Opinion | Love craft: What are the secrets to creating a lovable toy brand?

In the quest to answer the question, how can you create not just a great toy brand, but a loved one, PR agency Energy PR has uncovered a few home truths about the nature of customer loyalty, all of which it lays out in its new Brand Love research report.

Here, Louise Findlay-Wilson, founder and managing director at Energy PR, explores some of those findings as she discusses the boxes a brand needs to tick to transition from a favoured children’s brand to one that is loved by kids, families, and parents alike.

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It seems obvious that a toy brand would want to make itself lovable, after all the relationship between a child and a toy is utterly rooted in the emotions of fun, excitement and yes…love.

But it’s not just the child which a toy brand needs to worry about. Unlike most other consumer goods, toy brands also need to think about the parents and gift givers too – and go the distance in order to foster their love.

This sounds like a lot of hard work but there are lots of good commercial reasons why toy brands should try.  For instance, in our research report, Brand Love, we found that people who love a brand are three times more likely to recommend it to others. They are also much more forgiving – they will tolerate twice as many mistakes from a brand they are 100 per cent committed to.

All this love. and therefore loyalty, translates into bottom line sales. Data shows that, whilst repeat buyers only make up around eight per cent of the average online retailer’s customers, they account for a disproportionate share of its turnover – a whopping 40 per cent.

So, how do you build the love for your toy brand among both kids and adults? The first thing to remember is that it’s not about price or customer service. These factors matter but they’re not key to loyalty. Indeed, according to our study, just 33 per cent of marketers think value for money is important for brand greatness, and 34 per cent believe it’s determined by its customer support. Instead, they argue that great brands are those we trust (60 per cent) and those which make us feel good (58 per cent).

What’s more, to move from brand greatness to being loved, your brand needs to also have values which align with the customer’s (55 per cent), be closely tied with the consumer’s identity (38 per cent) and indeed become part of someone’s life (42 per cent).

This involves much more sophisticated marketing – and for a toy brand it’s a massive balancing act. You must be fun and relevant from the child’s point of view, but also fit with the parent or gift giver’s values, so that they feel comfortable – indeed, positively excited – buying the toy or game for another.

And this balance must be achieved time and again, over many years. This means not only consistently living up to values but keeping them relevant for the modern era.

LEGO has done this brilliantly. The notion of ‘playing well’ – through imagination, fun and creativity – worked back in 1932 and can still be seen today in its ‘rebuild the world’ campaign. Another evergreen favourite, Paddington, has also deftly held onto its long-held values – this time of kindness and generosity – refreshing them for each era.

For instance, Paddington in 2017 became a champion for children’s rights for UNICEF. A tactic which will have resonated with those grandparents, who themselves loved Paddington when children in the 1950s.

Getting your values right, and living up to them, so that customers learn to trust you for them, is the fundamental first step on the road to brand love.

Get your free copy of Brand Love here

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Louise Findlay-Wilson is the founder and managing director at Energy PR an active PR agency in the toy and children’s sectors

British children ‘unafraid to challenge adults’ for a better society, says latest Beano Brain report

A Beano Brain report on the acts of rebellion carried out daily by children has uncovered some hard hitting figures, including those stating that 48 per cent of young people today think they can be better trusted to stand against racism than their parents, teachers, or politicians, and that 59 per cent believe saving the planet should be top-priority in a post-Covid-19 world.

The results have emerged from a New Rebellion report conducted by the Beano’s specialist kids’ insight consultancy Beano Brain, into how kids and teens today feel about topics such as climate change, racial inequality, the family unit and the future of technology.

Its findings suggest that youngsters are becoming increasingly frustrated and disillusioned with the adults in charge, and are now taking matters in to their own hands by carrying out ‘small daily acts of rebellion and activism to instigate societal change.’

Their acts appear to be in contrast to the large-scale protests undertaken by previous younger generations, instead committing smaller, more frequent acts of rebellion to positively impact society, suggests the report.

 80 per cent of kids report carrying out small acts of rebellion, challenging the adults around them each week, resulting in a total of 4.9 million mini acts of rebellion weekly. 24 per cent of kids regularly remind adults to take care of the planet, with 27 per cent stepping in to tell someone to pick up their litter.

The report has also found that more than a quarter (26 per cent) of young people frequently directly challenge racist behaviour, with 44 per cent saying they’ve called out adults for inappropriate comments in the past.

The research was conducted with more than 35,000 kids and teens aged seven to 14 across the UK over the last ten months.

 The report also reveals that despite the spirit of rebellion present in today’s kids, they are more likely to get along with their families than previous generations. Three quarters (75 per cent) of Gen Alpha report they regularly listen to their parents’ advice and over half (55 per cent) have their parents as ‘friends’ on social platforms.  

 Gen Alpha put huge value on family time, which has become more important than ever during the pandemic. Six out of 10 kids (62 per cent) want to spend more time with their family, with well over two-thirds (70 per cent) wishing their parents would spend less time on their mobile devices.

Helenor Gilmour, director of insight, Beano Brain, said: “This exploration of rebellion in 2021 was born from our assertion last year that Gen Alpha were young activists. Now we can see that although 20 per cent have already attended a protest they are in fact, changing the world by stealth, carrying out millions of acts of rebellion each week.

Supported by their Millennial parents they are gradually changing society through small actions and living by example. This is hugely powerful. Gen Alpha’s “constructive” rebellion is even now catalysing societal change, an impact that could be greater than any generation before them.”

 The New Rebellion Report also examines the tech divide between Generation Alpha and their parents. Nearly half of kids (49 per cent) believe that technology can solve some of the world’s biggest problems, but 32 per cent think adults are scared of new tech.

When it comes to using tech on a day-to-day basis 44 per cent of kids and teens think that they’re more responsible than adults give them credit for, and 46 per cent find themselves helping an adult use technology at least once a week.

Beano Brain is a specialist insights consultancy from Beano Studios. Born from decades of experience with kids through the iconic Beano comic, it now helps companies build their own connections with families using its knowledge of Gen Alpha, Gen Z and their Millennial parents.

A summary of the research is available to read at beanobrain.com

Kids Industries and WWF-UK win Best Branded Learning App at 2021 Kidscreen Awards

The family-oriented marketing agency, Kids Industries has scooped Best Branded Learning App in the digital category at the 2021 Kidscreen Awards for the Amazing Planet app, developed in partnership with the conservation charity WWF-UK.

A high-profile celebration of children’s content excellence, the Kidscreen Awards pay tribute to outstanding kids and families’ TV and digital media work from around the world.

Gary Pope, co-founder and CEO at Kids Industries, said: “The win is testament to the creativity and dedication that the KI team applies – from the initial brief of creating a new subscription product for seven to 11 year-olds that promotes sustainability, through to retaining a fun, exciting and engaging experience.

“We are thrilled that our work has been recognised for its innovation and creativity. I’m incredibly proud of our amazing team – they continue to push boundaries and create engaging experiences which are fun and educational. The work with WWF involved research with 40 families and included prototyping, testing, business modelling, as well as product design, content creation and, ultimately, the app’s launch.”

Amazing Planet is a subscription product like no other, combining both physical and digital elements in an app. Opportunities for interaction and engagement include monthly collectable augmented reality (AR) animals, fresh AR content added to the physical map each month, updates to the newsfeed each week to keep children coming back, engaging content including videos, images, sounds, quizzes and polls, and the ability to react to content with WWF emojis – providing a sense of community.

Pope added: “Amazing Planet takes children on an exciting round-the-world adventure, whilst giving them an opportunity to learn about the weird and wonderful things that make planet Earth so special.

“The current daily user engagement in the app averages more than five minutes per session. Kids spend most of their time engaging with the compelling augmented reality content, and they also love leaving specifically-designed WWF emoji reactions on their favourite posts.”

Katie Dogra, head of supporter engagement at WWF, said: “Young people are the ambassadors of the future and we hope that Amazing Planet will inspire a life-long passion for nature and wildlife, creating future advocates and change-makers that will join us and fight for our world.”

Sesame Workshop, WWF and LEGO take home major wins in Kidscreen Awards 2021

LEGO Duplo, WWF-UK and Sesame Workshop have been named among the winners at this year’s Kidscreen Awards, a high profile awards ceremony that celebrates the best in children’s television and digital media.

Hosted by actor and comedian, Emma Hunter, this year’s awards took place virtually as the global kids entertainment community gathered to highlight and applaud the best that the business has to offer. Winners were determined by two panels of esteemed industry judges who selected winners across more than 50 categories.

Among the winners at this year’s awards were Sesame Workshop who took home the award for Best Live Action Series, Best One-Off, Special or TV Movie, Best in Class, and Best Web/App Series – Branded. Other winners included the likes of BBC Studios’ Bluey, LEGO Duplo, and WWF-UK who partnered with Kids Industries to develop its Amazing Planet app.

The winners of the Kidscreen Awards 2021 are:

PROGRAMMING—PRESCHOOL CATEGORY

Best New Series
Madagascar: A Little Wild 
DreamWorks Animation

Best Animated Series
Bluey
Ludo Studio, BBC Studios, ABC Australia, Screen Queensland, Screen Australia

Best Live-Action Series
Sesame Street (season 50)
Sesame Workshop, HBO

Best Mixed-Media Series
Stories with Sound Effects
Lapost Estudios, Señal Colombia

Best One-Off, Special or TV Movie
Sesame Street’s 50th Anniversary Celebration
Sesame Workshop, HBO

Best Short Film
Love is Love
Hopster Studios, Picnic Animation Studio

Best Inclusivity
Bookmarks: Celebrating Black Voices
Netflix

Best in Class
Sesame Street (season 50)
Sesame Workshop, HBO

PROGRAMMING—KIDS CATEGORY

Best New Series
Tales of Arcadia: Wizards
DreamWorks Animation, Netflix

Best Animated Series
Forky Asks a Question
Pixar Animation Studios, Disney+

Best Live-Action Series
First Day 
Epic Films, Kojo Entertainment, ABC Australia, Screen Australia, South Australian Film Corporation, Australian Children’s Television Foundation

Best Mixed-Media Series
Backyard Beats
BGM Sphere, TVOKids

Best One-Off, Special or TV Movie
Here We Are: Notes for Living on Planet Earth
Apple, Studio AKA

Best Short Film
Lamp Life
Pixar Animation Studios, Disney+

Best Inclusivity
Molly of Denali 
WGBH, Atomic Cartoons, PBS KIDS

Best in Class
Lamp Life
Pixar Animation Studios, Disney+

PROGRAMMING—TWEENS/TEENS CATEGORY

Best New Series
Locke & Key
Netflix, Genre Arts, Hard A Productions, Circle of Confusion, IDW Entertainment

Best Animated Series
Central Park
Apple, 20th Century Fox Television

Best Live-Action Series
Locke & Key
Netflix, Genre Arts, Hard A Productions, Circle of Confusion, IDW Entertainment

Best Mixed-Media Series
About Sex
Echo Media, CBC Gem

Best One-Off, Special or TV Movie
Adventure Time: Distant Lands
HBO Max, Cartoon Network Studios

Best Inclusivity
The Unlisted 
Aquarius Films, ABC Australia

Best in Class
Central Park
Apple, 20th Century Fox Television

CREATIVE TALENT CATEGORY

Best Directing
Bluey
Ludo Studio, BBC Studios, ABC Australia, Screen Queensland, Screen Australia

Best Writing
Bluey
Ludo Studio, BBC Studios, ABC Australia, Screen Queensland, Screen Australia

 Best Music
Bluey
Ludo Studio, BBC Studios, ABC Australia, Screen Queensland, Screen Australia

Best Animation
Lamp Life
Pixar Animation Studios, Disney+

Best Voice Talent
Lamp Life
Pixar Animation Studios, Disney+

Best Acting
Locke & Key
Netflix, Genre Arts, Hard A Productions, Circle of Confusion, IDW Entertainment

Best Design
Adventure Time: Distant Lands
HBO Max, Cartoon Network Studios

There is also a set of Kidscreen Awards designed to spotlight the best efforts made by broadcasters to build stronger connections with kids and family audiences around the world. These winners were decided through online voting by Kidscreen readers in December. The winners are as follows:

BROADCASTING CATEGORY

Channel of the Year
PBS KIDS

Best Programming Block
CBC Kids Morning Block
CBC Kids

Best On-Air Host or Hosting Team
Kiruna Stamell—Play School
ABC Kids

Best Kids-Only Streaming Service
YouTube Kids

And rounding out the Kidscreen Awards program is a set of digital categories for preschool (zero to five) and kids (six and up). Here are the winners:

DIGITAL—PRESCHOOL CATEGORY

Best Learning App—Branded
LEGO DUPLO World
The LEGO Group, StoryToys, Touch Press

Best Learning App—Original
Duolingo ABC
Duolingo

Best Game App—Branded
PBS KIDS Games
PBS KIDS

Best Game App—Original
BookfulBringing Books to Life in Augmented Reality
Inception XR

Best Alternative Game
Scribbles and Ink
WGBH, Global Mechanic Media, PBS KIDS

Best YouTube Channel
PBS KIDS
PBS KIDS

Best Web/App Series—Branded
Sesame Street Monster Meditations with Headspace
Sesame Workshop

Best Web/App Series—Original
The Birthday Show
Hellosaurus

Best Website
PBS KIDS
PBS KIDS

DIGITAL—KIDS CATEGORY

Best Learning App—Branded
WWF Amazing Planet
WWF, Kids Industries

Best Learning App—Original
Square Panda
Square Panda

Best Game App—Branded
GoNoodle Games
GoNoodle

Best Game App—Original
Baba Yaga
Baobab Studios

Best Alternative Game
Baba Yaga
Baobab Studios

Best YouTube Channel
Dodo Kids
The Dodo, Group Nine Media

Best Web/App Series—Branded
Oddtube
Fred Rogers Productions, Sinking Ship Entertainment, PBS KIDS

Best Web/App Series—Original
My Stay-At-Home Diary
Lopii Productions, TVOKids, Shaw Rocket Fund, Canada Media Fund

Best Website
Odd Squad
Fred Rogers Productions, Sinking Ship Entertainment, PBS KIDS

Flowhaven secures $16 million in latest investment round as it gears for global growth

The industry’s first licensing relationship management platform, Flowhaven, has raised a $16 million Series A financing round, bringing the total amount raised by the company to $21.5 million to date.

The financing round was led by Sapphire Sport, with participation from existing investors Global Founders Capital and Icebreaker.vc.

The new financing will fuel the next phase in the company’s growth, including expanding its leading brand licensing platform, and building on its global sales and marketing operations across the US, Europe, and Asia.

Flowhaven automates every phase of the brand licensing workflow process, including planning and strategy, account and agreement management, content distribution, design approvals, royalty reporting and more.

The company’s platform enables any brand – large or small – to manage the entire lifecycle of a licensing partnership, and present communication gaps. Flowhaven offers a system of record that facilitates the instant flow of information between the many stakeholders typically involved in bringing a licensed product to market.

“Brands, whether it be a large corporation like Nintendo or a small mom-and-pop shop, are ubiquitous, and they all need a seamless way of managing their profile across every touchpoint,” said Kalle Törmä, CEO and co-founder, Flowhaven.

“Today, this process is largely managed by spreadsheets and a mish-mash of disparate solutions. As a result, licensing teams waste hours piecing together siloed information to ensure agreements are routed to the right team in a timely manner. We’ve raised this latest round of financing to double down on our product so we can facilitate licensing workflows for every major entertainment, media lifestyle brand and agency in need.”

The funding comes on the heels of significant momentum for Flowhaven, marked by 400 per cent year-over-year growth. Flowhaven already powers a number of Fortune 100 companies and some of the most prominent brands and agencies in the world including Nintendo, LAIKA, Acamar Films, Games Workshop and Crunchyroll.

“As a studio that manages numerous licensing partners and product submissions, Flowhaven has become indispensable in our effort to delight fans with branded products based on our timeless animated films,” said Dave Burke, chief marketing officer, LAIKA.

“The platform’s ability to track all our licensing agreements and licensed products, create custom workflows that meet our stringent brand approval requirements, and generate robust reporting via its configurable dashboard are empowering us to take LAIKA’s brand licensing program to the next level.”

Michael Spirito, partner, Sapphire Sport, added: “Flowhaven is not just transforming the brand licensing process, the team is unlocking untapped value for brand owners who are now, more than ever, trying to connect to their customers in a truly data-enabled manner.

“This is a product built by licensing professionals for licensing professionals and it’s Kalle and Timo’s vision and pedigree in this space that has enabled them to build a best-in-class solution of this caliber. 

“We are thrilled to have Flowhaven join the Sapphire Sport family and be able to play a role in furthering their growth and success.”

Louis Kennedy celebrates 30 years of it sustainability drive and joins Products of Change

Compounding a 30 year history in driving partnerships centered on sustainability and strong ethics, Louis Kennedy has joined the Products of Change initiative as it looks to ‘share ethos with organisations across the licensing space’ and encourage fundamental change across businesses.

Founded in 1991, Louis Kennedy set out its own goals of striving to reduce environmental impact and promote sustainability, as well as be an ethical partner and only associate with highly audited manufacturers who promote high standards of fairness and safety.

Over the course of its 30 years, Louise Kennedy has been building a UK-based supply chain that only uses recycled raw materials to produce recyclable items.

Grant Morgan, CEO of Louis Kennedy has said that while the firm has “not been so vocal in assessing its contribution in the past” it was “joining in the trend” to speak out about its successes going forward. 

“Becoming a member of Products of Change is an important step in this strategy,” said Morgan.

 The firm has said that it has been following the developments of Products of Change and has recognised its exciting potential to help drive and support the initiative.

As a membership organisation, Products of  Change is designed to support, encourage and perpetuate companies and brands in meeting their sustainability goals through educating to inform change and peer-to-peer networking.  

“The ability to connect with other members, which share the same ethos, irrespective of the size of  the organisation, the opportunity to share best practice, learn from experts and develop  partnerships are among the major benefits of membership,” said the company.  

“Louis Kennedy has been connecting the brand and licensing industry to charities and NGOs  for decades; bringing brands with purpose to the forefront of their ethos and driving real social  impact,” added Helena Mansell-Stopher, founder of Products of Change. “It’s an honour to have Louis Kennedy be part of Products of Change and I look forward to what we can achieve together as a group.”

Bullseye donates ‘significant’ Pembrokeshire Murders fee to UK charity Victim Support

The British game show brand, Bullseye, has made a donation to a charity supporting victims of crime in England and Wales after footage from the show featuring the convicted serial killer, John Cooper, was used in the production of the ITV series, Pembrokeshire Murders.

As a part of its deal with ITV, Bullseye ensured that its licensing fee for the use of the footage was donated to Victim Support, a charity that helps victims of crime to feel safer and find the strength to move beyond crime.

The three-part ITV miniseries, Pembrokeshire Murders, documents the real-life investigation that led to the eventual arrest of John Cooper for a strong of murders in the Pembrokeshire area. Early investigations had discounted Cooper as a suspect due to his appearance not fitting the police artist’s initial impression of the suspect. 

However, Cooper was later convicted when investigating officers recognised him from his appearance on the British game show, Bullseye.

Bullseye creator and brand owner, Andrew Wood and his family were horrified to learn of the connection between the show and the serial killer. When the producers of Pembrokeshire Murders requested permission to use the content in the ITV drama, an agreement was reached that a Wood would charge ‘a significant fee for the clip’ all of which would be donated to Victim Support.

“We were appalled to find that a serial killer had appeared on our show and never wanted to benefit in any way from the footage,” said Wood. “But to be able to donate the fee for its use in the ITV series to Victim Support goes some way to helping those who have suffered at the hands of criminals.”

Bullseye remains a favourite among viewers in the UK and further afield and Bulldog Licensing, which manages the rights for the brand has built a successful consumer products programme for the property, spanning categories such as gifting, publishing, apparel and accessories and is in conversations with potential licensees to further expand the offering.

Rob Corney, MD, Bulldog Licensing, added: “We’re pleased that the team at Bullseye were able to create some good from such a terrible situation and offer much-needed support for victims of crime as a result.”

Viewpoint | WildBrain CPLG’s John Taylor explores the global shift and trends for 2021

Major changes are taking place across both the licensing and retail landscapes, and it’s not all driven by the pandemic. Yes, the arrival of the coronavirus on a global scale has influenced some sweeping evolutionary moves for businesses the world over, but it has only acted as a facilitator of the inevitable changes that were upon us.

Here, John Taylor, VP Northern Europe and MD UK and France at WildBrain CPLG talks us through a selection of the biggest trends he believes will go on to define the year 2021.

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With 2021 underway and the industry navigating changes to the licensing and retail landscape brought on by the global pandemic and other forces, I’d like to explore five key trends that we at WildBrain CPLG expect to see this year and what we think they will mean for brand owners.

Sustainability accelerates 

For several years, the licensing industry has been discussing how we can make our business better for the environment, and how we can play a part in protecting our planet for future generations. There’s been significant acceleration in this area and a clear shift in priorities, with sustainability now an urgent focus for many businesses.

Plans for developing more environmentally conscious products and packaging are being worked into licensing agreements, which is an extremely positive step. 

Some good examples we’ve seen include The LEGO Group pledging up to US$400 million over three years to accelerate its sustainability and social responsibility initiatives, and Hasbro phasing out plastic from new toy and game packaging. 

I anticipate we’ll also see more brands making sustainability a focus not only in product development, but also in marketing activities. Last October, our partner Peanuts Worldwide launched a fantastic multi-year initiative called ‘Take Care with Peanuts’ as part of the brand’s 70th anniversary celebrations.

The campaign directly draws from Charles Schulz’s beloved comic strips and reminds all of us to be good global citizens, with caring for nature and the environment forming a key part of this. The response has been overwhelmingly positive and we’re looking forward to delivering great licensing partnerships which uphold this ethos to support the campaign.  

I’d also like to extend a huge congratulations to Helena Mansell-Stopher, CEO at Products of Change, for her work in pulling together the first Sustainability in Licensing Conference last year. It’s clear the licensing industry is committed to doing more to protect our planet, and seeing everyone come together to share ideas and knowledge was really inspiring.  

Supporting retail innovation 

Retail has always been a huge part of my career, and I have great respect for all those working in the sector – I still find myself tidying shelves and rearranging displays when I’m out shopping! It used to be that the industry would only assess the state of the retail landscape on an annual basis, which then became every quarter as e-commerce began changing the way we shopped. Now, with the current pandemic, retail is being discussed in the news on an almost daily basis. 

Given the pace at which the retail landscape is changing, its important the industry comes together and works closely with retailers to ensure we understand their challenges, needs and ambitions. Now, more than ever, licensors and licensing agents need to provide the innovation and tools required for retailers to stand out and keep their customers coming back for more. 

Navigating through COVID

While we can look to the horizon with optimisim, there is little doubt that COVID will still be affecting the industry throughout the year – particularly when it comes to forward planning and strategies. This pandemic has highlighted how important it is for brand owners and retailers to have not only a Plan A, but also Plans B and C and beyond, which gives them flexibility to effectively react and adapt to changing circumstances. These plans should be centred around aspects of the business they can control and where possible be informed by data and insights.

Consumer buying habits have changed significantly, from both where they are buying and what they are looking for, so staying on top of purchasing behaviours and trends will be very important. Sound contingency plans will ensure businesses of all sizes are equipped to face whatever surprises and opportunities may arise. 

Shifting consumer habits 

With a lot of the population spending much more time at home, we’ve seen notable changes in the types of products consumers are seeking out. Unsurprisingly, there’s been a big spike in home improvements and renovations as people make their surroundings not only more functional, but also more comfortable. 

Licensing has seen positive benefits from this shift in purchasing, with growth in the homewares category and also in toys and games as families spend more quality time together. The World of David Walliams, for example, has shown huge growth for us this year with the brilliant collection from University Games. 

Many new licensing opportunities are also opening up due to the increased time spent at home. Brand owners are exploring categories they previously had not considered or which may not have been a priority. For example, we recently secured a deal on behalf of Osprey London for a garden furniture range, which wasn’t in our plans at the start of 2020. We’re also in discussions with many other potential new licensees who have never ventured into homewares licensing before, but are starting to see the value of this revenue stream and now want to jump into our world. 

Streaming brands blossom

As we’re not expecting any tentpole movie releases until later this year, streaming is currently winning the attention of audiences. The growth of streaming has opened up some exciting retail and licensing opportunities for key titles available on major platforms. We’ve been blown away by the demand for merchandise from streaming shows in our portfolio, such as Sony Pictures Consumer Products’ Cobra Kai and The Boys – both major hits that made ‘most watched’ lists in 2020. In early 2021, we’re bringing fans products from such brands that they’ve been eager to find, and we’re excited to see how the industry capitalises on the potential these type of properties offer.  

Whatever 2021 has in store, this is definitely going to be a year businesses need to unite and support the whole licensing chain. Here’s wishing everyone a healthy and brighter year ahead. 

Wastebuster and Products of Change call on industries to back Recycle to Read and Toy Take Back campaign

The environmental awareness platform, Wastebuster has partnered with Products of Change to bring together a cross-sector of stakeholders to share knowledge, resources, and finance, to develop an efficient, environmental, and sustainable means of recycling plastic toys.

In partnership with EPPIC (Extended Plastics Partnerships for Innovation in Circularity) the programme will operate under the title Recycle to Read and will engage consumers to recycle their toys (including small electricals and textiles) and to reward participating schools and communities with books and reading resources to improve literacy.

The programme aims to provide an industry-wide solution for recycling all plastic toys while providing a platform for consumers to engage with easily. It will look to co-ordinate toy, tech, and textiles ‘Take Back’ collections in retailers, schools, and household recycling centres across the UK.

As it builds it will look to unlock considerable social, economic, and environmental benefits for the communities in which it operates.

The programme also provides research and industry insight into toy design for recyclability, to support the move towards a more circular future for toy production.

Collected plastic toys will be recycled into new products, such as construction boards, outdoor furniture, or playground equipment. Any plastic toys suitable for reuse will be recirculated by charity partners. The project will drive a nationwide call to action to ‘Recycle Right’ and promote the Toy Take Back linked to the Recycle to Read rewards programme across schools, retail, brand, toy, and publishing partners.

By bringing together a critical mass of cross-sector members, Recycle to Read can deliver a recycling system for toys that benefits its members, society and most importantly, the environment.

Developed by Katy Newnham, founder of Wastebuster, the Recycle to Read campaign and its Toy Take Back initiative is being billed as a ‘dynamic research programme’ and the “start of the creation of a circular and sustainable future for toy production.” The programme will be a multi-stakeholder collaboration that spans industry, government, and consumer networks.

Already 40 companies and 70 local authorities have taken steps to become a part of the programme, having taken part in a special roundtable webinar last month.

“We believe in the power of collective impact,” said Newnham. “By coming together, brand owners, toy manufacturers, retailers, publishers, recyclers, governments, schools, and consumers, we have the ability to work together to share intelligence and resources to create a workable, long-term, sustainable solution to plastic toy recycling.

“The real power of the Recycle to Read/Toy Take Back programme is in collective impact. We all have a role we could play to support this important project and the move towards not only creating a more sustainable future for the toy industry but educating and empowering a whole generation to act as responsible consumers.”

“There is no time like now to change the future of the toy industry. Acting as a responsible business is no longer a ‘nice to have’. It is a commercial necessity and environmental imperative. We can turn the dial for a whole generation, to promote and enable responsible consumption and production. Let’s make this a good news story for industry, for children and for the planet. Let’s work together to do that.”

Helena Mansell Stopher, director of Products of Change, added: “Products of Change is extremely proud to be working with Katy and her team to bring a fully circular solution to toy recycling in the UK, to be rolled out internationally over the coming years.

“For an industry to be part of actually building an infrastructure of this magnitude, to also be linked to rewarding schools to positively effect children’s literacy, is pretty phenomenal.”

Among those to have pledged their support to the campaign as founding members is Immediate Media.

“We hope it will bring the whole toy industry together to help create a recycling ecosystem for plastic toys at the end of their useful life and generate a momentum of its own once the word of the scheme spreads,” said Andy Marshall, group managing director of Immediate Media Co.

Peter Rooke, director of Smart Toys and Games, a member of Recycle to Read, added: “Sustainability in toys is so important for the toy industry.

“The single use and giveaway toy world is particularly under threat and is in the sights of regulators so change must come to that aspect of the industry quickly.

“I fully support the circular economy and for toys, one that is restorative and regenerative by design.”

For more details on the campaign (and to sign up to the next webinar), simply click on this link. You can also contact Simon, on Simon@recycletoread.org to find out how to get involved.

Women in Toys, Licensing & Entertainment opens nominations for Wonder Women Awards 2021

Women in Toys, Licensing & Entertainment (WIT) has opened its nominations for the 17th Annual Wonder Women Awards, a well-established industry initiative that honours the top female executives, thought leaders, entrepreneurs, and changemakers for their accomplishments.

Coinciding with WIT’s 30th anniversary, the 2021 Wonder Women Awards are expected to be held for the first time in Los Angeles in late September this year. The date and the location of the event will be announced soon.

“The WIT Wonder Women Awards celebrate the women whose exceptional achievements and successes have made a significant impact on our industry,” said Wonder Women co-chair, Genna Rosenberg. “We look forward to celebrating and recognizing these remarkable leaders, and to reimagining this exciting annual event for the entire WIT community.”

Co-chair, Jennifer Caveza, added: “Each year, WIT brings together hundreds of industry players to honor powerhouse women who inspire us all, and who play a pivotal role in their companies. This will be a celebratory night for all in our industry, in a special new location befitting of the superstars we will honor.”

From now through to April 30th, anyone may nominate a colleague, friend, themselves, or any woman who has made an impact in toys, licensing or entertainment. 2021 Wonder Women Award categories include:

  • Designer | Inventor

  • Licensor | Entertainment

  • Licensee | Manufacturer

  • Marketing | PR

  • Rising Star

  • Social Good

  • COVID-19 Hero

  • Deal Maker

  • StoryTeller

  • Unsung Hero

  • Wonder Girl

Click here for full category descriptions and guidelines.

All Nominee submissions will be reviewed by the Wonder Women Committee and WIT staff to ensure eligibility is met. The slate of finalists will be determined by vote conducted by the WIT Board of Directors, Advisory Board and Chapter Chairs, and will be based on the Nominee’s achievements and criteria provided.

Voting for the winners will be conducted by the entire WIT community, including all active WIT members, Chapter Chairs, its Board of Directors and Advisory Board. Winners will be revealed at the Wonder Women Awards in September in Los Angeles

To nominate a WIT Wonder Woman, please visit www.WomenInToys.com.