Pop culture retailer The Geek Retreat on track to open 60 of its planned 100 stores this year

Geek Retreat, the geek culture retailer, gaming café and events venue rolled into one, is on track to open 60 of its planned 100 new stores on UK high streets by the end of 2021, creating 360 jobs around the country.

The franchise is on track to meet its previously announced target of a total of 100 new stores in 2022.

The Geek Retreat franchise, which opened its first store in Glasgow in 2013, now has 27 stores, with the newest in Truro, Cornwall, which opened last week. It has stores in town and city-centres such as Glasgow, Newcastle, Leeds, the Wirral, Northampton, Chelmsford and London, which stock geek culture merchandise like comics, posters, clothing, figures and memorabilia as well as games and trading cards.

Fans of everything from Marvel and sci-fi, to Warhammer and Pokémon – and even traditional board games, are welcome at the stores and play their hobbies in the café.

New stores are due to open in a number of locations around the UK, including Blackburn, Hereford, Exeter, Lincoln, Ipswich, Bedford and Exeter, in the next couple of months.

To support the growth of the business, the retailer has also announced a series of new hires, including four franchise development managers who will support the expanding geographical footprint of the brand. A further 25 employees will join the head office team in new roles such as New Store Openings Managers, Event & Gaming Specialist and Head of Digital & Ecommerce.

Following the recent brand relaunch, Geek Retreat has also developed and launched a new menu in consultation with its franchisees. The full menu roll-out in partnership with leading food service firm, Booker, sees the introduction of a high-quality menu with vegetarian, vegan and kid’s options, ensuring there’s something to suit everyone’s taste.

Peter Dobson, chief executive of Geek Retreat, said: “We are pressing ahead with our expansion plans and are on track to meet our target for new stores. Despite the impact the pandemic has had on the high street more generally, the Geek Retreat proposition and unique culture has proved particularly resilient and has shown us how important it is for people to have a safe please to visit and to share their interests with friends as part of a community.”

All stores commit to a COVID-19 secure environment, with strict social distancing and hygiene measures in place, to give customers extra piece of mind that they can visit in confidence.

A booming Enterprise | From Star Trek to The Beatles: How Eaglemoss is fuelling the kidult and pop culture market

Now in its fourth decade serving the sci-fi and fantasy collector’s and collectables market, Eaglemoss has become an authority on the topic of pop culture and kidult sectors, supplying some of the most detailed models to be found on the scene today. But there’s a whole lot more to the company than Star Trek busts. Here, we catch up with head of Hero Collector at Eaglemoss, Ben Robinson to learn more about the company’s plans

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Eaglemoss is a cap with many feathers. A bow with many strings. A Trident with the pre-requisite number of prongs; that being, three. It is a triforce of the geek and pop culture scene, acting not only as a direct to consumer platform, but a fan subscription service, and a distributor to independent and mass retail channels across the UK.

If it’s high end collectables, comic books, licensed gifts, toys, and other consumer products all deeply rooted in the growing kidult and pop culture space that you want – be you a casual collector, an entrenched nerd, or a toy shop tapping into both of those – then Eaglemoss has to be on your list. In fact, it likely already is.

Established in 1975, Eaglemoss pre-empted the ‘kidult’ market by a decade or two, recognising early on, the power that many sci-fi and fantasy properties had to capture the imagination of generations to come and firmly establish itself as a leader in the collectables field. Since the publication of its first ‘partwork’, the business has been in a state of continued expansion, and today holds claim to having produced, marketed, and distributed more than 150 collections across more than 30 markets over five continents and in 13 different languages.

Spanning London, Paris, New York, Moscow, Sao Paolo, and Warsaw, Eaglemoss is well-placed to tap into the global ‘kidult’ and pop culture sector as its demands broaden to include more innovative and engaged consumer products. This year, for example, the company is tapping into the demand for pop culture-inspired advent calendars, an extension of the toy advent calendar trend that has been gaining momentum here in the UK over the last few years.

Here, we catch up with Ben Robinson, head of Hero Collector at Eaglemoss to discuss the company’s latest releases, its plans for the growing kidult market, and what the Eaglemoss name brings to a sector brimming with superfans.

Hello Ben, thank you for talking to us and indulging our pop culture obsession. To kick us off, can you give us a bit of background on Eaglemoss? Who are you, what audience do you cater to, and for long have you been doing it?

Eaglemoss was founded in 1975 and is a global leader in licensed collections. We have a long history of figurines, die-cast models, and partwork magazines. We’re lucky enough to work with characters and licenses from Marvel, DC, CBS, AMC, BBC, Disney, James Bond, Universal, and many more. Our core audience is built up of fans and collectors who care passionately about the brands.

A motley crew, if ever there was one. Can you tell us what Eaglemoss is bringing to the UK pop culture space in that case? How does it encompass that market and ignite the passion within the UK scene?

The overarching objective of the company has always been to create products that have real appeal for fans. It’s very important to us that we don’t just do the obvious products but create things that are authentic and have the kind of detail that fans appreciate. 

We are experts ourselves and work closely with licensors throughout the development process to make sure that the end product is not just high quality, but authentic and show all the love we have for the brands ourselves.

The adult market – or ‘kidult’ space – has seen steady growth here in the UK over the past few years, and last year accounted for 27 per cent of total spend on toys (according to NPD). How has this been reflected in sales growth at Eaglemoss? What strength of the UK’s ‘kidult’ sector have you witnessed?

We’ve specialised in the adult collector market for decades so its success isn’t a surprise to us. What we have found is that the growth of online sales is making it easier to reach those grownup fans. I think it’s fair to say it’s often been difficult for them to find products that show the level of care and attention that’s important to them. There’s a generation of people who grew up with these amazing properties. They haven’t given up on them as they’ve got older but their expectations have only gone up. They want products that are really designed for them. That’s something we pride ourselves on understanding. 

What do you think has been key to driving the growth in this space? What is it that businesses like Eaglemoss bring to the table to give that market credibility? 

More than anything it’s about our own level of fandom. The people we sell to can smell anything cynical a mile off. We’re really careful to make sure our products feel just right, whether that’s a specific detail on a super hero’s costume, the exact colour of a die-cast spaceship or including some detail that a fan will instantly recognise, and appreciate. Those are the kind of things that only someone who knows and loves the brand as much as the fans, would know to include. 

Can we talk through the Eaglemoss portfolio for 2021? What are the key launches from you guys this year across the pop culture portfolio? We hear you have a range of advent calendars launching – can you talk us through these?

We’re entering the advent calendars arena for the first time this year, which is a very exciting time for the company.  We’re launching these fantastic introductions with three iconic brands: Doctor Who, Star Trek and The Beatles; with each one featuring detailed, high-quality collectable items hiding behind each of the calendar doors. They’re really nicely designed and we think they’ll bring a smile to every fan’s face. 

The Doctor Who calendar has a classic TARDIS design which opens out to reveal its 24 doors, the Star Trek offering takes the distinctive form of a Borg cube/ship (as seen in Star Trek: The Next Generation) and The Beatles inspired calendar comes in the form of four trays encased within an outer shell featuring iconic Beatles artwork. They’re just things that make you happy. 

Why has the advent calendar market become an important one for you guys, and what will you be bringing to the space? What sort of growth of the market are you expecting to see in the coming years?

We always want to make new stuff, and we know we can bring something special to the calendar market by targeting collectors. Every item in these calendars has been specially designed and is exclusive. We’ve brought all our expertise and love for these brands to bear. 

One of the things we hear a lot is that people are nervous about buying things for fans because they think they might already have it. The great thing about these advent calendars is that you can absolutely guarantee that the content is brand new, and there is stuff in there that will make true fans smile. That and Christmas are a pretty good combination. We’re so pleased  with the final products, so we’re looking forward to revealing them to fans.

What retail partners are you guys currently working with? What are your plans for the UK retail scene? 

One of the unique things about Eaglemoss is that we offer an omnichannel solution – with bestsellers sold through key retail partners, like HMV, adding to sales through our own e-shop and high-end model kits through our subscription service. We try to cater for different audiences across the various channels and because of our product development heritage we’re able to play across a wide range of categories. 

Our retail expansion is going well in the US where we just have our first launch with Walmart and in other European markets through our network of distributors.

So, Ben, can you tell us what the next big step for Eaglemoss might be here in the UK?

We’re super excited about the next 12 months with plenty of new licences and product lines launching. We’ve only just dipped our toe in the water with our retail range and despite the difficulties that Covid-19 has brought we’ve still been able to expand our business, which is testimony to the products we’re bringing through. 

And just before we let you get back to the day job, is there anything you’d like to add?

Alongside our advent calendar launches, we’ve also got some really exciting products coming. We’ve got some classic sci-fi brands in The Expanse and Stargate. We’re just launching a new Hero Collector Museum made up of detailed replicas that are designed to sit on yourself and we’re also growing our horror offering. 

We have some amazing subscription offers that mean you can build extraordinary models of the Eleanor Mustang, the Ghostbusters Ecto 1, the Titanic and the Enterprise from Star Trek: The Next Generation. There’s more Star Trek on TV than ever so we’re excited by the opportunities that will bring. 

We’re also developing Marvel statues based on the Disney + shows, so 2021 is shaping up to be a busy and exciting year for us.

Finding Neverland | How adult fans are driving toy sales across the UK

There’s no shame in admitting it, toys, games, gaming, and play doesn’t have to have an age limit; something that a growing portion of the UK population can attest to. Last year, the UK’s kidult market hit new heights, fuelled by a pandemic that left grown ups and kids at heart with a lot more time on their hands to revisit their old passions. Given the audience size, it’s a market that can’t be stopped

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A factoid that gets overheard often when you spend any length of time within a city setting, is that you’re at no point, more than seven feet away from a mouse. The same could probably be said for Funko Pop! figures.

In fact, the statistic is likely somewhat higher. Higher still if you swap out specifics for the term now used to categorise a demographic of people that appears to be expanding at an alarming rate. If the most recent NPD figures are anything to go by, the UK’s ‘kidult’ sector, that is the adult audience of toy fans, appears to be, well, breeding like mice.

Accounting for a staggering 27 per cent of the total toy sales here in the UK for the year end 2020, the kidult sector is one that can be, by any means, no longer ignored.

What started decades ago, with the advent of the pop culture consumer products scene has shifted from an underground following of ‘ultra-nerdom’ to a mainstream – if not staple – sector within the UK toy space. Time was, tell a room full of adults about your collection of Transformers toys or your Mage level in the latest tabletop campaign, you’d be faced with stifled chortles and a lifetime of social isolation. Today, those self-confessed nerds are our celebrities, our pop icons, and our sports stars. And that’s OK. These days, when it comes to the topic of adult collectors of toys games, there really is no kidding around.

Take the pop culture gift and consumer products specialist, Fanattik, for instance. In its last financial year report, the firm found itself up around 123 per cent. We’re all aware that 2020 will forever be classed as a ‘freak’ year for sales figures, with online shopping helping drive sales in sectors that wouldn’t necessarily be replicated on the high street, but how would you account for the 40 per cent growth, year on year, that Fanattik has enjoyed each year before Covid-19?

“Traditionally, we never supplied toy retail, our focus was always on the gift trade,” Fanattik’s managing director, Anthony Marks, tells ToyNews. “But enquiries from the toy sector dramatically increased last year, retailers were looking for something different to add to their online offering, and the ones that trialed our range never looked back.”

It’s become a common narrative across the toy industry that the kidult audience is being recognised and catered to at a growing pace by companies and retailers once more aligned with the traditional children’s audience. There’s a reason that the Toymaster catalogue has started including Wizards of the Coast’s Dungeons & Dragons, just as it has welcomed Games Workshop into the fold in recent years, and why Pokemon Trading Card Game sales are in the midst of a world-wide resurgence, and why the local toy shop is just a likely to stock miniatures painting kits as it is Jellycat plush toys for pre-schoolers.

The audience for toys today is multi-generational.

“The genie is out of the bottle,” exclaims Marks. “Just look at the success Playmobil has had with its Back to the Future range. The retailers we are speaking with throughout Europe say that they will always have shelf-space for the latest blockbuster, but the iconic film and gaming brands cannot be ignored anymore.”

Late last month, Fanattik released details of a major new partnership with Hasbro and its Wizards of the Coast segment through which it will launch a range of licensed gifts and collectables based on its Magic: The Gathering and Dungeons & Dragons gaming franchises. It’s a marker of success for the firm that has managed to carve a reputable name for itself in a market notoriously protective of its favoured IP. Marks has high hopes that the range will replicate the success retailers saw with Fanattik’s Yu-Gi-Oh! ranges when the collection launches in Q3 this year.

“We do not go for the latest film or game release, it has to be a brand with multi-generational appeal, an existing fanbase that
due to the market’s focus on the latest game or film release, finds itself being ignored,” says Marks.

“The Kidult sector has been growing year on year, and the pandemic gave it a major push forward. With no new film releases, for example, fans were going back and watching their old favourites and introducing those films to family members who missed it, or were too young to appreciate them the first time around.

“There are also millions of new gamers that have been created by having to spend more time at home, and that’s an audience that cannot be ignored either.”

This article – and a more in depth look at some of the firms taking on the ‘kidult’ sector – appears in the Spring/Summer issue of ToyNews.

Games Workshop to give all staff £5000 share bonus amid another strong year of sales

A boost in the hobby and hobby gaming sector over the past year and throughout the pandemic has led to another set of record results for the UK’s miniatures and tabletop gaming specialist, Games Workshop, who is set to hand £12 million worth of share bonuses to staff following the success of its current financial year.

The share bonuses will be paid on an equal basis to each member of staff, handing each around £5,000. It’s a significant increase on the bonus received by staff members in the previous year, when the UK firm paid profit share bonuses amounting to £2 million.

Games Workshop has detailed particularly strong sales in its current financial year, one that it expects will end at no less than £350 million in the year to May 30th 2021. This marks a leap of some £80 million on the year prior, fueled in large by increase demand and engagement with the hobby scene over the course of the pandemic, as well as an evolving and growing licensing arm now spanning some of the biggest entertainment franchises globally.

The hobby specialist is also expecting its full year pre-tax profit to come in at not less than £150 million, up from £89 million in the prior 12-month period. This will includes royalties receivable from licensing which are estimated to be around £15 million.

The Retail Bulletin reports that, when announcing the company’s half year results back in January, Games Workshop chief executive Kevin Rountree said the business had put in a “cracking” performance with sales rising to £186.8 million in the six months 29 November compared to £148.4 million in the corresponding period in the previous year.

In addition to its Games Workshop  website, the company operates the Warhammer chain of stores across the UK.

The Koyo Store partners with Toei Animation to launch Dragon Ball Z and Dragon Ball Super collectables

The entertainment merchandise specialist, The Koyo Store has secured the EMEA rights to create a range of officially licensed collectables based on the popular Dragon Ball Z and Dragon Ball Super anime TV series.

Through its partnership with Toei Animation Europe, the Lancashire-based Koyo Store will launch an initial product line-up this May encompassing collectables based on popular characters and imagery from both series, including a Character Pin Badge Collection featuring Buu, Goku, Master Roshi, Piccolo, Trunks, Krillin, and more.

 Widely regarded as the series that made anime popular in the West, the Dragon Ball Z TV show was created by Toei Animation and first aired in 1989. Its popularity saw the franchise spawn movies, TV specials, soundtracks, video games and countless other items of merchandise.

 It’s sequel, Dragon Ball Super, followed the adventures of key protagonist Goku during the ten-year timeskip’ after the defeat of Majin Buu. Toei recently announced that a new Dragon Ball Super film was in development with a planned release for 2022.

 With Dragon Ball Z and Dragon Ball Super still huge favourites with pop culture fans, The Koyo Store is lining up a range of pin badges to celebrate these iconic brands. Available in-store and online from this month, the range will include a Goku & Vegeta Pin Badge Set, an Icon Pin Badge Set – including symbols for Kame, Majin, Capsule Corp, Red Ribbon, Radar and Dragon Ball, a Dragon Ball Z Symbol Pin, Dragon Ball Super Symbol Pin, Master Roshi Pin, Goku Pin, Vegeta Pin, Gohan Pin, and Trunks Pin.

 The collectables will be priced from £6.99 and will also be available for fans to buy direct at www.thekoyostore.com

Toei Animation is the latest major IP owner to join The Koyo Stores burgeoning collectables line-up, which also includes partnerships with Ubisoft, (Rainbow Six Siege), PUBG, Games Workshop (Warhammer 40,000), Capcom (Street Fighter) and HBO (Game of Thrones)

“Were delighted to be able to tell Dragon Ball Z and Dragon Ball Super fans that we can Summon You Forth’ to collect this range of officially-licensed pin badges,” said Lee Townsend, founder and CEO of The Koyo Store.

Dragon Ball Z and Dragon Ball Super remain among the most popular anime franchises across the world, so were honoured to be collaborating with Toei Animation to bring this range of collectibles to Dragon Ball enthusiasts.”

 The Koyo Stores high-quality pin badges, coins and other unique merchandise have proved a hit among games, Esports and TV and film fans who are looking for great collectibles and the opportunity to claim bragging rights within their peer groups.

MGM to launch first Stargate SG-1 strategy PC game in Slitherine partnership

MGM has partnered with the digital strategy games publisher, Slitherine to develop and publish the first strategy PC game based on the popular sci-fi series, Stargate SG-1.

Called Stargate: Timekeepers, the title will pick up from the end of the seventh season of the Stargate SG-1 main plot to create an original story that takes place during the Battle of Antartica, in which Command Eva McCain and her team are tasked with supporting the SG-1 against Anubis’ fleet.

The aftermath of the battle sees Commander McCain and her squad face an epic adventure that spans multiple original locations, while players will travel through time and space to save civilians from the threats of alien lords, rescue their friends and allies from danger, and more.

Over the course of 25 years, Stargate has become a cultural hit, capturing the imaginations of sci-fi lovers and inspiring an audience of fans around the world.  The franchise includes three films, three TV series broadcast in 64 countries, an animated series, and a web series. More than 56 million Stargate DVDs have been sold to date, while the franchise has also found its way to graphic novels, games, and more.

“Working on an IP like Stargate is an honor and a testament to our continued effort to reach a wider audience,” said Marco Minoli, Slitherine marketing director. “We strive to capture players’ imagination by creating our own worlds or by forging experiences based on existing, influential franchises. We look forward to bringing Stargate: Timekeepers to life and creating a long-lasting legacy of Stargate strategy games.”

Robert Marick, executive vice president, MGM Global Consumer Products and Experiences, said: “We’re thrilled to work with Slitherine to bring a new Stargate PC game to market, and provide fans the opportunity to experience the Stargate universe well beyond TV and movie screens.”

 Stargate: Timekeepers is a Real-Time-Tactics game developed by Creative Forge Games, an independent studio based in Warsaw, Poland, makers of Phantom Doctrine and Hard West.  The game will release on PC distribution platforms.

MGM now joins a growing roster of licensing partners to have worked with Slitherine in the games space, who has published a portfolio of award-winning titles for consoles, smartphones, and tablets. The publisher has previously worked with the likes of NBC Universal, Games Workshop, Sony Pictures, BBC, Osprey, and more.

’80s animated series The Raccoons makes play for retro and environmentalism licensing

The Raccoons is the latest animated property to be jumping the decades and making a play for the retro licensing space, helping fans and viewers who grew up with the show put to rest that fundamental question: what on Earth kind of aardvark is Cyril Sneer anyway?

First created in 1985, the animated TV series followed the day to day life of three raccoons: Bert, Melissa, and Ralph as well as their friend Cedric the aardvark and his greedy businessman father, Cyril. For two decades, the series engaged the imaginations of families across 180 countries.

Today, The Raccoons has tasked The Point. 1888 with bringing to market a raft of new branded products in accessories, babywear, socks, gifting, plush and more as the retro revival trend continues to gather pace among millennial and Gen Z audiences today.

With a wealth of entertainment brands already on The Point.1888’s books including Moomin, Molang and Moon & Me, The Raccoons is another significant win and comes just one year after the agency was appointed by 75 year old children’s brand Moomin to support its comeback and raise its brand licensing game.

With an underlying message of conservation and environmental protection running throughout the series, The Point. 1888 has already added nature charities and forests to the brand’s licensing strategy.

Olivia Wiggett, The Point.1888’s Associate Commercial Manager, said: “The Raccoons is such a wonderful, nostalgic brand that resonates with so many people across the world. We are so delighted to be working with the amazing team at The Raccoons, and can’t wait to start bringing the brand to life in the licensing space. Not only that, but because The Raccoons are such a perfect fit for nature charities and forests, we have added this to their strategy.”

Kevin Gillis, President of Run With Us Productions, added: “The Raccoons have had the honour of having a strong and environmentally-conscious fan following in the UK since Bert Raccoon first moved to the Evergreen Forest. As we recognize the growing critical importance of understanding our fragile global eco-system, we look forward to working with The Point 1888 in connecting with and supporting our many loyal and invaluable fans.”

Product development and marketing plans are now underway and The Point.1888 will be commencing talks with potential licensees and retailers in the next few weeks.

Toei Animation celebrates Goku Day with new Dragon Ball Super movie announcement

Fans worldwide received a special surprise this Goku Day –  the annual Dragon Ball celebration – when Toei Animation revealed that a new Dragon Ball Super film will be released in 2022, marking the second film based on the Dragon Ball Super manga title and anime series launched in 2015.

The Dragon Ball phenomena began in 1984 when Japan’s well-known manga from Akira Toriyama premiered in Shueisha’s Weekly Shonen Jump, becoming a top ranked title throughout its 10 and a half years of publication. Since then, the manga’s popularity has continued to grow with a record of 260 million copies sold worldwide and counting.

Dragon Ball’s ever-increasing popularity has seen it has expand beyond manga to include TV animation, movies, games and merchandising. Now, 37 years after the launch of the original manga, Dragon Ball continues to evolve.

The 2022 film follows the success of its first movie release in 2018, Dragon Ball Super: Broly, which achieved over $120 million at the worldwide box office.

Planning for the new film project was kicked-off in 2018, before the release of Dragon Ball Super: Broly, with the goal of telling a large-scale story that would build on the enthusiastic response for the previous theatrical series and the current global fervor for Broly.

Akira Toriyama himself has picked up his pen to deliver a story ‘for the fans.’ From the story composition to character design to the lines of the script, Toriyama has ‘worked with the greatest attention to detail and highest quality standards’ to create what Toei has billed as a ‘Dragon Ball movie unlike any other in its history and one that will surely be a blockbuster with fans.’

Akira Toriyama, creator of the original story, screenplay, and character design, wrote a special message to Dragon Ball fans. A signed copy of this message is available here.

Antstream Arcade strengthens exec team in move to be at the forefront of video game streaming

Antstream Arcade has made a new move to ‘put itself at the forefront of video game streaming’, welcoming the games industry veteran, Mike Rouse to lead its production team and help build out its internal studio.

The move comes during a period of record user growth for the company following its establishment as the world’s first free-to-play game streaming platform.

With over 20 years’ experience in the games industry, Rouse joins Antstream from 2K’s Brighton based Hangar 13, where he was head of production and responsible for developing and co-ordinating strategy across the studio’s four global locations and 400 employees. His career has seen him work in key roles at Microsoft where he oversaw the development of Microsoft Hololens, and at Sony.

With extensive experience in pushing the boundaries of how players interact with games, Rouse will be looking to put Antsream Arcade at the forefront of video game streaming, helping the company to build upon the slate of licensing partnerships it has already secured with the likes of Disney and Bandai as it eyes growth in the market.

Rouse said: “As a lifelong fan of what we now have to call “vintage” games, working at Antstream Arcade represents the perfect combination of my passion for retro gaming and changing how players interact with games themselves. I think it is very likely that we are nearing the end of physical consoles – with physical media losing relevance to the rise of cloud-based gaming, it is all but inevitable.

“As the first company to successfully launch a free-to-play platform with thousands of games, Antstream is well placed to be at the forefront of this change.”

Steve Cottam, CEO of Antstream, said: “Between our new licensing partnerships with the likes of Disney and Bandai, and our decision to adopt a free-to-play model, we’re in a period of immense change here at Antstream. Bringing on someone with Mike’s expertise and experience in altering how people play games is a huge boost for us as video game streaming continues to drive the game industry forward as a whole.

“We look forward to working with him in taking our library of iconic video games to the biggest audience possible.”

Mike’s love of retro gaming is on full display on his Retro Gamer Boy YouTube channel, where he posts weekly unique videos delving into his own extensive retro gaming collection, and discussing the best retro games and consoles ever made.

His retro gaming goal is to collect every SEGA Megadrive game, with only a few notable holdouts like Pirates of Darkwater standing between him and the holy grail of completionism.

Funko sees record first quarter as games, plush, and Loungefly all achieve sales growth

Funko has seen record first quarter net sales increases across both its US and European markets, reflecting what the pop culture specialist has cited as ‘broad-based strength across geographies, products, and channels.’

Net sales grew 38 per cent to $189.2 million compared to $136.7 million in the first quarter of 2020. The firm also saw the number of active properties increase by 12 per cent to 762 from 681 the year prior, with net sales per active property increasing 24 per cent.

US sales grew 39 per cent to $136.5 million, while Europe saw its net sales increase a full 55 per cent to $39.8 million. Other international regions saw a more modest growth of two per cent to $12.9 million, but Funko has highlighted the ongoing disruptions that many of those regions are experiences due to Covid-19.

Funko’s Pop! branded products grew 33 per cent while net sales across its Other segment – meaning non-figure products – increased by 52 per cent, led by Loungefly branded products which grew 82 per cent in the quarter. Funko has also been strengthened by its recent developments in games and plush.

Direct-to-consumer sales increased more than 160 per cent driven by continued strong demand on the Company’s Funko and Loungefly e-commerce sites, while 66 per cent of the company’s sales were attributed to evergreen content.

“Improving consumer demand in the US and Europe contributed to broad-based strength within our brands, products and distribution channels, leading to a record first quarter,” said Brian Mariotti, chief executive officer.

“Throughout the pandemic, our teams have maintained a relentless focus on delivering innovation and engaging with our fans around the world, positioning the business to drive topline growth as the demand environment strengthens.

“In the first quarter, this enabled us to achieve sales growth of 38 per cent, strong Adjusted EBITDA margins and a substantial increase on the bottom line.

“We are confident that our innovation pipeline, strategic focus and experienced teams will enable us to deliver continued growth and expansion in the dynamic macro environment. We’re investing behind our key strategic priorities and expect to achieve topline growth of 33 per cent to 38 per cent in 2021, above our previously stated range, while also driving increased profitability.”

On a brand basis, Pop! branded products grew 33 per cent to $150.3 million, reflecting strong growth in the US and Europe. Loungefly branded products grew 82 per cent to $24.5 million. Both brands generated strong demand in the US and Europe, as well as strength across our direct-to-consumer channels.

Net sales of other branded products increased 41 per cent to $14.3 million driven by board games, plush and action figures.