to coincide with Women’s History Month.

Recognised as a female entrepreneur, Cardi B inspired and created the doll in her outspoken and confident likeness, partnering with the ground-breaking doll brand, Real Women Are that itself has been inspired by influential and impactful women of colour.

The new Cardi B doll was made available via an exclusive waiting list on March 5th for 72 hours. Fans and collectors who reserved the doll will be guaranteed a doll for purchase this July.

The partnership between Cardi B and Real Women Are represents a collection of firsts for the artist and the new brand. This is Cardi B’s first doll as she provided inspiration, led creative direction and was an integral part of the production process.

Meanwhile, Real Women Are is the first minority-women owned and led doll brand targeting women and girls of all ethnicities backed by the National Entertainment Collectibles Association (NECA), whose toy division was started nearly 20 years ago.

For both Cardi B and NECA, the launch of the Real Women Are brand is especially timely as Gen Z and Gen Alpha girls come of age in today’s cultural landscape that recognizes the need for diversity, inclusion and representation on an unprecedented scale.

“As everyone knows, I’m a mum. And today, more than ever, it’s important to me to give my daughter inspiration and badass women to look up to,” said Cardi B.

“Working with Real Women Are is a chance for me to provide my daughter and other little girls something that looks like them to play with to inspire them. We’re in the White House now, but we’re still so far behind in other places. Representation matters.”

Backed by toy and collectible juggernaut NECA, the Real Women Are brand is majority-owned and run by women of colour and the influential women who inspire the dolls themselves, called the Real Women Alliance. The goal of the brand and the Real Women Alliance is to provide dolls that celebrate powerful women and champion authenticity.

“What makes Real Women Are special is that young girls of color are a priority to the doll brand,” said Cardi B. “We want them to know that they are special. That they are worthy of having a toy that looks like them. We’re not building Real Women Are as an afterthought or something just to check off a box. Creating a doll that is a mirror of our daughters, nieces and granddaughters is at our very core.”

The Cardi B doll’s ensemble will be fashion-forward featuring on-trend contemporary designs. Her hair and make-up will reflect the latest in beauty trends. The doll will include additional wardrobe and accessories, which will be sold separately.

Future dolls from Real Women Are will offer dolls in various colors, shapes, sizes, and abilities.

Planeta Junior launches Maya the Bee ice cream across Poland with Cools Group Studio

The European entertainment company, Planeta Junior, has signed a new licensing agreement with Cools Group Studio and Studio 100 to launch Maya the Bee bio ice cream dots across Poland. The deal marks the first time that the ice cream brand has partnered with a character IP.

Available from the end of April this year, the range will deliver a variety of flavours like bubble gum, cream, cotton candy, and vanilla, while being made of natural ingredients and free of colourants or preservatives.

“The adventures of Maya the Bee bring joy to successive generations. I myself perfectly remember the cartoons from my youth. We are very much looking forward to working with Studio 100 and Planeta Junior and I am convinced that together we will create an excellent product,” said Przemyslaw Rogowski, CEO of Cools Group. 

Joachim Knödler, head of licensing at Studio 100 Media, added: “We are thankful for the trust Cools Group places in us and in Maya to be the first ever license signed for their delicious Bio ice cream. We cannot wait for the first warm days and summer to be here, to bring this amazing product to kids and their families.” 

Planeta Junior holds the licensing and broadcasting rights to the Maya the Bee brand in Iberia, Italy, Greece and licensing rights in the CEE as Studio 100 agents. 

With strong values of respect for the environment, care of nature, biodiversity, freedom and friendship, Maya has become the face of a number of bio and natural products as well as social responsibility actions such as the recent Greenpeace campaign #SOSABEJAS, aimed at raising awareness and sensitizing children to the need to save bees. 

Toikido taps YuMe Toys for Among Us distribution across US, Canada, Europe and more

Toikido has struck a deal with the award-winning toy brand, YuMe Toys to distribute the official Among Us branded toy range across the US, Canada, EMEA, Asia Pacific, and Japan. The range, featuring plush toys, feature plush, capsules, costumes and seasonal items will be available to trade from May this year.

The popular online multiplayer game Among Us was the most downloaded game of 2020, with half a billion users last November, according to SuperData. The game is currently available on iOS, Android, Nintendo Switch and  PC, with further releases and updates planned for later this year.

Among Us offers the perfect mix of fun, social factors, and amazing characters,” said Darran Garnham, founder and CEO, Toikido. “Toikido is passionate about giving fans what they love without compromising quality and YuMe Toys are the ideal partner to deliver this.”

Michael Kwan, CEO, YuMe Toys, added: “We’re excited to partner with Toikido to be part of the Among Us gaming phenomenon. The demand for product from the fan community can be seen through the impressive meme culture and millions of Twitch followers.

“The YuMe team have responded swiftly to the games’ popularity and we’re proud to bring this unique toy range to the fans in record time.”

The first Among Us toys from YuMe and Toikido will be available to the public at selected retailers across the US, Canada and Europe from June 2021.

For business enquiries for the U.S. and Canada please contact Darryl Lai: darryl.lai@maxx-marketing.com. For all other business enquiries please contact Felipe Noriega: felipe.noriega@maxx-marketing.com.