Kelvyn Gardner departs Licensing International’s UK chapter

Industry veteran, Kelvyn Gardner, has departed from his role as the head of the UK chapter of the industry trade body, Licensing International, it was confirmed yesterday.

Gardner had been the recognised face of Licensing International’s UK operations for the past 12 years and a recipient of a Licensing.biz People Awards Outstanding Contribution to Licensing back in 2017.

In a message issued to Licensing International members, president Maura Regan, said: “We thank him for his many years of devoted service to you, our members, and the industry at large. At the same time, I want to assure you that nothing will change in how we service and support you.”

Regan detailed that Licensing International’s Gisela Abrams and Maria Ungaro will join her in handling day-to-day operations and coordination of all upcoming events on the organisation’s event calendar.

“We are well into our search for local support to best serve this important market, and are confident that we will be able to make an announcement before spring is over,” Regan added.

Gaming and YouTube properties fuel growth in demand for licensing in the toy space, says Kids Insights’ Global Toys and Games Report

The rise of YouTube and gaming properties, spanning the likes of Minecraft, Fortnite, Sonic, and Ryan’s World have fuelled a growth in demand for licensed properties across the children’s toys and games space over the course of the last 12 months, according to findings of Kids Insights’ first Global Toys and Games Report 2020.

The same report has underlined a number of key highlights from the children’s space, including a universal rise in awareness around sustainability, as well as the role that analogue gaming has to play in children’s and family wellbeing. The findings are all part of the first in a series of industry-spanning reports from Kids Insights.

The Global Toys and Games Report 2020 is the first in a series of studies focusing on the macroeconomics shaping toys, industry trends, and developments in advertising and marketing today.

Among the key findings of the report – the first in a series of reports from Kids Insights (a research organisation that surveys some 105,000 children a year across across Europe and India) – is up to the minute insight on topics spanning wellbeing, sustainability, demand for licensing, and consumer spend.

The initial report has found that today’s children are finding greater financial empowerment and in the US, kids are receiving $3.76bn a year to spend as they wish, with a growing number utilising Debit cards. With that greater means of spend, children are being faced with greater choice when it comes to how they spend their money.

Kids Insights has found that children now spend £581 million on in-experience purchasing, such as Apps and In Game Purchasing, compared to spending £969 million on toys and games.

In the UK, over one third of kids aged six to nine play with classic board games such as Monopoly, Guess Who, and Jenga monthly, while the team’s data shows a positive link between playing board games and positive wellbeing. According to Kids Insights, tweens who play board games as a hobby reported feeling frequently happy 51 per cent more than average. Similarly, they feel anxious at a lower rate.

Meanwhile, the report has also highlighted the growing importance of sustainability, underlining that as families become more eco-centric, brands need to have more focus on their sustainability strategy as this becomes a more important purchasing decision factor.

Other findings include the impact of Generation Speak, as well as the growth in demand for licensed properties, driven by a significant increase in gaming and YouTube properties, with the likes of Minecraft, Fortnite, Sonic, Ryan’s World, and Jojo Siwa performing the strongest over the last 12 months.

Utku Tansel LLB, MBA head of global industry reports, Kids Insights, said: “I have been working in this industry for 12 years and in my career, I have not witnessed such speed of change.

“The industry is increasingly embracing sustainability and inclusivity while AR and AI push limits on innovation-driven largely by ever-rising smart phone/tablet penetration among children.

“Our study takes readers to an exciting journey shaped by key developments and opportunities showcased in new world order.”

To enquire for a full copy of Kids Insights’ Global Toy & Games Report 2020, click on this link.

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Beano secures five new licensing partners including games and health and beauty via Rocket Licensing

Beano is expanding its presence across the apparel, games, health and beauty, food and beverage, and partyware sectors thanks to a string of five new licensing deals brokered by its licensing agency, Rocket Licensing.

On board for a fun new range of paper partyware, Smiffy’s will be offering a myriad of products including paper plates, bowls, cups, napkins and straws, as well as paper decorations and bunting to complete the Beano party set-up. The range will be sold across the High Street, grocery, independents and online.

Meanwhile, growing the offering in games and puzzles, Rocket has teamed up with Rachel Lowe to create a collection of puzzles, board games and card games for Dennis and his Beanotown friends. Product will be developed to appeal to both the adult gifting market and to kids, reflecting the cross-generational appeal of this classic British brand.

Beano confectionery in personalised packaging will also be created by Great Gifts. The unique gifting lines are set to include gift boxes, jars and advent calendars and launch across retail later this year.

Health and beauty experts H&A will also be developing a creative range of Beano products to include everyday essentials, play cosmetics, health and beauty accessories and hair care. These will be targeted at both boys and girls and launching into high street retail for autumn/winter 2020.

In licensed apparel, Park Agencies are supporting the brand, with adult and kids tees and sweats currently in development to launch into high street and online retail.

These new deals take place in the run up to Dennis’ 70th birthday in 2021, for which Beano Studios and Rocket Licensing are planning a raft of celebrations, partnerships and new product launches.

Rob Wijeratna, joint managing director of Rocket Licensing, said: “2019 was an incredibly busy and successful year for Beano, with a fabulous calendar of consumer products deals, marketing initiatives and campaigns. It’s great to be able to start 2020 with the same momentum, and five new best-in-class licensing deals for the brand, as we look ahead to a big celebration year in 2021.

“Beano continues to capture the hearts of the British public and offers a huge depth of content for great consumer products partnerships.”

Angeles Blanco, director of Global Licensing at Beano Studios, added “Adding five new partners to our licensing programme shows huge momentum as we build up to Dennis’ 70th birthday next year. We plan to continue this, adding more partners to bring Beano products to more fans, young and across the globe.”

Minions: The Rise of Gru movie release date put on hold as France enters lockdown

Illumination and Universal’s Minions: The Rise of Gru has been moved from its global release slot of late June and early July owing to the deepening COVID-19 pandemic and subsequent lockdown in many countries across the globe.

The move was spurred by the current lockdown in France that incorporates Illumination’s Mac Guff studio in Paris.

Illumination founder and CEO, Chris Meledandri, said: “In response to the severity of the situation in France, we are temporarily closing our Illumination Mac Guff studio in Paris. With this decision we are abiding by the French Government’s guidelines and doing everything possible to slow the spread of the virus as we care for our artists and their families.

“This means we will be unable to finish Minions: The Rise of Gru in time for our planned global releases in late June and early July. While we all grapple with the enormity of this crisis, we must put the safety and proetection of our employees above all.

“We look forward to finding a new release date for the return of Gru and the Minions.”

In 2017, the Despicable Me franchise became the top grossing animated series worldwide. Efforts will be put in locking in a new release date for the film once global restrictions have been lifted.

Mondo’s TV MeteoHeroes arrives in Italy with Cartoonito premiere

Mondo TV’s original children’s animated series MeteoHeroes is coming to Italy, having secured its worldwide premiere on Cartoonito. The launch will be accompanied by a marketing campaign and a growing licensee list.

The show – in which six kids use their superpowers to protect the planet from extreme weather events and pollution – will premiere with a special four-episode sneak preview in April on the free-to-air channel Cartoonito, a leading DTTV and satellite channel for pre-schoolers operated by Boing SpA.

The premiere date of April 22nd was  chosen to coincide with the 50th anniversary of Earth Day. Four episodes will be premiered at evening prime time (beginning between 7.30pm and 8pm) during the Earth Day anniversary celebration.

Viewers will be also able to hear the MeteoHeroes theme song for the first time, a catchy number performed by Francesco Facchinetti, former italian DJ, producer, singer, musician, TV presenter, radio host, actor and businessman.

The premiere will be accompanied by a major media campaign during which the stars of MeteoHeroes will play their roles as ambassadors in the fight to protect our planet.

The series will then officially launch in June when the four opening episodes will again appear, followed by 14 new episodes, further building brand momentum ahead of the launch of new episodes in October, when previous episodes will begin a second run.

MeteoHeroes, a Mondo TV co-production with Meteo Expert Center, a leading Italian weather forecasting group with a strong international reputation, addresses issues such as climate change, ecology and respect for nature through the adventures of six super-powered children. I

MeteoHeroes has already attracted a number of major licensees. The values of sustainability and respect for the environment will be reflected in the show’s licensing programme.

Already in Europe, Giunti has been tapped to produce books and activity books, while Playpress plans a magic book and colouring and activity books for the newsstand channel.

Mondadori is on board for a monthly magazine – with MeteoHeroes-inspired gadgets, Eu.Promotions will be handling the loyalty promotion category, and Ravensburger will be producing puzzles and memory games.

Among other categories, home video will be handled by Koch Media and Kimbe will organise shopping mall events as the licensee of costume characters for meet-and-greet activities. Many other negotiations are ongoing or completed, including a range of Easter eggs for 2021.

The consumer products programme will launch at retail soon: the first licensed products will be on shelves by October 2020.

Supporting the brand’s marketing activities, Mondadori and Mediamond have joined to devise Globo WePlanet, an open-air, interactive exhibition of contemporary art and design, focusing on sustainable development with the aim of raising awareness among people and businesses.

The six MeteoHeroes will even feature in a dedicated human-sized globe installed in downtown Milan from June to September, accompanied by an augmented reality element. Attendees will be able to point their smartphone at the globe and be taken to a page that offers information on the project and the artist who made it.

Matteo Corradi, Mondo TV CEO, said: “The arrival of MeteoHeroes on Cartoonito is a major statement about the quality, originality and potential of this new series. We think the time is right for a show that addresses important issues in an engaging, exciting way that boys and girls everywhere will love – and this is it. There really isn’t anything like MeteoHeroes on TV anywhere.”

Luigi Latini, CEO, Meteo Expert Center – IconaMeteo, creator and executive producer of MeteoHeroes, added: “MeteoHeroes perfectly balances action, humour and superb design with some genuinely fascinating insights into the weather, how it works, and how our actions can affect it.

“It’s great entertainment that has something really important to say about climate change and about the global issue of pollution and we’re very proud to have helped to bring it to the screen. I am sure that children everywhere will love it – and so will parents.”

ZAG bolsters its global licensing and merchandising team

The global independent animation studio, ZAG has appointed a robust team of experienced executives to expand the company’s licensing and merchandising business.

Kirk Bloomgarden will serve as head of consumer products, Rebekah Belzer joins as senior director, licensing and merchandising, North America, and Eva Rodriguez will serve as director, Latin American Licensing. The announcements were made today by Julian Zag, EVP of Global Operations.

“We are very proud to expand our licensing and merchandising department with such talented and respected people in our industry. Working with such accomplished executives on the strategy for all our brands is an essential step towards our growth, and our main goal – giving to kids and families all around the world a maximal experience with their favourite heroes,” said Julian Zag.

Bloomgarden is a global consumer products industry veteran, working in senior management roles in both Europe and the US. He has held leadership roles in both boutique and multi-national companies serving as CEO of CPLG in London, Europe’s largest licensing agency and SVP at Twentieth Century Fox. In recent years, he has focused on developing new business in Asia, particularly China.

Meanwhile, Belzer will oversee the licensing and brand-building efforts for North America. Rebekah boasts 20 years of retail and consumer products experience and has managed sales and licensing for brands such as Power Rangers, Paul Frank, Pantone, MasterChef JuniorDwell Magazine. She spent her early career at globally recognised studios including Disney. She has also served at Brand Central, managing numerous lifestyle, fashion and celebrity brands.

Rodriguez most recently worked at Twentieth Century Fox, managing the Latin American consumer products portfolio for major brands such as The Simpsons, Ice Age, andRio, across all categories. In this capacity, she worked with licensing agents on the ground to ensure brand integrity and to expand the consumer products’ program across the region.

The team will lead the development and execution of the worldwide consumer products strategy for all of the properties under the ZAG Heroez label – an umbrella brand franchise that brings together the superheroes from ZAG’s animated properties.

ZAG’s flagship brand, the global phenomenon, Miraculous™: Tales of Ladybug & Cat Noirsold over 100M products during the past three years with seasons four and five currently in production as well as a major theatrical release.

A new toy line from Playmates Toys for Power Players recently debuted in the US. Power Players currently airs on Cartoon Network US and in key territories across EMEA and Asia Pacific, and is available for streaming on Netflix.

The series is also set for debut on France’s France Télévisions, Germany’s WDR, Brazil’s Gloob, and Discovery Latin America.  The company’s newest property, Ghostforce, is currently in production for Disney Channel EMEA, TF1, and Discovery Kids Latin America.

White Paper – Kids Industries explores: Children and COVID-19

The following research and White Paper has been conducted and written by Kids Industries, a research, strategy, and creative agency for the children’s and family market in the UK. Kids Industries researcher, Aleksandra Szczerba offers up her insight into the developing COVID-19 situation, and how children are managing in these uncertain times.

Children and COVID-19: how are they dealing with it?

 

As more and more countries take increasingly serious measures to combat the spread of the coronavirus, more and more people are pointing out how this is likely to be one of the most important events that Gens X, Y, Z and Alpha will ever have to deal with.

People are having to isolate inside their homes and shop shelves are hauntingly empty. Events are being cancelled, schools are being closed down, and across the world planes are being grounded as countries are closing their land and sea borders. The coronavirus is now very much a global crisis that affects all of us – including children.

At Kids Industries, children are at the core of the work that we do. It therefore comes as no surprise that we wanted to know more about how the virus is affecting children’s lives, what they know about it, and how they are dealing with it. As such, at short notice we approached our junior board and interviewed a number of children this weekend to find out their views firsthand.

In addition, we scoured the internet for information on how young people across the globe were responding to this crisis. We have combined our findings with our expertise in children’s development to give you an overview of how young people are dealing with the situation at hand, and what you can do to support them, both as individuals and brands.

First of all: what does children’s development tell us about children’s fears and worries?

Before the age of six, children struggle with separating fantasy and reality, and their limited cognitive abilities mean they struggle to tell themselves that something is not real – monsters under the bed may still exist. However, as children reach the age of six and seven, begin “big school”, experience the world beyond their family household, and become better readers and more attentive viewers, they become exposed to the big bad world around them and the many unpleasant things within it.

Consequently, concrete threats they might see in the media, like burglars, earthquakes and even pedophiles, become huge concerns for them. The world is big and scary, and children aged six to 10 are only progressively learning to deal with these fears. Exposure to scary news coverage can cause them a lot of anxiety and the stories can stay with them for a long time.

As children enter their tween years (and later their teens), their abstract reasoning gradually develops, and so does their ability to comprehend issues like climate change, political issues and military conflict. These now become sources of children’s anxiety. This progression makes sense, considering older children are less self-centred and have the ability to think about consequences on a larger scale. Although they understand a greater number of threats, their emotional control is better than that of younger children, and although they may worry, they think about issues more realistically and rationally. This was reflected in the research we carried out.

Children today are informed and level headed about the situation

The children we spoke to all knew the key factual information about the virus. Even our seven year old could tell us that it is a disease that spreads quickly. Children correctly identified symptoms which are akin to the flu, and some knew about the virus’ origins and the lack of a vaccine or a cure. When asked about what steps should be taken, all children regardless of age could tell us what the main preventative measures were, including washing your hands for 20 seconds and self-isolating when feeling unwell.

The older children thought a bit more deeply about some recommendations and behaviours, weighing pros and cons and critiquing bad ideas. The recommended “elbow greeting” instead of a handshake was identified as something that was probably just popular online and not the real world, they considered how closing schools might do more harm than good, and one of the girls was critical of people stockpiling:

“People should not panic buy, it just means that if we do go into lockdown or whatever, some people will have loads of stuff and some will have none” – Tween girl

Also in the context of what measures should be taken, one of the girls mentioned the government’s response and expressed a degree of distrust:

“They said it’s fine, but I mean….I don’t really think any of them knows what climate change is or anything like that, so…” – Tween girl

Children weren’t just able to recall information and guidance – they also approached it critically.

We also asked children if they were scared of the virus – and we found that across the board they weren’t scared of it in relation to themselves, recognising that it is unlikely to affect young, healthy people. Instead, they showed concern for others, expressing that they were worried about how it would affect the sick and elderly, both in the general population and their own family members.

“To me personally, kind of, but not particularly. I think…actually as a whole, the effect of it on other people around you, yes it’s fairly scary. The scariness of it isn’t necessarily in relation to, like, me personally, it’s the effect on other people.” – Teenage boy

Overall, children’s responses showed that they are aware of key facts about the coronavirus. They all considered how the virus affects other people and many of them carefully thought about potential measures. This goes to show that even children at the younger end of our age range engaged with the subject in a grounded, knowledgeable way, and understood the severity of the illness in relation to at-risk groups. The degree to which children evaluated the effects on society as a whole varied slightly with age, but no child possessed information that was wrong or expressed any irrational anxiety about the situation.

Media and politicians are addressing children directly – because children want information

As children of all ages are clearly showing an interest in and understanding of the subject of the coronavirus, it’s not surprising that in some countries politicians are trying to communicate with children directly and listening to their concerns.

On Friday the 13th of March, Denmark’s prime minister Mette Frederiksen held a short press conference in which she answered questions about the coronavirus sent in by children. On Monday, Norway’s prime minister Erna Solberg followed suit, also holding a special press conference in collaboration with children’s media outlets, with adult press banned from attending. Both leaders faced questions from children aged six to 13 which covered issues such as school closures, activities children can and cannot take part in, holidays, concerns about senior family members, vaccine development, and how to best take care of your own health and helping your friends and loved ones.

Children want to know what is going on, they want to know what they can and should do, and they care about the people around them.

Similarly, also in Norway, the children’s newspaper Aftenposten Junior has been focusing their content on providing accurate and easy to understand news about the coronavirus. The newspaper, being an offshoot of the biggest newspaper in the country, is currently available free of charge, as the publishers understand the importance of providing children with factual content about the virus, stressing the importance of accurate information in the era of “fake news”.

That’s not to say the Scandinavians are alone in wanting to keep children informed; CBBC’s Newsround webpage includes multiple stories about the virus, including an FAQ page, an article about social distancing, and even instructions on how to disinfect your phone or play Pokemon Go in isolation!

Teenagers cope with everything through humour and social media

When we look at how older children have been coping with the coronavirus pandemic, the biggest thing for them is humour on social media. Teenagers use memes to process both personal and social problems, including some serious issues. Although to an outsider the use of humorous memes may seem poorly-timed or in poor taste, they are an important way to place a challenge into a social context and to foster discussion and a sense of community.

Instagram is full of memes about mental health, sexuality and gender identity, climate change, politics, and more. Hashtags such as #anxietymemes or #lgbtmemes bring up hundreds of thousands of results – the vast majority posted by teenagers. However, in 2020 another platform is being used by Generation Z to talk about world events and cope with sociopolitical issues: TikTok.

This isn’t the first time that teens have taken to TikTok in response to a major world event. In the past they have used the platform to share their opinions on Brexit, urge people to register to vote, air their frustrations with world leaders’ responses to climate change, and more.

Now coronavirus is the “it” trend on the short video platform, as teens make stockpiling videos and come up with quarantine ideas. All of this is set to trending coronavirus-themed songs (because of course these exist!) One of the main trending songs stems from a viral Vietnamese PSA about the virus. A Vietnamese dancer created a dance routine based on WHO’s recommendations on how to wash one’s hands to the song, and this hand wash dance challenge (#ghencovychallenge) has been picked up by teens across the world, and now media outlets in Asia and the west.

Brands are also getting involved – Dettol India released a special filter and started their own TikTok challenge. Even though the user engagement here is not as organic or spontaneous as in the case of other trends, the associated tag #handwashchallenge is racking up billions of views anyway.

The Vietnamese hand wash challenge tag has accumulated 15.8M views on the app, whereas the trending user-created “It’s Corona Time” song has been used in over 800,000 videos.

Although much of the Gen Z humour regarding the coronavirus can be considered quite nihilistic or absurd, it’s in line with how teens have dealt with all other issues in recent history. Absurdist moments of levity set against the backdrop of hopeless situations is a formula that has come to define this generation of internet users, and its prevalence shows just how engaged with the news cycle and concerned about global issues teenagers are.

The social nature of these platforms, the speed at which content spreads to millions of users, and the mass engagement in “challenges” and trends, all allow teenagers to feel a sense of togetherness and understanding as they deal with global crises. Even though the situation might feel hopeless – at least they know they’re not dealing with it alone.

To conclude, it cannot be denied that children and young people understand the situation unfolding around them. Unsurprisingly older children’s reasoning about the coronavirus and its effects is more sophisticated, but even young children are concerned for others.

They’re not panicking – instead they are seeking out information on how to help, taking an interest in how politicians are responding to the crisis, and in the case of teenagers – looking towards social media and humour for support. The coronavirus pandemic will definitely leave a lasting impact on children as they are forced to adjust to a reality in which they cannot go to school and where their friendships are moved to the digital space. Many of them are faced with an emotionally challenging situation where they think about and worry about the disease’s consequences on their close ones and the world around them. So far they appear to be dealing with it all well, but time will tell how all of this unfolds over a longer period of time.

So what can you do under these circumstances as a children’s brand or content creator? If you do choose to talk about the coronavirus, remember to share information that is up to date and factual, in a way that is easy to understand. Acknowledge the severity of the situation, but don’t induce panic. Don’t be scared to inject a small dose of humour to uplift spirits. Also think about how your platform or product can help children during this time, as they will be seeking things to occupy and distract them. Could you perhaps make some of your content free of charge, or offer extended free trials? If you happen to have a digital game, is there a way in which you can facilitate gameplay and add joy to it?  Museums are offering virtual tours, theatres are posting videos of their plays, whereas musicians are holding mini concerts on live video – so what can your brand do to make this period easier and more pleasant for children?

Kids Industries is the leading Insight, Strategy and Creative agency for brands that wish to connect with families. KI uses digital technologies to undertake qualitative research online to get actionable insights. Established in 2002 and are proud to include Universal, Disney, Royal Caribbean, BBC and Kellogg amongst their client list.

NASCAR teams with iRacing to launch new simulation racing exhibition amid strong growth for NASCAR licensing

NASCAR and iRacing have come together to form a new eNASCAR iRacing Pro Invitational Series, a simulation racing exhibition that will feature some of the biggest names in the sport.

The new series will provide racing entertainment for sports fans across the leading motorsports racing simulation platform. A long-term licensee, iRacing is often used by NASCAR drivers to simulate track events as they prepare for their next race.

The move has been launched following the postponement of the planned NASCAR Cup Series as the world battles the ongoing coronavirus pandemic. Interest in NASCAR has been growing not only in the US but globally, according to the organisation, who cites an ‘exceptionally strong 2019 holiday season for NASCAR-licensed products,’ with double digit growth in the fourth quarter.

According to NASCAR, year to date sales continue to register double digit growth both trackside and on NASCAR Shop.

Coinciding with the launch of the new iRacing Pro Invitational Series, NASCAR has worked with its portfolio of licensing partners to develop and deliver a range of eNASCAR iRacing Pro Invitational products.

Asterix comic book artist Albert Uderzo dies aged 92

The French comic book artist and scriptwriter, Albert Uderzo, known for his work on the popular Asterix title, has died at the age of 92, his family told the French news agency AFP this week.

The news outlet quoted Uderzo’s son-in-law, saying: “He died in his sleep at his home in Neuilly from a heart attack unrelated to the coronavirus. He had been very tired for several weeks.”

The artist, the son of Italian immigrants living in France had retired from drawing in late 2011. He will be fondly remembered for his work on Asterix, the comic book hero that has amassed a cult following across Europe and has become a major film franchise, both in animation and live action.

The Asterix property has spawned a number of cinematic adaptations, most notably 1999’s Asterix & Obelix Take on Caesar, starring Gerard Depardieu and Roberto Benigni.

Asterix debuted in October 1959 in the French magazine PIlote, created by René Goscinny and Uderzo. Two years later, the first stand-alone effort, Astérix the Gaul, was released. Since then, the series has gone on to sell more than 380 million copies, translated into more than 100 languages internationally.

The duo collaborated on the comic until the death of Goscinny in 1977. Uderzo then took over the writing until 2009.

The comic book series centres around the titular Asterix, the bravest warrior in a small town in the middle of Roman-occupied Gaul in the year 50 B.C. With the help of a magic potion that gives him super-strength (and his best friend Obelix, who fell into a cauldron of the potion as a child), he spends each instalment fighting and defeating the Roman army and keeping his village safe from harm.

Last year, Astérix celebrated its 60th anniversary with US independent publisher Papercutz taking on the American licensed for the property this year. It does so with an ambitious publishing plan in place to bring Asterix to the US audience.

The Papercutz run will feature all-new English language translations, with a publishing schedule that features both a series of collected editions of historical material and hardcover editions of contemporary releases moving forward.

Since Uderzo’s retirement, the work on Astérix has been handled by writer Jean-Yves Ferri and artist Didier Conrad under a deal that allows Lagardere-owned publisher Hachette to continue producing the series. The most recent book, Astérix and the Chieftain’s Daughter, was released in October.

Emoji lands US wide deal with Handcraft Manufacturing Corp

Premium children’s undergarment brand Handcraft Manufacturing Corp. has given Emoji its signature treatment in a new collection launching this spring. The deal was brokered by Retail Monster, LLC, the emoji company’s North American licensing agent.

The collection features some of the Emoji brand’s most vibrant Emoji icons and designs, creating a range of boys and girls underwear that is youthful, fun and of course expressive, in the Emoji way.

The Handcraft x emoji brand line will debut this May at Walmart stores across the US before expanding into Target, Amazon and other retailers starting autumn 2020. The line will include underwear for kids aged two and upwards.

Marshall Mizrahi, VP of Handcraft, said: “We are certain that our ability to portray this brand is limitless. We look forward to a successful partnership as we work to amplify the longevity of the Emoji brand.”

“Handcraft is the leading children’s undergarment manufacturer, with best-in-class relationships across retail and licensing. We couldn’t think of a better partnership as we continue building this iconic brand at retail.” said Marco Hüsges, CEO and founder of the emoji company. “Because the brand is rooted in expression, we are sure that the product line will delight our youngest fans, who are already learning to engage and communicate daily through icons.”