US consumers spent $56.9 billion on gaming in 2020 according to NPD latest

US consumers spent a record $56.9 billion on gaming in 2020, a jump of 27 per cent from 2019, according to data from the NPD Group.

December was a particularly big month for games, consumer spending across video game hardware, content and accessories reached a December record of $7.7 billion, 25 per cent higher than in December 2019.

Hardware dollar sales, meanwhile, reached $1.35 billion in December 2020, a jump of 38 per cent compared to 2019, and the highest total for a December month since the $1.37 billion generated in December 2013.

Hardware dollar sales totalled $5.3 billion for the year, 35 per cent higher than 2019, and the highest since the $5.6 billion generated in 2011.

As reported by Licensing.biz sister title, MCV UK, the Nintendo Switch was the best-selling console of 2020, with annual dollar sales being the second highest for an individual platform in a single calendar year in U.S. history – beaten only by another Nintendo console, the Wii, in 2008.

Despite supply issues, the Playstation 5 was the second best-selling console in dollar sales, while PlayStation 4 ranked second in units sold. PlayStation 5 set a new dollar sales record for PlayStation hardware through each PlayStation platform’s first December at retail.

Call of Duty: Black Ops: Cold War was both the best selling game of December 2020 and the year as a whole, while Call of Duty: Modern Warfare was the second best-seller of the year.

Call of Duty ranked as the best-selling gaming franchise in the U.S. market for a record 12th consecutive y

Animal Crossing:New Horizons, while not quite as popular as it is in Japan, still proved successful in the US, ranking third. In 2020, the title achieved the highest physical dollar sales for a Nintendo-published game in a calendar year since Wii Fit Plus in 2010.

Nintendo saw a strong December 2020, with half of the top 20 best-selling games of the month being published by Nintendo.

Cyberpunk 2077 debuted as the second best-selling game of December, and the 19th best-selling game of 2020, despite the lack of digital tracking.

The Last of Us: Part II finished 2020 as the year’s best-selling PlayStation exclusive, and the sixth best selling game overall. The game now ranks as the third best-selling Sony-published game in U.S. history in dollar sales, trailing only Marvel’s Spider-Man, and 2018’s God of War.

Gamestream appoints new director of content and licensing

The cloud video game streaming service for B2B industries, Gamestream, has appointed a new director of content and licensing in the shape of Gaëlle de Jong. The appointment has been made as part of the firm’s international expansion plans as it looks to secure best-in-class partnerships in the videogames industry.

De Jong will now be responsible for leading Gamestream’s licensing and content strategy and firmly establishing its market position as a tier one provider of quality AAA and indie family video game entertainment. Currently Gamestream has licensed IPs from world leading brands including Disney, Capcom, Konami, Codemasters and Focus Home Interactive.

De Jong is also leading relationships with video game publishers and developers, helping to acquire new licenses and negotiating rights.

She joins Gamestream with 14 years of experience in the video games industry. Prior to Gamestream, she worked at Boonty in 2006, a global provider of PC video game distribution services that was acquired by Nexway in 2009, a leading electronic commerce and payments company. At Nexway, she held various senior positions including Director of Development for publishers and game developers, and Director of Android and PC Content Acquisitions.

Ivan Lebeau, CEO of Gamestream, commented: “We’re pleased to welcome Gaëlle to our growing dream team at Gamestream. She plays an instrumental role to enable us to conquer new markets with premium quality licensed content, and to support the on-going need to satisfy and improve user experience and choice for our global customers.”

Gaëlle de Jong, Director of Content and Licensing at Gamestream, commented: “I’m thrilled to be joining the talented ranks of team Gamestream. My goal is to ensure our video game content library is populated and aligned with the demands of each market which we are engaging with.

“We are executing this by integrating both international blockbuster and indie content, supported by the very best content each local market has to offer, squarely focussing on families.”

In 2002, de Jong gained a master’s degree in Applied Foreign Languages at the University of Metz, specialising in translation and interpretation, and in 2003 she completed her studies with a DESS in dubbing and subtitling of films at the University of Nice.

The Gamestream cloud gaming service has been deployed across Europe, the Middle East and Asia through white-labelled telco versions and Gamestream brands.

Star Wars and Disney reveal new brand identity for all official videogames, Lucasfilm Games

Lucasfilm, Star Wars, and Disney have revealed a new brand identity for the home of all officially licensed Star Wars video games, a legacy that now crosses the decades, with the unveiling of Lucasfilm Games. The new unit isn’t a publisher or development studio, but will be acting as a unifying brand name and licensor.

It has been widely speculated that the move arrives in preparation for 2023, when the current Star Wars video game contract with EA comes to the end of its ten years. It’s expected that Disney will then begin licensing out the Star Wars brand to various publishers and developers under the Lucasfilm Games title.

Marking the ‘new era’, Lucasfilm Games has now launched social channels across Twitter and Facebook that will act as a means of delivering news directly to fans.

“[Luscasfilm is] a name that encompasses the company’s rich catalog of video games and its eye toward the future,” read an announcement released via StarWars.com

“Lucasfilm’s legacy in gaming stretches back decades. And with Lucasfilm and the galaxy far, far away entering a new and unprecedented phase of creativity, so will the world of Lucasfilm Games — developed in collaboration with the finest studios across the industry.”

Pokémon celebrates 25 years with toy collabs, new content, and a music programme led by Katy Perry

The Pokémon Company International is celebrating its milestone 25th anniversary with a wide-ranging raft of new partnerships, product roll-outs, and activations that includes special anniversary merchandise from licensees such as Jazwares, Mattel, Funko, and The Wand Company.

New product from its portfolio of global partners will coincide with landmark partnerships and the franchise’s first venture into the music business that sees the firm team up with Universal Music Group to work with some of the biggest artists in the space to launch its project P25 Music.

Pop icon, Katy Perry, has been revealed as a premier collaborator on the new year-long music campaign that aims to celebrate the multi-media appeal that Pokémon has wielded since its launch in 1996.

The star-studded program will accompany fan-focused activations celebrating 25 years of Pokémon across the franchise’s portfolio of video games, mobile apps, animation, merchandise and more.

“Pokémon has been a constant in my life from playing the original video games on my Game Boy, to trading Pokémon Trading Card Game cards at lunch, to the adventures of catching Pokémon on the street with Pokémon GO,” said Katy Perry. “It is an honour to be chosen to help celebrate a franchise that has given me so much joy in the last 25 years, and to be able to watch it evolve in the ways it has provided that kind of electric joy for the kids in my life and around the world.”

Further details about Katy Perry’s participation, additional artist surprises, and more about the P25 Music programme will be announced throughout the year.

Meanwhile, and tapping into the concept of exploration of new worlds that has been at the heart of the Pokémon video game franchise since its launch in 1996, The Pokémon Company International is inviting fans to relive journey’s through the regions of the Pokémon world via a new website launch that will serve as the hub for all fan celebration activities as they are announced.

Building on its programme of collaborations for the year ahead, however, and The Pokémon Company International is partnering with the likes of Build-A-Bear Workshop, Levi’s, McDonald’s and more, while fans can expect special anniversary merchandise from partners including Jazwares, Scholastic, Mattel, Funko, Power A, and The Wand Company.

Additional partners and the means in which they will celebrate the milestone anniversary this year will be detailed throughout the year.

Of course, the celebrations wouldn’t be complete without fanfare for the cornerstone of the Pokémon brand, so The Pokémon Trading Card Game will be launching a special 25th anniversary-themed collection of Pokémon Trading Card Game cards later on in the year.

In the meantime, fans will be able to collect over-sized cards featuring Pikachu and first partner Pokémon from the various regions featured in the franchise.

According to The Pokémon Company International, the details revealed today ‘are a glimpse into what the world can expect from Pokémon in 2021.’ With 25th anniversary activations planned for Pokémon animation, video games, mobile games, and more, “fans have a year full of new journeys ahead.”

Darran Garnham’s Toikido launches with AmongUs global toy rights

Given the manner in which Innersloth’s hit mobile and Steam gaming title, AmongUs, has managed to capture the world’s attention over the course of 2020, it was always to be the rather fortunate firm indeed to whom the licensing and toy rights finally fell.

Launched in June 2018, it took a global pandemic to give the free multi-player game the airtime it needed, driven in popularity by a number of high-profile Twitch channels that picked it up as the ultimate antidote to Coronavirus boredom, to officially become the most downloaded game globally of the past year.

Beating other popular mobile games such as PUBG mobile, Roblox, and Call of Duty, AmongUs hit a total of 264 million downloads globally last year. 41 million of those were in the US alone.

The game fired the collective imaginations of gamers the world over and incited much chatter over who – indeed if anyone – would be the company that aligned itself with the sensibilities of its studio, Innersloth, enough to take the game into the physical consumer products space.

Toikido founder Darran Garnham

It came as little surprise then when, only last week, the toy, licensing, and entertainment industry guru, Darran Garnham, declared that the honour had fallen to him and his boundary-pushing, multi-discipline business venture, Toikido.

The big news for everyone keen on tapping into one of the biggest entertainment IPs to have emerged from the 2020 pandemic – and most likely its ongoing 2021 twinned experience – is that, with the global master toy rights to AmongUs, we can expect to see launches across a number of categories, including – “but certainly not limited to” – collectables, figures, plush, play-sets, RC, and more.

The partnership will mark the first for Toikido, a business itself born out of the last year, as it looks to “push the envelope of innovation” in not only the kind of toys and IP it delivers to a contemporary toy industry, but in the way the industry itself operates. From the outset, Toikido certainly appears to be one of the many silver linings that the children’s industry has striven for over the last 12 months.

“Toikido has been born by handpicking amazing people who I have always wanted to bring together,” Darren Garnham, the business’ founder, tells ToyNews. “We’ve developed an ecosystem across many disciplines and skills that are really going to shake things up a bit.”

First and foremost, Toikido will be doing so by partnering with existing studios as well as developing its own brands, games, and content. Secondly, states Garnham, is that Toikido has been designed from the ground up, to push the envelope of what toy companies of the 21st century look like.

“We are a young team and between us have decades of knowledge, strong relationships throughout the industry, and we are trusted,” says Garnham. “It’s a group that includes Grammy and BAFTA winners, inventors, investors, social media, IP and tech experts, and it’s this unique blend of talent and skills that will make the difference.”

A name well-known in the toy, licensing, and entertainment circles, Garnham’s career has seen him attached to some of the biggest companies across the space, including the likes of Nintendo, Pokemon, LEGO, MTW Toys, and Mind Candy as part of the team that built Moshi Monsters into a multi billion-dollar retail business. It’s an enviable CV and one – through his experience with Moshi and a tenure at Universal (where he managed over 4,000 licensees) that has given him the skills needed to run a global IP business.

“I have worked with the very best toy companies, watched how they pitch, what they pitch, how they innovate and where opportunities exist to do things even better,” says Garnham. “I have also been exposed to models well outside the toy industry and this has led us to conclude that there are untried models we can pull from other industries into the toy space and make a real difference to how business is done.”

It’s through a career as diverse as the people and talent he has met throughout it that Toikido begins to be pulled together. It’s not just a team drawing from the toy or licensing industries, but backgrounds working with some of the biggest artists (in both music and social media) in the world.

“This allows us to not only launch toys from different platforms, but also from unexpected places,” he says. “This cross-functional, cross-platform integration and knowledge is one of the things that sets us apart.”

Garnham makes it abundantly clear that Toikido is here to “turn things on their head” in the toy space. A career spent watching innovation in product give way to cost in order to meet the demands of each part of the chain, Garnham wants to prove that “it’s still possible to make amazing products that give each part of the chain what they want without having to drop the quality bar.”

“Retailers want as much margin as possible, licensors as much royalty as possible, but also the best products, and the end consumer wants value for money. The we include R&D costs, marketing, shipping and placement, and compromise and mediocrity take over. This often leads to cheap, disposable toys making innovation difficult,” Garnham says.

“But we will be delivering toys that will be kept and passed down the generations because they are great toys with great play value.”

With a hand in Mediatonic, the wellness app Calm, KidsKnowBest and SuperAwesome, Garnham makes no secret of the fact that he likes to be involved in “fast moving, disruptive companies.”

“I love the journey, the energy, the belief to win,” he explains. “I also like data driven decisions. Research and launch, but don’t be afraid to kill or pivot if required.”

As a result of such mind-set, Toikido will be partnering with kids and family market experts Kids Industries and Kids Know Best as part of its service to partners, utilising the expertise of each to drive the firm’s insight and design strategy as well as targeted marketing initiatives through influencer programmes.

So to write 2020 off as the year we’d like to forget is to do a disservice to the leaps in innovation and forward-thinking that have been taken because of it. The toy industry itself has managed to find a new stride and has given space for opportunities as it has continued to grow during the challenges presented to it.

“Personally, I have taken 50 less flights this year and spent that time with my kids, while the negative knock-on effects for business has been minimal,” says Garnham. “I think we will question the need to spend the first quarter of the year running around the globe from fair to fair. With that being said, we work in an extremely sociable sector, and I can’t wait to bump elbows with friends when we next meet.”

When that will be, who’s to say. In the meantime, Garnham and the Toikido team have enough to keep them busy. Handling toy roll-out for the biggest mobile gaming IP of the past year is no small undertaking, and it’s a tone for the future of Toikido that the team is keen to pitch right.

“We are building a culture that will support our partners, avoid cannibalisation, and as a business, dedicate itself to supporting the shared visions, rather than taking in too many IP and getting distracted,” says Garnham.

“Within the team we have experts in numerous fields, so if the licensor requires, we can help expand IP from one platform to another – bring games into movies, toys into animation, social media talent into toys or music.

“We’re a new type of toy company for a brand new type of world, and we look forward to bringing a number of you on the journey with us.”

JAKKS Pacific extends its global toy partnership with Nintendo for more Super Mario lines

JAKKS Pacific has extended its global toy partnership with Nintendo of America in a deal that will see the toy maker continue to design, manufacture, market, and sell various Nintendo and Super Mario branded toys worldwide.

Over the course of the last year alone, JAKKS has launched a vast portfolio of Super Mario products to a global audience, and has most recently found success with its Super Mario It’s-A Me Mario! and the Boo Mansion play-set. Both performed well with physical and online retailers.

In addition to a raft of new 2.5-inch figures and play-sets coming in spring 2021, JAKKS will launch a broad line of new plush, varying scales of character-based figures, vehicles, and more.

“We are excited to continue our partnership with Nintendo which started in 2013 and has allowed us to ship tens of millions of figures to fans of the games worldwide,” said Craig Drobis, senior vice president of marketing at JAKKS Pacific, Inc.

“We have enjoyed celebrating 35 years of Super Mario this year alongside Nintendo. JAKKS will continue to bring to life these iconic characters in a wide variety of new and unique ways for both kids and fans alike.”

JAKKS Pacific is headquartered in Santa Monica, California and manages a broad portfolio of licensed and owned I.P. brands and products. These product lines include best sellers such as Super Mario action figures, multi-packs, diorama sets, plush, RC Racers, windup toys and play-sets.

BlackMilk Clothing readies to launch Cyberpunk 2077 capsule collection as game lands this month

BlackMilk Clothing is marking the release of what has been tipped to be the video game of the decade, with the launch of its own Cyberpunk 2077 capsule collection.

The launch of the Night-City-inspired clothing range will take place in tandem with the game’s release on December 11th. The eight piece capsule collection features skin-hugging leggings, dresses and long sleeve crops sporting cyberware-inspired designs, as well as a feminine take on V’s signature Samurai Jacket.

The range has been developed under license by and in partnership with Cyberpunk 2077’s developers, CD Projekt Red. The selection will be available at www.blackmilkclothing.com from 7am AEST on December 11th.

Cyberpunk 2077 is an open-world, action-adventure story set in Night City, a megalopolis obsessed with power, glamour and body modification. Players take on the role of V, a mercenary outlaw going after a one-of-a-kind implant that is the key to immortality.

BlackMilk Clothing readies to launch Cyberpunk 2077 capsule collection as game lands this month

BlackMilk Clothing is marking the release of what has been tipped to be the video game of the decade, with the launch of its own Cyberpunk 2077 capsule collection.

The launch of the Night-City-inspired clothing range will take place in tandem with the game’s release on December 11th. The eight piece capsule collection features skin-hugging leggings, dresses and long sleeve crops sporting cyberware-inspired designs, as well as a feminine take on V’s signature Samurai Jacket.

The range has been developed under license by and in partnership with Cyberpunk 2077’s developers, CD Projekt Red. The selection will be available at www.blackmilkclothing.com from 7am AEST on December 11th.

Cyberpunk 2077 is an open-world, action-adventure story set in Night City, a megalopolis obsessed with power, glamour and body modification. Players take on the role of V, a mercenary outlaw going after a one-of-a-kind implant that is the key to immortality.

It’s Bond, James Bond – and he’s returning to the video game space with working title Project 007

It’s Bond, James Bond, and it’s coming to a console and computer screen near you.

IO Interactive, in collaboration with MGM, EON Productions and Delphi have released the first details of the first James Bond origin story video game, under the working title Project 007.

Over the last two decades, IO Interactive has created, developed and published multiple award-winning titles in the stealth and espionage video game genre, including the acclaimed Hitman franchise. Project 007 will be powered by IO Interactive’s proprietary Glacier technology and the game will be made for modern systems and platforms.

Project 007 is currently in active development at IO Interactive’s offices in Copenhagen, Denmark and Malmö, Sweden. Both locations are recruiting elite talent from around the world to join the team that will build out this exciting and unique gaming title.

“It’s true that once in a while, the stars do align in our industry,” said Hakan Abrak, CEO of IO Interactive. “Creating an original Bond game is a monumental undertaking and I truly believe that IO Interactive, working closely with our creative partners at EON and MGM, can deliver something extremely special for our players and communities.

“Our passionate team is excited to unleash their creativity into the iconic James Bond universe and craft the most ambitious game in the history of our studio.”

Robert Marick, MGM’s executive vice president, global consumer products and experiences, said: “James Bond has a strong legacy in the video game space, with some of the most iconic games of all-time based on the character. Working with our partners at EON and the talented team at IO Interactive, we plan to bring a new take on this legendary franchise to gamers and Bond fans around the world. IO Interactive are masters of crafting living, breathing worlds of immersive storytelling.”

Based on British novelist Ian Fleming’s popular 1950s book series of the same name, James Bond is one of Hollywood’s longest running and most successful film franchises with a catalogue of 24 films released. The 25th installment in the series, No Time To Die, will be released in theaters globally on April 2, 2021. Directed by Cary Joji Fukunaga, No Time To Die stars Daniel Craig in his fifth and final performance as the legendary British Secret Service Agent 007.

LEGO reveals new LEGO Super Mario building sets and collectable character packs

The LEGO Group has expanded its 2020 LEGO Super Mario line with the launch of a new line of sets and characters, including the Master Your Adventure Set, the Chain Chomp Jungle Encounter Expansion Set, The Pirhana Plant Puzzling Challenge Expansion Set, and more.

Leading the newest line up, the Master Your Adventure Maker Set delivers a creative toolbox that enables kids to customise LEGO Super Mario building, play and ways to earn coins. Users can change how LEGO Mario reacts to three Special Bricks, offering a variety in play and a new element of surprise.

The Maker Set also introduces a new special Start Pipe that will shuffle the known rules of the level play, in that players are challenged to reach the Goal Pole in less time, yet with increased rewards up for grabs. The Maker Set comes with 366 pieces, all selected to ensure that children can unleash their creativity and customise their own levels for themselves or other players.

Further sets that have been introduced today are the Chain Chomp Jungle Encounter Expansion Set, the Piranha Plant Puzzling Challenge Expansion Set, the Wiggler’s Poison Swamp Expansion Set, Penguin Mario Power-Up Pack and the Tanooki Mario Power-Up Pack.

As well as this, Series Two of the LEGO Super Mario Character Packs has also landed, all featuring an action tag that LEGO Mario can read for fans to easily integrate into the level play. Series Two features ten new collectable, buildable characters.

Kept a surprise until opened, fans could be getting a Huckit Crab, Spiny Cheep Cheep, Ninji, Foo, Parachute Goomba, Fly Guy, Poison Mushroom, Para-Beetle, Thwimp or a Bone Goomba.

The new sets and characters will give fans the chance to have LEGO Mario slide on his belly as Penguin Mario or spin round as Tanooki Mario. The sets will also introduce much-loved enemies including the Piranha-Plants, Larry, a Goomba, Wiggler, and Koopa Paratroopa, to the play, all of whom can be defeated or played with for coin rewards.

LEGO Super Mario jumped into existence earlier this year through a unique partnership between The LEGO Group and Nintendo. The adventures were kick-started with an entry-point set: LEGO Super Mario Starter Course, which includes an interactive LEGO Mario figure that collects coins in interactive level play created with LEGO bricks.

Each Expansion Set and Collectable Character is designed to be used with the entry point set, featuring seven action bricks for different interactions with the LEGO Mario figure, which has LCD screens in its eyes, mouth and belly to display instant reactions to movement, colour and action bricks.

All sets and characters are compatible, allowing fans to combine sets and characters announced today with the Starter Course and all other LEGO Super Mario products revealed in June this year. Each set also comes with its own series of distinctive challenges and characters, and have been designed to work alongside the free LEGO Super Mario app.

The app hosts 3D Building Instructions for the sets, keeps track of scores and provides inspiration for builds and ways of playing to encourage continuous rebuilding and extended playtime.

Simon Kent, design creator and creative lead for LEGO Super Mario, The LEGO Group, said: “It wouldn’t be Super Mario if we weren’t constantly creating new worlds and adventures for everyone’s favourite Plumber.

“The LEGO Super Mario sets we released earlier this year have been extremely well-received by fans and we’re really excited to build on those with even more characters and experiences today.

“We really want to empower users to be as creative as possible with LEGO Super Mario – and today’s expansion sets and new collectible characters have been launched to broaden the horizons of the LEGO Super Mario universe, letting players be as imaginative as possible in the way they have Mario interact with his friends – as well as defeating his enemies.”