Maurizio Distefano Licensing to represent Motorhead, Iron Maiden, and Slayer in Italy under Global Merchandising Services deal

Maurizio Distefano Licensing has begun its partnership with Global Merchandising Services by adding some of the most iconic artists in music history to its brand portfolio, including the likes of Motorhead, Iron Maiden, Slayer, and Backstreet Boys.

Thanks to its partnership with Global Merchandising Services, MDL now represents a library of artists who together have sold in excess of one billion records. MDL will look to build licensing programmes for each across the Italian market.

As well as some of the biggest names in rock music, MDL will also broker deals for Little Mix, Louis Tomlinson and the celebrity chef, Gordon Ramsay.

This group of artists – who can boast sold-out tours all over the world and an influence on global fashion trends across a variety of musical genres – will offer MDL opportunities for a wide range of projects in a wide range of categories. Apparel, accessories and footwear are only a few of the possibilities these properties offer, but food and beverage, makeup or home and living are among many other promising areas.

Maurizio Distefano, CEO of MDL, said: “We are eager to start working with Global Merchandising Services and the properties it offers to the Italian licensing market. This partnership enriches our portfolio and allows us to access another inspirational branch of the licensing world which, even at this early stage, has attracted many potential licensees.” 

“We are delighted to work with Maurizio Distefano Licensing,” said José Santiago, international licensing manager at Global Merchandising Services. “This is a great opportunity to grow and continue to develop licensing for our clients’ in the key Italian market.”

UK consumer games market hits a record value of £7bn in 2020

Consumers spent a record amount in the UK video games market in 2020, with the sector valued at £7bn for the year – according to Ukie’s 2020 Consumer Market Valuation.

The result marks a 29.9 per cent increase on 2019, and over £1bn higher than 2018’s previous record total of £5.7bn.

As reported by Licensing.biz’s associate title, MCV UK, game software sales across all categories rose 18.5 per cent, from £3.8bn to £4.5bn, with digital sales encompassing 85 per cent of all software sales. Despite many shops being closed for much of the year due to the pandemic, sales of new boxed games grew 7.1 per cent – reversing the downward trend of recent years.

Games hardware sales had a record year, reaching £2.3bn, a growth of 60.8 per cent year on year, thanks to the launch of the new consoles, as well as accessories and PC component sales.

The launch of the PlayStation 5 and Xbox Series consoles pushed console hardware sales up 74.8 per cent year on year, according to data from GfK Entertainment. Despite the new consoles, it’s actually the Nintendo Switch that generated the largest share of console hardware revenue. The March 2020 release of Animal Crossing: New Horizons has been a major driver of this success.

PC games hardware sales had a good year too, driven by the move to home working. VR hardware sales meanwhile grew by nearly a third to £129m, thanks in no small part to accessible, standalone headsets such as the Oculus Quest 2.

The game culture section of the valuation (revenue from activities associated with games) also grew to £199m, fuelled by a 22.4 per cent increase in toys and merchandising revenue  – countering the COVID-related shortfalls in other categories.

The February release of the Sonic the Hedgehog movie helped defend the movies and soundtracks category from the worst of the pandemic, with an overall decline of just 22.2 per cent.

For the first time, this year’s valuation includes a measurement of streaming and game video content revenues. UK consumers spent £45.6m through donations and subscriptions, making up for the obvious decline in physical event revenues.

“The latest consumer market valuation confirms just how valuable games proved to people across the country during one of the toughest years of our lives,” said Dr Jo Twist OBE, CEO of Ukie.

“The games sector is a growing, resilient and critical part of the UK’s successful creative industries sector. We all know how important entertainment, technology and creativity have been over the last year. The London Games Festival over the next 10 days will showcase and connect the fantastic leading games businesses right here in the UK with global audiences, investors and publishers, and will demonstrate games’ power to connect, entertain and innovate.”

The valuation was announced at the start of this year’s London Games Festival, run in partnership with Film London and Ukie. The digital event runs 19 March to 28 March, supported by Sony Interactive Entertainment, Xsolla, CCP Games, Hiro Capital and Here East.

The 2021 edition of the event features over 100 games, participation from 400 companies from 25 different countries – with over 1,000 professionals connecting online for business meetings, investor pitches and roundtables.

Highlights from the event include the LGF world stage, featuring the festival’s daily videos and premieres. The full schedule of 60+ broadcasts is available from today from the event’s website. A range of content will be made available free to everyone, from music performances and industry panels to special documentaries and launches.

For the first time, the festival will feature an Official Selection of 40 games from around the world, representing quality, innovation and diversity. The selection will highlight creative talent across four categories: Made In London, Narrative Excellence, International Innovators and Pick Up And Play. A dedicated website for the Official Selection is found here, and the festival has created daily videos supporting each game on the World Stage as well as digital retailer promotions.

The festival will also have a focus on mental health, through a partnership with games industry charity Safe In Our World and its Safer Together Campaign. The campaign offers a public Discord, which will launch during the festival and will provide a platform for gamers and the industry to connect, discuss games and be a safe space for all to talk.

The Now Play This programme will feature an additional 25 games and experience. Taking place from March 25th to 28th, the programme centres around the climate crisis, and how interactive experiences can inform and educate. Now Play This includes online talks and workshops, and a number of in-game activities – such as a ‘flight’ to the festival using Hosni Auji’s Airplane Mode.

Overall, this year’s event will include over 400 games businesses, the biggest showing the festival has seen since the festival started as a physical event in 2016.

[divider style=”solid” top=”20″ bottom=”20″]

This was reported on by Chris Wallace,  MCV/DEVELOP’s staff writer, who joined the team after graduating from Cardiff University with a Master’s degree in Magazine Journalism. He can regrettably be found on Twitter at @wallacec42, where he mostly explores his obsession with the Life is Strange series, for which he refuses to apologise.

No Kiddin’ Around | Why Playmobil is taking the adult fan market seriously this year and beyond

It doesn’t take a DeLorean for a journey into your own past, but it certainly does help, as more and more toy companies are seeing audience numbers increase across their kidult product offering. Among them, is Playmobil, a company that is blazing a new trail with its expanded Back to the Future line-up this year.

For Playmobil, the kidult market has become big business. In tandem with the growth of the sector across the entire market, the Germany-based international toy maker has seen ‘substantial growth’ in the kidult market over the last four years. And it’s a trend that has given us some of the most eye-bulging launches in the space to date, from Ghostbusters and Back to the Future play-sets, to the retro appeal of Scooby-Doo.

In January this year, the NPD Group confirmed the growing appeal of the kidult market; an audience now responsible for more than a quarter of toy sales. In its year-end update the group revealed that this adult and teen category now represents 27 per cent of total toy sales, up by 16 per cent since 2016. Fuelled by adults with more time on their hands over 2020, home entertainment, it would seem, no encompasses physical play more than ever before.

So it’s just as well, then, that Playmobil has plans to remain consistent with its emerging new adult audience for the foreseeable future. Here, ToyNews catches up with Playmobil’ marketing communications manager, Adam Moore to explore the company’s success and future plans in the kidult space.

Hi Adam, harking back to the virtual tour you took us on earlier this year, it’s great to see a gear change in output targeting the kidult market from Playmobil this year. Can you tell us how important this market has become for you guys?

Playmobil has seen substantial growth in the Kidult market in the last four years. This was continued in 2020 with the Playmobil 70317 Back to the Future DeLorean which was one of our best performing sets. In 2021 we have more fantastic play sets to offer kidults and collectors including the new Volkswagen Camper and Beetle. The market has allowed adults who remember Playmobil so fondly from their childhood, to re experience the brand now they are a bit older.

What sort of growth have you seen across the kidult sector over the last few years? What have been the key drivers of this growth over the course of 2020?

Kidult’s have become a much bigger part of the toy market in the last few years. Adults are looking for product that is cool and great for collecting. We have experienced this trend in recent years with licenses such as Ghostbusters™ and Porsche, and more recently the 202o launch of the Playmobil Back to the Future product. This audience always wants more to add to their collection so new additions add new experiences and collectability, Playmobil continues to keep the audience engaged with new items like the 70634 Back to the Future Part II Hover board Chase.

 It’s been documented that the pandemic has helped fuel that kidult market, but it was very much on the rise prior to Covid. How long has it been on the Playmobil radar, and will you guys keep a hand in this market for the foreseeable future?

Playmobil has been catering for the Kidult market for a number of years. It remains a continued part of our plans across 2021 with new launches for Back to the Future and new licenses like Volkswagen. There may even be some surprises for kidult fans later in the year.

“The Kidult market is an important part of Playmobil business and continues to grow, there is so much potential out there for Playmobil to continue strongly in this category.”

What do you think Playmobil brings to that kidult market and the demand for nostalgia driven IPs and products? Why is Playmobil an ideal partner for tapping into that kidult market and pop culture demand?

Playmobil brings a true representative look and feel of some iconic licenses and vehicles. It’s a good mix of keeping the look and feel of these iconic license but also adding a Playmobil feel with our own characters. We are able to fuse the need for a true look and feel for the collector but also incorporate a sense of individuality and uniqueness.

 The Back to the Future range is brilliantly executed, what was the process of working with the IP like? What are the creative processes in bringing such a cult classic to the play space through Playmobil?

The Back to the Future range was a really exciting license to work with. The team at Universal continue to support and celebrate the franchise. The original film was 35 years old in 2020 so there was a lot to shout about and a lot going on with retailers, even with the unusual circumstances retail was in last year.

The license continues to be a huge success in 2021 and with the new sets out in May and a further Back to the future advent calendar released in September it is due to be another great year for Playmobil and Back to the Future.

 Likewise, the Scooby Doo collection speaks to multiple audiences, with a nostalgia heavy design – how do you strike the balance between targeting the two audiences?

Scooby-Doo has had such a long history with children watching for over 50 years! It was only natural that Playmobil’s tie up with this iconic legacy brand would speak to multiple audiences. The great thing about Scooby-Doo is that the characters, especially Scooby are so recognisable.

This makes it easy for young children all the way up to adults to identify with the brand in its Playmobil form. When you add into the mix the other iconic elements like the famous Mystery Machine and other well known scenes from the brand, it makes talking to both audiences easier.

 What future do you see for the kidult market in the toy space and in particular, its importance to Playmobil? Is it an area that will only grow stronger?

The Kidult market is an important part of Playmobil business and continues to grow, there is so much potential out there for Playmobil to continue strongly in this category and continue to create toys not just for kids but adults and collectors too.

What’s the next step for you guys in the kidult market space?

We have some new and exciting offerings in the Kidult and collectors market coming up. In May with have two new Back to the Future sets as well as more new Scooby-Doo additions in June

There is some exciting news in July, as we have two brand new special edition Volkswagen Campers and Beetles that will come as part of a limited edition run. Each product will have a individual serial number on the bottom of the product and feature chrome effect detailing making them extra special and perfect for collectors.

Papa’s got a brand new bag | How Rocksax is having fun and finding growth in the digital age of music

The music merchandise specialist, Rocksax, has undergone somewhat of a transformation over the course of the pandemic. Nothing quite as drastic as a full-blown Jefferson Airplane to Starship transition, but noteworthy all the same.

Click through to the Rocksax online platform and you’ll be met with an engaging product showcase that spans its collection of music artist and band-branded bags, accessories, and bar stools. It’s been the company’s lockdown mission to build its digital presence, and it’s an effort that has paid off.

This time last year, outside of its retail and distribution business – the primary source of business for Rocksax still to this day – this was an outfit that was bringing in around £1 a day via its consumer-facing online operation. Today, Rocksax is doing between £1 and £2 a minute on the platform, selling luggage, backpacks, and vinyl carriers featuring artists and band artwork that spans the genres.

Within the Rocksax portfolio sits every artist to have made a mark on the music merchandise space, from legacy acts such as Black Sabbath and Pink Floyd, to contemporary artists like Billie Eilish. Then there’s the wealth of talent that sits in between; whether you’re into your Madchester sounds of Oasis or your Bowie image, or perhaps, even, the artwork of legacy record labels, like Blue Note or Motown.

Surprisingly, despite the gig and touring industry being ‘decimated’ by the pandemic, the music merchandise sector is going steady. Whether it’s music fans choosing to place their support of musicians elsewhere this past year, or simply that consumers have had time to re-engage with their music collections, and therefore their fandom, it’s for the likes of Rocksax, that business has actually grown.

But then again, music consumption hasn’t abated, but steamed ahead, and today, Rocksax’s license line-up is as varied as the modern day music lover’s Spotify playlist. If eclecticism defines today’s consumer – whether they are pop culture fans, gamers, or music-lovers –  and fuels today’s streaming culture, then Rocksax is having fun tapping into the opportunities that come along with that.  

What you won’t find among the company’s long list of licences, mind you, is Ed Sheeran. No matter how many Glastonburys he does.

“He just doesn’t resonate with consumers in terms of merch,” laughs Ian Hopkins, investor and business development manager at Rocksax. “Likewise, not many people walk around with an Adele t-shirt. Not every artist appeals to merch, there has to be a certain style, and a catalogue of artwork.”

With a more than 20 year career spent enveloped in the music merch scene, whether heading up new business at Virgin or in his role as the founding director of Pulp, it’s fair to say that Hopkins has an eye – and an ear – for what works. Currently, what’s working for Rocksax is its portfolio of bags, and with Hopkins and his business partner now in control of the young start-up, it’s where the focus will remain for the company.

“What’s exciting and what we are having fun with is tapping into how eclectic consumers’ music tastes are these days,” Hopkins tells Licensing.biz. “The digitisation of music is a lot of things, but it has definitely given music fans a bigger field. 

 “When I was growing up, you didn’t buy vinyl or products from anything other than the genre you were into. If you were a mod or a rocker, you were stuck in one genre because you could only buy one single or one album a month, because of the money,” Ian Hopkins,  investor and business development management at Rocksax, tells Licensing.biz.

“But now, because of Spotify, people are multi-genre, and when you look at their phones they have Metallica, Take That, Katy Perry… they listen to it all. And that’s brilliant, because it allows us so much to play with.”

As well, of course, music merchandising has become a new way for music fans to reconnect with their favourite artists. CDs are no longer the go-to purchase for engaging with music, therefore tactility with music is being sought through other means.

It’s certainly why the music licensing space has exploded over the last few years, with the likes of Bravado – Universal Music group’s own licensing division – spearheading innovative leaps forward in the business of licensing bands and artists. 

Likewise, artists have begun creating their own brands, too. Hopkins gives the example of Kanye and his Pablo and Yeezy brands, but plenty others are in on the act, too. The physicality of music is being redefined in branding, and whether its a Motorhead cycling jersey from Milltag, or a Blink 182 backpack from Rocksax, it’s a vibrantly exciting space.

“The music merch business has moved around a bit since I have been involved in it about 20 years now,” says Hopkins. “Where it was traditionally touring merch and what was stocked in HMV or Vertical Tower, it’s moved into fast fashion in Primark, and beyond that with capsule collections going into Selfridges.

“You hear of hip hop artists opening pop-up stores now, and the numbers they are doing through them is phenomenal.”

Like any industry, the music merch space is about finding a point of difference. With Rocksax, that takes the form of its line-up of bags; a range that itself has undergone development and re-development at the hands of Hopkins’ investment that has elevated its quality and design as the firm looks to extend its retail distribution network beyond the HMVs and international outlets it currently works with.

“We want to get these to the likes of Urban Outfitters, and those other Gen Z retailers,” says Hopkins. “It’s why we’ve made a lot developments over this pandemic, revisited the design, moved factories, just elevated the business in general.

“We have opened up our own subsidiary in the US and we have set up two distributors in the US and one in Canada, it’s all been about spotting the opportunities in different markets as they arise.”

One such opportunity spotted was in the resurgence of the vinyl, a movement that breathed life into Rocksax’s own collection of vinyl carry bags – each of them making use of the artwork not of artists but of record labels themselves, tapping – suggests Hopkins – into the more musically educated market of the record collector.

“We looked at the music market and no one was doing much with the old record label artwork, so we thought that, for the slightly more musically educated fan, maybe slightly older, we would develop this range of record label vinyl carriers that you can take your records around to your mates in,” he says.

“For us, it’s about discovering the trends within our primary focus. We could easily get distracted by other things – like gaming, for instance – but we don’t want that. For us, it is about bringing in genres into the bag business.”

Hip hop is a major focus for the team right now. It’s a tough pill to swallow, but the truth is, many of the genre-defining hip hop artists themselves are becoming legacy acts as the 30 year lag starts to come around again.

“It makes me feel ancient,” confesses Hopkins, “that this generation is now finding out about these artists and buying their merch. Dr Dre, Death Row Records, all of that stuff. What will come next – along with hip hop – will be grunge and the ‘80s/’90s grunge, Nirvana and the beginning of Foo Fighters, which will all start feeding in over the next few years.”

One to keep his ear close to his own Spotify in order to tap into the music trends, Hopkins is aware of the need to remain current. The youth of the Rocksax team helps keep the firm on trend, while the closeness with which Hopkings works with licensors goes the distance to help the business stay tuned in.

And the modern scene isn’t all about the music that consumers are engaging with, but the means through which they get their merchandise, too. It’s why the print on demand sector has become one of particular interest to Hopkins over recent months, so much so, that Rocksax is in the early stage talks with print on demand services to bolt onto its own platform.

“We are working with one of the big printers to create a bag that you can out into a printer and it will print out in two or three minutes,” he says. “That’s something we can then create – a load of bags, bring it over from China, and have them here as blanks for people to print what they want, when they want.

“The potential for print on demand in the music merch business, as well as wider licensing, is huge. It’s quite interesting in music merch because you always see the same three designs for a band, who may actually have a library of art work from their albums etc. There’s a long tail which is never seen.

“Put that in front of the consumer, let them choose, and you’ll find some odd winners that a buyer wouldn’t have thought of. Print on demand is putting the power back in the hands of the consumer, and I think that’s a great thing, because the buyer doesn’t always make the right choices.”

Guide Dogs UK creates The Gruffalo scents to make story time inclusive for visually impaired children

Magic Light Pictures and Macmillan Children’s Books have partnered with the sight loss charity, Guide Dogs to answer the age old question: what does the Gruffalo smell like?

Via this innovative new partnership, characters from the popular children’s book by Julia Donaldson – Mouse, Fox, Owl, Snake, and the Gruffalo – will be brought to life in a series of scents developed to help make reading a story inclusive for the whole family.

Research has found that 80 per cent of how we learn is visual. Guide Dogs has therefore made the move to create a sensory version of the beloved 20-year-old story for the first time, helping children with visual impairment feel more included in the story.

Working in partnership with Macmillan Children’s Books and Magic Light Pictures, the charity has created a scent kit that includes five inhalers, one for each character of The Gruffalo. The quick-witted mouse smells like cupcakes, the fox smells of cut grass, the owl smells like a freshly poured cup of tea, and the snake bring with it a smoky scent.

The Gruffalo himself carries with him a leathery barnyard smell that permeates from the depths of the deep, dark wood.

Kerry Kernan, Guide Dogs Children and Young People National Service Operations Manager, said: “Discovering a child has a vision impairment can be a worrying and confusing time for families, and we have a range of services to help. We hope that the universal appeal of The Gruffalo will help shine a light on how important it is to make things as inclusive as possible. Small adaptations and innovations can really help support families with a vision impaired child.

“Every year we help hundreds of families build their knowledge and confidence, and provide tools that are right for each family’s specific needs – whether that’s through enabling more moments like inclusive reading, or by providing services like habilitation support, education support or grants for parents and children to access new technology.

“We hope that this scent kit encourages more parents across the UK to reach out to us for help – and for more people to recognise and support the work we do with children and young people.”

Each scent in the kit was developed with the input of Guide Dogs service users to ensure they were at the heart of this.

Roger Whalley, Guide Dogs UK service user, said: “The support from Guide Dogs’ Children & Young People services has been life changing for our family. Not only in helping us navigate Josie’s sight loss journey, but also for building her confidence through teaching her life skills and providing opportunities for us to meet other families going through a similar experience.

“The Gruffalo is a much-loved story in our house, and we are thrilled that this scent kit will allow our daughter Josie who has visual impairment and our sighted son Wolf to be able to enjoy their favourite book together – something which I think most families rightly take for granted.”

Alyx Price, Associate Publisher at Macmillan Children’s Books, added: “We are so pleased to be working with Guide Dogs to help more children and families enjoy The Gruffalo. As publishers, we want to find ways for all children to access stories and this is a wonderful new way to enjoy books together.

“By interacting with the smells for these well-known characters, visually impaired children can now experience this favourite picture book and ‘meet’ the characters themselves.”

 In addition, Guide Dogs Specialist Education Support Team has developed a bank of resources specifically to support the parents of children with a vision impairment, this includes bringing books to life using touch and sound.

Pizza Hut partners with Bandai Namco for AR PAC-MAN campaign

Pizza Hut has partnered with Bandai Namco’s PAC-MAN for a special campaign that brings the iconic video game character to life through augmented reality when customers scan the printed PAC-MAN game printed directly on their pizza box packaging.

The initiative is the first part of a wider campaign at Pizza Hut to take customers on a nostalgia-driven journey down memory lane. Fans who play the AR PAC-MAN game can enter a competition for a chance to win their own custom Arcade1UP PAC-MAN game cabinet.

Rolling out across the US, the campaign encourages fans to simply order a large pizza from Pizza Hut, scan the QR code on limited edition PAC-MAN boxes, and play the AR PAC-MAN game, From here, they can enter the online sweepstakes to be in with a chance of winning the top prize.

On April 3, Pizza Hut will select one winner from all eligible entries properly submitted to receive the custom PAC-MAN arcade game cabinet for their home.

“PAC-MAN’s design and creation was inspired by the shape of a pizza with a slice taken out of it, making this partnership so appropriate for the PAC-MAN brand,” said Yutaka Fuse, head of licensing and branding at Bandai Namco Entertainment Inc. “PAC-MAN games and Pizza Hut pizzas occupy a special place in many people’s memories; we’re excited to have the opportunity to create fun memories for a new generation of PAC-MAN and Pizza Hut fans through this collaboration.”

“There aren’t many brands with more iconic elements than us, whether it’s the red cups, checkered tablecloths, connection to pop culture and entertainment – like PAC-MAN – or our iconic Pan Pizza,” said George Felix, chief marketing officer, Pizza Hut.

“As we look to connect with a new generation of pizza lovers, we are tapping into those things that make Pizza Hut great in a modern and relevant way.”

The PAC-MAN box, AR game and TV spot are just the beginning. Throughout the year, Pizza Hut says it will be fueling pizza lovers with new innovation, bringing back iconic pizzas and tapping into entertainment and pop culture in new and unexpected ways.

Warner Bros. teams with Toybox to let fans 3D print their own licensed toys at home

Warner Bros. Consumer Products has partnered with Toybox, a company specialised in 3D printers that allow fans to create their own toys at home, to enable audiences to print characters from across the Warner Bros. portfolio.

Marked by many as a major step forward in the ongoing development and evolution of the 3D printing space and its implications for the future of the toy industry, the new partnership will allow Toybox fans the chance to print items based on DC, Cartoon Network, Looney Tunes, Friends, even Seinfeld.

The deal also extends to classic films under the Warner Bros. banner, such as Polar Express and Elf.

Customers will be able to buy a range of toys starting with DC’s Batman, Superman and Wonder Woman by purchasing Toybox Bolts, an online currency unique to the Toybox platform. This is a first of its kind licensing agreement with a major studio that allows customers to print their toys at home.

Toys available to print at launch will be Batman, Superman and Wonder Woman action figures with nine points of articulation, Batarangs, Batman’s Batcave computer, Batmobile, Batman disc launcher, Bat-Signal, Justice League disc launchers, Daily Planet building; with additional items to follow.

Ben Baltes, CEO of Toybox, said: “We are so excited to announce this partnership with Warner Bros. Consumer Products. Toybox is the only platform to offer at home toy printing tied to a secure 3D printer. Bringing our Toybox users the world class properties from the WB catalogue is a dream for them and for us.”

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Barry Hughes, Golden Bear managing director

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Blueprint Collections’ Van Gogh Museum range sees significant success online and in stores

Licensing Link Europe is celebrating the ongoing strong sales, retail support for, and significant success of Blueprint Collections’ range of stationery and gift items based on the the internationally revered art brand, The Van Gogh Museum.

The range – which consists of 21 items – launched before Christmas in John Lewis stores and online, as well as with Amazon, where it has its own dedicated page, and through which the range has achieved a sell out success.

The artwork on the products, including an umbrella, compact mirror, wash bag, jotter and pencil case, features key pieces from the Van Gogh Museum collections such as Almond Blossom, Sunflowers Pink Peach Tree, and Self-Portrait with Pipe and Straw Hat. The artist’s letters have also been utilized as design elements across the range.

In addition to launching in the UK, the range is also available internationally in Papelaria, Chile, Galaries Lafayette in France, and distributed by Jasnor in Australia.

Further product development for this year will include office accessories and storage items.

The deal with Blueprint Collections was secured by Licensing Link Europe, the UK and Ireland agent for the Van Gogh Museum.

Lisa Shand, MD, Blueprint Collections, said: “We have had a tremendous response to the launch of the Van Gogh Museum stationery and gift range not only in the United Kingdom but internationally. The range itself developed alongside the museum’s team has proved a great success in terms of sell-through. And we look forward to extending the range later this year, focusing on working from home, including storage and office accessories.”

Chris Taday, director Licensing Link, said: “From signing the license to launching the product range, this has been a collaborative effort with all parties. As we move forward into this year, we are pleased with how the Van Gogh Museum licensing programme is maturing – supported by best-in-class licensees and partners.”

Elsewhere, ASOS is continuing to support a range of Van Gogh Museum t-shirts from The Collective, designs including Sunflowers.

Further new launches for 2021 will come from Danilo (diaries, calendar, and greeting cards) as well as the launch of Ecoffee Cup with its range of reusable cups available from March.