The Emoji Company supports 50808 crisis response campaign

The Emoji Company has offered its support to a new initiative from 50808, a service that provides in-the-moment support for people in emotional crisis, by supplying the platform with its extensive library of Emoji brand icons. The partnership was struck in order to help those in need easily communicate when seeking help.

Launched in Ireland, the partnership was devised by the local creative agency, Havas Dublin, as a means of enabling those in need to communicate through a universal language.

Ian Power, CEO at 50808, said: “Our service provides in-the-moment support for people in emotional crisis, over text. For our Irish launch campaign, we wanted to compel those who prefer to text, rather than talk. Havas Dublin came up with the idea of conveying this important message through the universal language and with the help of the Emoji brand and we loved the concept. This required us to find a complete bank of Emoji brand icons to utilize – and so the search began.”

Through its connection to the Vivendi network and Universal Music Group’s brand management and merchandising unit, Bravado, the partnership was cemented and the 50808 campaign brought to life.

“Our service aims to save lives, and we’re thrilled to have the support of the emoji company to help us in our efforts to encourage those who need us to reach out,” added Power.

Marco Hüsges, CEO and founder of the Emoji company, added: “Supporting this humanitarian initiative of helping those in need is an honour for the emoji company. We are excited to work with Vivendi and Havas on this project.”

50808 is now live. Visit text50808.ie for more information.

 

WildBrain Spark is bringing Teletubbies and In the Night Garden to AR through ANIPEN partnership

WildBrain Spark, the digital media division of WildBrain, is making its first foray into augmented reality by teaming up with the South Korean AR specialist ANIPEN to bring characters from Teletubbies, In the Night Garden and Boy & Dragon to the medium.

Under the new partnership, the popular children’s characters, including a cast of those from the original WildBrain Spark  show Boy & Dragon, will be brought to life through ANIPEN’s AR technology made available within the company’s AnibeaR app.

Through the app, users will be able to create short videos which will incorporate the characters in real-world scenes shot on their phones. These videos can then be shared via social media. The project is currently in development and the characters are due to launch on AnibeaR in Korea, Japan, China, Southeast Asia, and Australia later this year.

Jon Gisby, managing director of WildBrain Spark, said: “This is a ground-breaking project for WildBrain Spark as we use immersive technology to allow kids and families to create their own stories with our globally recognised characters.

“We are excited about the possibilities of AR and look forward to bringing our favourite characters to life through ANIPEN’s unrivalled technology.”

Jaewoong Jeon, CEO of ANIPEN, added: “We are committed to bringing next-generation augmented reality content that provides bold new experiences for users, such as interactive AR technology that combines our technical expertise with the family characters audiences know and love.

“With a portfolio of popular and internationally successful brands such as Teletubbies, In the Night Garden and Boy & Dragon, we’re very excited to be teaming up with WildBrain Spark and to take their characters into the world of AR.”

Based in South Korea, ANIPEN Inc. is an augmented reality startup that was founded in 2013 and developed an interactive augmented reality content-authoring engine to help global companies at home and abroad in technology and content. The AnibeaR app was developed and serviced in-house at ANIPEN and was also selected as the Best of AR in Google Play in 2019.

GoldieBlox prepares for rapid growth with new exec team and focus on consumer products

The toy firm turned media and entertainment powerhouse, GoldieBlox has made a suite of new appointments to its leadership team as the company prepares for rapid growth in the coming years, including further moves into the consumer products sector, led by its new EVP of operations and partnerships, Tim Erickson.

Having started out from humble beginnings on Kickstarter back in 2012, GoldieBlox has evolved into a media and entertainment powerhouse that aims to lead the gender equity charge for girls in STEAM.

As the company has grown, so has its charge to inspire and educate girls around the world to follow their STEAM dreams. The expansion of the executive team reinforces GoldieBlox’s commitment to creating content, products and partnerships that move the needle for girls to get interested in STEAM as a passion, hobby or career.

“I am incredibly excited to lead this experienced team as we build on our current success to take GoldieBlox into the future,” said Debbie Sterling, founder and CEO. “As we enter a growth phase, each of these executives brings a unique and complementary skill set to the company.”

The new appointments to the leadership team, include naming Peter Pergola as its new operating partner. The former COO of The Arca Group also assumes a seat on the Board of Directors and will bring a wealth of experience across the developments and commercialisation of IP.

“I am thrilled to join GoldieBlox in the journey to continue to build the original IP the company is known for,” said Pergola. “As a father to two young daughters, the mission of GoldieBlox is incredibly important and timely. We have a few very exciting commercial opportunities rapidly emerging, and I’m also thrilled at the fast traction we are making across the media investment landscape.”

Meanwhile, Melissa Schneider has been named chief content officer, where she will oversee content development, production, and platform partnerships. Schneider was most recently EVP at digital studio New Form, where she built the development slate and production team from the ground up and led the creative development and licensing efforts for two of the first digital to linear series deals with Final Space for TBS in 3rd Season and I Ship It for CW.

Ferrell McDonald joins as chief marketing officer to oversee brand development, digital and traditional marketing, communications, and experiences. McDonald comes to GoldieBlox from Tinder, where she served as CMO for the popular dating app. Her previous experience also includes senior marketing roles with Starz and Nike.

Tim Erickson fills the newly created role of executive vice president, operations and partnerships, where he is tasked with creating brand experiences for GoldieBlox partners through consumer products, innovative retail, and immersive storytelling. In addition, Erickson assumes responsibility for business development and the company’s operations. His previous experience at DreamWorks and Fox involved creating original merchandise and brand experiences.

Finally, Elizabeth Miller has been appointed creative director to develop the company’s brand narrative across functions and partners. Miller has served in senior creative and marketing roles at 20th Century Fox, Warner Bros., Cloudco Studios, Hasbro, DreamWorks Animation, AwesomenessTV and Disney.

GoldieBlox is a media and entertainment company using storytelling to make STEAM fun. It aims to educate and empower young girls by sharing tools to build their confidence and their dreams. Through products, content, partnerships and programs, GoldieBlox aims to close the gender gap in STEM.

Brand Licensing Europe 2020 to be all-virtual event called Festival of Licensing

Brand Licensing Europe will not be taking place in its physical form this year, but has transitioned to an all-virtual, four-week long global event called Festival of Licensing.

Running from October 6th to 29th this year, the large scale virtual gathering promises to be ‘the most inclusive global licensing event to date,’ and a ‘never-before-seen celebration of the business of brand licensing,’ that will be held in partnership with the industry trade association Licensing International.

Festival of Licensing builds off of the momentum of the Global Licensing Group’s Licensing Week Virtual event which took place in June this year in place of the Las Vegas Licensing Expo. The Festival of Licensing will comprise of four regionally tailored events in key licensing territories.

Week one will run 6th to 8th of October with its focus on the European market, powered by Brand Licensing Europe. Week two will be Asia focused running from 14th to 15th October and powered by Licensing Expo China and Licensing Expo Japan. Week three will be powered by Licensing Expo and will place its focus on the North America and Latin America markets, running from October 20th to 22nd. The fourth week will be a Global C-suite virtual conference, powered by the Licensing Leadership Summit and will be held on October 28th to 29th.

  • 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 first three events will be time-zoned around the respective territories they serve and deliver visitors and exhibitors the chance for IP discovery with exclusive brand and property showcases from up to 200 exhibitors and the virtual take on the annual License This! and Pitch the Brands competition finals.

Content wise, Festival of Licensing will host live keynote headliners from the world’s most influential brands that address the most pressing topics of the current and changing business environment, more than 100 hours of live and on-demand, territory and category specific content to guide businesses through the new consumer landscape, and a retailer only space with exclusive content and expert Q&A sessions.

While it won’t entertain the usual Hand and Flower networking sessions, the virtual event will offer ‘thousands of opportunities to meet, do business and strike deals’ through the Festival Matchmaking Service, enabling both pre-planned online video meetings and impromptu exhibitor booth drop ins.

Ticking the Experiences box, while the planned theme of fashion will be postponed until Brand Licensing Europe comes back in its physical form next year, the Festival will host Fully Licensed! a programme of special live daily evening entertainment and experiences in each region. It will also host Community & Wellbeing, a celebration of the global licensing industry, a wide range of career/business advice and mentoring, an industry fundraiser and wellbeing workshops focused on our physical, nutritional, creative, psychological and social needs.

The festival will conclude with Licensing Leadership Summit taking place 28th to 29th October. Originally scheduled as an in-person, senior-level, global gathering of the industry’s C-Suite and thought-leaders from brands, agents, manufacturing and retail, the new virtual offering will draw on key learnings from the previous three weeks and future-looking topics that will facilitate debate and shape the future of the global licensing industry.

Informa Markets’ Global Licensing Group Vice President, Anna Knight, said: “We are incredibly excited to announce Festival of Licensing and proud of the opportunities and experiences it offers to the global licensing industry. Although the decision to transition Brand Licensing Europe to an all-virtual event was a difficult one and we will miss seeing everyone at ExCeL this year, I’m proud that we have a comprehensive offering in its place and look forward to the European event kicking off Festival of Licensing.

“We have had great feedback from June’s Licensing Week Virtual, so we know that there is huge potential and appetite for industry connection during this challenging time when meeting face-to-face is difficult. Our partners are telling us that driving domestic and international connections, discovering new IP and brands and learning how to navigate the new consumer landscape are paramount to the health of forward-planning for the business of brand licensing, and Festival of Licensing will support all of these needs.

“We also want Festival of Licensing to offer amazing experiences for everyone who joins us. One of the joys of virtual is that it can make the previously impossible possible, and we plan to use the power of the platform to fuel the imagination, delight and inspire in a fitting celebration of this industry and the people within it.”

Maura Regan, President, Licensing International, added: “This global virtual event is an exciting platform to provide our members and the broader industry with the connections and tools to continue to move their business forward. Our industry is truly global, and this event promises to bring us all together (while apart) designed expressly to engage and facilitate smart business in real time, regardless of where in the world you may be.”

Brands who are interested in exhibiting or sponsorship opportunities should visit www.festivaloflicensing.com

 

 

Intellivsion CEO joins Comic-Con@Home panel to talk the future of family gaming

Intellivision CEO, Tommy Tallarico will be taking centre stage at this year’s San Diego Comic-Con@Home event, alongside a cast of experts in the technology and family gaming space, to discuss just how emerging new tech will shape the future of entertainment.

Intellivision is recognised as a pioneer in the videogaming space, and was one of the first consoles to bring sports licensing into the video gaming arena when it struck up its first US-centric deals with the likes of Major League Baseball in the 1980s. Since then, video games have become an influential part of culture, creativity and connection across the decades.

Tallarico will be joined by the co-founder and CEO of Resolution Games, Tommy Palm, and the tech-entertainment expert and founder of Collabsco, Valerie Vacante for a discussion on how creators are designing new experiences across various platforms to shape the future of family gaming.

Called Transforming Together Time: Family Gaming and the Future of Play, the panel session will take place on Thursday, July 23. The panel will discuss the history and future of gaming, from the console wars, memorable mobile gaming moments and gamifying the world with augmented reality, to taking off into new immersive worlds through VR, voice, and beyond.

According to the latest Verizon research the global gaming market is booming, with 3 billion gamers estimated by 2023. Verizon recently reported a 75 per cent increase in gaming traffic, and according to a recent study by Hasbro, 96 per cent of families playing games feel closer.

“With all of the family togetherness during lockdown, it comes as no surprise that parents are looking for more ways to keep their families engaged and entertained from within the home. We are seeing exponential growth across VR, AR, Voice and Interactive Gaming Market in addition to PC, mobile and console platforms,” said Valerie Vacante, director of strategy at LiveArea and founder of Collabsco.

“Families are spending more time gaming together in new ways than ever before, the near future of gaming is multigenerational, collaborative and immersive.”

Transforming Together Time: Family Gaming and the Future of Play will feature real world examples behind some of the most beloved family gaming experiences and latest announcements. Find out more about the exciting work from Resolution Games, Intellivision Entertainment and Collabsco’s collaborators Virsix Games, Firebolt Games, Rocket Impact and Pressure Games among others.

“Comic-Con is one of the most significant cultural events on the planet. And, VR is quickly emerging to be the ultimate platform where core gamers, Sci-fi and fantasy fanatics, and others can go to immerse themselves in their favourite worlds. Fans can also engage with their favourite characters and games like never before by actually being IN the experience. Seeing these two come together is an exciting sign for what’s to come,” – Tommy Palm, co-founder and CEO at Resolution Games.

“It’s always a huge honour to be a part of Val’s panels. She always brings in the biggest and brightest people at the top of their industries and her commitment to family and fun is boundless.”  – Tommy Tallarico, CEO, Intellivision Entertainment

 

 

 

Licensing International heralds its German event, Day of Licensing a virtual success

Licensing International has heralded its Day of Licensing – its premier German licensing event usually held in Cologne – as a virtual success, having transposed the conference to an online only event last week.

Over 600 registered visitors attended the virtual show – a change of pace from its usual gathering in Cologne due to the ongoing covid-19 measures – where they got a better look at the franchises and properties driving the industry forward in the near future.

The event hosted a number of brand presentations, many of which are still available for registrants to download, with one presentation bringing in 3,000 views. All together, the Day of Licensing boasts 3.8 terabytes of data for 9.5 hours of content.

“Overall a fantastic, smooth running day, thanks in no small part to the excellent platform-build and back-end support from Blank Promotion,” said Peter Hollo, external lead consultant for Licensing International in Germany. “It’s never easy to translate a physical gathering into a virtual setting, but I’m proud of what we were able accomplish. With this Digital Day of Licensing, I think we’ve set a high bar for future events – a great template for more events of this kind.”

Gisela Abrams, SVP global partnerships, Licensing International, added: “Ensuring that this important event could happen virtually was crucial to us to support our members and the industry. I am grateful to all the participants who engaged with the platform and more importantly, with each other, to make this event such a success.”

The event saw the likes of Alibaba/Alifish executive Alex Tsai offer insights into the world of a giant of commerce in the keynote session, while anchoring the day were video streams from exhibitors including Bavaria Media, CAA-GBG, Edel Kids, Euro Lizenzen, Hasbro, Jochen Schweizer, KIDDINX, Mattel, Playmobil, Pokemon Company, ProSieben Sat1 Licensing, Studio100 Media, Studio71, ViacomCBS Consumer Products, WDR mediagroup, Wildbrain CPLG and ZDF Enterprises.

Attendees also had access to a Matchmaking Area and the Licensing Lounge, which allowed attendees to share fun snapshots into their home offices and pet “colleagues.” All presentations are still available in the “Mediathek,” where they can be downloaded at www.tagderlizenzen.de until July 24, even for new visitors who register now.

 

Expect cinema surge post-lockdown as UK’s viewing preferences are revealed in new survey

New research carried out by the pop culture agency, Experience12 has revealed the UK’s viewing preferences during lockdown while highlighting a desire among consumers to get back into cinemas as the world adjust to the new normal.

The wide-ranging survey of over 3,000 pop culture fans in the UK was collected between June 25th and July 2nd this year through the MCM Comic Con online channels. 80 per cent of the respondents were aged between 18 and 34 (48 per cent were in the 25 to 34 year old category; 32 per cent in the 18 to 24 category). Meanwhile, 58 per cent were male, 38 per cent female, 2 per cent non-conforming and 1 per cent transgender.

The survey revealed that 61 per cent of respondents prefer watching films to TV – which is backed up by the fact that two-thirds say they will be heading to their nearest cinema within two months of venues re-opening. A further 11 per cent said that they would go to watch a movie within three months.

The most anticipated theatrical releases have also been revealed via the research:

Top 10 Most Anticipated Films

  1. Wonder Woman 1984
  2. Bill & Ted Face the Music
  3. A Quiet Place Part II
  4. Tenet
  5. Mulan
  6. The King’s Man
  7. The Conjuring: The Devil Made Me Do It
  8. Monster Hunter
  9. Candyman
  10. The Spongebob Movie: Sponge on the Run

 

However, with most people still spending time at home, TV has been championed as a vital commodity to consumers during the lockdown period. Streaming services in general have emerged as consumers’ favourite way to view content, with 90 per cent opting for this format, compared to 4 per cent preferring on-demand TV and just 3 per cent choosing live TV.

Netflix leads the way in terms of subscriptions, with 92 per cent of respondents accessing this service, followed by Amazon Prime Video at 72 per cent.

Disney+ has enjoyed a fast uptake, with 62 per cent of respondents subscribing to the service, no doubt thanks to it boasting some of the biggest IP in entertainment, but also due to its discount launch campaign during the early weeks of the pandemic. Indeed, 47 per cent of the sample audience said that they had subscribed to Disney+ during lockdown.

In terms of on-demand TV services, the BBC iPlayer is way ahead, with 47 per cent of respondents claiming it as their favourite, compared to All 4 at 24 per cent, Sky Go at 14 per cent, and ITV Hub at just 3 per cent.

Netflix remains top when it comes to content, with 54 per cent of the TV, film and games fans claiming that the service makes the best TV shows. HBO came in at second place with 21 per cent of votes, with both Amazon Prime Video and the BBC also applauded for their output.

TV Series Most Excited About

  1. The Mandalorian S2
  2. The Falcon and the Winter Soldier
  3. The Boys S2
  4. The Great British Bake Off
  5. RuPaul’s Drag Race
  6. Adventure Time: Distant Lands
  7. Doom Patrol S2
  8. Lovecraft Country
  9. Hanna S2
  10. Truthseekers

“Home entertainment has provided a lifeline for people during the lockdown – and still now, with many still spending much more time at home,” said Experience12 managing director, Chris Whittle.

“Netflix, Amazon Prime and now Disney+ are keeping the nation entertained and, while our research shows that Netflix retains the crown (and, indeed, The Crown) when it comes to the best content, it’s interesting to see that it’s actually output from Amazon Prime and Disney+, such as The Mandalorian S2, The Falcon and the Winter Soldier and The Boys S2 which are the most anticipated.

“Meanwhile, it’s clear to see that pop culture fans are keen to get back to the cinema as soon as they can. Superhero movies are, as ever, what fans are looking forward to the most. But what’s interesting is that – while 79 per cent of our respondents claim to prefer Marvel over 21 per cent who prefer DC – the top two most anticipated movies come from the DC comic stable, namely Wonder Woman 1984 and Bill & Ted Face The Music.”

 

Licensing International to unveil findings of its diversity in the industry study this August

The industry trade association, Licensing International, will unveil the findings of the first global study into diversity within the licensing industry in special webinar to be held on Monday, August 3rd. The study was conducted by the Geena Davis Institute on Gender in Media at Mount Saint Mary’s University and was commissioned by Licensing International’s Inclusion, Diversity, Equity, and Accessibility Committee in February this year.

Licensing International will use the research to benchmark the industry and evaluate progress in the years ahead. The study also serves as the starting point for development of a Diversity & Inclusion Toolkit, providing guidance and resources for companies as they tackle this important issue.

The study is part of the ongoing work of the Licensing International IDEA committee, which is sponsored by the NFL Players Association (NFLPA), with additional support provided by Sony Pictures, Sybo Games and USAopoly.

“The findings of this study bear out what I think we all already know – there is work to be done when it comes to ensuring inclusivity and equal representation across our industry,” said Maura Regan, president, Licensing International. “This is a moral and a business imperative. Our goal is to provide the leaders of our industry with the knowledge and tools they need to take action and change the status quo. Sharing the findings of our research is just the first step in that process.”

“We applaud Licensing International for taking a leadership role by committing to this ground breaking research, which can serve as a blueprint as they build a more inclusive and equitable environment for their members,” said Madeline Di Nonno, CEO of the Geena Davis Institute on Gender in Media.

“Given the global reach and impact that the licensing industry has on consumers, and particularly children, embracing and building a culture of cultural equity and inclusion will drive relevant strategies around product development which will ultimately benefit our global society.”

Licensing International member companies from around the world participated in the study, and their responses were combined with supplemental research and data analysis by the Geena Davis Institute. Key learnings include:

  • 30.2 per cent of survey respondents report that their organization has a D&I program.
  • 17.8 per cent of small organizations (1-50 employees) have a D&I program, compared with 67.5 per cent of large organizations (501+ employees).
  • In the U.S., people of colour account for 38 per cent of the population, but only 13.5 per cent of CEOs among member organisations.
  • Women make up 51 per cent of the global population, yet 24 per cent of member organization CEOs are female, compared with 76 per cent who are male.

The full results will be presented by the Geena Davis Institute on Gender in Media at Mount Saint Mary’s University in a free webinar Monday, August 3 at 9 am PDT / Noon EDT.

The event will also include a discussion about the path forward with experts and corporate leaders. Licensing International’s new Diversity & Inclusion Toolkit will be made available after the event and is also being shared with a number of other related trade associations.

Formed last June, the Licensing International IDEA committee, chaired by Jamie Stevens, Sony Pictures Entertainment EVP of Consumer Products and Licensing, also plans to launch a diversity recruitment program that will attract and grows a diverse talent pool to brand licensing right out of college. Through partnerships with universities, Licensing International aims to develop and implement a targeted internship program, formalized mentorship opportunities and quarterly speaker series.

 

Going viral after the virus: Fanbytes’ Timothy Armoo talks the new future of toy and brand marketing

Timothy Armoo is the CEO and founder of Fanbytes, a digital marketing business that has shot to success in the three short years it has been plying its trade as a leading light in Gen Z marketing and tapping into the global TikTok sensation early doors. At 24 years old, Fanbytes is Armoo’s third business.

At the age of 17, the young entrepreneur had sold his second business, EntrepreneurXpress, a platform that held open the door for his subsequent success in the world of social media marketing.

Before the coronavirus really took hold of the UK earlier this year, Armoo – working alongside the team at Playtime PR – launched the first TikTok campaign for the global toymaker Bandai and its Yolkies product campaign.

Bandai is just one of five major toy companies that Armoo’s company is now working with, and one of many more global entertainment brands that have turned to the young marketing magician to better tap into today’s younger audiences.

Licensing.biz catches up with Timothy Armoo, CEO and founder of Fanbytes for his insight on the future of toy marketing in a post-pandemic world.

Last time we connected, Fanbytes had just kicked off a marketing campaign with Bandai – how did it all go? What was response like, and what kind of engagement did you guys see with that?

The reception was incredible, the brand Yolkies was a perfect fit for TikTok and working with the team at PlayTime PR meant that we could have a full 360 approach both with media and PR. The content now stands at millions of views but most important are the comments, with a 93 per cent positive sentiment across the comment. TikTok is one of those platforms where it can be very easy to swipe and leave

A lot has happened since back then. How have things evolved at Fanbytes over the last few months? How has lockdown and the pandemic impacted on the social media marketing space in that time?

Pretty interesting. At the start of the lockdown, we brought out the Bytehouse which was the first-ever UK TikTok house which did insanely well. We put 6 of the biggest and most influential creators on TikTok in one house to create content We’ve now clocked over 100 million views on our content and we signed on What Do You Meme as our games partner which did very well and now work with Rubik’s, Gymshark and even helped Government organizations with spreading the word about coronavirus.

I think the pandemic has accelerated some changes in the social media world where agencies who solely relied on client revenue from one service are failing. We’ve had to be nimble in what we do constantly bringing out products and services which are innovative. The Bytehouse for example was featured on BBC News, Sky and every major press article because it was genuinely innovative, taking all the IP and insight we’d used from helping brands reach this audience to then build our own brand.

How far do you think the last few months will influence the future of social media marketing? Will brands be adopting the ‘home made’ social media approach more? Have you guys seen an increase in activity here?

Yes, this was a trend we were already seeing with people not needing the Hollywood treatment of content with “shot at home” becoming more in vogue. It’s clear this works. People buy from people and the less photoshopped and real it looks the better.

Fanbytes is working with some big names in entertainment – Warner, Universal, Paramount and more – why are companies like these now turning their attention to this kind of marketing, and Fanbytes in particular? 

I think it’s because we’ve stayed incredibly true to what we do. Helping brands win Gen Z audiences. Everything we do is centred around that. The insights we share on our socials, the language we use when communicating to clients, it’s one of those things that if you’re an expert in, people will always come to you for.

We often turn down work if we think we can’t do a good job which is quite funny sometimes, try saying to your investors we turned down this six figure deal because we didn’t feel like it hit our sweet spot! But it’s been a good decision for us.

What’s the uptake been like from the toy industry to date? What potential do you think this market has for TikTok marketing – is the industry waking up to idea, and is it being quick enough to react?

We now work with five of the biggest Toy companies in Europe and funnily enough, they’ve all come to us. I think the shift has come because people think that on TikTok it’s just brand awareness, however, when you show clear case studies of being able to drive sales, that always wins.

We’ve developed a framework we use for all our campaigns which works exceptionally well to drive sales and when we can predictably guarantee results that’s very strong. We’re also starting to bring out long term collaborations with these toy brands, rather than just a simple collaboration.

What do you think the next stage of evolution for influencer/social media marketing could be for brands and for the toy industry in particular?

I think it’s going to be deeper integrations between influencers and brands where people will bring out their own collection in partnership with a brand. You see a lot of makeup brands doing this, but I think it will extend to toys where the influencer could bring out their own range of a particular toy. This makes intuitive sense. Most toy manufacturers sell through retailers so with a bit of personalisation you could have the influencer as the retailer, which will drive huge volume and sales.

How did this all get started for you? What does the future look like for Fanbytes in the coming years – any big plans we can be shouting about?

I built my first company at 14 and sold my second company, EntrepreneurXpress at 17 which really got me into the social media world. I started Fanbytes in university three years ago and it has grown well into being a strong force in the advertising world which I’m very proud of.

The future is very interesting for us, using our expertise we are building our own products tailored to Gen Z as well as branding out the agency itself into supporting clients on a whole range of things including paid media + partnerships. Of course, we’re also gearing up for our US launch, we do a lot of business there but no real meaningful presence. That’s going to change soon.

Going viral after the virus: Fanbytes’ Timothy Armoo talks the new future of toy and brand marketing

Timothy Armoo is the CEO and founder of Fanbytes, a digital marketing business that has shot to success in the three short years it has been plying its trade as a leading light in Gen Z marketing and tapping into the global TikTok sensation early doors. At 24 years old, Fanbytes is Armoo’s third business.

At the age of 17, the young entrepreneur had sold his second business, EntrepreneurXpress, a platform that held open the door for his subsequent success in the world of social media marketing.

Before the coronavirus really took hold of the UK earlier this year, Armoo – working alongside the team at Playtime PR – launched the first TikTok campaign for the global toymaker Bandai and its Yolkies product campaign.

Bandai is just one of five major toy companies that Armoo’s company is now working with, and one of many more global entertainment brands that have turned to the young marketing magician to better tap into today’s younger audiences.

Licensing.biz catches up with Timothy Armoo, CEO and founder of Fanbytes for his insight on the future of toy marketing in a post-pandemic world.

Last time we connected, Fanbytes had just kicked off a marketing campaign with Bandai – how did it all go? What was response like, and what kind of engagement did you guys see with that?

The reception was incredible, the brand Yolkies was a perfect fit for TikTok and working with the team at PlayTime PR meant that we could have a full 360 approach both with media and PR. The content now stands at millions of views but most important are the comments, with a 93 per cent positive sentiment across the comment. TikTok is one of those platforms where it can be very easy to swipe and leave

A lot has happened since back then. How have things evolved at Fanbytes over the last few months? How has lockdown and the pandemic impacted on the social media marketing space in that time?

Pretty interesting. At the start of the lockdown, we brought out the Bytehouse which was the first-ever UK TikTok house which did insanely well. We put 6 of the biggest and most influential creators on TikTok in one house to create content We’ve now clocked over 100 million views on our content and we signed on What Do You Meme as our games partner which did very well and now work with Rubik’s, Gymshark and even helped Government organizations with spreading the word about coronavirus.

I think the pandemic has accelerated some changes in the social media world where agencies who solely relied on client revenue from one service are failing. We’ve had to be nimble in what we do constantly bringing out products and services which are innovative. The Bytehouse for example was featured on BBC News, Sky and every major press article because it was genuinely innovative, taking all the IP and insight we’d used from helping brands reach this audience to then build our own brand.

How far do you think the last few months will influence the future of social media marketing? Will brands be adopting the ‘home made’ social media approach more? Have you guys seen an increase in activity here?

Yes, this was a trend we were already seeing with people not needing the Hollywood treatment of content with “shot at home” becoming more in vogue. It’s clear this works. People buy from people and the less photoshopped and real it looks the better.

Fanbytes is working with some big names in entertainment – Warner, Universal, Paramount and more – why are companies like these now turning their attention to this kind of marketing, and Fanbytes in particular? 

I think it’s because we’ve stayed incredibly true to what we do. Helping brands win Gen Z audiences. Everything we do is centred around that. The insights we share on our socials, the language we use when communicating to clients, it’s one of those things that if you’re an expert in, people will always come to you for.

We often turn down work if we think we can’t do a good job which is quite funny sometimes, try saying to your investors we turned down this six figure deal because we didn’t feel like it hit our sweet spot! But it’s been a good decision for us.

What’s the uptake been like from the toy industry to date? What potential do you think this market has for TikTok marketing – is the industry waking up to idea, and is it being quick enough to react?

We now work with five of the biggest Toy companies in Europe and funnily enough, they’ve all come to us. I think the shift has come because people think that on TikTok it’s just brand awareness, however, when you show clear case studies of being able to drive sales, that always wins.

We’ve developed a framework we use for all our campaigns which works exceptionally well to drive sales and when we can predictably guarantee results that’s very strong. We’re also starting to bring out long term collaborations with these toy brands, rather than just a simple collaboration.

What do you think the next stage of evolution for influencer/social media marketing could be for brands and for the toy industry in particular?

I think it’s going to be deeper integrations between influencers and brands where people will bring out their own collection in partnership with a brand. You see a lot of makeup brands doing this, but I think it will extend to toys where the influencer could bring out their own range of a particular toy. This makes intuitive sense. Most toy manufacturers sell through retailers so with a bit of personalisation you could have the influencer as the retailer, which will drive huge volume and sales.

How did this all get started for you? What does the future look like for Fanbytes in the coming years – any big plans we can be shouting about?

I built my first company at 14 and sold my second company, EntrepreneurXpress at 17 which really got me into the social media world. I started Fanbytes in university three years ago and it has grown well into being a strong force in the advertising world which I’m very proud of.

The future is very interesting for us, using our expertise we are building our own products tailored to Gen Z as well as branding out the agency itself into supporting clients on a whole range of things including paid media + partnerships. Of course, we’re also gearing up for our US launch, we do a lot of business there but no real meaningful presence. That’s going to change soon.