Nick Jr, Acamar and Aardman among licensing line up for Play at Home Fest 2

Dr Gummer’s Good Play Guide is putting the final preparations in place for the second installment of the virtual family festival, Play at Home Fest, this weekend. Following the success of the inaugural event in May this year, major players from the licensing space are headlining the upcoming event.

Nick Jr. is bringing its Blue’s Clues and You! and PAW Patrol, to feature alongside the likes of Acamar Films, Dreamtex, and HarperCollins with Bing; Rainbow with 44 Cats and its party licensee Amscam, while Aardman will be returning to host a Shaun the Sheep model making workshop.

Also joining this weekend’s line-up are Sylvanian Families, Aquabeads, Geomag, Drumond Park, Trends UK, The Essential One and EasyRead Time Teacher. The event, which was created to make the world a more playful place during the COVID19 pandemic, will be accessible to families worldwide on Saturday 29th August. 

Two virtual stages will be streamed live to living rooms, gardens, campsites, holiday cottages, and anywhere else where children aged eight and under and their families are during the Bank Holiday weekend. 

The event will be hosted by up and coming kidfluencer, Sisi from Sisi’s World, star of West End Musical, Matilda, and daughter of TV presenter Nigel Clarke. She will be guiding and entertaining children and their families during the Bank Holiday weekend. 

The first Play at Home Fest accrued an incredible 71,000 views and was streamed into the homes of 14,000 families, with social media impressions reaching 750,000 on Good Play Guide channels alone. 

“We were blown away by the success of the first Play at Home Fest, and it was a no-brainer to bring families together again for more fun during this period when playful experiences are needed more than ever,” said Amanda Gummer, founder and CEO of Dr Gummer’s Good Play Guide.

“I’m really pleased to have been able to support some amazing brands during a period when marketing and promotion has been particularly difficult, while also bringing fun and play to the forefront for consumers. The calibre of the acts signed up again for this weekend’s event shows just how beneficial this initiative has been for all involved.”

Bit Fry Game Studios scores NFL Players Association partnership for its latest video game push

Bit Fry Game Studios has struck up an agreement with OneTeam Partners and the NFL Players Association to bring an officially-licensed football game to the studios’ growing line-up of sports videogames.

The games developer already incorporates select NFL players into its existing arcade action NHL-licensed hockey game Ultimate Rivals: The Rink, and its upcoming NBA-licensed basketball game, Ultimate Rivals: The Court. With the NFLPA license, Bit Fry will enable users to play on the virtual gridiron with superstar athletes from across hockey, basketball, baseball, and soccer, alongside a select roster of NFL players.

The agreement grants Bit Fry the right to feature the names, numbers, images, and likenesses of nearly 2,000 current NFL players in an arcade action football game. OneTeam, the NFLPA’s group licensing representative, facilitated the deal.

“Bit Fry is the leading studio in the arcade-action sports segment and is thrilled to be bringing the NFL players into the Ultimate Rivals universe with another play-book shredding, category defining title that gives football a video-game treatment unlike any seen before it,” said Ben Freidlin, CEO and founder of Bit Fry Game Studios and the creator of the Ultimate Rivals franchise.

“Fans of the franchise can expect the studio to remain dedicated to an exceptionally high quality experience, including all of the standard baseline ingredients of a Bit Fry game, such as 60fps framerates minimum, an unprecedented balance of approachable gameplay and high skill-cap depth, and industry standard-setting visuals and auditory aesthetics.”

Steve Scebelo, interim president, NFL Players Inc, added: “Bit Fry’s games continue to impress, providing opportunities for fans to create virtual team mashups while including the likes of Alex Morgan, JuJu Smith-Schuster, Mike Trout and Skylar Diggins-Smith.

“As we look for new ways to connect with sports gamers, especially in today’s climate, this is an exciting development for fans and the future of gaming.”

“We are constantly exploring ways to innovate how athletes interact with fans across the ever-evolving games landscape, and this partnership with the NFLPA and Bit Fry Game Studios illustrates the creative potential that exists,” said Ahmad Nassar, CEO, OneTeam Partners.

Ultimate Rivals: The Rink is available now exclusively on Apple Arcade and will be followed by Ultimate Rivals: The Court. Bit Fry’s football game is scheduled for release in 2021, with platforms to be announced at a later date.

The Gruffalo readies new Australian adventure with exclusive The Gruffalo Spotter 2 app launch

The Gruffalo is taking further strides down under thanks to a new deal that will see Queensland’s The Ginger Factory, Illawarra Fly and Wildlife Sydney Zoo in New South Wales, and Rippon Lea Estate in Victoria come on board as the brand’s exclusive The Gruffalo Trail partners.

Under a new deal brokered by Magic Light Pictures’ Australian licensing agent, Merchantwise Licensing, the three sites will be the first in the world to activate The Gruffalo Spotter 2 app when it launches at the locations across the country next month.

The Gruffalo Spotter 2 app follows the runaway success of the original, ground-breaking Gruffalo Spotter app launched with Forestry England in 2017, when it was the first development of its kind. Using the very latest Augmented Reality technology, the free app brings to life the characters from the much-loved Gruffalo. This second app was produced by Magic Light Pictures, in partnership with Forestry England, developed and animated by Nexus Studios.

Families can learn about the characters from the picture book, written by Julia Donaldson and illustrated by Axel Scheffler, and interact with the 3D characters from the film on the self-led trails, which are lined with facts about forest animals, and fun activities. Through face and body recognition technology, the characters now look at the children directly, encouraging them to play along.

Mixing animated characters with the real-world environment, the app encourages children to get exploring, firing their imaginations and enabling them to have an all-new forest experience. The Gruffalo Spotter 2 app is available for free with no in-app purchases from the App Store and Google Play and requires downloading before visiting.

Meanwhile, a further deal executed by Merchantwise Licensing will see a Smiffys range of The Gruffalo dress-up costumes launch next month ahead of October’s Book Week in Australia.  The ‘onesie’ costume available for sizes three to five years, will launch across a number of Australian retail destinations including Spotlight and Costumebox.

“We are thrilled to be announcing the partnership with The Ginger Factory as an exclusive Australian The Gruffalo Trail location in time for the global first launch of The Gruffalo Spotter 2 here in Australia. The trail continues to be as popular as when it first launched at Illawarra Fly, Wildlife Sydney Zoo and Rippon Lea Estate last year, so we anticipate it to be a must-do experience for those in and visiting The Ginger Factory on Queensland’s Sunshine Coast,” said Merchantwise Licensing’s general manager, Kerryn McCormack.

“For the first time, The Gruffalo dress-up costumes will be available here in Australia and we are pleased to be launching this range with Smiffys ahead of Book Week in October across a number of our key retail partners.”

Mayflower 400 cultural anniversary programme gets underway with extension into 2021

Arts Council England and the Mayflower 400 team are hitting the play button on a programme of activity surrounding the 400th anniversary of the Mayflower. The programme started in Southampton earlier this month with the launch of Wampum: Stories from the Shells of Native America, a national touring exhibition curated by The Box, Plymouth.

This will be followed with an online documentary presented by the TV historian Dan Snow on September 16, marking exactly 400 years to the day since the Mayflower ship set sail. The documentary will reflect the story of the Pilgrim’s journey, its impact on the Native American people who helped them when they first arrived and the wider colonial context of this journey.

It will also include a look at some of the cultural projects involved in the programme.

The Mayflower 400 programme will then run through to 2021 culminating with a Four Nations Commemoration Ceremony involving the USA, Netherlands, UK and Wampanoag nations on July 11 next year.

Deputy leader of Plymouth City Council, Pete Smith, said: “It’s been an extraordinarily challenging year, but we’re delighted to be able to carry so much of the Mayflower 400 commemorative programme into 2021. A huge amount of work has already gone into all of these events, so it’s fantastic that locals and visitors will still be able to enjoy what is an impressively varied and creative programme throughout the next year. 

“The finale will be the spectacular Mayflower Four Nations Public Ceremony on the Hoe; it’s going to be an unmissable event which brings together all four nations involved to reflect on the Mayflower story.” 

Adrian Vinken OBE, Chair of Mayflower 400, added: “After all the recent uncertainty I’m delighted that we’re finally in a position to confirm the key elements of the Mayflower 400 programme starting now and taking us through to next July. We look forward to people across the country engaging with these remarkably diverse activities and the raft of other smaller Mayflower community projects based on the voyage and its many impacts.”

The Mayflower 400 programme is supported by national supporters and sponsors; Womble Bond Dickinson, National Lottery Heritage Fund, Arts Council England, Department for Culture, Media & Sport, Visit England, Visit Britain, Plymouth City Council, Royal Navy and Babcock. 

For all Licensing enquires please contact enquiries@lmiuk.com 00 44 (0) 1425403430

Comic effect: How the UK’s love for comic books is keeping The Cartoon Museum Covid-secure

Whether it was at its former home along Little Russell Street in London’s Bloomsbury, or its new Wells Street, Fitzrovia abode, The Cartoon Museum had never previously had an issue with footfall. At the height of its popularity in the former location, the museum was pulling in 38,000 visitors a year. In its new site, it was on track to hit an all-time record.

But that was a time before the coronavirus had hit 2020 like an over-sized mallet over the head. By March this year, it was inevitable that numbers wouldn’t hold, with fewer and fewer making the journey to the UK’s capital. In the same week that the museum’s doors were finally closed at the hands of Covid-19 on March 18th, visitor numbers had hit an all time low of 50 per cent of its average.

Six months later, the museum’s doors remain closed, and the some 18,000 pieces housed within, decorate the walls of empty rooms. The Cartoon Museum has missed its key Easter to summer period – the period during which UK museums make most of their money – and subsequently has lost as much as 75 per cent of its income for this year. But however bleak this picture may seem, the optimism and support surrounding the museum and the community it embodies tells a very different story.

In a firm stance against the plight, The Cartoon Museum has found itself at the centre of a rallying cry from the comic and cartooning communities, with some of the biggest names on the scene throwing their weight behind actions taken to preserve this staple of modern British history. 

It’s without doubt a reflection of the size and passion of the UK’s comic book community that The Cartoon Museum has seen donations come in from its members and visitors, found itself the focus of an exclusive fundraising t-shirt by the UK comic book publisher Rebellion, the subject of a cover price percentage donation from ComicScene Magazine, and at the heart of a fundraising sale of The Bad, Bad Place by Soaring Penguin Press, as well as an art sale of unique pieces by the artist Dan Digby.

Not only all of this, but the museum curator’s husband has even ran a half marathon, all to help raise money for the cultural attraction. Then there’s the matter that it recently managed to secure a grant from the National Lottery Heritage Fund.

It would appear that, even as the UK navigates some of its toughest months in recent history, the nation’s affinity for and history with comic books has held as firm as ever. If ever there’s a story that exemplifies the passion of a homegrown fan base, it’s surely this one.

Licensing.biz catches up with The Cartoon Museum’s Director, Joe Sullivan and its Learning and Outreach Officer, Steve Marchant to tell the story of The Cartoon Museum and Britain’s undying love for the comic book.

Comic and cartoon aficionados Joe and Steve, hello to both of you, and thank you for chatting with us. By way of an introduction, can you talk about the history of the Cartoon Museum – when was it established, why so, and your roles at the museum?

The Cartoon Arts Trust was founded in 1989, as a way to collect and preserve key elements of Britain’s unique and nationally-important cartooning history. In 2006, The Cartoon Museum opened on Little Russell Street in Bloomsbury, London. In July 2019, the museum moved across London to a new, larger premises on Wells Street in Fitzrovia.

As of 2006, the museum has developed a reputation as a key champion of British cartoon and comic art, and a strong track record of innovative ways to democratise access to the arts. We have received 420,000 visitors, and built a nationally important collection of cartoons, comics and caricature, as well as a reference library of 18,000 items.

Over 50,000 children and adults have attended workshops, and we receive 3,000 student visits a year. We work in partnership with community-based organisations, including Laydeez do Comics, Geek Syndicate, Sketch Appeal, and MIND. We also work closely with universities and colleges, including Staffordshire, Dundee, Exeter, Westminster and Syracuse (in the USA).

Joe Sullivan is the Director of the museum, setting the vision for the future, and leading the museum forward to increase visitor numbers, and develop the collection and exhibitions programme., 

Steve Marchant is the museum’s Learning and Outreach Officer, and has been with the museum since 1991. He develops and leads the museums learning programme, teaching drawing skills to children and adults, and opening new pathways into careers and hobbies in the arts. 

How have you guys been impacted by the ‘explosion’ of the pop culture scene in recent years? What has the matter of underground culture going mainstream done for the museum?

The ‘mainstream-ification’ of pop culture has definitely been a benefit to the museum, with increased interest particularly in comics, which gave us some of our highest exhibition attendance figures. This created the opportunity for us to run the Comic Creators project, from 2015 – 2019, funded by the National Lottery Heritage Fund. We collected 402 pages of original British comic art, including ages from the Beano and Dandy alongside pages from legendary comics such as Judge Dredd, Asterix and Watchmen.

We also are beginning to see interesting patterns relating to pop culture – for example, the highest attended UK exhibition last year was Manga at the British Museum, and our Manga half-term workshops have been incredibly popular and over-subscribed. This is a clear response to the current popularity of anime, manga and Japanese video games among children, teenagers and young adults.

So, what kind of collections and exhibits do you house at the Cartoon Museum? And what are some of the most popular?

We have a large and varied collection of cartoon and comic art, but only five to 10 per cent of our collection is on display at any one time, meaning we have a veritable treasure trove stored away. Our cartoon collection traces the history of satirical cartoons, from Heath Robinson and Gillray through to current Cartoonists Martin Rowson and Steve Bell – both of whom are Trustees.

Our comic collection of 402 items contains pages from key British comics such as the Beano and Dandy, as well as famed graphic novels including Dave Gibbon’s work on Watchmen.

In addition, we have a large library and some interesting items and ephemera, including an original Spitting Image puppet and a replica of William Heath Robinson’s infamous ‘pea counting machine’. Our collection is almost entirely original pieces of art, and part of the fascination for me is the look you get into the artists mind-set. On some of our comics you can see how the page has been assembled, with cut-out word balloons positioned over the artwork.

Our current temporary exhibitions, Hail to the Chief: The Best and Worst US Presidents, and Dear Mr. Poole (which you can view online) celebrate a theme around ‘tools of the trade’, and delve into the types of pen nibs different artists use, their relationship with specialist art stores, and what a cartoonist’s work space looks like.

How do you think the way we as a society engages with comic books has evolved across the generations?

If you look back 17,000 years into the past, Stone Age cave art shows us how narrative art has always been an essential communication for humans. It is an older form of communication than writing, and potentially older than formalised language.

Cartoons and comic books are the successor to this form of narrative art. Like anything, there are ebbs, flows and reactions in style, content and readership. Right now, the age of the internet has changed the landscape for comics. Anyone can self-publish widely on the internet, and often do, leading to a huge rise in webcomics and other narrative artforms, such as memes.

How far do comic books and cartoons go to reflect the sensibilities of their generation?

Like many mediums that are consumed en-masse, comics have evolved in response to political and social situations, which often change on a generational basis. For example, in the 1950s and ’60s, ‘girls comics’ presented a specific view of what was expected of girls at the time, with stories about boarding schools and relationships. At the time this led a lot of girls to pick up a ‘boys comic’, like Eagle, and read that instead.

‘Boys comics’ featured topics such as war, or sport. If you compare that to today, these lines are much more blurred and comics are largely written for and read by a more general audience – Roy of the Rovers, for instance, a football strip previously a bastion of ‘boys comics’ relaunched in 2016, and was quickly followed by a new strip starring his female cousin, Rocky of the Rovers.

What would you highlight as some of the most notable steps of evolution of the comic book? How do you think engagement with the medium today compares to that decades ago?

One of the earliest steps towards modern comic books in the UK was the change from featuring single-panel cartoons and prints in newspapers, to using two or three panels to create cartoon strips. One of the earliest popular characters was Ally Sloper in the late 1800s, who set a type for a lazy ne’er-do-well surrounded by a troupe of colourful characters drawn in grotesque stereotyped ways. He is considered the first ‘recurring character’, which set a precedent for new regular newspaper and magazine strips with readers returning to check in with their favourite characters.

DC Thomson started the Dandy and the Beano in the 1930s, starting a boom in comic anthologies and books. This continued through to the 1970s, where independently drawn and published ‘comix’ started to pop up, often featuring more adult-orientated material. In the 1990s web comics started to gain popularity, and in 2020 we see a mix of all that has gone before – beloved characters in long-running formats (The Beano is still being published) sit alongside deep, thoughtful graphic novel material, all of which is published often in both physical and digital formats.

Can you describe for us, the British affinity with comic books? How does the UK’s engagement differ to the likes of the US, for example?

Comics and comic readers of today are largely viewed in a different light by the mainstream today in Britain than they are in America. In Britain, the over-riding view is (and has been for a few decades) that comics are only for children. This is of course, nonsense, but you do generally see a graduation towards other entertainment mediums as children get older. However, in America comics are viewed as a viable medium for all ages, making the market bigger and healthier. Part of this may come down to the cheap and disposable nature of comics – in the US this led to a wider variety of children and adults having easy access to them before disposing of them or passing them on.

What makes a British comic British? Across the decades, has there been a common thread that holds it together as a particular ‘genre’ within comics?

British comics are often more inherently satirical in nature – 2000 AD in particular filters its action and square-jawed heroes through a lens of social collapse, providing commentary and warning on the importance of working together to make a better society. Perhaps there is a strong link to political and satirical cartooning in this, something which is a very British tradition of narrative art.

Modern comics continue this trend, and are easy to digest, and provide a great entry point into reading and telling stories. Comic books also offer a mid-point between the voyeurism of films and the imagination needed to create images in your head when reading a book. Comic books encourage the reader to create the voices of the characters and the movement between panels themselves, but in return show the reader fantastical images, design and art.

There is a give-and-take element not seen in other media.

We know that you guys have felt the impact of the coronavirus pandemic and the temporary closure of the museum… How has it been, seeing the action that’s been taken by the community to support you guys?

The museum has been very lucky during its closure, as the UK cartooning and comic communities have rallied around us to lend their support – it has been very humbling to be a part of.

We have had donations from our members and visitors, an exclusive fundraising t-shirt by Rebellion, a cover price percentage donation from ComicScene Magazine, a fundraising sale of The Bad, Bad Place by Soaring Penguin Press, an art sale of unique pieces by artist Dan Digby, and our Curator’s husband even ran a half marathon to help raise money! In addition to that, we received a grant from the National Lottery Heritage Fund.

We hope to reopen soon, but things will remain quiet for a while, and 2021 and 2022 will be difficult years for both us and other museums, with school visits not happening for a year, and a huge reduction in overseas tourists. We are safe for now and continue to fundraise, and hope to get back on our feet properly over the next year.

How can those interested help support the museum through this period?

We are expecting 2021 to be very quiet in terms of visitors, so we are still fundraising for our long-term survival. If you would like to donate to our appeal, please visit: https://www.cartoonmuseum.org/

You can also buy an amazing exclusive t-shirt from our friends at 2000AD, with all profits going to the museum: https://shop.2000ad.com/catalogue/XRC032

The Rolling Stones to open world-first flagship store on London’s Carnaby Street

Rock ‘n’ roll legends, the Rolling Stones are to open a world-first flagship store on London’s Carnaby Street, featuring exclusive new fashion and merchandise under the RS No. 9 Carnaby brand from this September. The new store has been created in partnership with Bravado, Universal Music Group’s merchandise and brand management company.

Situated at number 9, Carnaby Street in London’s Soho, the store will launch under the RS No. 9 Carnaby banner and will feature all the hallmarks of the iconic band.

The collections will include exclusive and contemporary collaboration pieces for fans of all ages, including men’s, women’s and children’s fashion and accessories. A special glassware has been developed with Baccarat, engraved with the Rolling Stones tongue. The store will also feature chairs and scarves from The Soloist, and raincoats and hats from the Swedish raincoat brand, Stutterheim.

The Rolling Stones said: “Soho has always encapsulated Rock ’n’ Roll so Carnaby Street was the perfect spot for our own store. We are confident this exciting project that our friends at Bravado have created will be an unrivaled experience for everyone to come to London and enjoy.”

The store will also introduce ‘Stones Red,’ the official colour from Pantone which is established from the first use of the band’s iconic logo. A collection celebrating the Rolling Stones official Pantone colour will also launch with the store.

The band’s continuing album and single releases will be at the heart of the shop’s pulse and Bowers & Wilkins speakers will play tracks from the rock ‘n’ roll band, including the upcoming release of the remastered Goats Head Soup album and Scarlet single.

Jointly curated by the Rolling Stones and Bravado, the shop fit follows the brand colours of red and black and the glass floor features lyrics, while the fitting rooms are adorned with iconic album artwork.

Mat Vlasic, CEO, Bravado said: “With this innovative partnership, the Rolling Stones add yet another cultural touch point to their rich legacy. RS No. 9 Carnaby is the result of years of planning and decades of building one of the world’s most recognized brands.

“It creates a destination where fans can connect and immerse themselves in the music, style and spirit of one of the world’s most iconic and beloved bands.”

For those in the know, the store’s window features a world first soundwave installation – taken from the opening to the 1966 hit track ‘Paint It Black’.

Hasbro, Pokemon and Penguin Ventures among first exhibitors taking part in Festival of Licensing

Hasbro, The Pokemon Company, Penguin Ventures, and the Natural History Museum are among just some of the biggest names to be taking part in the new virtual Festival of Licensing running this October and taking the place of Brand Licensing Europe this year.

Brands from across the entertainment, publishing, gaming, sport, lifestyle, and heritage licensing fields have now confirmed their attendance and taken up their exhibition slots at the digital gathering which this year will run all online from October 6th to 29th. The event is to be hosted by Global Licensing Group in partnership with Licensing International.

Acamar Films, Chupa Chups, NBA Properties, Sega Europe, Start Licensing, and Yale are among those to have already registered to exhibit.

“Many great business opportunities have stemmed from the connections we have made at Brand Licensing Europe,” said Maxine Lister, head of licensing, Natural History Museum. “This year, especially, it is important for us to continue expanding our partnerships and develop new ways for the public to connect with the natural world through our 80 million specimens.

“We are thrilled to be taking part in Festival of Licensing and look forward to new business opportunities to evolve our licensing strategy.”

Registration for the four-week long celebration of global licensing also opens today at www.festivaloflicensing.com where attendees can opt to attend any or all of the Festival’s three regionally tailored events for Europe, Asia and the Americas, as well as the Licensing Leadership Summit:

  • Week 1: 6-8 October – Europe, powered by Brand Licensing Europe
  • Week 2: 14-15 October – Asia, powered by Licensing Expo China and Licensing Expo Japan
  • Week 3: 20-22 October – North America and Latin America, powered by Licensing Expo
  • Week 4: 28-29 October – Global C-suite virtual conference – Licensing Leadership Summit

“The feedback we have received about Festival of Licensing since announcing it just four weeks ago has been incredible and we are thrilled to be able to announce such an amazing first roster of exhibitors,” said Anna Knight, vice president, Global Licensing Group, Informa Markets. “This is only the beginning – we have another seven weeks till ‘doors open’ – so there will be a lot more news, and surprises, coming down the line.”

 

Exhibitors confirmed to date Include:

 

  • Acamar Films
  • Asgard Media
  • Bioworld
  • Brainbase
  • Brandgenuity
  • CAA-GBG
  • Chupa Chups, S.A Unipersonal
  • CPLG/Wildbrain
  • Crunchyroll Europe
  • Cyber Group Studios
  • Dependable Solutions
  • Design Plus
  • Edutainment
  • Hasbro
  • Herschend Entertainment Studios
  • J Patton
  • KOCCA
  • Licensing Works
  • LoCoco Licensing
  • Natural History Museum
  • NBA Properties Inc
  • Octane5
  • Opsec
  • Penguin Ventures
  • Pokemon
  • Sega Europe
  • Start Licensing
  • Tesa Scribos
  • UCLA
  • Xilam
  • Yale
  • Zolan Licensing Agency

Brands who are interested in exhibiting or sponsorship opportunities can visit www.festivaloflicensing.com for more information.

Rovio and Topgolf Entertainment launch Angry Birds into select venues

Eagle, Birdie, the rarely scored Albatross, whatever term you’d like to use, Rovio Entertainment is looking to go the distance in a new partnership with Topgolf Entertainment Group to bring the Angry Birds franchise to select Topgolf venues this autumn.

The partnership marks a new first for both the Angry Birds IP and Topgolf and is aimed at ‘delivering humour and fun for families and friends,’ by utilising Topgolf’s exclusive Toptracer ball-tracing technology to blend the physical act of hitting a golf ball with the digital game play of Angry Birds.

Taking on a variety of challenges, Topgolf guests will be able to partner with much-loved Angry Birds characters including Red, Chuck, and Bomb to demolish virtual structures placed on the Topgolf targets.

“As a company deeply-rooted in innovation, creating new and dynamic experiences is something we consistently deliver, and we know Angry Birds will be a game-changing addition to our existing gaming collection,” said Dolf Berle, Topgolf Entertainment Group chief executive officer.

“With the Angry Birds’ loyal fanbase, this offering is sure to deliver on an experience that makes our Guests feel like they are part of the highly acclaimed mobile game.”

Angry Birds started as a popular mobile game in 2009 and has since evolved into one of the world’s most loved entertainment brands, covering games, blockbuster movies, animated series, location-based entertainment and more. In total, Angry Birds mobile games have been downloaded over 4.5 billion times.

“This experience perfectly embodies the Angry Birds brand in terms of its accessible fun and all-round irreverence,” said Ville Heijari, CMO of Rovio Entertainment. “Added to that, what Topgolf has developed with their Toptracer technology is highly innovative and aligns with the physics-based challenges that can be discovered in Angry Birds mobile games. The resulting experience is a familiar but uniquely branded experience that we’re excited for our fans to take a swing at.”

Rovio and Topgolf Entertainment launch Angry Birds into select venues

Eagle, Birdie, the rarely scored Albatross, whatever term you’d like to use, Rovio Entertainment is looking to go the distance in a new partnership with Topgolf Entertainment Group to bring the Angry Birds franchise to select Topgolf venues this autumn.

The partnership marks a new first for both the Angry Birds IP and Topgolf and is aimed at ‘delivering humour and fun for families and friends,’ by utilising Topgolf’s exclusive Toptracer ball-tracing technology to blend the physical act of hitting a golf ball with the digital game play of Angry Birds.

Taking on a variety of challenges, Topgolf guests will be able to partner with much-loved Angry Birds characters including Red, Chuck, and Bomb to demolish virtual structures placed on the Topgolf targets.

“As a company deeply-rooted in innovation, creating new and dynamic experiences is something we consistently deliver, and we know Angry Birds will be a game-changing addition to our existing gaming collection,” said Dolf Berle, Topgolf Entertainment Group chief executive officer.

“With the Angry Birds’ loyal fanbase, this offering is sure to deliver on an experience that makes our Guests feel like they are part of the highly acclaimed mobile game.”

Angry Birds started as a popular mobile game in 2009 and has since evolved into one of the world’s most loved entertainment brands, covering games, blockbuster movies, animated series, location-based entertainment and more. In total, Angry Birds mobile games have been downloaded over 4.5 billion times.

“This experience perfectly embodies the Angry Birds brand in terms of its accessible fun and all-round irreverence,” said Ville Heijari, CMO of Rovio Entertainment. “Added to that, what Topgolf has developed with their Toptracer technology is highly innovative and aligns with the physics-based challenges that can be discovered in Angry Birds mobile games. The resulting experience is a familiar but uniquely branded experience that we’re excited for our fans to take a swing at.”

World of Toys will return to Hong Kong Toys & Games Fair 2021 with new safety measures

The 2021 Hong Kong Toys & Games Fair will once again play host to the popular international fair programme, World of Toys, created by Spielwarenmesse to make overseas trade fairs more accessible to companies. The international pavilion will be held at the Hong Kong show taking place at the Hong Kong Convention and Exhibition Centre in January next year.

Given the challenges the world is currently facing, the closing date for registrations has been extended to September 30th 2020. Companies appearing at the pavilion will have direct access to business contacts in the region. They also receive support from Spielwarenmesse eG in the technical and organisational aspects of showing at the event.

A total of 27 exhibitors (2019: 25) from 13 countries (2019: 12) took part in this year’s Hong Kong Toys & Games Fair. To ensure that exhibitors can continue to enjoy the benefits of a successful fair, this year’s event will require more organisation due to the current coronavirus situation.

Additional measures will include the expansion of the meeting and hospitality area to enable exhibitors to hold business meetings with visitors whilst still observing social distancing rules.

Companies taking part in the World of Toys programme receive an Allround Package. The comprehensive services include, among others, a complete exhibition stand with basic fittings and furnishings, the selection and recommendation of service partners, announcements in the exhibition organiser’s publications as well as marketing activities in the relevant media. Participation in the World of Toys Pavilion will be subsidised in 2021 by the HKSAR Government.

Further information and registration forms for the World of Toys Pavilion at the Hong Kong Toys & Games Fair can be found at www.world-of-toys.org/asia-pacific/hong-kong-toys-games-fair/.