India Licensing Exhibition 2018 Conference Agenda

10:00 – 10:40
INAUGURAL SESSION Reimagining the retail paradigm in India

With India beginning to “realize” the power of brands and nostalgia in retail, Indian retail fraternity is finding newer ways to engage with the consumers, consumer products segment being one of those. Pushing boundaries beyond the conventional ways, retailers are joining forces with entertainment, character, sports and celebrity brands to rake moolah. The session will cover

  • The changing face of retail in India
  • Using brand pull to tap the Gen Y
  • The big play of brand licensing: intersection of retail and brand connect
  • Global trends re-shaping in Indian economy
  • New Licensing Opportunities to watch out for

10:40 – 11:00
SESSION 1 Keynote -The future of TV in India

11:00 – 11:50
SESSION 2 The New Digital Entertainment Ecosystem

This talk will provide expert insight to the new digital entertainment ecosystem with a focus on building brands, creating captivating content, and unlocking value at scale.

  • Entertain me or Else: How to Win the Battle for GenY and gen Z time & attention?
  • Repacking Yesterdays’ entertainment for 21st century audiences
  • Increasing availability of localized content – Is this a game changer for entertainment industry?
  • Navigating the rapidly changing viewership scenario – from ‘inform’ to ‘entertain’
  • Creating a holistic content marketing strategy
  • Getting personal –. Can personalization be scaled? Building IP’s around short-form video and
  • Brilliance can come from any source in today’s entertainment industry – podcast, social media-shared video, or a plain old TV show or film.
  • Fast & Furious: Maximizing overnight sensation IP creation.
  • Movies and music on Facebook and Instagram
  • Evaluating impact driven by YouTube and digital influencers
  • The New age of Hit making

11:50 – 12:00 Tea Break

12:00 – 12:30
SESSION 3 The State of Stream

Entertainment-on-demand has built a complex streaming economy, with a new group of media
power players calling the shots. Business strategies vary wildly. User-generated content mixes with
premium offerings across platforms. The streaming elite debate what’s next.

12:30 – 1:15
SESSION 4 Building the Cult Fashion

Penetrating deeper into consumers mind: the dynamics of addressing demand or creating it

  • Why Menswear Is Having a Moment
  • How to Get Your Fashion Label Off the Ground in record time
  • The Power of Influence(R)
  • Limited editions and capsule collections
  • To be Celebrity Led in the World of Fashion
  • From reverence to relevance – Using the power of brands and pageants to build assets
  • The Intersection of Fashion, Technology + Experiential Travel

1:15 – 2:00 LUNCH

2:00 – 2:45
SESSION 5 The Future of Sports

Influencing the consumer beyond the thrill of the game

  • Digital is where the future lies – reimagining the channel of engagement
  • Sports Teams and the Digital Fan Experience – Driving Engagement and Cut-Through
  • Cultivating Creativity: The Mass Impact of Innovation in Sports
  • Teamwork beyond the Field: Value-Driven Partnerships
  • The Big Business of Sport: A Brand Perspective
  • Sports as Theatre : Reimagining The Biggest Stage
  • Sports League and Sports Deals
  • The Borderless Business of Sporting Spectacles

2:45 – 3:15
SESSION 6 Keynote: How to go from Reverence to Relevance?

3:15- 4:00
SESSION 7 Reimaging, Rediscovering and Reinventing Your Brand

  • How to make your brand voice more conversational
  • Re-inventing the business towards a new, digital-centric organization
  • Staging a Brand Rebellion by Embedding influencers in every stage of Consumer journey

4:00 – 4:45
Session 8: Brand + Licensing – The Way Forward?

This session will give insights into how an amalgamation of brands and licensing is a win-win formula
for retail.

  • How Brand + Licensing paving way for new innovations?
  • New properties, new IPs, innovative categories and licensing
  • How licensing is evolving in Indian market
  • Progressing with the needs & wants of new-age consumer
  • Unconventional licensing deals in India

4:45- 5:30
SESSION 9: Licensing from the lenses of Indian Market

Given the mammoth potential of brand licensing as a business strategy, a plethora of home grown
brands are exploring opportunities with their IPs. This session will give insights into how home-grown
brands are evaluate their IPs for extension.

  • How licensing works in India market vis-à-vis global markets
  • The curve of ‘unlearn’ and ‘re-learn’ in India
  • Sectors that have taken a leap with licensing
  • Home grown, home licensed
  • Case studies of licensing done right in Indian markets
  • Going global with local IPs

5:30 – 6:00
Valedictory Keynote

LIMA China Announces 2018 China Licensing Award Nominees

lima-logo

Sixty-six nominees from twelve awards categories were selected as nominees for the  China Licensing Awards which is co-organized by LIMA and UBM China. Over 300 entries were submitted from across China, Hong Kong and Taiwan. Winners will be announced during Licensing Expo China in Shanghai at the Awards Presentation Ceremony on July 25.


CHINA PROPERTY OF THE YEAR
Property – Owner
Wu Huang Wan Shui – YIJIANYUZHOU (Beijing) culture Co., Ltd.
Ali the Fox – Beijing Dream Castle Culture Co., Ltd.
Boonie Bears – Fantawild Animation Inc.
Super Wings – ALPHA GROUP CO.,LTD
GG Bond – Guangdong Winsing Co. Ltd
Teddy Bear Collection – Shanghai Skynet Brand Managemengt Corp., Ltd

LICENSED PROMOTION
Licensed Promotion – Promotional Partner
Wu Huang Wan Shui & innisfree – innisfree
“NBA 24-Hour” JD Super Brand Day – JD
CMB Angry Birds Debit Card – China Merchants Bank
Integrated Marketing of Boonie Bears and Sanjiu Medical & Pharmaceutical – San Jiu Medicine Trade Co., Ltd.
Coca-Cola-TransformersMovie 5Promotion – Coca-Cola

CORPORATE BRAND/FASHION/LIFESTYLE PROGRAM
Property – Owner
Wu Huang Wan Shui – YIJIANYUZHOU (Beijing) culture Co., Ltd
Barbie – MATTEL INC.
Doraemon – Shopro
Coca-Cola – The Coca-Cola Company
emoji – emoji company GmbH
Disney’s Beauty and the Beast – The Walt Disney Company

LOCATION-BASED OR EXPERIENTIAL INITIATIVE
Location-Based or Experiential Program – Property
Wu Huang-COFCO Joy-City-Theme Exhibition – Wu Huang Wan Shui
Ali-themed Funmax Children Exploration Museum – Ali the Fox
PAW Patrol Winter Rescue Mall Event – PAW Patrol
“Super Wing” Parent-child Exhibition in Shanghai World Financial Center – Super Wings
Thomas Town – Thomas & Friends
Coca-Cola X Peacebird Popup Store – Coca-Cola

LICENSEE OF THE YEAR
Licensee – Property
Yili – Wu Huang Wan Shui
Yick Chi Confectionary Company Limited – Peppa Pig
NingBo Peacebird Men’s Fashion Co., Ltd. – Coca-Cola
MINISO – Pink Panther
Guo Jin Gold – Disney

FILM/TELEVISION/MEDIA PROGRAM
Property – Owner
Wolf Warriors Ⅱ – beijing culture
Youth – Huayi Brothers / Mayla Media
Idol Producer – BEIJING IQIYI SCIENCE & TECHNOLOGY CO., LTD.
Hot-blood Dance Crew – BEIJING IQIYI SCIENCE & TECHNOLOGY CO., LTD.
Ali·Ptah – Beijing Dream Castle Culture Co., Ltd.
Boonie Bears: The Big Shrink – Fantawild Animation Inc.

RETAILER OF THE YEAR
Retailer – Property
FamilyMart – Hot-blood Dance Crew
Mtime– Transformers
VIP.COM – Barbie
Watson – B.Duck
JD.COM – Super Wings

GAMING PROPERTY
Property – Owner
The King of Fighters – SNK
Fire Like The Song – Perfect world (Beijing) software technology development Co., Ltd
Anipop Club – Beijing Happy Elements Culture Development Co., Ltd
Happy Poker – Tencent

MUSEUM/GALLERY/ART PROPERTY
Property – Owner
Summer Palace – Summer Palace
Michelangelo Buonarroti – SPECIAL ENTERTAINMENT EVENTS INC.
Li Zhimi – Artsnest (Shanghai) Culture and Art Development Co. Ltd
SYART Bad Girl – Bei Jing Song Yang Art Culture Development Co. LTD
National Museum of China Lifestyle – National Museum of China

LICENSED PRODUCT – SOFT LINE
Product – Licensee
Idol Producer × Skechers Training Clothing – SKECHERS TRADE (SHANGHAI)CO., LTD.
Super Wings Kid’s Shoes – Dongguan Kid’s World Culture Creativity Co., Ltd.
The Simpsons Apparel – Her-Chain Clothing (Shang Hai) Company Limited.
π X Transformers: Wings – Xiamen Xtep Investment Co., Ltd.
“emoji x Peacebird” women collaboration – Ningbo Peacebird Fashion Co., Ltd.
KT3 Black Panther Collection – ANTA

LICENSING PRODUCT – HARD LINE
Product – Licensee
Mining Truck Trolley Case
PAW Patrol Ride-on luggage – Saipo Baby (Hong Kong) Ltd
Thomas & Friends Story-Telling Machine – qicheng
Transformers Movie 5 Dencare Toothpaste-Commemorative Edition – Chongqing Dencare oral care Co., Ltd
Doraemon Meitu mobile phone – Xiamen Meitu Mobile Technology Co., Ltd
“Oral B x Star Wars” toothbrush – Oral B

YOUNG PROPERTY OF THE YEAR
Property – Owner
PAW Patrol – Nickelodeon
Katuri – ALPHA GROUP CO.,LTD
Boonie Cubs – Fantawild Animation Inc.
The British Museum – The British Museum.
Peppa Pig – Entertainment One UK Limited

LIMA Japan’s Young Professionals Network Event Recap: Digital Marketing at Coca-Cola Japan

LIMA Japan’s Young Professionals Network met for the second time at an early evening event on 30 May, kindly hosted by Coca-Cola Japan, where the participants had the opportunity to hear about digital marketing insights from Mr. Yosuke Toyoura, its iMarketing Director. Toyoura-san presented the company’s digital marketing strategy and  case studies. A very lively Q&A session with the audience followed which was facilitated by Misako Kiyota, Coca-Cola Japan’s Global Licensing Manager.

Post-event feedback from the participants was highly positive.

LIMA Japan YPN series, aimed at licensing and content professionals who are under 35 years old, will continue in July with its next event.  Details in due course.

Original post in Japanese: http://www.licensing.or.jp/20180530ypn/

LIMA Names Elite Roster of Moderators for MindMix™ London

New York, NY, June 4, 2018The International Licensing Industry Merchandisers’ Association (LIMA) is excited to announce the final agenda for the third annual MindMix™ taking place June 27 in London, UK.  This one-day executive event brings together business and thought leaders for high-level dialogue around the theme Licensing 2025 – the technological, social and commercial forces that will shape the future of global licensing and marketing.

LIMA has organized a mix of presentations and moderated discussion groups throughout the day to blend important, cutting edge information with the opportunity to exchange perspectives and experiences, and discuss upcoming market challenges.  The complete list of sessions and moderators follows:

Presentations

  • The Intersection of Consumer & Brand – How and Why it’s Changing – Vanella Jackson, CEO, Hall and Partners
  • FutureThink: Breaking Down the Characteristics of Successful, Adaptive Companies – Stephanie Wissink, Managing Director, Research Analyst, Consumer, Jefferies LLC
  • Adapting to Ever-Changing Platforms and Technology – Taco Ketelaar, Co-Founder Dffrnt Media
  • Future Disruptions in Retail – Drivers of Change – Boris Planer, Director Go-To Market Insights, Planet Retail

Roundtable Discussions

  • The Future of Employment in an AI World –  led by Tim Pike, Deputy Agent, Bank of England
  • The Future of Mobility – led by Bernd Conrad, Founder, Conrad Enterprises
  • Data Protection and Brexit: Legal Questions Shaping the Future – led by Christian Fortmann, Trademark & Design Attorney, 24IP
  • Generations Under the Influence(r) – led by Angela Farrugia, EVP/Group Managing Director, CAA-GBG
  • Game Changer? The eSports Ecosystem – led by Mike Stubbs, Freelance Journalist
  • Why Blockchain Matters – led by Casey Lau, VP Licensing & Brand, BLMP Network
  • Global Trends in Consumer Attitudes and Spending – led by Max Templeman, Senior Insights Manager, Consumer Choices, GFK
  • Why CSR Will Matter Going Forward – Mike Dunn, Founder, President, Octane5

“The future of our business is taking shape now, and as the thought-leader for the brand licensing industry, LIMA is providing a platform to our industry to incubate this kind of elevated dialogue and exchange of ideas,” said LIMA President Charles Riotto.  “We are excited to have a group of top executives from both inside and outside the global licensing and marketing communities moderating a slate of topics that will impact our industry in 2025, and beyond.”

MindMix 2018 is hosted by TCC Global, with a cocktail reception sponsored by Octane5. For more details and registration, visit www.licensing.org/mindmix.

 

LIMA and The NPD Group Kick Off Quarterly Executive Breakfast Series June 12 in New York City

New series explores research driven topics impacting businesses now and in the future

LIMA and The NPD Group have announced a quarterly Executive Breakfast Series created especially for senior brand licensing executives. This series pairs The NPD Group’s unparalleled thought leadership in more than 20 industries with LIMA’s strategic brand licensing expertise and advocacy to initiate insightful and thought-provoking discussions grounded in real data and market intelligence.

“LIMA’s mission is to drive the growth and expansion of licensing around the world, which starts with top notch educational and professional development opportunities for our licensing community and the business world at large,” said Maura Regan, LIMA Executive Vice President. “We are proud to launch this engaging Executive Breakfast Series with The NPD Group and are confident it will provide keen insights and learnings to senior executives across a multitude of industries, while elevating licensing as a smart and profitable business strategy.”

The Executive Breakfast Series launches Tuesday, June 12 at Steelcase in New York City and will focus on the following topic: The Megapower of Kid Fans – how today’s digital-savvy kids are upending the traditional model of content, and what it means for your licensing business. NPD Entertainment’s Kristen McLean will explore how children are upending the traditional models of content distribution and discovery and share data from across the children’s industry on how licenses and brands are measuring up.

“Today’s digitally-sophisticated kids are an increasingly powerful force that does not always behave in ways that are easy to anticipate. Their passion drives all kinds of new patterns of discovery, and when they get behind things, it can really move the consumer needle,” said McLean.

To register for the June 12 event, please visit the LIMA website at licensing.org.

# # #

About LIMA
LIMA – the International Licensing Industry Merchandisers’ Association – is the leading trade organization for the global licensing industry.  Founded in 1985, LIMA’s mission is to foster the growth and expansion of licensing around the world and create greater awareness of the benefits of licensing to the business community at large.  Members in over 40 countries enjoy access to an array of benefits, including extensive educational programming and worldwide networking events.  LIMA is the exclusive sponsor of events organized by UBM’s Global Licensing Group:  Licensing Expo, Brand Licensing Europe, Licensing Expo Japan, Licensing Expo China, and NYC Summit.  Visit licensing.org for more information.

About The NPD Group, Inc.
NPD is the leading global provider of market information and business solutions covering brick-and-mortar, e-commerce, and emerging channels in more than 20 industries. We combine our unique data assets with analytic solutions to help our clients measure performance, predict trends, and improve results, advising them to help drive successful growth. Practice areas include apparel, appliances, automotive, beauty, books, consumer electronics, e-commerce, entertainment, fashion accessories, food consumption, foodservice, footwear, home, juvenile products, mobile, office supplies, retail, sports, technology, toys, travel, retail, games, and watches / jewelry. For more information, visit npd.com.

How Brands are Making Real Money Selling Virtual Goods

At first glance it can seem almost too good to be true. Products that offer infinite scalability with minimal overhead, that can move from concept to market in a matter of days without the hassle of manufacturing or distribution.

Want to explore the potential to extend your brand into virtual goods_ Stop by and see the experts at BLMP Network in Booth C142 at Licensing Expo May 22-24. Book an appointment now.And yet this is exactly the kind of real-world, money-making opportunity available to brands willing to enter the bold new arena of virtual merchandise.

An Untapped Market for Brands

Over the last decade, the sale of virtual goods has exploded alongside the exponential growth of social media and gaming. The result is a multi-billion-dollar marketplace for products that, technically speaking, aren’t real. The money, however, is very real, with recent estimates putting the annual revenue of virtual products at more than $15 billion. Virtual goods can be anything from digital stickers for use in messaging apps to outfits for your avatar to extra lives in a digital game.

This entirely new product category has come about as part of the move to a “freemium economy” where consumers expect to get the services they want – everything from news to a mobile game – for free. Companies still have to pay the bills though, and so they’ve gotten creative in terms of monetization. The traditional approach has relied on advertising, but for many digital companies, in-app purchases of virtual goods offer a new way to keep the lights on while actually enhancing the user experience.

Candy Crush StoreAnd people are very willing to spend their real-world money on these digital upgrades, sometimes a lot of it. The first-person shooter game “CS:GO” is notorious for its high-end virtual goods market, which sells a vast range of decorative virtual weapons (called “skins”) for upwards of $50,000. And that’s not even close to the biggest purchase ever recorded. In 2010, someone shelled out $635,000 for a virtual night club called Neverdie in the game “Entropia Universe.”

Of course, these kinds of big ticket sales are rare, just as they are in the real world, and most virtual goods price in under the $10 mark.

Activision Blizzard’s “Candy Crush Saga” continues to be the No. 1 top-grossing mobile game in the world five years after its initial release, thanks in large part to in-app purchases of its much more reasonably priced virtual goods. That doesn’t mean there isn’t money being made though – consumers spent $250 million on “Candy Crush” extra moves, color bombs and lollipop hammers in the third quarter of 2017 alone.

Now think about this – most of the products for sale in “Candy Crush” are native to the game, meaning they aren’t associated with any outside brand. But why couldn’t the lollipop hammer be made from a Chupa Chups or the color bombs be inspired by Crayola hues?

“People spend their money where they spend their time, and more and more people are spending their time in digital ecosystems, but brands aren’t fully capitalizing on this yet,” said David Uy, co-founder and CEO of BLMP Network, a new platform that helps facilitate licensing partnerships between brands and digital publishers. “The digital platform, let’s say a video game, is generating revenue from its users by creating these really cool add-ons that people want to buy, but at the same time they’re guessing what their users want. The opportunity here for brands is, right away you can give users relatable content that they already enjoy in real life.”

David’s company, BLMP Network, aims to make it easier for brands and digital platforms to connect and tap into this opportunity. BLMP Network not only allows participating brands and platforms to strike deals for virtual goods, but it also allows brands to easily follow their IP through the process from product creation to sale and even re-sale. (Yes, there’s a whole market out there for peer-to-peer trading and selling of “second hand” virtual goods, although we won’t get into that here.)

KK HollywoodTo understand how tremendously profitable branded virtual products can be, one need look no further than modern media maven Kim Kardashian. Her mobile game, “Kim Kardashian: Hollywood,” has raked in hundreds of millions of dollars since its 2014 launch, according to the game’s developer Glu Mobile. And since the game is free-to-play, that money is coming almost exclusively from the sale of virtual luxury goods within the app, things like private planes and high-end clothing and accessories.

“The Kim Kardashian game made close to $75 million in its first year alone selling virtual goods to teenagers who wanted to emulate Kim’s celebrity lifestyle,” said David. “It got to the point that the teenagers were so engaged, that the luxury brands themselves were actually creating custom pieces for her game.”

Among the real-world luxury brands who signed on to create exclusive virtual merchandise for the game are Chanel, Karl Lagerfeld and Balmain designer Olivier Rousteing.

But Why?

For some, the idea of spending real money on products that don’t technically exist can be a bit difficult to understand, but according to David it makes perfect sense.

CS GO Skins“People buy things online for the same reason they buy things offline–status, differentiation, identity, membership,” he says.

And this is why the virtual goods space offers so much opportunity to brands. If someone is a loyal consumer of your brand in the real world, there’s no reason that loyalty won’t extend into the digital world as well.

Take a Marvel fan for example. He’s already willing to spend money on clothes, toys and other products featuring his favorite superhero, so it’s not such a stretch to imagine that he would also buy an Iron Man-themed car to drive in his favorite racing app. His motivations for the digital purchase won’t be that different from his reasons for buying a t-shirt or action figure in the real world.

This is especially true in multi-player universes like “CS:GO” or “Kim Kardashian: Hollywood” where players interact and build relationships with other people–just like in any other social setting, status and identity, often expressed through things like clothing, are crucial to these interactions.

The Brand Advantage

It will come as no surprise that, as with most new trends, younger consumers are driving the growth of virtual goods sales. Additionally, the market is much more mature in other regions of the world than it is in North America at the moment, particularly in Asia.

“In North America it’s not as common yet for people to buy stuff in games, but in Asia it’s very normal, it’s like buying Starbucks,” says David.

Entering the virtual goods marketplace provides a new avenue for brands to reach these two highly desirable demographics and can also present a relatively low-risk way to test out new markets.

Want to explore the potential to extend your brand into virtual goods_ Stop by and see the experts at BLMP Network in Booth C142 at Licensing Expo May 22-24. Book an appointment now. (1)And the fact that the products don’t actually exist is an advantage in and of itself. This merchandise isn’t restricted by the physical limitations of the real world. Gone are the time and financial constraints of product development and supply chain concerns. In many cases the platform or developer will do the work of creating the virtual good themselves, all the brand has to do is approve.

That’s because, for these digital platforms, virtual goods have become an essential way to not only make money, but to introduce new content that maintains engagement among users.

“These digital ecosystems, they rise and fall,” explains David. “There was MySpace, and then it goes obsolete, now there’s Facebook, Instagram, etcetera. You might have the hottest game of the year right now, but there will be another one next year. These companies have to spend a tremendous amount of time keeping their users, because those users are extremely valuable to them. They also need to find ways to monetize. Branded virtual content creates excitement among users and has the added bonus of generating revenue for both the platform and the brand.”

In fact, virtual goods can become a viable alternative to traditional digital advertising for many brands. “It’s not just about the sales of the virtual goods. The virtual good is advertising in and of itself. Just the fact that it’s in the store of a platform is a kind of advertising,” said David.

Connecting the Dots

One problem with the virtual goods marketplace that has been a barrier to entry for many brands has been the mechanics of the deal itself.

To illustrate the problem, David recounts a conversation with his mentor Henk Rogers, the creator of “Tetris,” who now serves as a BLMP Network advisor.

“When Henk got into the gaming business, you sold disks or cartridges, those were physical goods, easy to track,” said David. “Then it evolved into downloads, so okay, we track the downloads. But now, based on the freemium economy that is driving everything across social networks and gaming, everyone is playing for free, and you have to track all these micro-transactions within each game. How do you even know that your records are right? It requires a lot of effort and trust. What I told him is, we can solve this problem using blockchain.”

Blockchain is the decentralized accounting technology that was originally developed for cryptocurrencies like Bitcoin. This technology has now come into its own and is being recognized for its many other potential applications. This includes the safe, reliable and secure tracking of digital transactions, and it is BLMP Network’s secret weapon.

“Blockchain is fully transparent, and in using it to develop our network, we create trust in a trustless system,” he says. “So now all of a sudden if Henk is making a deal in a country overseas, he can actually see all the micro-transactions as they happen, and it’s all secured cryptographically. There’s no way to go back and fraudulently change the data, so consumer transactions involving your intellectual property can be tracked and traced without any fear of tampering. That’s revolutionary, that’s never been done before.”

Want to explore the potential to extend your brand into virtual goods_ Stop by and see the experts at BLMP Network in Booth C142 at Licensing Expo May 22-24. Book an appointment now. (2)

LIMA MindMix™: Licensing 2025 Set for June 27 in London

Where Smart Thinking Happens

New York, NY, May 2, 2018The International Licensing Industry Merchandisers’ Association (LIMA) will hold its third annual MindMix™ event on June 27, 2018 in London, UK.  This one-day C-level event brings together business and thought leaders for high-level dialogue about the technological, social and commercial forces that will shape the global licensing and marketing business well into the future.

“The future of brand licensing is taking shape now, and this kind of high-level discussion and exchange of ideas is essential to business planning,” said Charles Riotto, President, LIMA. “We are proud to assemble this third annual, thought-provoking MindMix.”

The theme of this year’s MindMix is Licensing 2025. Through a mix of small-group discussions and featured presentations we will explore a broad range of issues, challenges and opportunities. Expected topics include:

  • The Death of the 5-year Plan
  • Gamechanger? What’s the E-Sports Model?
  • FutureWork – Where Will Your Next Employee Come From?
  • Fashion – Generations Under the Influence(r)
  • Why Blockchain Matters
  • AR/VR – Seeing Past Tomorrow
  • FutureThink – Staying Ahead of the Curve

For more details and registration, visit licensing.org/mindmix.

2018 LIMA Rising Stars Named!

LIMA has announced the recipients of this year’s Rising Stars Award. This accomplished group of young professionals will be recognized at the LIMA’s International Licensing Awards Ceremony on Tuesday, May 22 during Licensing Expo.

This year’s Rising Stars Award winners are as follows:

  • Mandy Bardisbanian, Buyer – Cosmetics, Hot Topic
  • Fernanda Coutinho, Associate Director, Brand Management, Beanstalk
  • Peter Cross, Brand Manager, Broad Street Licensing Group
  • Nick Manzo, Account Director, Seltzer Licensing
  • Leon Maratchi, Senior Manager of Retail, Cartoon Network
  • Meghan Mernin, Director, Licensing, Epic Rights
  • Mimi Nicosia, Senior Manager, CPG, Nickelodeon
  • Mariana Orvananos, Head of Marketing, La Panaderia Licensing & Marketing
  • Sally Russell, Associate Licensing Manager, Frank Lloyd Wright Foundation
  • Danielle Tanton, Live Events and Attractions Manager, DHX Brands

“The Rising Stars Awards recognize the next generation of leaders in the licensing business – those who show true tenacity and have impacted their companies and the industry right from the start,” said LIMA Executive Vice President Maura Regan.

“We received a tremendous number of worthy candidates and finalizing the list down to this select group was an enormous challenge. We are excited to honor and celebrate them amongst their peers at our Awards Ceremony / OR during Licensing Expo and look forward to hearing more from these future game-changers in the years to come.”

MEET THE 2018 RISING STARS

LIMA Announces 2018 International Licensing Awards Nominees

LIMA has finalized the ballot for the 2018 International Licensing Awards! A total of 132 nominees from 16 countries were named and will vie for the industry’s most prestigious and globally-recognized honor. A record 42% of this year’s nominees originate from outside the U.S. – up from 25 percent from last year – demonstrating the increasing international reach of the awards program.

“This is a banner year for the LIMA Licensing Awards program. We received a record 700 submissions, which truly reflects the broad scope of licensing from around the world,” said LIMA President Charles Riotto. “The prestige – not to mention the sense of competition – is greater than ever and we are excited to see it all play out at the Awards Ceremony at Licensing Expo.”

Voting will be open to all LIMA member companies in April. Winners will be announced at the LIMA Awards Ceremony on Tuesday, May 22, during Licensing Expo in Las Vegas.

LICENSED PROGRAM

ART / DESIGN
Property                                                                                                                  Owner/Agent
Andy Warhol……………………………………… The Andy Warhol Foundation for the Visual Arts, Inc.
KAOMOJI……………………………………………………………………………………………………. Dou Weiwei
Keith Haring………………………………………………………………… The Keith Haring Studio / Artestar
Nina and Other Little Things………………………………………….. Eloise Morandi Nash / DIC 2 SRL
Selfies…………………………………………………………………………………. Howard Robinson Illustration
The Very Hungry Caterpillar/The World of Eric Carle………………………. Eric Carle Studio, LLC/ ………………………………………………………………………………………………… The Joester Loria Group
Victoria and Albert Museum……………………………………………………. Victoria and Albert Museum

CELEBRITY / FASHION
Property                                                                                                                  Owner/Agent
Airwalk………………………………………………………………………………………. Authentic Brands Group
Dear Drew……………………………………………………………………….. Barrymore Brands / CAA-GBG
Guns N’ Roses Was Here………………………………………………………………………………….. Bravado
LaurDIY…………………………………………………………………… Lauren Riihimaki / The Brand Liaison
Maya Angelou…………………………………………………. Estate of Maya Angelou / CMG Worldwide

CHARACTER / TOY BRAND
Property                                                                                                                  Owner/Agent
L.O.L. Surprise!………………………………………………………………………………… MGA Entertainment
Nickelodeon Slime……………………………………………………………………………………….. Nickelodeon
Paddington…………………………………………………………………….. Vivendi / The Copyrights Group
Pusheen………………………………………………………………….. Pusheen Corp. / Fluid World Limited
Rube Goldberg………………………………………………………………… Rube Goldberg / Brand Central
Shopkins……………………………………………………………….. Moose Toys / The Licensing Shop Inc.

CORPORATE BRAND
Property                                                                                                                  Owner/Agent
American Red Cross………………………………….. American Red Cross / Seltzer Licensing Group
Energizer……………………………………………………………………. Energizer Brands, LLC / Beanstalk
Girl Scouts of the USA………………………………….Girl Scouts of the USA / The Wildflower Group
Pantone…………………………………………………………………………………….. Pantone / Brand Central
Parental Advisory…………………………………………………………………………………………. BPI / CPLG
Polaroid…………………………………………………………………………. Polaroid / The Sharpe Company
Vogue…………………………………………………………………………………………………………. Conde Nast

DIGITAL
Property                                                                                                                  Owner/Agent
emoji – the iconic brand……………….. the emoji company / Global Merchandising Services, Inc.
Five Nights at Freddy’s………………………………………………… Scottgames / Striker Entertainment
Kanahei’s Small Animals…………………………….. Yurutto Inc. / TV Tokyo Communications Corp.
LINE Friends……………………………………………………………………………. LINE Friends Corporation
musical.ly………………………………………………………………………………… musical.ly / Brand Central

FILM / TELEVISION / ENTERTAINMENT – ANIMATED
Property                                                                                                                  Owner/Agent
Ali the Fox……………………………………………………………… Beijing Dream Castle Culture Co., Ltd.
Boonie Bears…………………………………………………………………………….. Fantawild Animation Inc.
PAW Patrol…………………………………………………………………………….. Spin Master / Nickelodeon
Peppa Pig…………………………………………………………………………………………. Entertainment One
PJ Masks………………………………………………………………………………………….. Entertainment One
Rick and Morty……………………………………………………………………………………… Adult Swim & Cartoon Network Enterprises
Super Wings………………………………………………………………………………….. Alpha Group Co., Ltd.

FILM / TELEVISION / ENTERTAINMENT – LIVE ACTION
Property                                                                                                                  Owner/Agent
AMC’s The Walking Dead…………………………………………. AMC Network / Striker Entertainment
Baahubali……………………………………… Arka Mediaworks / Black White Orange Brands Pvt Ltd
JoJo Siwa…………………………………………………………………………………………………… Nickelodeon
The Rap of China…………………………………………………………………………………………………… iQIYI
Ushuaia……………………………………………………………………………………………. TF1 / TF1 Licenses

FOOD and BEVERAGE / RESTAURANT
Property                                                                                                                  Owner/Agent
Bailey’s……………………………………………………………………………………………… Diageo / Beanstalk
Guinness…………………………………………………………………………………………… Diageo / Beanstalk
Tapatio Hot Sauce……………………………………………………….. Tapatio Hot Sauce / Brand Central
The Cheesecake Factory at Home…………………………………………….. TCF Co. LLC / CAA-GBG
The Hershey Company – Asia Licensing Programme……. The Hershey Company / CAA-GBG
Tony Roma’s Restaurants………………… Roma Dining LLC / Broad Street Licensing Group
Welch’s……………………………………………………………………………………………………… Welch Foods

SPORTS
Property                                                                                                                  Owner/Agent
England Rugby………………………………………………………….. RFU Rugby Football Union / CPLG
NFLPA………………………………………………………………………………………………………………. NFLPA
PGA TOUR……………………………………………………………………….. PGA TOUR, Inc. / CAA Sports
Real Madrid Football Club…………………… Global Merchandising (adidas) / Tycoon Enterprises
WWE…………………………………………………………………………………………………………………… WWE

LICENSED PROMOTION
Promotion Name                                                                                                    Owner/Agent
Angry Birds Debit Card at China Merchants Bank…………………………………………………………..

…………………………………………………………… Rovio (Shanghai) Commerce and Trading Co., Ltd.
Masters of the Universe and Dirty Dancing………………… Mattel and Lionsgate / Born Licensing
Murder on the Orient Express & Godiva……………………………………………………………………………
………………………………………………………….. Twentieth Century Fox Licensing & Merchandising /
……………………………………………. Sinerji Reklam Danismanlik Pazarlama Ve Dis Ticaret Ltd.Sti.
Octonauts Swimming Programme ……………………………………………………………. Silvergate Media
The Lapins Crétins (Raving Rabbids) / Carrefour……………………………… Ubisoft / CPLG France
Paramount Pictures’ “Transformers: The Last Knight” in Partnership with Coca-Cola China…..
……………………………………………………………………….. Paramount Pictures and Coca-Cola China

LOCATION-BASED or EXPERIENTIAL INITIATIVE
Name                                                                                                                       Owner/Agent

Green Day Pop-Up……………………………… Warner Music Artist Services / Warner Music Group
Masha and the Bear on Ice……………………………………….. Animaccord Ltd. / The Ink Group A/S
National Geographic Encounter…………………………………………………………. National Geographic
Pandora – The World of Avatar at Disney’s Animal Kingdom………………………………………………
……………………………………………………………. Lightstorm Entertainment & Twentieth Century Fox
PAW Patrol Live…………………………………………………………………. Nickelodeon & Spin Master
Star Trek: The Cruise………………………………………………………………… CBS Consumer Products
Very Hungry Caterpillar…………………………………………………………………………….. Eric Carle LLC
…………………………………………………………… Haven Licensing Pty Ltd. & The Joester Loria Group

RETAILER
Retailer                                                                                                                           Property
Cotton On Kids……………………………………………………………………………………….. Mulga the Artist
Etam…………………………………………………………………………………………………….. Wonder Woman
Jay Jays…………………………………………………………………………………………………. Rick and Morty
Saks Fifth Avenue………………………………………………………………………………………… Snow White
Spirit Halloween……………………………………………………………………………………… Stranger Things
Target………………………………………………………………………………………………………….. PAW Patrol
Woolworth’s…………………………………………………………………………………………….. Marvel Heroes

LICENSED PRODUCTS

APPAREL / FOOTWEAR / ACCESSORIES
Company                                                                                                         Property/Product
Alex and Ani, LLC……………………………………………………………………….. Harry Potter jewelry line
AME/Global Brands Group…………………………………………………………….. Care Bears union suits
Happy Socks………………………………………………………………………………………. The Beatles socks
I.N.C. International Concepts…………………………………………………… Popsicle capsule collection
Reebok………………………………………… Alien Stomper ‘Final Battle’ Pack Sneakers
Ripple Junction………………………………………………………………………….. Rick & Morty apparel line
Vans…………………………………………………………………. Peanuts footwear, apparel & accessories

APPLIANCES / AUTOMOTIVE / ELECTRONICS / HARDWARE / HOUSEWARES / PAINT
Company                                                                                                         Property/Product
Blue Rhino…………………………………………………………………………………. Hershey S’mores caddy
Broil Chef…………………………………………………………. Star Wars TIE Fighter Gas Grill
Gorenje……………………………………………………………………………… Volkswagen Retro Van Fridge
Icon Health & Fitness……………………………………………………….. Le Tour de France TDF Pro 5.0
KidsEmbrace………………………………………………. DC Comics Batman combination booster seat
Pro-Ject Audio Systems……………………………… The Beatles 1964 Recordplayer Limited Edition
The Paint Makers…………………………………………………………………………. V&A Classic Collection

DIGITAL – apps, software, video
Company                                                                                                         Property/Product
Amazon………………………………………………………………………………….. Sesame Street Alexa Skill
EA Sports & Discovery Education…>Madden NFL: Football by the Numbers digital learning game
Lenovo………………………………………………………………………………….. Star Wars: Jedi Challenges
Metamoki……………………………………………………………… Wiz Khalifa’s Weed Farm mobile game
Mighty Kingdom………………………………………………………………….. Shopkins World mobile game
SEGA………………………………………………………………. Total War: Warhammer 2 PC game series
Ubisoft………………………………………………………………………………………… Star Trek: Bridge Crew

FOOD / BEVERAGE
Company                                                                                                         Property/Product
Bon Bon Buddies………………………………………………… Disney Characters Fruitickles fruit snack
Brand & Vision……………………………………………………………… Sesamstrasse organic food range
Cameron’s Brewery Ltd………………………………………………………………. Motörhead’s Röad Crew
Dole Food Company……………………………………………… Disney Pixar Cars 3 fruits & vegetables
Gustavo Gusto……………………………………………………………….. Luca (YouTube influencer) Pizza
General Mills…………………………………………………………………….. PAW Patrol yogurt product line
mymuesli…………………………………………………………………………………. Bibi & Tina organic cereal
Nature’s Touch………………………………………………………………………….. Welch’s frozen avocados

HEALTH & BEAUTY AIDS

Company                                                                                                         Property/Product
American Crew……………………………………. Elvis Presley – The King of Men’s Grooming Pucks
Colgate……………………………………………………………………. Despicable Me oral care product line
Elsker………………………………………………………………………. Pleasant Goat skin care product line
Kester Black………………………………………………………………………………………. Pantone nail polish
Sally Hansen……………. Crayola + Sally Hansen Insta-Dry Back to School Nail Color Collection

HOME DÉCOR – domestics, furniture, giftware, textiles
Company                                                                                                         Property/Product
Bassett…………………………………………………………………. HGTV HOME Design Studio by Bassett
GB eye Ltd……………………………………………………………………… Rick and Morty drinkware range
Half Moon Bay…………………………………………………………….. Warhammer 40,000 giftware range
Jay Franco & Sons, LLC……………………………………………………………. Minecraft home collection
Pyramid International…………………………………………………………… Doctor Who (Tardis) doormat

PUBLISHING / SOCIAL EXPRESSION / BACK-to-SCHOOL
Company                                                                                                         Property/Product
Centum Books Limited……………………………………………………………. JoJo Siwa publishing range
Insight Editions…………………………………. A Die Hard Christmas: The Illustrated Holiday Classic
Jieli Publishing House…………………………………………… Super Wings Warrior picture storybooks
lovepop ……………………………………………………………………………. Beatles pop-up card collection
Scientific Games Corporation………………………………… Willy Wonka Golden Ticket lottery game
Weldon Owen………………………………………………………… RuPaul’s Drag Race: Paper Doll Book

TOYS / GAMES / NOVELTIES / ROLE-PLAY: 0 – 12
Company                                                                                                         Property/Product
Bonkers Toys…………………………………………………………………………………………. slither.io toy line
Cra-Z-Art……………………………………………………………………………………… Nickelodeon Slime kits
Headstart……………………………………………………………………………………………….. Tickle Me Elmo
Just Play………………………………………………… Disney Junior Doc McStuffins All-in-One Nursery
Toynami………………………………………………………………………………….. Tulipop blind box figurines
Wicked Cool Toys……………………………………………………………………………………… Teddy Ruxpin

TOYS / GAMES / NOVELTIES / ROLE-PLAY: 13 plus
Company                                                                                                         Property/Product
Funko, LLC………………………….. Rick and Morty Funko Pop!, action figures, apparel, and more
Hasbro…………………………………. Star Wars: The Black Series Poe Dameron Electronic Helmet
Jazwares……………………………………………………………………………………….. Roblox product range
Kidrobot, Inc…………………………………………………………………….. Andy Warhol art toy collectibles
McFarlane Toys………………………………………………….. Five Nights at Freddy’s construction sets
Cardinal Industries, a subsidiary of Spin Master Games……………………….. Jumanji board game
The LEGO Group………………………………………………………………….. LEGO Star Wars BB-8 – 75187

 

LIMA France Names Executive Staff

The French office of the International Licensing Industry Merchandisers’ Association (LIMA) has named its executive staff to oversee local operations. Laurent Taieb will head up the office as Chairman. He will be joined by Vice Chairpersons Marina Narishkin, Director of TF1 Licences; Marie-Laure Marchand, SVP Global Consumer Products at Xilam; and Jerome Le Grand, General Manager Licensing, Retail and E-Commerce at The Walt Disney Company France. Valérie Rolandez-Barrios, Director of Licenses and Partnerships at StudioCanal will serve as Treasurer. Their focus will be to promote licensing in-country, drive awareness of the benefits of licensing as a business model, and encourage the participation of young professionals in the industry.

LIMA France will provide members with the wealth of information and services offered by the global Association – including research, conferences and workshops, online training, networking opportunities and exclusive savings on such tradeshows as Brand Licensing Europe (London) and Licensing Expo (Las Vegas) – as well as enabling French companies to work more closely and foster dialogue with their international counterparts, and creating opportunities for companies looking to do business in France.

“France is the seventh largest licensing market in the world and an abundant source of creativity and innovation in our industry,” said LIMA President Charles Riotto. “As the global thought leaders for licensing, LIMA is committed to focusing both on established and emerging markets to elevate the industry and provide continuing opportunities for education and networking. We are thrilled to have such a dynamic team representing the industry in this important market.”

Added Taieb: “France is a strategic market for the licensing industry worldwide, with several hundred licences represented across toys, publishing, fashion, food, sport, luxury and more. Licensing reaches across businesses and industries, demonstrating relevance to all brands. Our role with LIMA as the premiere global association for the industry is to welcome all these players to France.”

More than 25 companies have already joined LIMA France, including Les Editions Albert René, Universal Consumer Products, StudioCanal, Mattel, TF1 Licences, Nickelodeon and The Walt Disney Company France. LIMA France is also focusing on relations with schools and students with a view to promoting the richness of licensing and opportunities in the sector.

For more information on LIMA France:
Celine Georges, Membership and PR
licensinglimafrance@gmail.com
Twitter @LIMAFrance
LinkedIn: LIMA France