Alton Towers reveals new CBeebies Land attractions for spring 2022

Three new attractions are coming to CBeebies Land at Alton Towers Resort in spring 2022: Hey Duggee Big Adventure Badge, Andy’s Adventures Dinosaur Dig and JoJo & Gran Gran At Home.

Guests will be able to climb, slide and bounce their way through the Hey Duggee Big Adventure Badge, and collect their very own Big Adventure Badge. In addition, a brand new Hey Duggee live show, “The Map Badge”, will be coming to the Land for fans to enjoy.

Youngsters can also let their curiosity run wild in JoJo & Gran Gran At Home, exploring Gran Gran’s house from the hit TV animation show.

Meanwhile, Dinosaur fans can immerse themselves in prehistoric sights and sounds as they dig and discover in the new live interactive show attraction Andy’s Adventures Dinosaur Dig.

The arrival of the attractions is part of a wider re-imagining of the UK’s only CBeebies Land at the UK’s largest theme park, which will also include a new CBeebies Bug interactive trail.

CBeebies fans will enjoy a new live show with Bing and Flop in Big Fun Showtime, with a full schedule of events where children can meet and interact with some of CBeebies’ biggest stars. Furthermore, Bingsters will also be able to enjoy the ultimate sleepover in Bing-themed bedrooms coming to CBeebies Land Hotel at the Resort.

Larry Roles, Marketing Director for Alton Towers Resort, says: “We are really excited to grow the fun-packed programme of entertainment and attractions in CBeebies Land, bringing to life even more TV favourites for families to enjoy together. We know that, like our existing line-up, these new additions will provide a truly immersive experience for young fans and really captivate their imaginations. We’re sure both parents and children will love experiencing these fun additions and we cannot wait to see them being enjoyed by our guests.”

Natasha Spence, Head of Attractions, Live Entertainment, BBC Studios, adds: “CBeebies Land offers a brilliant and unique opportunity for young children and their families to experience some of their favourite CBeebies shows and friends as they are brought to life. The additions of the brand-new Hey Duggee play and adventure land and live show, plus Jojo & Gran Gran and Andy’s Adventures attractions, as well as the new Bing live show and themed hotel rooms are incredibly exciting and add to what is already a rich portfolio of children’s brands in this dedicated Land.”

For more information, visit www.altontowers.com/cbeebiesland

BBC Studios signs new UK deals for Bluey

BBC Studios has signed UK licensing deals for Bluey with Character Options for Weebles, as well as Danilo (calendars, cards and gift stationary) and Amscan (party wares).

The deal with Character Options should see Bluey versions of classic toy Weebles on UK shelves in July 2022.

Mark Hunt, Marketing Director, Character Options, says: “We are delighted to be a part of the Bluey family. Weebles has heritage with iconic branding that is highly recognisable amongst parents, and we believe Bluey figures that wobble but don’t fall down, is a play pattern that perfectly aligns with the target age group.”

Danilo product lines are set to include calendars, cards, gift wrap and sets and will launch in spring/summer 2022.

Amscan have extended their partnership with BBC Studios to include Bluey, and will have foil/latex balloons, party goods and dress up/costumes available for fans from January 2023.

Mandy Thwaites, Director, Magazines & Consumer Products, UK Division at BBC Studios, says: “Bluey has been a huge success for us in 2021, rounded off with a great performance at Christmas in the UK. We’re delighted to bring new partners on board to continue this growth and can’t wait to work with Character Options, Danilo and Amscan on exciting new products for Bluey fans.”

These new product lines complement a growing range across UK and EMEA which has been bolstered recently by licensing expansion in Italy and Greece. New products will also be launched in Spring 2022 from master toy partner Moose, including talking plush toys and the Bluey caravan. Crayola are also set to launch product lines in the UK in early 2022.

Bluey is produced by multi-Emmy award-winning Ludo Studio for ABC Kids Australia, co-commissioned by ABC Children’s and BBC Studios, and distributed internationally by BBC Studios outside of Australia.

New licensing opportunities for hit animation Bluey as it launches in Italy and Greece

New licensing opportunities for hit animation Bluey as it launches in Italy and Greece

Produced by Ludo Studio and co-commissioned by BBC Studios and ABC Children’s, the much-loved global-hit animation Bluey will make its free-to-air debut on 27 December in Italy on Rai Yoyo, the public broadcast service’s preschool channel. The series will also air on ERT in Greece.

BBC Studios will also launch a new Italian language YouTube channel in January 2022 featuring clips and bonus content from the series.

Master toy partner Moose Toys will lead the product launch this coming Easter with their highly successful toy range via their distributor Giochi Preziosi. Other products from partners including global publishing partner Penguin Random House will follow. Maurizio Distefano Licensing was recently announced as BBC Studios’ licensing agent for Italy.

In Greece, Bluey will air on public broadcaster ERT, with transmission dates to be confirmed shortly. BBC Studios are in the process of finalizing the appointment of Partner Plus to act as licensing agent for Bluey in Greece and Cyprus. Giochi Preziosi will also handle distribution of Moose Toys in Greece and Turkey.

This marks further expansion in EMEA for the award-winning animation which has recently launched on free-to-air TV in Ireland, Denmark, Sweden and France. Bluey is also available on YouTube in French, Spanish and Danish and English with more than 950,000 subscribers.

The series follows Bluey, a six-year-old Blue Heeler dog who loves to play and turn everyday family life into extraordinary adventures that unfold in unpredictable and hilarious ways, bringing her family, friends and community into her world of fun.

Bluey has won the hearts of kids and parents around the world since it first launched in Australia in October 2018, and has quickly become a global hit.

In Australia, Bluey is the number one kids show on broadcast television in 2020 and is the most-watched series ever on ABC iview. In June 2019, BBC Studios struck a global broadcast deal with Disney to premiere Bluey in all territories outside Australia, New Zealand and Greater China; it now screens in over 60 countries.

In the UK, it was the most viewed show on CBeebies in August and is also available on Disney+. In the US, across Disney Junior and Disney Channel in Q2 2021, the show was the #1 most watched TV series with kids ages 2-5.

Bluey has also won multiple awards, such as the International Emmy Kids Award in the prestigious Preschool Category in 2020, and its second AACTA Awards for Best Children’s Program that same year. The accolades continue in 2021, with Bluey winning four Kidscreen Awards in February.

Bluey is produced by multi-Emmy award-winning Ludo Studio for ABC Kids Australia, co-commissioned by ABC Children’s and BBC Studios, and distributed internationally by BBC Studios outside of Australia.

Hey Duggee series 4 gets the green light

BBC Studios and CBeebies have commissioned a fourth series of multi-award-winning hit animation Hey Duggee from Studio AKA.

Duggee and The Squirrels will return for 40 brand new episodes of the much-loved show.

Hey Duggee is a fun, inclusive and educational series devised by Grant Orchard, senior director of Studio AKA, and narrated by comedian Alexander Armstrong.

Each episode features members of the Squirrel Club exploring, learning and overcoming challenges to earn a new Badge from Duggee – making new friends along the way.

Since launching in 2014, Hey Duggee has become a six-time BAFTA and international Emmy award-winning hit on CBeebies and was the most-watched kids’ show on BBC iPlayer in 2020 with over 192 million requests. All episodes of Hey Duggee are available exclusively on BBC iPlayer in the UK.

Additionally, Hey Duggee has over 1.2 million fans across its social channels and its official YouTube channel has over a billion lifetime views. Recently Hey Duggee teamed up with The Body Coach Joe Wicks for The Workout Badges series on YouTube, following on from bespoke lockdown-themed content on its social channels such as The Handwashing Badge, while The Parenting Badge, which debuted in December 2020, has had over 1.2M views.

Henrietta Hurford-Jones, Director of Children’s and Executive Producer of Hey Duggee for BBC Studios, says: “Hey Duggee is so popular with both parents and children and I’m sure they’ll be as delighted as we are that a new series is on the way. We’re really proud of what we’ve achieved so far and how much people love Duggee and The Squirrels – so we’re delighted to be working with the hugely talented Studio AKA once more and can’t wait for you to see it!”

Sue Goffe, Head of Production at Studio AKA, adds: “We’re thrilled to be continuing our glorious Duggee Adventure with BBC Studios and CBeebies. A huge thank you to our extraordinary creative team for all their hard work, and to all our viewers for your continued love and support for the show. Prepare yourselves for more gems to come!”

Hey Duggee has an impressive footprint in over 150 countries with its global popularity spawning numerous licensing agreements, including Golden Bear as UK master toy partner and Penguin Books publishing under their Ladybird imprint. Recently BBC Studios secured agreements in Spain with Ypislon as licensing agent and Bizak as master toy partner, marking further growth in Western Europe.

Last year, France TV was signed as the French licensing agent for Hey Duggee and product now available in the region includes: toys from master toy Lansay; plush toys, furniture and melamine courtesy of licensee Jemini; puzzles and early learning games from Ravensburger; magazines by Milan; and books by Hachette.

Crayola to launch Bluey-themed merchandise in deal with BBC Studios

BBC Studios has agreed to a multi-territory licensing deal with Crayola for stationery, arts, crafts and colouring packs, further expanding its global licensing portfolio for the multi-award-winning Bluey. Crayola joins a growing roster of top tier Bluey licensees including Moose Toys, Penguin Random House, VTech and Stor.

The first Crayola products to hit the shelves featuring Bluey – a six-year-old Blue Heeler Dog who loves to play – will be Giant Colouring Pages, which will be available at Walmart in the US in time for the holiday season.

In addition to the US, the licensing deal covers Canada, Australia and New Zealand as well as the UK, where the range will be available in January 2022.

Bluey has won the hearts of kids and parents around the world since it first launched in Australia in October 2018 and has become a global hit. In the UK, it was the most viewed show on CBeebies in August, while in the US, across Disney Junior and Disney Channel in Q2 2021, the show was the number-one most watched TV series among kids aged 2-5. Bluey has also won multiple awards, including the International Emmy Kids Award in the prestigious Preschool Category in 2020, and four Kidscreen Awards in February this year.

For Warren Schorr, Vice President, Business Development and Global Licensing, Crayola, the partnership is an ideal way to showcase the company’s mission of inspiring artistic creativity in children – which they have done for more than 100 years. “We know that parents value creative and imaginative play, which we can enable and enhance by offering the best products with the best partners,” he says.

Suzy Raia, Senior Vice President, Consumer Products and Business Development, BBC Studios – Americas, adds: “This is a pivotal moment for our beloved preschool brand Bluey as we bring iconic brands like Crayola to an expanding portfolio of licensees that broaden the world of Bluey at retail. Crayola is a natural fit and extension of Bluey’s brand, promoting creativity and imaginative play for preschool children.  I know children and their parents will be delighted to see these brands come together.

Bluey is produced by multi-Emmy® award-winning Ludo Studio for ABC Kids Australia, co-commissioned by ABC Children’s and BBC Studios, and distributed internationally by BBC Studios outside of Australia.

 

BBC Studios expands its NFT trading card game Doctor Who: Worlds Apart with new series launch

Reality Gaming Group and BBC Studios have expanded on their existing partnership to launch a new Doctor Who: Worlds Apart permanent card set, Time Lord Victorious, featuring two new packs of cards following the Doctors from across the series as they face Daleks and the ancient alien race, the Kotturuh.

Doctor Who: Worlds Apart is an officially licensed digital trading card game published by Reality Gaming Group that has been in development since early 2021, combining the richness and variety of Doctor Who lore with a strategic game mechanic for PC and Mac.

The ‘Time Lord Victorious’ set marks the first time that completely new cards have been added permanently to the game, alongside the original cards released as part of the “Unearthly Origins” set in November 2020.

Each of the 50 new cards features hand-drawn artwork, characters, companions and enemies from the Doctor Who universe, classic and new.

All Doctor Who: Worlds Apart cards available to purchase use Non-Fungible Token (NFT) technology, which enables players to sell and trade the cards with each other on an open marketplace. Every card in the game is available in 3D frames, which allow players to create custom decks that are truly unique, making every card a collector’s item.

All the cards, artworks, characters and stats are the same between the packs, so you only need the Core Pack to enjoy the new mechanics and gameplay. The Premium Pack, designed with collectors and NFT enthusiasts in mind, features the new  ‘Time Lord Victorious’ and ‘Kotturuh’ frames and will only be available for a limited time.

All Doctor Who: Worlds Apart cards get minted onto the blockchain when players open packs, and are assigned a unique serial number so every card is one of a kind. Serial #1 cards of popular characters can reach high values among digital collectors on the marketplace and can even be exported to public marketplaces like Opensea, representing true digital ownership.

“This latest set of cards will provide players with new ways to experience the game when the alpha launches later this year,” said Reality Gaming Group’s co-founder Tony Pearce.

“Because every Time Lord Victorious card is an NFT that you own, you can trade and sell your cards directly with other players and Doctor Who fans, building your unique collection of cards and frames just like you would in a physical trading card game.”

Dreamtex Ltd launches Bluey bedding produced in first partnership with the Better Cotton Initiative

The boutique bedding specialist Dreamtex Ltd has partnered with the Better Cotton Initiative for the first time as it prepares to launch its new, sustainably focused Bluey bedding in time for autumn 2021.

Its partnership with the initiative is reflective, says the company, of its commitment to sustainability in licensing and within the bedding industry. The BCI is a global not-for-profit organisation recognised as the largest cotton sustainability programme in the world. It has been formed in order to improve the global cotton production industry and the environment, and as a means to safeguard the future of the sector.

The popular preschool property, Bluey will adorn the first roll-out developed in partnership with the BCI, marking what Dreamtex has billed as a ‘welcome addition to the preschool bedding portfolio.’ Available in single size and made from 100 per cent BCI cotton, the launch duvet focuses on character artwork from the series.

Jo Duckworth, director of Dreamtex Ltd, said: “The team has been excited to bring Bluey homewares to the UK for a long time now. We all know how popular the TV series is in Australia and it’s no surprise it is performing so strongly on CBeebies since making its on-air debut earlier this year. We’re looking forward to bringing in the collection of Bluey bedding, cushions, blankets and towels later this year.

“We’ll be supporting the new collection with PR and influencer gifting to spread the joy of Bluey and her family, and to also promote the introduction of BCI cotton into our manufacturing as we strive to deliver on our commitment to sustainability in licensing.”

Dreamtex Ltd launches Bluey bedding produced in first partnership with the Better Cotton Initiative

The boutique bedding specialist Dreamtex Ltd has partnered with the Better Cotton Initiative for the first time as it prepares to launch its new, sustainably focused Bluey bedding in time for autumn 2021.

Its partnership with the initiative is reflective, says the company, of its commitment to sustainability in licensing and within the bedding industry. The BCI is a global not-for-profit organisation recognised as the largest cotton sustainability programme in the world. It has been formed in order to improve the global cotton production industry and the environment, and as a means to safeguard the future of the sector.

The popular preschool property, Bluey will adorn the first roll-out developed in partnership with the BCI, marking what Dreamtex has billed as a ‘welcome addition to the preschool bedding portfolio.’ Available in single size and made from 100 per cent BCI cotton, the launch duvet focuses on character artwork from the series.

Jo Duckworth, director of Dreamtex Ltd, said: “The team has been excited to bring Bluey homewares to the UK for a long time now. We all know how popular the TV series is in Australia and it’s no surprise it is performing so strongly on CBeebies since making its on-air debut earlier this year. We’re looking forward to bringing in the collection of Bluey bedding, cushions, blankets and towels later this year.

“We’ll be supporting the new collection with PR and influencer gifting to spread the joy of Bluey and her family, and to also promote the introduction of BCI cotton into our manufacturing as we strive to deliver on our commitment to sustainability in licensing.”

BBC Studios and Immediate Media to launch Bluey Magazine this summer

The multi-award winning preschool series, Bluey has landed a new children’s magazine deal thanks to a partnership between BBC Studios and the popular kids’ publishers, Immediate Media Co.

Bluey Magazine will feature new ways for children to explore the world of Bluey, with open-ended play activities and opportunities for young readers to engage their imagination, whether its exploring the Bluey family home, or making their own Daddy Robot, tidying the playroom, or making their own Bingo toast.

Each issue of the new magazine will come with a sticker sheet, while the first issue will include a collectable ‘paint your own figurines’ play-set enabling fans to create their own Bluey and Bingo.

Produced by Ludo Studio and jointly commissioned by BBC Studios and ABC Children’s, the hit preschool series follows Bluey, a six-year-old Blue Heeler dog, who turns everyday family life into a series of adventures that unfold in unpredictable ways.

Bluey has gained vast audiences worldwide, winning an International Emmy Kids Award in the prestigious Preschool Category in 2020 and becoming Australia’s most popular children’s television show as well as the number one show for preschoolers in its UK time slot on CBeebies.

Fiona Campbell, Immediate youth and children’s publisher, said: “Bluey has been a roaring broadcast success across the globe, and we’re thrilled to be creating content for fans to enjoy, here in the UK. It’s great to finally give ‘little squirts’ (and let’s be honest, their parents too!) what they’ve been waiting for.

“We have an exciting line up of issues and gifts, featuring themes from family to food along with Bluey classics such as Daddy Robot, Magic Asparagus and the Grannies with plenty of games, makes, puzzles and giggles along the way.”

Mandy Thwaites, director, magazines and consumer products, BBC Studios, said: “We’re delighted to work with Immediate to bring the new Bluey Magazine to shelves and can’t wait for you to see it. It’s packed full of exciting activities to keep your children entertained while learning, having fun and sharing their love for Bluey and her family.”

The first issue of Bluey Magazine is on sale from August 4th 2021. Bluey toys were released earlier this month and are now available at retail.

Ripping up the rule book | NFTs could just change video gaming forever – but will the big players allow it?

This month, Licensing.biz is taking a look at the video games market to uncover and discuss the latest developments and opportunities in licensing around the world’s largest entertainment sector. Here, and in the first of a series of articles exploring the emerging NFTs sector, we explore the potential for non fungible tokens in the video game space.

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It started out by breeding kittens. Like these things often do, it snowballed from there, and today, NFT video gaming is becoming a strand of the global gaming market that’s really worth paying attention to.

In fact, experts in the field predict that NFTs will change the shape of the video gaming market for good and in a manner that will turn convention on its head to place players right at the very centre of the multi-billion dollar industry. Which all sounds very noble, if not just a little bit too far fetched, surely?

Well, maybe not. Let’s return to those kittens. You were hoping we would. And let’s remind ourselves that it was way back in 2017 – when Covid-19 was a mere tickle at the back of a young bat’s throat – that collecting and breeding digital cats through the CryptoKitties platform was at the height of its popularity. 

One of the earliest blockchain games in existence, the title made headlines for congesting the Ethereum network upon which its kittens ‘lived’ due to its overwhelming popularity. Believe it or not, the idea of collecting digital kittens – each one ultimately unique to their owner – to trade, sell, or use to breed completely new kittens, was one that caught the imagination of a rather sizeable chunk of the global gaming audience.

Neither just for Christmas or simply commodities for turning a profit (and daily CryptoKitties sales are still hitting over $30,000 a day, by the way) these kitties were also able to be utilised as characters in the KittyVerse, where they would participate in cat fights or solve puzzles. In essence, they were uniquely individual characters, controlled and owned by individual players, that could be inserted into any gaming scenario on the CryptoKitties platform.

Meanwhile, those who weren’t occupying themselves with the gestation period of a digital cat were getting their NFT kicks through Reality Gaming Group’s mobile combat game, Reality Clash and its own USP, a platform that enabled players to purchase ‘tokenised’, limited edition weapons to be downloaded into its game.

Tony Pearce is the co-founder of Reality Gaming Group, pioneers of NFT video gaming

These were, of course, the days of NFT before the term NFT even existed. The mere cave drawings of a concept that has in recent months been subject of an enlightenment and at the centre of an “explosion” that has witnessed brands – whether from the arts and culture (or even museums) sector or the children’s toy industry – move to get a foot in the digital collectables door.

“Back then, the only way we could talk about what we were doing was that we were ‘wrapping’ these items with a bit of code that tokenised them and made them limited edition,” recalls Tony Pearce, co-founder of Reality Gaming Group. 

“For three years I tried to explain this to people who had no idea what I was talking about. But in the last six months, the NFT world has exploded… people are beginning to know what we mean by it.”

While it’s evident that the loudest noises are being made in the collectable art side to the NFT movement, Pearce remains insistent that the greatest cultural impacts are yet to be felt, and they will be felt across the video games industry.

“Every week that goes by, more and more people are realising the potential for NFT games,” he says. “But it is still a very small market, when you compare it to mobile games revenue in general. And it’s tiny in the whole games industry. But I have been in games for over 20 years, and have always come into new platforms.

“This is a platform that is waiting for a tipping point. It will be the moment that a really big gaming IP comes into it, integrates NFTs seamlessly, and makes it super easy for people to understand. And that is happening.”

It wasn’t too long ago that BBC Studios detailed its first partnership in the space, tapping Reality Gaming Group itself to develop a blockchain-based digital trading card game based on its Doctor Who franchise. 

Titled Doctor Who: Worlds Apart, the licensed game enables fans to collect and trade digital versions of the characters from the iconic TV series. Secured on the blockchain, each NFT is a unique asset that cannot be copied, replicated, or even tampered with. They are in essence, one of a kind. A limited edition of absolute singular rarity. Like little digital snowflakes that will remain frozen. For the rest of time.

But for the kind of cultural impact that Pearce envisions, we need to scale up. 

“It’s going to be Call of Duty having tradeable guns, or FiFA having tokenised players to trade with; it’s going to be one of these mass market games that integrates NFT seamlessly, and suddenly people will realise what that means for games.”

And that’s perhaps, precisely why, so far, it hasn’t been done. After all, what publisher will be the first Triple A video game franchise in the queue to relinquish its power over its players? For the companies currently running the show, the NFT pill is a bitter and tough one to swallow right now. And one that could turn the market on its head. 

“The truth is,” admits Pearce, “the big game companies are worried about this. They are very happy to lock people in to their games, and only their games. The last thing Fortnite wants is you buying an in-app skin, taking it out and using it somewhere else. They want you spending money in the game.

“And that’s where the games industry is wrong in my view, and why I am so happy with the way the blockchain is changing that; because you could spend hundreds of pounds in a game, and actually, you don’t own anything.”

And what happens if that game gets pulled? It’s certainly not an uncommon occurrence, and with a majority of games now opting for in-game purchasing, the impact of closures could potential reach far and wide. According to the statistical website, Statista, in-game purchasing overtook game purchases last year, accounting for the biggest share of the video game market and taking around $54 billion from global audiences last year. By 2025, the market value of in-game purchases is expected to pass $74.4 billion.

This is no small amount that gamers are spending on items that, when it comes down to it, do not – in the physical sense –  belong to them.

Doctor Who: Worlds Apart – an AR and NFT digital card game developed by BBC Studios and Reality Gaming Group

“In the real world, I go into TopShop three months ago and buy a t-shirt. TopShop went bust two months ago, so I’m walking down the street and my shirt disappears? That’s the equivalent of in-game purchasing right now,” says Pearce.

“I spent real money on those items, why don’t I own them? Well, the reason I don’t own them is because they are logged into that game in a centralised database. You don’t even have a wallet, you have an account.”

The idea central to NFTs then – whether that is in the video games space or in the digital collectables and art world – is that it allows for ownership to be changed hands. Its story is that it transfers the power back to the consumer or the player, by decentralising the assets bought by the player. Taking them out of the system composed by the games publishers, and into the ‘wallets’ (they are actually called wallets) of their owners. Even if the game they are from does go bust.

“So imagine that scenario, and the game you play has gone bust. You could say, ‘well what do I use my NFT gun for now’? Well, guess what?” says Pearce. “Someone else will make a game that will allow you to use that gun in it, because there is a community of people that have all of these guns that are waiting for the next game to come out.

“You have instantly got a community of hundreds of thousands of people that are desperate to use their items. What a great user acquisition tool that is.

“And if you have a game like Fortnite, that locks you in and won’t allow for NFTs, or a new game similar to Fortnite where you can use your NFTs, well, guess where the players are going to go.”

And that has to be the crux of the argument. The success or failure of the NFT video game market must therefore rest with the players.

“It is the players, the gamers, and the community that is going to force the big games companies to go blockchain, because independents are building for it. The big players have had it too good for too long but the blockchain has the potential to change all of that.

“It’s not going to be before Christmas, but over the next two to three years, we will see a big brand step in. simply because they have to. NFTs have the potential to turn things on its head, all driven by the global audience of gamers.”

You don’t get much more punk rock than that, and who knew it would all begin by breeding kittens.