WildBrain Spark: How kids’ viewing habits changed in 2020 (and how to prepare for 2021)

As we quickly approach the end of a year heavily affected by Covid-19, and look optimistically toward a post-coronavirus horizon, toy companies and brands have a lot to think about in terms of their 2021 strategies, especially when it comes to advertising in kids’ entertainment. 

WildBrain Spark’s Executive VP and MD, Jon Gisby explores how this year has changed kids’ viewing habits and how to prepare for 2021. 

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As one of the largest premium kids’ and family-content publishers on AVOD platforms, the thing we get asked the most from advertisers is: Where can we make the biggest impact based on Covid viewing trends in the digital kids’ space?

Some of our latest discoveries provide telling answers. Key findings and trends from an analysis of all our WildBrain Spark content, reveal shifts that brands and advertisers would do well to note in kids’ and family viewing habits from before Covid (December 2019 – February 2020) compared to after its arrival (April – September 2020).

CTV viewing overtook mobile and tablet for the first time

One of the first trends we discovered after analysing consumption data and patterns for WildBrain Spark content since April 2020 was that connected TVs quickly outpaced all other types of devices as the primary way to watch video content for children.

Smart TVs became the viewing device of choice for families starting in April and continue to be so, with 46 per cent of WildBrain Spark content watched on these devices even in October 2020. Connected TVs were already growing in popularity before Covid, but the pandemic has pushed families in the direction of co-viewership on larger screens.

Our recent report “Making Screen Time Family Time” in partnership with nScreenMedia, an independent digital TV analyst company, confirms this trend. Of the 3,000 US families we asked, 62 per cent of parents say the smart TV is the most popular platform for co-viewing, with 48 per cent using a connected TV device.

In the kids’ entertainment space, co-viewership on connected and smart TVs is likely to continue well into 2021 and beyond. Two-thirds of parents said they expect time spent with their kids watching TV/movies to remain the same or increase once the pandemic is over.

When preparing strategies, toy companies and brands should be sure to prepare spots optimised for larger screens, and partner with media companies that have a solid presence in the CTV market.

Viewing sessions increased on long-form content

In addition to the shift to co-viewing, we also discovered that viewing sessions on kids’ content have increased by 23 per cent since Covid began, particularly on long-form content of 10 minutes or greater in length. In fact, 57 per cent of all views since Covid began were on long-form content.

For example, the average watch time on long-form WildBrain Spark content between December 2019 and February 2020 was 3.7 times the amount of time spent on short-form content. Since April 2020, this ratio jumped 17 per cent, taking it to 4.3 times the amount of time spent on short-form videos.

This is a major shift in family viewership habits resulting from the rise of viewing on CTV during the pandemic. These trends show that kids and families are officially watching longer videos instead of shorter ones on larger screens for a more premium entertainment experience.

Toy companies and brands should keep this in mind when looking to partner with publishers: Aim to advertise against and sponsor longer-form content to help you reach a more receptive, family-friendly audience.

Media companies caught up to kids’ influencers and creators

While creators and influencers in the kids’ space often pull in billions of views a month, we saw a different viewing habit among children and families during the peak of the first lockdowns and stay-at-home measures in April 2020.

Essentially, premium content from media companies and publishers outperformed creator content, seeing a +22 per cent average view increase versus just a +3 per cent view increase for creators and influencers.

Some genres in particular saw a substantial increase in viewership. Kids’ music jumped 41 per cent from April to June 2020 compared to views garnered between December 2019 and February 2020. Kids’ animation saw a 32 per cent bump in views across these same months, while children’s TV properties came in a close third, at 30 per cent.

This increase of premium content views appears to be here to stay. The rise of premium content shows it’s important to expand advertising strategies to partner with media companies who have known favourites and premium shows that kids and families have turned to this year. This will diversify reach and improve the chances of getting in front of new audiences.

As 2021 draws near, make sure you’re ready to address this new kids’ entertainment market head on. In short, toy companies and brands should prepare their advertising strategy so it’s easily viewed on connected TVs, appears against longer-form content, and can be found alongside premium content from top media companies.

Semaphore Licensing celebrates global reach as pandemic fuels influencer evolution

Semaphore Licensing is celebrating a milestone anniversary, having continued to hit upon global success throughout a year that has been fraught with unease and uncertainty owing to the coronavirus pandemic. The company has said that it is now ‘well on its way to creating market disruption,’ despite those challenges.

Having worked with YouTube talent for over a decade through its sister company, Semaphore Business Solutions, the Semaphore Licensing team has secured deals for a portfolio spanning names such as Braille Skateboarding, Blogilates, SUperHero Kids, and Trinity and Beyond.

Following a year that has seen a ‘dramatic shift’ in the placement goal for product from in-store to online, Semaphore Licensing is priming itself to see the trend continue as ecommerce continues to grow ‘at a rapid rate.’

“The impact on influencers is rapidly evolving as well, as their roles and responsibilities as public figures take a new shape in our pandemic changed global community,” suggests the firm.

We’re well on our way to creating market disruption despite the pandemic challenges of 2020,” said Michael Bienstock, founder and CEO, Semaphore Licensing Solutions.

“We accelerated throughout a tumultuous time, and connected fans with their creators when the need for connection was at an all-time high.”

HBO Max picks up US rights to pre-school adventure Love Monster

HBO Max has picked up the US rights to the new pre-school adventure Love Monster, from Boat Rocker Studios’, a division of global media company Boat Rocker Media.

A hit since it premiered on CBeebies in the UK in late January, the animated series is based on the award-winning preschool books of the same name by Rachel Bright.

Love Monster follows the exploits of one-of-a-kind, huggable hero Love Monster as he navigates the challenges involved in being a bit funny looking in a world of cute fluffy things. Every day provides Love Monster the opportunity to embark on all kinds of big adventures with his friends in Fluffytown, where, together, they learn all kinds of little life lessons.

Full of heart and helping preschoolers understand and manage different emotions, Love Monster showcases the importance of kindness, empathy, connection and instinct.

In addition to HBO Max, multiple other international broadcast partners have come on board since launch, including ABC Australia, CBC Canada, RTE Ireland, YLE Finland, TVNZ New Zealand, MBC Middle East, Canal Panda Spain and Viu TV Hong Kong.

Love Monster is a ground-breaking collaboration between BBC Children’s In-House Productions, Boat Rocker Studios, and Chinese entertainment company, UYoung.  Boat Rocker Studios is managing the global content distribution and consumer products program for the franchise.

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.

Moonbug Entertainment taps Wow! Stuff for new CoComelon pre-school toy range

The British toy innovation company, Wow! Stuff is continuing its move into the pre-school category having signed a multi-territory licensing agreement with Moonbug Entertainment for its popular 3D animated series, CoComelon.

Launching in 2021, Wow! Stuff will unveil a new range of products based on the kids’ show, with prices ranging from £9.99 to £79.99. It will include a CoComelon activity table, puzzle blocks, night lights, and more.

Richard North, Wow! Stuff CEO, said: “Our mission is ‘to partner with tier one licensed brands and work until our brains hurt to deliver innovation that is on brand and in universe.’

“This new agreement with Moonbug allows us to expand the playful world of CoComelon with new experiences that kids and families will absolutely love.”

Head of product development and licensing, Kenny McAndrew, added: “We have been working with CoComelon for some time and have seen how the brand has captured families around the globe with its educational and engaging content. Now that it’s a Moonbug brand, we’re delighted for what’s to come from our relationship and the new ways in which we encourage play.”

Simon Philips, senior in-house advisor at Moonbug Entertainment, said: “As we look to bring new ways for fans to engage with their favourite characters, we need partners who can create toys and products that truly bring them to life.

“Wow! Stuff’s reputation in developing innovative toys is unparalleled and we look forward to bringing them kids worldwide.”

CoComelon is the world’s most-viewed YouTube channel with over 3.5 billion average monthly views and over 100 million subscribers. The show centers around the everyday experiences of Baby JJ and his siblings and helps preschoolers learn letters, numbers, animal sounds, colors and more.

Its upbeat videos impart positive, prosocial life lessons that provide parents with an opportunity to teach and play with their children as they watch together.

For national and international sales enquiries please contact dawn.lavalette@wowstuff.com

Green Board Games enters the Wizarding World with BrainBox Harry Potter launch

The popular educational games series, BrainBox is expanding its licensing activity into the Wizarding World with the release of its upcoming BrainBox Harry Potter in May next year. It marks a major development for the Green Board Games team, who has earmarked 2021 as a ‘huge year for the brand.’

Green Board Games was acquired by the Asmodee Group in 2019. The BrainBox games will form a key part of Asmodee’s newly launching Brain Games collection for creative and enquiring minds in 2021

The BrainBox series is a popular range of addictive memory challenges in which players have ten seconds to study a card before answering questions on what they saw. The series has previously covered topics across maths and English, to dinosaurs and football.

The family-friendly gaming brand now invites players to test their knowledge and relive the beloved Harry Potter film series.

Cards will be packed with fun facts about the franchise as well as stills from all of the Harry Potter films, offering youngsters the chance to prove that they’ve got what it takes to be top of the class at Hogwarts.

It’s part of a series of plans for the coming year from Green Board Games.

“2021 is going to be a huge year for BrainBox,” says James Wallis, studio manager at Green Board Games.

“BrainBox Harry Potter is a fantastic way to relaunch the line, followed by a fresh new look for the whole range – including a completely revamped BrainBox Board Game – and the new line of mini-BrainBoxes, in a pocket- and pocket-money-friendly format. We couldn’t be more excited.”

The BrainBox games series has sold over eight million copies worldwide, in 65 countries and 30 different languages.

The Harry Potter edition, as well as others in the series, will be previewed at AsmoFair, the third edition of Asmodee’s pioneering virtual trade show, from 17-23 January.

Now including a 360-degree virtual tour of a fully built show stand, the event is an opportunity for retailers to get a closer look at must-have products for the year ahead from Asmodee’s vast range of games and collectibles.

Weekend and evening meetings are also available – buyers can head to asmofair.co.uk to book a slot.

Master Moley ‘will drive a major licensing roll-out’ but timing for the property will be key

The new British-made children’s property, Master Moley – that witnessed a successful premiere on WarnerMedia’s Boomerang channel just last month – has been the focus of ‘several proactive approaches from publishing and toy partners’, as the creative team behind it promises to be meticulous in its licensing strategy.

Master Moley made its debut in November as a TV special on the Boomerang channel that launched to more than 100 territories across EMEA. Following a ‘phenomenal start’, the show’s creator James Reatchlous is among the team now in production on a full Master Moley animated series.

The Misadventures of Master Moley will comprise 52 episodes and will continue the adventure of Master Moley and his friends. In addition to this, a feature-length film is also in development.

“Master Moley has got off to a phenomenal start,” Reatchlous tells Licensing.biz. “We’ve already received proactive approaches from both publishing and toy partners. We are in a good position and making sure each step that we take is exactly the right one for this unique property.

“All of the elements are there for a full, cross-category merchandise programme and as soon as the time is right, we’ll be in discussions with the key partners straight way.”

Master Moley follows the adventures of the titular hero, a mole residing under the foundations of Windsor Castle, who finds himself on far-flung escapades as children and audiences travel with him, exploring the world and different cultures.

Here, Licensing.biz catches up with Master Moley creator, James Reatchlous to learn more about the plans for the British-made children’s property, the perks of launching an IP through Roblox, and why timing will be key to the success of the IP’s comprehensive licensing programme.

James Reatchlous with his two daughters, for who he created Master Moley

Hi James, and first up – congratulations on the strong positive reception to Master Moley. That must be very encouraging as you start to look at wider licensing plans for the IP. What do you think Master Moley brings to audiences and to the licensing space?

Master Moley has got off to a phenomenal start. We are really thrilled with the reaction the TV Special has received following its premiere on Boomerang in November. Viewers in over 110 countries across EMEA met Master Moley, and I couldn’t be more delighted.  The feedback and response has been incredible, it’s a really strong start for us.  I’m confident that this is just the starting point as we build our audience ahead of the launch of our commercial plans.  

 I truly believe that Master Moley is just what we all need right now – bright colour, optimism, kindness and adventure. At its core it is a fun and wholesome entertainment show that appeals to the whole family, and crucially it really sparks the imagination of young viewers. The underground world of MoleTown is a rich creative canvas that enables our characters to have adventures all around the globe – something we’ll see a lot more of in the series.  

Moley is such a charismatic character, but he also has lots of friends in the TV Special and upcoming series, so there really is something for everyone. A wide variety of characters, gadgets, and locations will feature in the series  and we’re supporting the growth of the audience through high profile digital led initiatives right from the outset.    

The partnership with Roblox looks brilliant. Why does this mark an important step in building out a licensing programme for Master Moley? How does this deal help you tap into the core audience for the property?

We couldn’t be happier with the Roblox computer game, it’s great fun and a fantastic way for children to find and engage with new content safely. We wanted to start building the brand outside of the TV space, and so we worked with specialist agency Dubit to develop the Roblox game. This was a strategic move to go to where the children already were, to raise the brand recognition.  

We launched the game just before the special aired on Boomerang to capitalise on the audiences who tuned in, and vice versa, for those who found the content via Roblox, it encouraged them to go and watch the animation on Boomerang. It was a great success with over 60,000 plays in the first week. We have followed the launch with some great videos by Roblox influencers who have capitalised on the excellent start that we’ve made and grown our player base even further.

Roblox serves an incredibly important role for us – not only does the platform enable us to introduce Master Moley to their incredible user base, it will also continue to build the Master Moley fanbase in between the premiere of the 30-minute special on Boomerang and the series launching in 2021. Roblox provides both a bridge between the special and the series, where children can discover and engage with MoleTown and the universe of Master Moley, and visibility when he’s ‘off’ our TV screens, driving enthusiasm for the series during this time.  

You’ve mentioned to us before that you have extensive licensing plans for Master Moley. Could you talk us through these? Where would you like to take Master Moley?

There’s a rich universe in Moletown which brings in elements of upcycling alongside exciting locations and innovative vehicles… the lives of the characters in the show and the items with which they interact, really provide a great opportunity for similar lines of product in the real world.

We are very well aware that the commercial world revolves around the ability of a brand to reach its audience. Whilst we believe we have a brand with huge potential and there is tangible excitement among our commercial partners, the licensing roll out will be slow and phased and we will only begin pitching to partners in earnest once we know the audience reach is there to enable our licensees to be successful on shelf. Watch this space as the audience is set to grow quickly.

What sort of partnerships do you think will be the integral to the licensing success of Master Moley? Are you looking for toy partners for the property, and if so, what do you think Master Moley can bring to the toy space?

We’ve already received proactive approaches from both publishing and toy partners. We are in a good position and making sure each step that we take is exactly the right one for this unique property. We already have a movie special and a 52-episode TV series, not to mention a feature film in the works, all of which will support the growth of the brand creatively.

We are completely focused on delivering the audience. All of the elements are there for a full, cross-category merchandise programme and as soon as the time is right, we’ll be in discussions with the key partners straight away.

Ultimately, Master Moley is a brand which will be able to drive products from major toy lines to publishing, soft lines and home… but timing is key and we have brought in a team of the industry’s leading professionals to ensure we get this right… your readers will no doubt be hearing from them.

What do you think is key to Master Moley’s success on the international scene? As Master Moley continues to grow in the international markets, how will you maintain the core values of what makes it unique?

Master Moley is truly international. He might currently reside under Windsor Castle in England but his adventures take him all over the globe, which will appeal to audiences worldwide. Children can travel with him exploring the world and different cultures.  And there are plans to have episodes take place in different countries, to widen that appeal.  

The beauty of animation of course is that you can translate it into different languages. We have a stellar British cast for the English-speaking territories, including Gemma Arterton, Warwick Davis and Julie Walters, but we can cast amazing international actors for different languages and territories. It opens up enormous possibilities for Master Moley to become a truly global powerhouse. 

At the heart of Master Moley are charismatic characters, whose values are shared around the globe – kindness, enthusiasm, friendship, adventurousness, love… all with a desire to learn, meet new people and find a positive way out of slightly sticky situations. That is a key thread throughout each episode.  

What’s the next step for you?

We are currently in production on the Master Moley series, The Misadventures of Master Moley, which will comprise of 52 x 11-minute episodes and continue the adventures of Master Moley and his friends – including lots of new friends and places to explore. In addition to the series, we are developing a feature-length film adventure for Moley.

The world is Master Moley’s oyster! 

WildBrain partners with Samsung to launch new kids’ and teen channels featuring its hit series

WildBrain has forged a partnership with Samsung to launch multiple new kids’ and teen channels featuring a range of series from its content library on Samsung TV Plus, a free ad-supported video service distributed exclusively on Samsung smart TVs.

The first new linear channels have now launched to millions of Samsung users, with “Caillou and Friends” in Spain and France and “Teletubbies and Friends” in Italy, Germany, Austria and Switzerland.

This initial launch will be followed in spring and summer 2021 by Degrassi channels for teens in the US and Canada, plus additional kids’ channels across European territories featuring Strawberry Shortcake, Bob the Builder and other favourite series from WildBrain’s library.

The partnership with Samsung represents the first time WildBrain has launched ad-supported linear channels on a connected-TV service in Europe and comes as new research shows smart TVs and ad-supported video streaming have become favourite viewing options in both US and European homes.

The recent nScreenMedia report “Making Screen Time Family Time”, which wasponsored by WildBrain Spark, found that 62 per cent of 3,000 US parents surveyed choose smart TVs as the most popular devices for co-viewing with children in the home.

75 per cent watch content with their children several times a week or more, and 90 per cent said ad-supported video is an important entertainment source for their children.

Meanwhile, Samsung’s “Behind the Screens” report on accelerating viewership trends found that ad-supported video-on-demand consumption grew by 29 per cent since January 2020 across over 30 million Samsung smart TVs in France, Germany, Italy, Spain and the UK. Samsung is the clear leader in global smart TV sales, with over 14 million units sold in Q3 2020, almost double their nearest competitor, according to market research firm Trendforce.

“All indicators show that connected TVs are the new choice for home viewing and that families are increasingly turning to ad-supported video services on this platform as a source of quality entertainment,” said Deirdre Brennan, EVP, content partnerships at WildBrain.

“Through this exciting partnership with Samsung TV Plus we will offer distinct channels that draw on WildBrain’s deep content library, allowing us to share iconic shows like Teletubbies, Caillou, Strawberry Shortcake and Degrassi with millions of families across North America and Europe.”

Asmodee partners with Blok.Party to bring CATAN to its digital tabletop device TapTop

Asmodee Entertainment is embarking on a new partnership with the social gaming platform, Blok Party, to bring the wildly popular board game title CATAN to its TapTop digital tabletop device in 2021.

TapTop is a tabletop device that allows players to engage with digital versions of popular physical tabletop games, including other Asmodee titles such as Ticket to Ride, Splendor, and Codenames. The device also enables players to create their own tabletop games and card games, as well as interact with NFC figures such as LEGO Dimenstions, Nintendo’s Amiibo, or even Skylanders.

“I started in the video game industry in 1984 and have watched Catan take its place alongside the board game legends over the past 30 years,” said Gilman Louie, partner at Alsop Louie Partners, the lead investor in Blok Party. “Catan proves the value of having a social platform for board games, interacting with other players, making it easier to set up and play games, and allowing the game to merge digital and physical interactions through game play. This is a great partnership for both companies.” 

Since its creation in 1995 by Klaus Teuber, CATAN and its many expansions have sold more than 32 million games around the world. The game is published in more than 40 languages and is sold in more than 70 territories. As the world’s pre-eminent boardgame, CATAN is a truly global phenomenon and enjoys growing success in the digital, lifestyle and entertainment categories through Asmodee’s carefully curated deals.  

“CATAN has long been one of the premier board games so a partnership with the premier digital tabletop gaming platform is a natural fit,” added Christian Dunn, interactive licensing manager at Asmodee Entertainment. “Blok Party’s ambition matches our own and this deal is the first of several over the coming months as many great Asmodee titles will be coming to TapTop in 2021 and beyond.”

CATAN arrives on TapTop devices in early 2021, with more details expected soon.

FC Bayern Munich on path to revolutionise souvenir photos with AR and AI tech partnership

With the opening of its new flagship store in central Munich, FC Bayern Munich is offering its fans a unique experience to have photos taken with its players at anytime, thanks to a partnership with the German virtual tech specialist, Sensape.

Under the partnership, the pair are setting out to redefine souvenir photos as the football club expands it Augmented Reality activities to offer store visitors the chance to take photos with their players through the use of Artificial Intelligence and Augmented Reality technology.

Players and fans will be able to interact in real-time via the store’s photo screen where a realistic souvenir photo can then be taken. The project is the first permanent installation of its kind in Europe.

“Meeting players in person is a rare occurrence and not granted to many people anyway. Since the spread of Covid-19, personal contact is no longer possible. With this project, we are bringing a technology to Europe that allows anyone to take a photo with the players at any time, as it is not tied to a specific date. The photo even comes signed to the fan and makes the whole experience even more special,” said Sensape’s Michael Lehnert.

The AR technology has been developed at Sensape’s headquarters in Leipzig, Germany. The intelligent system recognizes as soon as a fan stands in front of the device and starts the AR application. After players pose virtually in the picture, fans can position themselves in the middle and a photo is taken. An intelligent rendering system automatically adjusts the exposure and proportions to the fan and the environment, creating a photo-realistic image.

The result can be downloaded to the user’s own smartphone via QR code and shared with friends and on social media channels at the touch of a button.

A similar procedure will soon be used in the Member Corner, where fans can sign their membership contract in the presence of club president Herbert Hainer and honorary president Uli Hoeneß and seal it with a photo.